The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> A large dead tree in a meadow (riding on Lady Equanimity) <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. The boy rides behind you on Lady Equanimity's back. A fly lands on you briefly, and then buzzes off. <>> put sawdust onlitter "Onlitter" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put sawdust onl itter "Onl" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put sawdust on litter You put the sawdust in the dead tree. Prince Quisborne tries to get a squirrel's attention by making noises at it. <>> light litter (first getting off of Lady Equanimity) You light the litter in the base of the tree again, and it begins to blaze. The sawdust is consumed to nothing by the flames. <>> undo Taking back one turn: “light litter”. <> A large dead tree in a meadow (riding on Lady Equanimity) <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. In the cavity at the base of the tree there is some sawdust. The lad is mounted behind you on Lady Equanimity. <>> put iron bar on litter You put the iron bar in the dead tree. <>> light litter (first getting off of Lady Equanimity) You light the litter in the base of the tree again, and it begins to blaze. The sawdust is consumed to nothing by the flames. <>> z Time passes... The Feckless sketches the iron bar on the dead tree with the chalk. <>> z Time passes... <>> z Time passes... <>> z Time passes... The air is filled with the drone of bee buzzings. <>> z Time passes... Squirrels abound in the scattered clumps of woods outlying the meadow. <>> x bar It's a short iron bar, about two and a half feet long, and over half an inch thick. The bar has been flattened at one end to a sort of chisel point, which has been sharpened. It has seven holes punched through it. Its surface has also been made ridged and grooved. The iron bar is still damp from the wetting it received. The prince is rambling. "I guess I mostly do limericks, but I'd like to get good at other poetry too. Maybe someday I'll write really beautiful and touching stuff. I don't know. I have a suspicion that good poets have a lot of really deep things happening inside. I don't think I'm deep like that yet, but I'd like to be. Do you know how a person gets deep, sir? Well, never mind." <>> * && This iron bar has been wet since I took it down in the quarry lake with me. I've now put it in the fire and not only does it not warm up, it doesn't even *dry* up. Comment recorded. <>> * && I saw Quis writing something in chalk on the tree just now. Maybe a good idea... Comment recorded. <>> get bar You really don't want to get too close to the fire. <>> stamp fire You stamp out the fire. <>> x tree The remains of the old tree consist of nothing but a sixteen-foot-tall section of trunk: barkless, branchless, and broken off at the top. Where the trunk enters the ground, a large rotting void opens into the center of the tree. Myriads of buzzing bees are swarming around the tree's top. An iron bar is in the void at the base of the tree. Drawn in chalk on the dead tree is a picture of the iron bar. <>> * && Hmmm... Comment recorded. <>> clear tree You wipe all of the chalk off of the dead tree. <>> put lantern in hole You put the sky lantern in the dead tree. Quisborne tries to carve something in the dead tree. <>> z Time passes... <>> draw lantern on tree You take your chalk and sketch a picture of a sky lantern on the dead tree. <>> get lantern You take the sky lantern. <>> write "Kilroy was here" on tree In chalk you write "Kilroy was here" on the dead tree. The Prince of Dwindeldorn scampers about the meadow. <>> climb tree The tree is barkless, smoothed by prolonged exposure to the elements, and too large in diameter to reach around for a hug-style climb. Squirrels abound in the scattered clumps of woods outlying the meadow. <>> hack tree with axe You may be trying to use a verb that we weren't instructed how to handle... <>> cut tree with axe It might not be a good idea to chop down this tree with it being as populated by bees as it is. That would just bring their menacing presence down to ground level, and the rude fall wouldn't make them any friendlier. <>> cut footholds in tree "Footholds" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> cut handholds in tree "Handholds" could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && I'll take another look at the submerged block. Comment recorded. <>> travel to quarry You leave the meadow to the east, picking your way through the most naturally traversable terrain. After some miles you come into the Golden Wood of Eshquoke... (Another night passed...) <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. The youth is here with you as always. <>> ct You leave the golden forest, and travel northeast to Chelkwibble... <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The Dwindeldornian heir tags along. <>> g You make the easy jaunt from Chelkwibble to the quarry... <> At an inundated quarry <> Cut deep into the face of a steep wooded bluff dead ahead is the cavernous hollow of an old quarry, now filled with water. Around you are rugged foothills which continue to grow higher and lead toward a mountainous country to the north. You're right at the water's edge where the foot of the bluff would have been before it was all quarried out. The quarry-lake is just north of you, and the path that brought you here leaves to the southeast. Prince Q is here with you as always. <>> g You're at your intended destination. "Valkyrian, did you know that chimpanzees can be cannibals? That's really disturbing!" (The prince.) <>> dive You take another plunge into the jarringly cold water... Prince Quisborne remains behind with the gear sack. <> Swimming on the quarry-lake surface, southeast corner <> You are treading water on the surface of the filled-up quarry, near the southeast corner. The water is ultra-pure, and despite its clarity you can only see blue below you. The quarry walls taper down to almost nothing on the east, and to the south the quarry lake surface ends abruptly at level ground. <>> w <> Swimming on the quarry-lake surface, southern side <> You are treading water on the surface of the filled-up quarry, near the open southern side. The water is ultra-pure, and despite its clarity you can only see blue below you. South of you the lake ends abruptly at level ground. <>> w <> Swimming on the quarry-lake surface, southwest corner <> You are treading water on the surface of the filled-up quarry, near the southwest corner. The water is ultra-pure, and despite its clarity you can only see blue below you. The quarry walls taper down to almost nothing on the west, and to the south the quarry lake surface ends abruptly at level ground. <>> n <> Swimming on the quarry-lake surface, western side <> You are treading water on the surface of the filled-up quarry, near the western wall. The water is ultra-pure, and despite its clarity you can only see blue below you. The damp, cut walls of the quarry rise out of the water to the west. <>> d <> Underwater in the quarry <> You are swimming underwater in the quarry. The water is clear and bright here just under the surface. The hand-cut walls of the quarry loom murkily to the west. <>> d <> Underwater in the quarry <> You are underwater in the clean, cold water of the quarry. You are several yards underwater here, with nothing visible below but more water. The hand-cut walls of the quarry loom murkily to the west. <>> d <> Underwater in the quarry <> You are swimming underwater in the quarry. It is quite dim this far down. The muck-covered bottom of the quarry is just below you. A large block of some kind of stone is sitting on a stone sled, submerged here at the bottom of the quarry. <>> x block It's a very large, roughly cubical block of stone, sitting on a stone sled. For one reason or another it was never dragged out before the quarry fell out of use. It's probably granite. <>> * && Hmm...Is there a purpose behind emphasising it's granite? Comment recorded. <>> x sled The sled is just a flat wooden drag with runners and an upturned front edge. It's deteriorated, but less so than you might have thought, it being completely submerged in the cold ground water. It's pointed east. A large block of some kind of stone is sitting on a stone sled, submerged here at the bottom of the quarry. <>> push sled east The sled is bearing the weight of a mammoth stone block. Hence, your attempts fail. <>> x wall You don't see any wall in view. <>> u <> Underwater in the quarry <> Clear blue-green water is all around you, as you swim through the quarry. You are several yards underwater here, with nothing visible below but more water. The hand-cut walls of the quarry loom murkily to the west. Your lungs are starting to burn a bit. <>> u <> Underwater in the quarry <> You are underwater in the clean, cold water of the quarry. The water is clear and bright here just under the surface. The hand-cut walls of the quarry loom murkily to the west. <>> u <> Swimming on the quarry-lake surface, western side <> You are treading water on the surface of the filled-up quarry, near the western wall. The water is ultra-pure, and despite its clarity you can only see blue below you. The damp, cut walls of the quarry rise out of the water to the west. <>> s <> Swimming on the quarry-lake surface, southwest corner <> You are treading water on the surface of the filled-up quarry, near the southwest corner. The water is ultra-pure, and despite its clarity you can only see blue below you. The quarry walls taper down to almost nothing on the west, and to the south the quarry lake surface ends abruptly at level ground. <>> s With a kick, you swing yourself up out of the quarry and onto solid ground. <> At an inundated quarry <> Cut deep into the face of a steep wooded bluff is the cavernous hollow of an old quarry, now filled with water. Around you are rugged foothills which continue to grow higher and lead toward a mountainous country to the north. You're right at the water's edge where the foot of the bluff would have been before it was all quarried out. The quarry-lake is just north of you, and the path that brought you here leaves to the southeast. Your companion is sticking nearby. A jumping grasshopper makes a brief appearance. You are soaked through. <>> x canvas It's a piece of canvas tarp, about ten feet square. It's a dirty flaxen color. Prince Quisborne the Feckless tries to make an echo. <>> fill canvas with water You don't need to be explicit about putting things in the canvas. <>> * && Does this mean there *are* things to carry inside the tarp? To wrap into it? Comment recorded. <>> * && Wait a minute... Comment recorded. <>> travel to blatterfarthing The road leads you before long back to Chelkwibble... <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Quiz is hanging around. You've dried off to the point of just being thoroughly damp. <>> x horse You're speaking of something that makes up part of your surroundings, but does not otherwise need your focus. <>> find horse If you had to guess, the horse would probably return to the Golden Wood or the open country along the North Road. <>> * && damn. I forgot Lady again! Comment recorded. <>> travel to blatterfarthing You travel quite a stretch westward from Chelkwibble. The town of Brittlebarrow, along with a few other hamlets and villages, lies along the way, and then you come into a region of fine farmland... The travel involved stopping for the night, and starting again in the morning. <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Nearby, the Dwindeldornian prince is ambling around. You have finally dried off from your last plunge. <>> ct You make a modest little journey through farms and settled lands, and come to Squarchminster town... <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Surprising Heifers are playing the Iron Pancakes. The grandstands quiver with the liveliness of their human cargo. Near by your side sticks the prince. A Surprising Heifer receives a warning for excessive gentlemanliness towards the other team. <>> g You traverse the pleasant countryside outside of Squarchminster, and come to Blatterfarthing village... <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The future king of Dwindeldorn is sticking nearby. People are going in and out of the sausage-maker's shop. <>> w <> Blatterfarthing smithy <> The inside of the smithy is quite full of things to see. A signboard hangs from the rafters, and a forge, bellows, and anvil are present and accounted for. Along the south wall sits a workbench, and many tools are hung on the wall above it. You can leave by the open sides of the building east or north. The great stone forge and its chimney loom large against the west wall, with the bellows attached. The ponderous anvil stands a few steps away, and a pedal-driven grindstone is in the northwest corner. The smithy contains a few bins of metal bar stock and horseshoe blanks, apparently for public use. On the workbench are the chisel, the grooving stamp, and the punch. On the anvil are the fork and the smithing hammer. On the back wall are the tongs. Your "squire" is in tow. The Dwindeldornian heir marks time with some pushups. <>> light coals You get the forge lit with the embers from your box. The fire is slow to get going. <>> open ember box We don't need to quibble about whether the ember box is open or closed: you will be able to manage that as the situation calls for. The prince is humming. <>> * && Ah... I wanted to light the forge as a backup fire. Then I would empty the ember box and use it to carry some water to the dry leaves underneath the bee-tree. It's the only watertight container I have. Comment recorded. <>> travel to golden wood You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Thymeleigh Manor -the seashore -the Fastness <>> thymeleigh manor This is one of those times where we may not have covered the verb you're trying to use... <>> travel to thymeleigh manor <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The lad is here, carrying the sack. <>> ct Leaving Blatterfarthing to the northeast, you travel across the pleasant country. The next town along the road is Squarchminster... (There was another overnight camp...) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Triumphant Radishes are playing the Griping Swine. The grandstands groan with the energy of the spectators. The king's son is following you wherever you go. In one zone marked out with a certain-colored chalk, it appears that entering players are prohibited from letting their left feet touch the ground, meaning that they hop on one leg. <>> g <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. In the cavity at the base of the tree there is an iron bar. The youth is following you as always. This is the last place where you saw Lady Equanimity, but he's not here any more. Most likely, he wandered up to the open lands along the North Road. He seemed uncommonly taken with the country there when you passed through it. <>> g You leave the meadow to the east, picking your way through the most naturally traversable terrain. After some miles you come into the Golden Wood of Eshquoke... <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. Your companion, the Feckless, is here with you. <>> g <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. Over near the manor, the Knights Arrogant can be seen parading around, dallying with the elegant daughters and nieces of Lord Myrgweth. The king's son comes along. <>> g You're at your intended destination. The youth roams nearby. <>> w <> A secluded spring pool <> You're at the Fountains of Gloskinfroke, a lovely spot sequestered by a ring of close-growing trees. To the immediate southeast, a large and dazzlingly blue spring pool burbles up from the foot of a small concave cliff face. The surrounding trees are grown over nearly to the ground with a thick curtain of hanging vines, and surround a sanctuary of luxuriant, flower-speckled turf. The young fresh stream issuing from the spring flows out to the northwest, and trails lead away south or east over the woody rise. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. Your sidekick tags along. <>> e <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. Over near the manor, the Knights Arrogant can be seen parading around, dallying with the elegant daughters and nieces of Lord Myrgweth. The heir to the throne of Dwindeldorn is present and accounted for. <>> sw Once departing the lands belonging to Thymeleigh Manor, you travel southwest over many rugged and forested hills... The course of the travel included making camp for the night. <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Dwindeldornian prince is present as ever. <>> w Descending from the upland, you go over and down many more rugged forested hills, eventually issuing forth near Kinterole hamlet... <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up in a rather unorthodox fashion: it doesn't look like any one phase of the building process gets completed before something else is started. The ground around the house looks as the ground at a construction site will usually do... it's covered with mounds of dug-up earth near the footprint of the building, lumber stacks are all about, as are large patches of dried and rutted mud where innumerable carts have come and gone with their loads. The site is snug and shady, thanks to all the nearby tall trees that were left standing, and you can hear the clamor of construction work (and testy old carpenter bellowings) coming from inside. From here a horse track leads north, following the natural topography of the land and dodging around trees and large rock outcroppings. The way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. A little leaning sign peeps out from the weeds by the hamlet lane. Your "squire" is in tow. <>> n The horse track leads a few miles northward, and then peters out. The countryside is easy to continue traveling through... <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. In the cavity at the base of the tree there is an iron bar. Your protegé is following you as ever. Prince Quisborne can't walk by the bee tree without coveting the honey that must be up there. <>> get bar You take the iron bar. Shadows create pleasing contrasts across the landscape. <>> e <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke. For many square miles around, the gentle hills are covered with curious trees whose kind is scarcely to be found anywhere else. The natural colors of these trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. This wood surrounds you, which is nowhere so dense but that some patches of grass and dandelions are able to grow on the forest floor. No road has been made through the wood, but you appear to be upon the track most often followed by those who would cross it. From here the track seems to lead west, northeast, and southeast. Prince Q is present as ever. <>> find horse If you had to guess, the horse would probably return to the Golden Wood or the open country along the North Road. The fresh air feels good in your lungs. <>> travel to north road <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. Dwindeldorn's future king is sticking nearby. The bees fill the air near the dead tree with loud buzzing. <>> ct You make the fair-sized journey northwest, crossing the Gloskinfroke, following the back roads and coming out through Squarchminster... (There was another overnight camp...) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Scholarly Bivalves are playing the Cheese Curds. The grandstands shake with the liveliness of their human cargo. Prince Quiz is following you wherever you go. Someone on the Scholarly Bivalves just scored a 3-point goal off a screwball from quarterfield. <>> g The road north from Squarchminster travels through a well-peopled area, coming by and by into the region of the Haystacks... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Your companion, Prince Quisborne the Feckless, is here with you. Every once in awhile you catch a glimpse of activity at some distant cottage or castle. <>> g You take the road to the northern limit of the knobs and knolls, and ascend the escarpment to the highland, following the North Road... <> The Northern Marches <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. Lady Equanimity is here, eating grass. Your protegé comes along. The waterfall nearest you careens over the cliff's edge, but turns to blowing mist before reaching the ground down at your level. <>> get on equanimity You hop up on the horse's back. Prince Quisborne climbs up behind you. <>> s You have found the Fastness of the Dracken Fells, but have as yet to unearth what secrets it may hold. It seems that your business should either lie there or else somewhere in Dwindeldorn that might shed light on what you must do there. Quisborne is staring vacantly into space until your gaze rouses him with a little jerk. "I decided to let my mind wander," he says. "I got lost trying to follow it." <>> sw The southwest journey takes you across the gradually descending highland, where the North Road finally drops down a high escarpment and enters the Haystacks. You continue on past Wickerhorn and come to a knoll near Eathbrutham Castle... You found a suitable place to dismount and make camp for the night during the travel. <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Prince Q is sitting behind you on Lady Equanimity's back. <>> d You dismount from Lady Equanimity, as does the boy. <>> undo Taking back one turn: “d”. <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. PQ rides behind you on the horse. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill (riding on Lady Equanimity) <> This is the site of an old mill, no longer in operation. The large timber structure stands to the north, and the ground immediately in front of the building – which once would have been grass, or dirt packed hard by wagon wheels – is now covered by low vegetation which suggests that the place has been deserted for some years, but not for decades. Otherwise, tall trees block your view in all directions, and thorny thickets which also bear beautiful blossoms crowd up against the sides of the building. The side of the building facing you is dominated by a wide rolling door. It's slid wide open now, illuminating the interior of the old building. Somewhere off to the west you can hear the plunging of the Ribbleskinder River as it drops several yards of altitude over a short distance. A track leads back up the knoll to the southeast. <>> enter mill The ornery quadruped overtly refuses to enter the mill. Maybe he doesn't love confined spaces. The heir to the throne of Dwindeldorn watches an inchworm crawling down his sleeve. <>> dismount You dismount from Lady Equanimity, as does the lad. Geese fly in a "V" formation through the sky. <>> enter mill You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The future king of Dwindeldorn is here with you as always. The building makes a slight creak. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Nearby, the lad is ambling around. <>> nw You take the channel towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The putrid remains of a dead fish are suspended in the dam where Quisborne has cleared some branches away. The future monarch of Dwindeldorn tags along. The air near the dam smells quite unpleasant. Prince Quiz gets a practice sprint in. <>> x dam It's a miniature mountain of tangled, interlocked flood debris. A great tree with an enormous, gnarled root ball must have lodged in the channel opening during some past flood, and then other logs, branches, flotsam and mats of debris caught and built up around it over time, until the blockage finally became impenetrable to water flow. The dam smells quite foul, as it is a big trap for all kinds of gunk, scum, rotting matter, and dead things. The putrid remains of a dead fish are suspended in the dam where Quisborne has cleared some branches away. <>> clear branches There would need to be something erasable written on the dam of debris. <>> move branches The dam is far too large – and is composed of logs too large – to think of moving. <>> cut dam with axe You could chop till you had no strength left to lift the axe, and there would still be a mountain of a dam there. The air near the dam smells quite unpleasant. <>> dive If you see some water you want to get in, go ahead and try it. Birds fill the air with tweets and chirps. <>> swim Prince Quisborne would not be able to follow you across the river, and you'd be at some risk yourself in such a current. The young sprig of royalty pinches his nose. <>> climb on dam You climb around for awhile on the large pile of dammed junk. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Unfortunately, there's nothing in your hole that you could use for bait. Maybe try digging in a different location? Afterward, you fill the hole back up and tamp it down. <>> * && Thanks for reminding me. Now, if I were an earthworm, where would I be? Comment recorded. <>> * && There are always lots and lots of earthworms in my vegetable garden. I welcome them, they loosen the soil and their digestive process adds to the garden's fertility. Comment recorded. <>> se You follow the edge of the millrace through the thick brush and back to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Near by your side is the princeling. The lad has found another toad to pet. <>> w The same thorny thickets which crowded the mill from its front side also impede easy passage towards the river. <>> s You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The Dwindeldornian heir is here. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, chomping away. Prince Quisborne is hanging around, with sack slung over his shoulder. <>> get on horse You mount up onto Lady Equanimity. Prince Quisborne climbs up behind you. <>> travel to gramblefork The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. <>> g The southeast road makes a very scenic course through the knobby hills and a few small villages, coming after some distance to a region of fine farmland... <> Country roads (riding on Lady Equanimity) <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The Dwindeldornian heir is riding along with you. <>> g <> Gramblefork Place (riding on Lady Equanimity) <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. <>> se Beyond the creek looks like just wild country... you should stick to traveling towards clear destinations unless you're in a situation where you really have a suspicion that there's reason to explore the wilderness. The royal youth looks at the burned portion of the house. <>> dismount You swing down from the horse. The Dwindeldornian prince follows suit. <>> x vegetable garden "Vegetable garden" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x plot Amongst the weeds south of the byre are many that are darker green and more feathery than most of the wild grass... carrots, as you've had occasion to discover. They're thick, spreading over several dozen square yards, averaging in height about up to your knees. <>> dig plot (with the broken mattock) You dig some more in the old garden area, and turn up some more carrots. <>> dig (with the broken mattock) You've already dug up some carrots, why don't you find some use for those? <>> give carrots to Lady Equanimity (the bunch of carrots) (first taking the bunch of carrots) The horse gobbles up the carrots, and seems to nod his appreciation. <>> l <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. Lady Equanimity is here, grazing. The future ruler of the land is hanging around. The future king of Dwindeldorn visits the little hamster dam. <>> dig pigshed You're satisfied to let the collapsed pigshed decay in peace. <>> e You can reach the hayrick and the edge of the pasture without explicitly traveling east... The king-to-be looks into the old pig shed. <>> dig pasture It just looks like wilderness that way... once upon a time flocks would have roamed there and foraged further into the woods. <>> mount You climb up onto the horse. Prince Quisborne climbs up behind you. <>> travel to ferry The lane takes you back uphill and through some woods, till you regain the main road... <> Country roads (riding on Lady Equanimity) <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. A man and a woman riding horses lope down the road. <>> g You make a modest little journey through farms and settled lands, and come to Squarchminster town... <> Grimmage field, Squarchminster (riding on Lady Equanimity) <> You're present at a scene of lively activity. Northwards lies the expansive grimmage field of Squarchminster, with its curious sport going at full tilt. Along the eastern border of the field large permanent grandstands have been erected, and immediately north and west of the field boundaries the ground rises in short hillsides, making for other convenient means of spectating. All three of these sides are quite packed with enthusiastic locals, who are filling the air with intermingled boos and cheers. Squads of other-colored players stand in waiting by the south fence, as many games take place in the course of a day. The south fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is the west end of Squarchminster town, represented by a brickmaker's yard, and there is a convergence of roads happening here. One road comes in from the country to the southwest, bending around the back side of the grandstands, and leading off into the country north of here. Two more roads branch off of this, going into Squarchminster either southeast or northeast. Currently on the field, the Hair Follicles are playing the Secondhand Wigs. The grandstands quiver with the energy of the seated crowd. Prince Q is riding along with you. <>> g <> Blatterfarthing village green (riding on Lady Equanimity) <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. <>> g From Blatterfarthing you travel southwest, until crossing the Gloskinfroke River by a small bridge and reaching the ferry landing near Wratchbunting village... <> Wratchbunting ferry landing, east side (riding on Lady Equanimity) <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats idly, docked on the other side of the river. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I wailed and complained about not finding a rope and not being allowed to forge a hook and not getting the cable-hook from the construction crane,... I have a rope and hook right here. A bit smaller and more delicat than I had imagined, but still... Comment recorded. <>> x pole This fishing pole is long and stout, and was cleverly made to be collapsible: the rod is composed of three sections that can be disassembled for easy storage and portability. The pole has a simple spool reel, connected by fishing line to a rather large hook. <>> x line Obviously a fishing pole must have a line in order to reel in any fish. Suddenly there is a splash, as a large fish breaches the surface of the river. <>> x ferry Even from across the river, you can tell the ferry is little more than a floating wooden platform; it would probably be a tight squeeze to get two horse-drawn wagons on it at a time. This particular ferry ordinarily works by being attached to a dock at each bank by a rope. There is a crankable winch on each dock, and two cranks on the ferry itself, one on either side of it. The result is that while on the ferry, you turn the crank nearest the bank you're heading for, and it will reel in the rope on that side, drawing you towards the bank, while letting out the rope from the side you departed from. Furthermore, if one were to arrive at either bank and find that the ferry was not left last on their side of the river, turning the winch on the dock would reel the ferry back to them. Something is amiss though... the rope has either been cut, has snapped, or has come untied from the dock here on the east side. The loose end of the rope appears to have been drawn out of the river and coiled up on the ferry deck. <>> x rope (the coiled rope) The rope appears to be attached normally to the crank on the ferry, but the end that would be stretched all the way across the river to this dock is instead piled up in a coil on the ferry deck. <>> x coil The rope appears to be attached normally to the crank on the ferry, but the end that would be stretched all the way across the river to this dock is instead piled up in a coil on the ferry deck. Varied shadows accent the landscape. <>> x river The Ribbleskinder River has its source somewhere in the mountainous northern wilds, and ultimately drains into the Great Skalfyrth Water in the south, effectively dividing Dwindeldorn into eastern and western halves. You've seen the southern extremity of the river before, as your trip to Dwindeldorn from Vatterdelm involved sailing across the Skalfyrth, and disembarking in Chelderfaulk, where the river meets the great lake. It's flowing a bit west of south here at the ferry crossing, and makes a lovely picture cutting its way along the foot of the bluffs on the western banks. Its width at this spot on the map is just such as to be considered a big river, but the far banks are near enough to add rich depth and dimension to the scene. <>> * && Close enough for a fly-fishing throw? Comment recorded. <>> throw hook at coil The other side of the river is just a tad out of your throwing range, even for an ideally weighted projectile. <>> hook coil (with the fishing pole) You'd probably want to get off the horse for that. The Prince of Dwindeldorn surveys the scenic river. <>> dismount You dismount from Lady Equanimity, and Prince Quisborne the Feckless does too. Your squire makes shrill noises by blowing on a piece of grass. <>> x landing West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats idly, docked on the other side of the river. Lady Equanimity is here, chomping away. The ever-present prince is here. Quisborne gets in some pull-ups. <>> w West of you is Ribbleskinder River, and the ferry to cross it is docked on the other side, in less than a perfect state of functionality. You can hear the trees rustling. <>> stand on landing Which landing do you mean, the west side ferry landing, or the wratchbunting ferry landing, east side? < distinguish >> west side You’re already standing on the ground. <>> stand on east side You’re already standing on the ground. The river flows peacefully but mightily downstream. <>> stand on landing Which landing do you mean, the west side ferry landing, or the wratchbunting ferry landing, east side? < distinguish >> the wratchbunting ferry landing, east side That was not one of the choices. Which did you mean, the west side ferry landing, or the wratchbunting ferry landing, east side? < distinguish >> wratchbunting ferry landing That was not one of the choices. Which did you mean, the west side ferry landing, or the wratchbunting ferry landing, east side? < distinguish >> east side You’re already standing on the ground. <>> * && a)typo : wratchbunting uncapitalised. b) something's off with this disambiguation. Comment recorded. <>> hook coil (with the fishing pole) With a mighty swing, you cast the heavy hook of your fishing pole across the river. It soars across the watery expanse, making the spool whine furiously as the line feeds out. It really was a good shot... you managed to hit the side of the ferry before the hook plunked into the water. You reel the line back in again. <>> g (with the fishing pole) You try casting at the coiled rope again. You get pretty close, but the hook lands in the water just shy of the ferry. Once more you reel in the line. <>> g (with the fishing pole) Your perseverance pays off. Having felt out the process a little bit, you cast and land your hook right smack into the coil of rope. As you reel the line back in, the stout hook snags into the rope fibers, pulling the coil's end off the ferry, into the river, and across the surface of the flowing water. Once you can reach the end of the rope, it's a simple matter to reconnect it to the winch on the dock. Well done... it looks like you have a back-in-service ferry on your hands. Prince Quisborne has just learned an important lesson on the value of patience and perseverance. He goes on in his usual mode about how amazing you are, how he could never have done that, and how excited he is to be able to cross the river and do more exploring. *** Your score has just gone up by five points *** <>> x crank The winch is a fixed apparatus on the dock, consisting of a revolving drum supported horizontally, with a long crank arm to turn it. A rope is attached to the drum, and this rope pulls the ferry towards your dock when the crank is turned. The winch drum is empty, except for where the rope is tied to it, as the rope is currently stretched out full length to the ferry on the other side of the river. Prince Quisborne surveys the rope system, and the ferry attached to a crank on each side of the river. "I wonder if people ever play tug of war here!" he muses. "That would be jolly, seeing people trying to fight over which side to reel the ferry to!" <>> tug on rope You may be trying to use a verb that we weren't instructed how to handle... <>> turn crank (first getting on the dock) Always on the lookout for an opportunity to toughen up the prince, you set him to pulling the ferry across the river. While he isn't well conditioned to it, he does seem to accept that this kind of thing is going to be his lot. It's rather slow work, but before too long, the ferry has made the crossing and bumps up against the dock you're standing on. It resists the flow of the river, tethered by its ropes on either side, and waits for the next traveler to avail of it. Sounds of town life drift down from Wratchbunting. <>> mount lady (first getting off of the dock) You hop up on the horse's back. Prince Quisborne climbs up behind you. <>> ride onto raft You don't see any raft in view. <>> ride onto ferry Your quirky four-footed friend seems to have a resolute aversion to approaching the edge of the river. <>> * && Oh. Goodbye Lady Equanimity. We'll meet in the Golden Wood. Comment recorded. <>> dismount You swing down from the horse, and the Dwindeldornian heir follows. PQ continues to improve his pushup abilities. <>> get on ferry (first getting on the dock) You get on board the ferry. The king-to-be follows you on. <>> l <> Wratchbunting ferry landing, east side (standing on the ferry) <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock under you. Lady Equanimity is here, grazing. Your squire is aboard the ferry. <>> * && Hurray!! Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Wratchbunting ferry landing, east side (standing on the ferry) <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock under you. Lady Equanimity is here, chomping away. Quiz is aboard the ferry. The king-to-be gets in some pull-ups. <>> * && I'm honestly feeling giddy and excited to be crossing the river. And a little sad to leave Lady Equanimity, but she'll be okay and we'll find her when we come back East. Comment recorded. <>> x ferry It's the ferry you've already cranked over to this side before: a simple floating wooden platform that is tethered to a dock on either side of the river by rope and cranks. There is a crank (with corresponding rope attached) on both west and east sides. The feckless heir is aboard the ferry. <>> turn west crank With the prince for "horsepower", you enjoy a peaceful float across the murmuring Ribbleskinder River. The green bluffs on the other side grow steadily taller until the ferry comes to a stop with a *clunk* against the western dock. You and the prince disembark. [Subsequently, you can just say 'east' or 'west' to cross the river, instead of 'board ferry and turn crank', provided the ferry is docked on your side of the river.] <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Lady Equanimity is standing at the ferry landing on the east bank. Your companion, PQ, is here with you. The movements of the trees create dapplings of light on the ground. <>> wave to lady You may be trying to use a verb that we weren't instructed how to handle... <>> wave This is one of those times where we may not have covered the verb you're trying to use... <>> shout to lady You may be trying to use a verb that we weren't instructed how to handle... <>> kiss lady You can't well do that from this side of the river. <>> * && "You blow a little peck across the river. Lady Equanimity neighs affectionately in response." Comment recorded. <>> ask quiz about dwindeldorn "I love my homeland! I hardly ever got to see any of it before we started marching around together! <>> ask quiz about western dwindeldorn What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask quiz about nurse Previously, the princeling answered with: "Really, sir, I don't know anything more about her than you do... what Lord Zendarc said is all I have to go on." <>> ask quiz about ribbleskinder You ask your young pal some questions, and he gives you some answers. A lovely butterfly performs circles in the air. <>> l <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Lady Equanimity is standing at the ferry landing on the east bank. The youth is here with you as always, carrying the sack. The royal youth peeks under the dock. <>> x bluffs Bluffs on the western bank of the river plunge steeply into the river, except for the cleft where the ferry landing is situated. Slopes of solid green foliage are broken in places by naked rock faces jutting straight up for a space, as if portions of the hillside had broken off in some past age. You can hear the trees rustling. <>> x road The road doesn't warrant a lot of description... dirt with a few pebbles and weed clumps, no ditches or embankments, just wide enough for two wagons to pass by each other. It climbs through a gap in the bluffs to the west. Prince Quisborne the Feckless makes shrill noises by blowing on a piece of grass. <>> w The bluffs are pretty steep here, and the area appears to be all woods. <>> u It turns out the sky is not the limit: roughly three feet is, then gravity kicks back in. The king's son sculpts some damp clay with his fingers. <>> sw <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. The Dwindeldornian prince is present and accounted for. <>> * && I've heard good things about Dys Butte. I think I'll go south to admire Dys Butte with my own eyes. Perhaps even lay my travel-weary head to resr awhile on Dys Butte. Comment recorded. <>> s Leaving Castle Row by the south road, you follow for some time the bluffs on the other side of which lies the big river. The land is fair, and is some of the most heavily populated that you've seen in the realm. The road makes a broad bend towards the southwest, and continues a good way further. The deep hills here are rich in metals, and you see evidences of extensive mining for tin, silver, and lead. You cover a lot of ground, passing through the towns of Bromhoven and Kirtlesnock, in addition to many more hamlets and castle demesnes. The road finally comes to an end at a large and lively town... (Another night passed...) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Indeed, you cannot see a single house or building which looks like another, and this has every appearance of being on purpose. Perfect taste does not seem to be the primary goal so much as uniqueness, and the buildings of Chedderwicket display almost any variation imaginable of shape, or color, or choice of building materials. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the alternately charming and curious buildings of Chedderwicket. A sign in the middle of town says: "Wellcome to Chedderwicket. We couldn't care more, but we coulde care less!" The princeling is sticking nearby. Prince Quisborne cocks an eyebrow at the sign. "I think they're actually saying something positive... but that's a jolly roundabout way of doing it." <>> undo Taking back one turn: “s”. <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. Your protegé is present as ever, sack in hand. <>> * && I haven't looked around properly in my haste to set foot upon Dys Butte. Comment recorded. <>> x castles You hail a passing local and ask him what he knows about Castle Row. After he continues on his way you are privy to this brief history: Many generations ago the first castle was built by a Lord Skrolpingale. A few years went by, and the then Lord Poldigroyne built another castle, making sure to outdo his neighbor in size. Not long went by before Poldigroyne's castle was surpassed by Lord Baultshiffle's, and so it went, as along came Lords Oscalbroyne, Quaxeldorst and Griltindarl, each building grander than the last. Then young Poldigroyne grew up and inherited his father's castle, and he was not pleased to be lord of one of the smallest castles on Castle Row. So he set about making enlargements to his castle until once again the house of Poldigroyne could boast the grandest castle west of the river. By that time the young Lords Griltindarl, Quaxeldorst, Oscalbroyne, Baultshiffle and Skrolpingale had each grown up and thought that *they* would also like to have the title of 'Grandest Castle in the West'. First this one, then that one would build some spectacular new addition or wing on to his castle, and for a brief time would enjoy his fleeting triumph. As the years passed, the lords became more and more confounded as to what to do with all of the extra space they were building. In the end, they started letting out the rooms to local families in exchange for no more than the upkeep of their particular space, and everybody ended up happy. Gradually the lords' pockets started running empty, so new construction projects became much diminished in both scale and frequency. But it was a good thing, because they were starting to run out of room in between each other to continue expanding. In any case, the compulsion to have the grandest castle seems to have been passed down in each generation since, so that the contest has never really ceased. Varied shadows accent the landscape. <>> * && A relatable tale of manly ambition. We all want to have the biggest. Comment recorded. <>> l <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Poldigroyne Castle. The future king of Dwindeldorn is present and accounted for. Dwindeldorn's future king keeps up his pushup regimen. <>> x building project Many generations ago the first castle was built by a Lord Skrolpingale. A few years went by, and the then Lord Poldigroyne built another castle, making sure to outdo his neighbor in size. Not long went by before Poldigroyne's castle was surpassed by Lord Baultshiffle's, and so it went, as along came Lords Oscalbroyne, Quaxeldorst and Griltindarl, each building grander than the last. Then young Poldigroyne grew up and inherited his father's castle, and he was not pleased to be lord of one of the smallest castles on Castle Row. So he set about making enlargements to his castle until once again the house of Poldigroyne could boast the grandest castle west of the river. By that time the young Lords Griltindarl, Quaxeldorst, Oscalbroyne, Baultshiffle and Skrolpingale had each grown up and thought that *they* would also like to have the title of 'Grandest Castle in the West'. First this one, then that one would build some spectacular new addition or wing on to his castle, and for a brief time would enjoy his fleeting triumph. As the years passed, the lords became more and more confounded as to what to do with all of the extra space they were building. In the end, they started letting out the rooms to local families in exchange for no more than the upkeep of their particular space, and everybody ended up happy. Gradually the lords' pockets started running empty, so new construction projects became much diminished in both scale and frequency. But it was a good thing, because they were starting to run out of room in between each other to continue expanding. In any case, the compulsion to have the grandest castle seems to have been passed down in each generation since, so that the contest has never really ceased. <>> * && Oh, I thought this was going to be a shorter elaboration on this specific building project. Since money and space have grown sparse, perhaps the Lords of the Bluffs are now competing to build the most impressive dog-house? Comment recorded. <>> l <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Poldigroyne Castle. PQ is sticking about in your general vicinity. Prince Quisborne gratuitously recites one of his works. "One day I tried writing a ballad, And for a topic I thought I'd choose Salad. But try as I might, It wouldn't sound right: For a ballad a salad's not valid." <>> s Leaving Castle Row by the south road, you follow for some time the bluffs on the other side of which lies the big river. The land is fair, and is some of the most heavily populated that you've seen in the realm. The road makes a broad bend towards the southwest, and continues a good way further. The deep hills here are rich in metals, and you see evidences of extensive mining for tin, silver, and lead. You cover a lot of ground, passing through the towns of Bromhoven and Kirtlesnock, in addition to many more hamlets and castle demesnes. The road finally comes to an end at a large and lively town... (Another night passed...) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Indeed, you cannot see a single house or building which looks like another, and this has every appearance of being on purpose. Perfect taste does not seem to be the primary goal so much as uniqueness, and the buildings of Chedderwicket display almost any variation imaginable of shape, or color, or choice of building materials. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the alternately charming and curious buildings of Chedderwicket. A sign in the middle of town says: "Wellcome to Chedderwicket. We couldn't care more, but we coulde care less!" The young figurehead is hanging around. Prince Quisborne cocks an eyebrow at the sign. "I think they're actually saying something positive... but that's a jolly roundabout way of doing it." <>> * && I like how the theme of the competitive lords is followed through here, but with an emphasis on uniqueness instead of size. Comment recorded. <>> x inn Compared to many other specimens of Chedderwickian architecture, the Plastered Pilgrim is of quite traditional construction. Nevertheless it has its own singular color scheme and its windows and rooflines are well built out with layers of inventive woodwork. The lad is admiring the unusual construction of one of the buildings. You overhear a snippet of conversation between two friends strolling by. One is telling the other his plans for putting pungent aromatic herbs into hard sweet candies to sell to the public, and saying: "I'm going to make a mint!" <>> * && *groan* Comment recorded. <>> * && but a good groan. Comment recorded. <>> listen You hear nothing out of the ordinary. A butcher's shop advertises itself thus: –Rathbowell's Meates and Beef Pattyes– No Soubstitutes or Fillers: Wholly Cow! <>> * && The general hubbub of a bustling market town? Comment recorded. <>> * && "Wholly Cow" another hearty belly-*groan*! You surely went to town on the puns in this, um, town. Comment recorded. <>> z Time passes... "I've heard," says the prince, "in other lands they've bred dogs that yodel instead of bark. I'd like to hear that!" A physicians' establishment attracts the public's notice with the assertion: HARTBERN & GALSTOON, PRAUCTITIONERS OF PHYSICK Drainynge your Bloode more efficientlie than ever! Try our Leeches: They reallye suck! <>> z Time passes... One house has the timbers of its frame painted a golden color, while the infilling wall surfaces are colored purplish-black. <>> smell You smell nothing out of the ordinary. The boy watches the people going to and fro. A tailor's shop sign announces: "COATES OF ALL CUTTS! BUTTONHOLES MENDED" The sign has an unfortunate attribute about it: the consecutive letters 'O' and 'N' have faded much more rapidly than the other lettering, causing it to read somewhat differently from the tailor's intention. Prince Quisborne finds the sign to be fruitful of much juvenile merriment. <>> * && The general dusty smokey horse-manurey stale-aley aroma-stew of a bustling market town. With a hint of mint? Comment recorded. <>> * && Buttholes mended? Wait till you see Dys Butte! Comment recorded. <>> jump You exercise your enviable physical prowess by making a grand leap into the air. With the sack on his shoulders, the feckless heir pumps out a few squats. A patron over in the market asks a vendor for some bushels of corn. The vendor asks: "Hominy?" <>> I had to look up "hominy". It was worth it. This is one of those times where we may not have covered the verb you're trying to use... <>> z Time passes... At the market a vendor is asking a man which fruit he'd like to purchase. Pointing, the man replies: "How 'bout *them* apples?" <>> z Time passes... You see a cooper plying his craft out in the open air, with his work propped upside down on some low horses. He's scraping the bottom of the barrel. <>> z Time passes... A crying boy holding a small empty pouch goes running back to his mother. It would appear that he has lost his marbles. <>> z Time passes... Quisborne the Feckless stands passive amongst all the commotion. In a bed of begonias outside a well-to-do residence, a gardener is at work with a large watering can. He's wetting the bed. <>> * && Surely you've reached the bottom of the punhole now? Comment recorded. <>> z Time passes... A horse tied to a hitching post keeps trying to walk away but each time gets stopped short. The poor fellow is at the end of his rope. <>> z Time passes... One woman in a market stall is displaying some blankets of her making which have some of the most outrageous patterns you've ever seen. You can't be sure, but she might be trying to make a blanket statement. <>> z Time passes... You see a building four stories high which looks like a set of blocks stacked all off-kilter, and topped with a pyramidal roof. <>> z Time passes... The windows and doors of one edifice in Chedderwicket are all shaped like parallelograms. <>> z Time passes... Two lasses are taking care of some laundry at a large cauldron. One lass is holding a towel and contending that it should not be put in the cauldron, for its colors might bleed into the other laundry. The other is protesting the folly of creating extra rounds of laundering when it all might be done at once, and her contention is the more forceful. The first lass sighs, and throws in the towel. <>> * && I'm so glad I safely put aside my cup of coffee after the first round of puns. My keyboard would not have survived the snorting and huffing at the jokes. Comment recorded. <>> z Time passes... Prince Quiz points out another interesting building. A wagon rolls by, precariously seated on the back edge of which you see a man slugging from a bottle while looking very guilty about it. He appears to be falling off the wagon. <>> z Time passes... In a green spot between some buildings, you see a young couple sitting barefoot together under a tree. She looks as if she is breathlessly awaiting from him some fervent avowal, when suddenly and awkwardly he turns away and begins pulling on his stockings and boots. He appears to be getting cold feet. <>> l <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The king-to-be is with you like a second shadow. You see a wagon drive by bearing large water casks and a pumping apparatus. They're misting the main streets to keep some of the dust down. <>> n Your visit to The Plastered Pilgrim amounts to no more than a breather from travel and adventure. The locals are laughing over stories about olden kings of dubious renown. The bit that you overhear concerns when the son of one King Larlop the Parsimonious was taken by pirates. The pirates thought to extort a goodly sum from the king by holding the prince hostage, but the king didn't think the lad, who was known as Prince Fespis the Irksome, was worth the required sum. He tried to make a more economical counteroffer, but gave up when he was refused. At length, the disappointed and ransomless pirates didn't want the irksome prince around any more, and dumped him overboard, whence he managed to gain the shore and wander his way home. Thus King Larlop spared his coffers, upheld his frugality, and got his son back all the same. Rested, you leave the inn. <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The young figurehead tags along. You happen to see a coroner ambling along looking for lodging for the coming night. He appears to be on an inn quest. <>> x yard If you're interested in that, just go west. You happen to see a little boy and little girl playing together. He picks a small sprout off of a tree and says: "Here Floda, this bud's for you! <>> * && The response to X YARD feels out of place. It's more brusque than the usual dismissive statements. "We suggest that you just visit the yard if you'd like to see more." Comment recorded. <>> x inn Compared to many other specimens of Chedderwickian architecture, the Plastered Pilgrim is of quite traditional construction. Nevertheless it has its own singular color scheme and its windows and rooflines are well built out with layers of inventive woodwork. Chedderwicket Dyers and Textiles beckons: "Come on in: You knowe you want to dye" <>> * && The weaver's shop could be "Touching Cloth". Comment recorded. <>> x buildings As mentioned, Chedderwicket is a locality characterized by striking architectural diversity. Many of the structures have been built whimsically on purpose, even at some sacrifice of practicality. Not every single effort has succeeded at being deserving of praise, but most of them have, and you can't say the others didn't try. Someone has collected enough old barrels to build a small house out of them (the walls, that is), standing upright and stacked. The voids in between have been chinked with mortar. The young sprig of royalty is admiring the unusual construction of one of the buildings. Away in a yard, someone's taking a big bunch of grapes and putting it into a press to make wine. He's crushing it. <>> x buildings As mentioned, Chedderwicket is a locality characterized by striking architectural diversity. Many of the structures have been built whimsically on purpose, even at some sacrifice of practicality. Not every single effort has succeeded at being deserving of praise, but most of them have, and you can't say the others didn't try. One of the shops features many interesting curves and is colored a shocking pea green. There is a graveyard within the town, which sadly is being prepared to receive another occupant. A decrepit old man happens to be standing right where they've dug a hole for the coffin: he appears to have one foot in the grave. <>> x buildings As mentioned, Chedderwicket is a locality characterized by striking architectural diversity. Many of the structures have been built whimsically on purpose, even at some sacrifice of practicality. Not every single effort has succeeded at being deserving of praise, but most of them have, and you can't say the others didn't try. There's a house whose plaster has been laid on extra thick, and which was carefully sculpted over the whole surface, before hardening, to resemble the scales of a dragon. <>> * && Amazing. Truly amazing the work you've done on this town. It appears you can proudly stand next to Chedderwicket's inhabitants when it comes to whimsical townbuilding. Comment recorded. <>> l <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Nearby, Prince Quisborne is ambling around, sack in tow. People hustle and bustle around you. <>> x court The court lies to the west, and looks like an older part of the town. <>> * && In the location description of the town, the *court* "is entered to the EAST", while "off to the WEST" is the *yard*. Comment recorded. <>> e <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here, and form a small court which surrounds you. This is part of the old quarter of Chedderwicket, built before the time when every building stood alone with its own identity. Even so, the amorphous conglomerate mass of building still exhibits curious forms and quirks not found in traditional Dwindeldornian construction, hinting that the artistic and innovative spirit in Chedderwicket goes back to its very foundations. Being the court that it is, and the buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. As you are entering the court, a group of roguish lads are making a racket, and playing with a ball that they've apparently bullied off of some littler boys. Seeing you, one of them shouts: "He's on to us, boys!! Scram!!" So saying, he hurls the ball up at the roof of a nearby building, and the lot of them beat a retreat through a very narrow squeeze between a couple of building walls. A washing machine stands at the foot of the north wall. A ball is caught up in the gutter. Your "squire" is in tow. <>> * && Am I going to have to put a red sock in with the whites, as hinted by the two arguing men in the town square? Comment recorded. <>> x washing machine Sitting here is an apparatus for doing laundry. It seems to be for communal use. It's essentially a large open tub with a set of wooden paddles mounted to a spindle inside. There is a seat and a set of foot pedals attached to the tub by a frame, and the pedals rotate the agitating paddles inside the tub. A pipe rises up the north wall to the roofline, presumably connected to a reservoir in the garret of the building. The bottom of the pipe ends a few feet off the ground in a spigot over the washing tub, with a handle that can be turned. <>> x handle (the water spigot) As long as there's a full reservoir somewhere up above, the spigot can supply flowing water to the denizens of the courtyard. The princeling toys around with the pedal washer. <>> open it You fill the laundry tub with water from the spigot, then shut the water off. <>> put all in tub burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. basket: You place the basket into the water. It floats on the surface. canvas tarp: You place the canvas tarp into the water. knife: You place the knife into the water. your ember box: You place your ember box into the water. cattail: You place the cattail into the water. piece of horehound candy: You place the piece of horehound candy into the water. flyer: The flyer is made of a low-grade paper, and disintegrates upon getting wet. piece of chalk: You place the piece of chalk into the water. whittled stag's head: You place the whittled stag's head into the water. It floats on the surface. beet: We *may* be interpreting your intentions, but... if you're putting the beet into water in order to color the water, you'll need to do that in a place where the water can be boiled. Or, you may have just wanted to put the beet into the washing machine. broken mattock: You place the broken mattock into the water. needle: You place the needle into the water. vines: You place the vines into the water. wood strip: You place the wood strip into the water. It floats on the surface. fishing pole: You place the fishing pole into the water. axe: You place the axe into the water. roll of privy paper: The roll of privy paper would probably be spoiled if it gets wet. sky lantern: You place the sky lantern into the water. It floats on the surface. iron bar: You place the iron bar into the water. ball: (first trying to take the ball) The ball is stuck in the gutter of a second-story roof. <>> x washing machine Sitting here is an apparatus for doing laundry. It seems to be for communal use. It's essentially a large open tub with a set of wooden paddles mounted to a spindle inside. There is a seat and a set of foot pedals attached to the tub by a frame, and the pedals rotate the agitating paddles inside the tub. A pipe rises up the north wall to the roofline, presumably connected to a reservoir in the garret of the building. The bottom of the pipe ends a few feet off the ground in a spigot over the washing tub, with a handle that can be turned. The tub is filled with some water. The canvas tarp, the knife, your ember box, a cattail, the piece of horehound candy, the flyer, the piece of chalk, a beet, the broken mattock, the needle, some vines, the fishing pole, the axe, and an iron bar are submerged in the washer water, while the basket, the whittled stag's head, a wood strip, and the sky lantern are floating on the surface. <>> x seat The seat is equipped with the extravagance of a back, so a launderer can do most of the work with their legs, and relax otherwise. <>> x pedals Foot pedals move the paddles around within the tub. <>> sit (on the washer seat) You’re now sitting on the washer seat. The incumbent to the throne perambulates around the courtyard. <>> push pedals You pedal the washer, churning around the contents of the tub. <>> g You pedal the washer, churning around the contents of the tub. <>> stand As you wish, you’re now standing. <>> x tub Sitting here is an apparatus for doing laundry. It seems to be for communal use. It's essentially a large open tub with a set of wooden paddles mounted to a spindle inside. There is a seat and a set of foot pedals attached to the tub by a frame, and the pedals rotate the agitating paddles inside the tub. A pipe rises up the north wall to the roofline, presumably connected to a reservoir in the garret of the building. The bottom of the pipe ends a few feet off the ground in a spigot over the washing tub, with a handle that can be turned. The tub is filled with some water. The canvas tarp, the knife, your ember box, a cattail, the piece of horehound candy, the flyer, the piece of chalk, a beet, the broken mattock, the needle, some vines, the fishing pole, the axe, and an iron bar are submerged in the washer water, while the basket, the whittled stag's head, a wood strip, and the sky lantern are floating on the surface. <>> get all from tub You take the basket, the canvas tarp, the knife, your ember box, the cattail, the piece of horehound candy, the flyer, the piece of chalk, the whittled stag's head, the beet, the broken mattock, the needle, the vines, a wood strip, the fishing pole, the axe, the sky lantern, and the iron bar from the water. <>> * && Water-resistant chalk? Comment recorded. <>> x chalk It's a half of a stick of chalk, discarded by Yondilroy. A groove has been worn in it from being rubbed along a string. The piece of chalk is still damp from the wetting it received. The heir to the throne of Dwindeldorn examines the clothes-washing apparatus. <>> x all “All” cannot be used with that verb. <>> * && Hmmm... I hadn't noticed the groove in the chalk yet. I'll remember that if a puzzle comes up that suggests drawing straight lines. Comment recorded. <>> dry knife You may be trying to use a verb that we weren't instructed how to handle... <>> * && There. A sparkly clean inventory. Comment recorded. <>> l <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. The tub is filled with some water. A ball is caught up in the gutter. The youth is traipsing about the court. <>> drain water This is one of those times where we may not have covered the verb you're trying to use... <>> drain tub You may be trying to use a verb that we weren't instructed how to handle... <>> empty tub The washer tub is dumpable, so you empty it and the water runs off to an appropriate place. <>> fill tub What do you want to fill it with? < object >> hopes and dreams "Hopes" could either be something as yet unknown to you or else a phrasing unknown to us. <>> open spigot You fill the laundry tub with water from the spigot, then shut the water off. <>> x pipe The water pipe runs up a northern wall to the roofline, but goes into the wall, presumably to a reservoir, while the gutter must drain elsewhere, probably into a cistern. It's about three inches thick, and probably made of some copper and lead alloy. <>> x gutter A wide copper gutter runs along the roofline of a northern wall of the court. A ball is in it. <>> x ball It appears to be a leather ball, but you can't learn much more than that under the circumstances. The feckless heir is waving at people randomly. <>> climb pipe You seize hold of the pipe, and by its means begin to scale the side of the building. Soon you are clinging to it at the roof's edge, high above the pavement, while the prince hollers out cautionary advice... Prince Quisborne remains behind with the gear sack. <>> get ball Anchoring one hand solidly behind the pipe and bracing with your feet, you are able to reach into the gutter and grab the ball. Perhaps at some point you'll have the good fortune to stumble upon its diminutive original owner(s) and return it to them, but for the time being you're the new proprietor of a little leather ball. *** Your score has just gone up by one point *** <>> put quis in tub "Quis" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put quisborne in tub You can't reach Prince Quisborne from the water pipe. The future king of Dwindeldorn plays around with the ball. <>> d You shimmy back down the water pipe to the pavement. The canvas tarp has dried out. <>> u You ascend the north wall by means of the water pipe, and reach the level of the gutter... Prince Quisborne remains behind with the gear sack. <>> u Attempting to get on the steep roof from this awkward perch would surely give you a sad ending. <>> u Attempting to get on the steep roof from this awkward perch would surely give you a sad ending. <>> * && Well? Where's that sad ending you promised me? I like me a good death-scene. Comment recorded. <>> swing What do you want to swing? < object >> me That action isn't likely to ever be used in connection with yourself. <>> * && Oh yes it is. Give me a rope hanging from a tree above a gently murmuring summer stream; a candle chandelier in a grandiose dancing hall; or in this case, a gutter above a narrow dead-end washing court. Comment recorded. <>> d You shimmy back down the water pipe to the pavement. <>> drown quiz in tub You see no quiz in the washing machine. <>> * && This is unintentional, but it still got a good laugh. Comment recorded. <>> drown prince There's no water near at hand that's suitable for drowning purposes. Your young pal thinks he sees a llama in the clouds. <>> * && There's the washing tub. Comment recorded. <>> fill tub with water Pouring something onto itself isn't wholly logical. <>> open spigot The tub is already full. The youth almost loses his balance. <>> drink tub The washing machine is not a beverage. <>> drink water You take a draught from the water. <>> fill water with tub Pouring something onto itself isn't wholly logical. Prince Quisborne watches a couple of younger lads fly a june bug around in circles, with a string tied to one of its legs, until the boys dash off to some other important destination. <>> * && In some cases, "tub" is synonymous with 'water", but the game does recognise DRINK WATER. Comment recorded. <>> x water There's a tub full of water in the machine. <>> l <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. The tub is filled with some water. Your protegé is traipsing about the court. <>> press pedals (first sitting on the washer seat) You pedal the washer, churning around the contents of the tub. <>> empty tub You empty the water out of the tub. <>> press pedals The washer is empty... but go ahead, spin the paddles for fun. <>> put all in tub ball: You put the ball in the washing machine. burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. roll of privy paper: You put the roll of privy paper in the washing machine. basket: You put the basket in the washing machine. canvas tarp: You put the canvas tarp in the washing machine. knife: You put the knife in the washing machine. your ember box: You put your ember box in the washing machine. cattail: You put the cattail in the washing machine. piece of horehound candy: You put the piece of horehound candy in the washing machine. flyer: You put the flyer in the washing machine. piece of chalk: You put the piece of chalk in the washing machine. whittled stag's head: You put the whittled stag's head in the washing machine. beet: You put the beet in the washing machine. broken mattock: You put the broken mattock in the washing machine. needle: You put the needle in the washing machine. vines: There's only so much room in the washing machine to put things. wood strip: You put the wood strip in the washing machine. fishing pole: There's only so much room in the washing machine to put things. axe: There's only so much room in the washing machine to put things. sky lantern: There's only so much room in the washing machine to put things. iron bar: There's only so much room in the washing machine to put things. The heir to the throne of Dwindeldorn waits for your lead. <>> press pedals You pedal the washer, churning around the contents of the tub. <>> * && Churning my inventory in the dry tub made me think of something. Cannonballs were smoothed and polished by churning them in a cement-mixer-like rotating bucket filled with pebbles or round metal pellets. Like the lead balls from the Fastness. Comment recorded. <>> * && If anything needs to be smoothed into a nice round shape, I can put pebbles from the river in this tub and give it a whirl. Or grinding! Gunpowder and spices were ground in the same manner, by churning them together with pebbles or marbles of Comment recorded. <>> * && differing sizes, depending on the coarseness or fineness of grain needed. I first saw this in the prologue puzzle of "Risorgimento Represso" by Michael J.Coyne. Or perhaps it's in the sequel, "Illuminismo Iniziato". Both amazing games, and judging Comment recorded. <>> * && by your fondness of whimsy combined with solid puzzles as demonstrated here, I think you would very much enjoy them. Comment recorded. <>> get all from tub You take the ball, the roll of privy paper, the basket, the canvas tarp, the knife, your ember box, the cattail, the piece of horehound candy, the flyer, the piece of chalk, the whittled stag's head, the beet, the broken mattock, the needle, and a wood strip from the washing machine. <>> l <> Dead-end court, Chedderwicket (sitting on the washer seat) <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. Quisborne is traipsing about the court. <>> x ball The ball is rather small, about eight inches in diameter. It consists of a very thin, supple leather skin over a bladder made from the stretchy secretion of an unusual tree. These trees are called "rubber trees", and are found in a land called Kunjahar, far, far to the south and across a sea. The bladder was skillfully formed with a stem that seats inward into the ball, but can be pulled out to blow in more air, or perhaps let air out if the ball is too hard for kicking. The ball is full of air. <>> deflate ball By pulling out and pinching the stem, you let air out of the ball. It's now just a limp lump of leather and rubber. <>> blow ball You pop out the stem, and blow the ball full of air. Though still feeling its effects, the prince seems to be getting inured to carrying around the sack. <>> deflate ball By pulling out and pinching the stem, you let air out of the ball. It's now just a limp lump of leather and rubber. <>> x ball The ball is rather small, about eight inches in diameter. It consists of a very thin, supple leather skin over a bladder made from the stretchy secretion of an unusual tree. The bladder was skillfully formed with a stem that seats inward into the ball, but can be pulled out to blow in more air, or perhaps let air out if the ball is too hard for kicking. The ball is deflated. The Prince of Dwindeldorn tosses the sky lantern up into the air, and catches it when it floats down again. <>> * && Aha... Very curious as to what purpose this rubber bladder may serve. Comment recorded. <>> x tub Sitting here is an apparatus for doing laundry. It seems to be for communal use. It's essentially a large open tub with a set of wooden paddles mounted to a spindle inside. There is a seat and a set of foot pedals attached to the tub by a frame, and the pedals rotate the agitating paddles inside the tub. A pipe rises up the north wall to the roofline, presumably connected to a reservoir in the garret of the building. The bottom of the pipe ends a few feet off the ground in a spigot over the washing tub, with a handle that can be turned. <>> fill tub What do you want to fill it with? < object >> water You don't see any water in view. <>> * && "Tub" and "water" don't get along too well. Comment recorded. <>> open spigot You fill the laundry tub with water from the spigot, then shut the water off. <>> put ball in water You place the deflated ball into the water. <>> x ball The ball is rather small, about eight inches in diameter. It consists of a very thin, supple leather skin over a bladder made from the stretchy secretion of an unusual tree. The bladder was skillfully formed with a stem that seats inward into the ball, but can be pulled out to blow in more air, or perhaps let air out if the ball is too hard for kicking. The ball is deflated. <>> draw water into ball What do you want to draw that on? < object >> tub The washing machine isn't going to prove serviceable for drawing on. <>> fill ball with water The ball isn't designed to be filled with anything but air. The Prince of Dwindeldorn lets out a little cough. <>> get ball You fish the deflated ball out of the water. <>> * && Can you guess? Comment recorded. <>> * && I wanted to use the ball as a water container to spray water onto the litter beneath the bee-tree. I realise I'm stuck on finding a way to wet the litter to produce smoke, and that this may hinder my seeing an alternate solution. But I'll sure Comment recorded. <>> * && keep pointing it out and making jokes about it. Comment recorded. <>> get ball You've already got the deflated ball among your things. <>> blow ball You pop out the stem, and blow the ball full of air. <>> bounce ball This is one of those times where we may not have covered the verb you're trying to use... <>> throw ball What do you want to throw it at? < object >> wall The ball hits one of the buildings of the court, and falls to the ground. <>> * && An inflated ball that just drops dead on the ground after hitting a wall? Comment recorded. <>> get ball (first standing up) You take the ball. <>> deflate ball By pulling out and pinching the stem, you let air out of the ball. It's now just a limp lump of leather and rubber. It sounds like Quiz is at work trying to make rhymes. <>> throw ball at wall The deflated ball hits one of the buildings of the court, and falls to the ground. <>> * && Physics be damned! Inflated or deflated, the ball behaves the same. Comment recorded. <>> l <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. The tub is filled with some water. You see the deflated ball here. Your squire is traipsing about the court. <>> get ball You take the deflated ball. The youth waits for your next move. <>> get in tub You’re now sitting on the washer seat. <>> stand As you wish, you’re now standing. <>> enter water This does not appear to be very applicable. <>> get in water Trying to get onto that sounds unnecessary. <>> wash me You'll bathe when and where you need to. The prince is babbling about Princess Persimmon, his favorite subject. "Sometimes, when we were together, she'd get playful and call me pet names, like 'Quizboo'... isn't that just the sweetest? I adore her so much." <>> x quizboo "Quizboo" could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && "I'd rather you not call me that, Ser Valkyrian, on account of it being private to me and my darling Princess Persimmon." Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. The tub is filled with some water. The Dwindeldornian heir is traipsing about the court. <>> x quiz It's Prince Quisborne the Feckless, heir to the throne of Dwindeldorn. The boy strikes one as naïve, awkward, and a little vacuous, but he's not altogether a bad-looking chap. He's taller rather than shorter, lean but not quite wiry. His build, together with his somewhat childlike demeanor, makes his age hard to place: he might be sixteen or he might be eighteen. He's more or less ubiquitous as far as you're concerned. He carries the burlap sack that you use to keep your cargo in; at least, he does when he's not flinging it down for one reason or another. <>> * && Will there be slight changes in this description to reflect Quis's development through the story? Muscles, skin and hair tanned by the weather, a stronger set of the jaw, a twinkle of freedom in his eyes, his posture becoming more aware and upright? Comment recorded. <>> x buldings "Buldings" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x buildings It looks like this court you are in is primarily comprised of the backs of buildings whose fronts face out to other streets. The buildings looking like they're fighting each other for space back here and rise to varying heights, the tallest of them three floors plus a garret. The side of the court which is roughly north (for the court has no definite shape or sides) is the largest section of unbroken wall: two stories up, with a regular roofline and a wide gutter running along it. Otherwise, the sides of the court are made up of innumerable angles, overhangs, nooks, and outcroppings of buildings. Even from the highest windows a few clotheslines are stretched. <>> x clotheslines Hanging garments out to dry after washing them is a thing people do around here. The clotheslines are high up above the court. <>> climb pipe You ascend the north wall by means of the water pipe, and reach the level of the gutter... Prince Quisborne remains behind with the gear sack. <>> x clotheslines Hanging garments out to dry after washing them is a thing people do around here. The clotheslines are high up above the court. The incumbent to the throne perambulates around the courtyard. <>> climb clotheslines The only clotheslines present are strung out of third-floor windows. <>> *&& Ah, and I'm on the north building, only two storeys high. I thought I had discovered an Assasins Creed -style free run of the city rooftops. Comment recorded. <>> jump Bad call. You release a perfectly good hold on the downpipe, and fling yourself through two floors' worth of air to the pavement. The story has a very unsatisfying ending, as you seriously injure your leg, and become incapable of guiding the prince any further. The king is displeased with your irrational actions and failure to fulfill his objective, and sends you home in disgrace. As for the prince, he retains the title of Quisborne the Feckless, and you never hear that things turn otherwise. *** You are fired, temporarily crippled, and your adventures are over *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “jump”. <> Dead-end court, Chedderwicket (clinging to the water pipe) <> The relatively tall buildings are nearly grown together here, and form a small court which surrounds you. This is part of the old quarter of Chedderwicket, built before the time when every building stood alone with its own identity. Even so, the amorphous conglomerate mass of building still exhibits curious forms and quirks not found in traditional Dwindeldornian construction, hinting that the artistic and innovative spirit in Chedderwicket goes back to its very foundations. You're currently beholding all of this from a very perilous perch on a water pipe, two floors off the ground. The gutter is level with your head. A washing machine stands at the foot of the north wall. The tub is filled with some water. The feckless heir waits in the court below. <>> u Attempting to get on the steep roof from this awkward perch would surely give you a sad ending. <>> g Attempting to get on the steep roof from this awkward perch would surely give you a sad ending. The incumbent to the throne perambulates around the courtyard. <>> d You shimmy back down the water pipe to the pavement. <>> x south wall You don't see any south wall in view. <>> x walls It looks like this court you are in is primarily comprised of the backs of buildings whose fronts face out to other streets. The buildings looking like they're fighting each other for space back here and rise to varying heights, the tallest of them three floors plus a garret. The side of the court which is roughly north (for the court has no definite shape or sides) is the largest section of unbroken wall: two stories up, with a regular roofline and a wide gutter running along it. Otherwise, the sides of the court are made up of innumerable angles, overhangs, nooks, and outcroppings of buildings. Even from the highest windows a few clotheslines are stretched. <>> x nooks It looks like this court you are in is primarily comprised of the backs of buildings whose fronts face out to other streets. The buildings looking like they're fighting each other for space back here and rise to varying heights, the tallest of them three floors plus a garret. The side of the court which is roughly north (for the court has no definite shape or sides) is the largest section of unbroken wall: two stories up, with a regular roofline and a wide gutter running along it. Otherwise, the sides of the court are made up of innumerable angles, overhangs, nooks, and outcroppings of buildings. Even from the highest windows a few clotheslines are stretched. <>> l <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. The tub is filled with some water. Quiz is traipsing about the court. <>> drain tub You may be trying to use a verb that we weren't instructed how to handle... <>> tip tub ['Tilt' and 'tip' are not employed in this game.] <>> lift tub We don't quite understand your intent here. <>> empty tub You empty the water out of the tub. Prince Quisborne gets potshot by another bird dropping. <>> s Your only way out of the small court is to the west. <>> w <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Prince Q is here, carrying the sack. <>> w <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, separated from the bristling buildings all around by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt with some scraggly weeds. There is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge", a place where people leave or dump stuff they don't need, and where others can come peruse and take whatever they like. The pavilion is meant to shelter household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. The Dwindeldornian prince comes along. <>> * && Well well well... Doesn't this sound mighty interesting... Comment recorded. <>> x trees "Trees" could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && The mature ones, over there. Comment recorded. <>> x tree You don't see any tree in view. <>> x undergrowth You don't see any undergrowth in view. <>> x weeds Details can be interesting, but there comes a point... <>> l <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. The ever-present prince is here. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You're having really bad luck trying to find bait. If only you could find a dungheap somewhere, you'd be sure to garner some squishy crawling things. Afterward, you fill the hole back up and tamp it down. The future king of Dwindeldorn twitches. <>> * && A dungheap, eh... Or a privy pit perhaps? Comment recorded. <>> * && But then I'd have to climb down the shithole. Come to think of it, I noticed in your PMed list of updates that you implemented a response for trying to enter the privy hole, something about needing to "transform into a suitable form". What's that Comment recorded. <>> * && about? Do I need to get a witch to turn me into a newt? Comment recorded. <>> l <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Quisborne the Feckless is here. "Even fish can catch tuberculosis," says PQ by way of conversation. <>> x pavilion The pavilion is an extremely simple structure consisting of merely a set of posts holding up a low, shallow domical roof of reeds. Under the pavilion is a desk which has fallen out of service. <>> x desk The said desk is a rolltop, with both legs on the right side broken off several inches up from the bottom, causing it to sit at a very crooked angle. It's exactly the kind of thing that one person might not want to bother with, while someone else might consider well worthwhile to prop up on blocks, or even endeavor to carve new matching parts for. The top is rolled down. <>> open it (first entering the pavilion) You throw open the desk, but nothing is to be seen in it. There is a small, closed compartment in the center, however. <>> x compartment The cubby compartment protrudes from the center of the back of the desk, making niches on either side of it at the back of the writing surface. It’s closed. The heir to the throne of Dwindeldorn pokes around the junk. <>> x niches The said desk is a rolltop, with both legs on the right side broken off several inches up from the bottom, causing it to sit at a very crooked angle. It's exactly the kind of thing that one person might not want to bother with, while someone else might consider well worthwhile to prop up on blocks, or even endeavor to carve new matching parts for. The top is rolled up, revealing an interior that is comprised of no more than a writing surface and one openable compartment at the center of the back. <>> * && "...one openable compartment..." is a bit much detail for this level of description. Just "a compartment" would do nicely. Or "a closed compartment", which suggests openability without the awkward "openable". (or is this perfectly acceptable in Comment recorded. <>> * && English, as common as "acceptable"?) Comment recorded. <>> open compartment Apparently someone didn't clean their desk very thoroughly before getting rid of it... there's something inside the little cubby. Prince Q pulls it out, and finds it to be quite a curious object: an ordinary bottle, with a small model of a ship built inside! Neither of you have ever seen such a thing before, and wonder how it was accomplished. <>> x bottle This is quite a novelty... you have never seen such a thing before. A detailed and well-crafted model of a ship is contained inside of a clear bottle with quite a narrow neck. How clever... how did someone get that inside of there? Very intriguing, if not altogether useful. <>> open bottle The bottle *is* open. <>> * && Can I fill it with water to pour on the dry litter underneath the bee-tree? Comment recorded. <>> x ship This is quite a novelty... you have never seen such a thing before finding this. A detailed and well-crafted model of a ship is contained inside of a clear bottle with quite a narrow neck. <>> extract ship from bottle This is one of those times where we may not have covered the verb you're trying to use... <>> get ship You've already got the bottled ship among your things. The young figurehead gives a little sniff. <>> push ship with needle "Ship with needle" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> poke ship with needle You may be trying to use a verb that we weren't instructed how to handle... <>> x needle It's just an ordinary sewing needle: sharp, made of metal, and with a tiny eye at one end. <>> put needle in bottle Really the only thing that belongs in the bottle is the model ship. <>> shake bottle You give the bottled ship a little shake. <>> shake Dys Butte "Dys" could either be something as yet unknown to you or else a phrasing unknown to us. <>> l <> Junk drop-off and exchange (standing under the pavilion) <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Near by your side sticks the incumbent to the throne. <>> x desk The said desk is a rolltop, with both legs on the right side broken off several inches up from the bottom, causing it to sit at a very crooked angle. It's exactly the kind of thing that one person might not want to bother with, while someone else might consider well worthwhile to prop up on blocks, or even endeavor to carve new matching parts for. The top is rolled up, revealing an interior that is comprised of no more than a writing surface and one openable compartment at the center of the back. <>> lift desk We don't quite understand your intent here. The king-to-be sifts through the piles of junk. <>> look under desk You look under the old discarded desk. Your findings are disappointingly ordinary. <>> balance desk This is one of those times where we may not have covered the verb you're trying to use... <>> x legs Most parts of your body will not be necessary to explicitly reference in order to pursue your quest. <>> * && I haven't got any wood blocks left. I think Quis burned them in a campfire. Comment recorded. <>> * && Carving matching parts would be easy on the lathe. Comment recorded. <>> l <> Junk drop-off and exchange (standing under the pavilion) <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Nearby, the young sprig of royalty is ambling around. <>> enter pavilion You’re already standing under the pavilion. <>> x furniture The said desk is a rolltop, with both legs on the right side broken off several inches up from the bottom, causing it to sit at a very crooked angle. It's exactly the kind of thing that one person might not want to bother with, while someone else might consider well worthwhile to prop up on blocks, or even endeavor to carve new matching parts for. The top is rolled up, revealing an interior that is comprised of no more than a writing surface and one openable compartment at the center of the back. <>> * && Ah. The desk is the only piece of junk/treasure under here. Comment recorded. <>> x piles stone pile: The stones are of suitable sizes and shapes for laying a wall. It's not a huge pile: perhaps somewhere they opened up a wall in a house to build on more space, and dumped the residue here. brushwood pile: The pile looks like the result of someone clearing a small bit of land. There are many boughs, still leaf-laden, about as thick as your arm. With some chopping or sawing, there'd be a good bit of fuel there. pile of stripped-off wood shingles: Someone has redone their roof, evidently. It's a large pile of split wood shingles, clearly stripped off from a building. Many are splintered, and all contain nail holes; some may be good enough to reuse but the rest will probably become someone's firewood. The king-to-be sifts through the piles of junk. <>> search stone pile (first getting out of the pavilion) Nothing special is to be found amongst the stones. <>> g Nothing special is to be found amongst the stones. <>> get stone Those stones are too heavy to be lugging around anywhere. <>> climb stone pile You climb over the pile of stones. <>> search brushwood pile Nothing special is to be found amongst the brushwood. <>> x brushwood The pile looks like the result of someone clearing a small bit of land. There are many boughs, still leaf-laden, about as thick as your arm. With some chopping or sawing, there'd be a good bit of fuel there. Your young pal is singing to himself. <>> get brushwood You actually just don't really need any tree boughs or felled underbrush. <>> chop brushwood (with the axe) You think you'll do somebody a small favor, and you hack a few of the boughs into more manageable lengths. "I had a dream last night about Persimmon," the prince says by way of conversation. "Not a good one, though. I was sitting on a frozen lake, and um, I didn't have any clothes on. Oh, and I was holding an adopted gypsy child in my lap, and spinning us in circles. And then it was like she was just *there*, and I was trying to not be awkward. But her skin was all green and wrinkly, and her eyes pointed in opposite directions. I don't remember what happened after that." <>> * && Is this a premonition? Will Persimmon turn out to be Grendl's mother? Comment recorded. <>> x boughs You don't see any boughs in view. <>> get wood You've already got the wood strip among your things. <>> get brushwood You actually just don't really need any tree boughs or felled underbrush. <>> * && Yeah, well... You just mentioned it would make for good fuel, and I happen to be on the lookout for something to soak and burn. In the hole at the bottom of the honey-tree, or have I mentioned that already? Comment recorded. <>> x shingles Someone has redone their roof, evidently. It's a large pile of split wood shingles, clearly stripped off from a building. Many are splintered, and all contain nail holes; some may be good enough to reuse but the rest will probably become someone's firewood. The Dwindeldornian prince slings the sack over his opposite shoulder. <>> search shingle pile Stuck in the interstices of the shingle pile, you see a snakeskin. <>> * && Yes, lots of fine cracks to slither into and shed the old skin in relative safety. Comment recorded. <>> x skin (the snakeskin) The snakeskin is a remarkably preserved specimen, glossy and whole, with blue stripes down the black back. "I guess you're going to marry her, hey Valkyrian? Sylverleigh of course." You declare the boy to be preposterous, as you have barely even spoken with her, and don't know if or when you will ever see her again. "Oh, I see. My mistake." But the prince shows no evidence of believing himself to be mistaken. <>> get snakeskin You take the snakeskin. <>> * && Will the snakesking be an ingredient for the shape-shifting potion the witch is going to brew to turn me into a newt? Comment recorded. <>> smell snakeskin It's mostly smell-less. <>> eat it You don't have much of an appetite for a snakeskin right now. <>> tie it to iron bar The snakeskin cannot tie to things. <>> l <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. PQ is here. The Prince of Dwindeldorn works on some dance moves. <>> x sign A single horizontal board is chiseled to say: "Chedderwicket Junke Drop-off and Exchaynge". <>> chop board You don't see any board in view. <>> chop sign You don't need to be chopping on that right now. <>> l <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Your companion, the future monarch of Dwindeldorn, is here with you. The princeling deposits the sack on the ground temporarily. <>> e <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your young pal is here with you as always, sack in tow. <>> * && SE lies Dys Butte, and on the map I see a mountainridge called Chelderfaulk overlooking the Ribbleskinder delta. It seems I would have a great view of the southern lands and the sea from there, but there is no road shown on the map. I'll see... Comment recorded. <>> se Chedderwicket is already a southern town, so as you travel further southeast from it, you find the country to grow a bit balmier than it is in central and northern Dwindeldorn. The high road journeys through much bottom land, often passing through a canebrake or a field of yellow cotton. Castles, cottages, and mills continue to pepper the land, mostly at some distance from the high road. Onward you go... <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Intrigued by the natural phenomenon in view, you inquire about it of a passerby on the road. Its name, you learn, is somewhat of a question mark: two towns, on either side of a valley a short way to the north, have each claimed to have historical rights to naming it. The inhabitants of Gryssmallow aver that it is the rooted and incontrovertible truth that the place is called Gryss Butte. The inhabitants of Dashbrollock, however, would sneer with maniacal laughter at the consummate preposterousness of such an assertion, stating that any individual whose brains have not been thoroughly addled will own that the spire's rightful name is Dash Butte. This petty contention has been going on for a couple of centuries already, and neither town has gained any ground in persuading the rest of the land over to their side. To everyone else, a middle ground has proved more expedient, and the landform has just come to be known as Dyss Butte. That being said, it is indeed something like a butte, but not a stark and bare thing like such as are said to be found in the Arid Lands of Ezgobatar. Its top surface is verdant, and even its steep rocky sides are patched about with growth. The king's son is sticking nearby. A wagon rolls by and is soon lost to view. <>> l <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. The lad is here with you as always. "Can you think of anything that rhymes with "spinach", sir?" It was the prince's question, but it doesn't seem as if he was really looking for you to answer, as he already seems to have some ideas and is lost in his own musings. <>> * && "image" perhaps, with some effort of both singer and listener. Comment recorded. <>> x butte Dyss Butte is a striking curiosity of this part of the land. It rises several hundred feet high, a lone pillar of earth and rock surrounded by low hills. Even at its base its diameter is less than its height, tapering slightly as it climbs. Its sides are craggy and irregular, bedecked all the way up in alternating patches of raw rock or precariously perched clumps of small trees and clinging vegetation. It appears that this earthen tower is topped by a flat space, rather than terminating in a peak, but if so, you can't see what's up there from down here. <>> x rice paddies The surrounding fields are vibrantly green and flourishing. Many of them are sown with rice. Quisborne whittles on one of your wood strips. <>> pick rice The rice fields isn't a focal point... you're just traveling here. <>> l <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. The youth is hanging around, bearing the sack. <>> x woods Woods surround the base of the butte, and spread away southeast... most other trees in view are also at a little distance, growing on dikes or the sides of low hills. An old woman with a large bundle plods on by. <>> x hills <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Near by your side sticks the Prince of Dwindeldorn. <>> climb butte You lead the future monarch of Dwindeldorn off the road and toward the foot of the butte. There appears to be an established albeit small trail there, which winds through the trees nestling up to butte. You follow this trail, which winds first southeast around the butte's base, then south, then southwest, making an ascent all the while, and comes out into an open space behind the butte... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. As far as you can see to the east or the west, the turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below. Due to the unusual way in which the land slopes upward to the water's edge before this dramatic falling away, it wasn't possible to tell that you were so close to the Great Water until the moment that you emerged from the butte trail. At certain points on the horizon, you can see the dim blue of the lands beyond the Water. The base of Dyss Butte pushes out of the ground within a few dozen paces north of the cliff's edge, and the butte creates a spectacular backdrop to the view before you. Traveling the trail northeast will lead back around the butte and to the road, but due to thick woods and absence of paths, other directions seem impractical for traveling in. You notice, however, that moss-covered protrusions, outcroppings, and other small flat spots seem to make a regular ascent up this side of the butte. Your protegé is following you as always. Some ants troop along the ground. <>> * && Amazing view. I love this in text-adventures, providing an elevated location that draws open the perspective of the player, emphasising that there is a much larger world around the mostly closed locations she travels between. Windows can Comment recorded. <>> * && also do this to great effect in a closed setting like an otherwise cramped and dark fortress keep. Which iw why I was a bit disappointed to find that the great amber-glassed window in the Fastness was completely opaque. I had hoped for a view Comment recorded. <>> * && of the desolate mountains further north. Or even a different angle on the far-northern monastery we spotted from the hills NE of Chelkwibble. Comment recorded. <>> l <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that seem to make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. PQ is present as ever. Your sidekick is doing some pull-ups. His current best is six in a set. <>> x skalfyrth The Great Skalfyrth Water fills most of your view, and a wonderful view it is. To the extreme southeast, a faint and thin blue line just bumps up from the horizon, representing your homeland, the realm of Vatterdelm. Indeed, you are no stranger to this water, considering that you sailed across it on your initial journey to Darchingcrast. To the southwest, a slightly darker blue marks the land of Crindarwald, and to the extreme west the high terrain of Azhgaloth is visible. Directly south, the horizon is but a meeting of water and sky. This northern coast of the Great Skalfyrth Water on which you stand forms a large portion of Dwindeldorn's southern border. Though you can't see it, somewhere further to the east the Ribbleskinder River empties into this lake, forming a useful travel route for ships wishing to reach further into Dwindeldorn. The water itself sparkles far below you. <>> * && That's right! Valkyrian is not from Dwindeldorn. Comment recorded. <>> * && Oh wauw! This is a Great Lake, not a sea. great detail. Comment recorded. <>> l <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that seem to make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The prince is sticking nearby. "Okay sir, I've got the spinach one done! Here it goes:" "A countess of a venerable lineage Explained why she never ate spinach, Saying, 'It does not convene To turn one's teeth green, And besides that it gives me a chin itch.'" The prince giggles boyishly, seemingly unconcerned over your reception of his work. <>> * && "lineage"! nicely done, Quis! Comment recorded. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Still nothing bait-worthy in the hole... Afterward, you fill the hole back up and tamp it down. Quiz makes squawking sounds with a grass blade. <>> * && It said "turfy ground", so I thought I'd give it a shot. Don't worry, I won't run around lawnmowering all locations with DIG. I trust you to clue the presence of worms in some way. The turf here and the fact that I have a lot of earth worms in my own Comment recorded. <>> * && vegetable garden prompted me to try digging in these locations. The rest were just, uhm, for the heck of it? Comment recorded. <>> l <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that seem to make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The lad tags along. <>> x vatterdelm Vatterdelm and Crindarwald you know well indeed, far better than Dwindeldorn... as for Azhgaloth to the west, you've scarcely been to its eastern outskirts. Prince Q gazes at the distant lands across the great water. <>> s We really don't enjoy killing you off. Please don't walk off the edge of the cliff. <>> * && Huh? When did I descend to the edge of the Great Lake? Comment recorded. <>> u You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. It would be a fantastic spot for a picnic, if one weren't on an important quest. The natural mossy steps continue towards the top of the butte. Quisborne is present and accounted for. <>> * && Oh, I was never *on* the Butte. Just at its base by the cliffside. Comment recorded. <>> * && I misunderstood because I used CLIMB BUTTE instead of SE to get at the base of the Butte from the junction. Comment recorded. <>> x ledge The side of the butte forms a small grassy ledge here, large enough to pace about on, and sheltered by two small but still shady trees. <>> x trees Other than that they create a very fine habitat for a picnic here, the trees are just trees. "This is a really fun spot!" the prince bubbles merrily. <>> tie vines to trees Though the vines aren't well suited for making small knots, by using the right hitch, you're able to tie them to the two small trees. <>> l <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Some vines are tied off to the two small trees. The incumbent to the throne is sticking about in your general vicinity. <>> descend vines We doubt if that will get you anywhere. Prince Quisborne "waters" a tree. <>> climb vines We doubt if that will get you anywhere. <>> throw down vines You should just put them down instead. <>> drop vines You’re not carrying those. <>> get vines (first detaching the vines from the two small trees) You take the vines. <>> * && I keep visualising Valkyrian keeping hold of one end of the vines while the other end is tied to the trees. That was how I wanted to use the vines in moving the submerged block too, attaching one end and climbing out of the quarry lake still holding Comment recorded. <>> * && the other end of the vines to pull on. Comment recorded. <>> l <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Your young pal is present and accounted for. The prince is daydreaming out loud. "Boy," he says. "This would be a delightful spot to bring Persimmon for a picnic. I wonder if I'll ever get the chance..." <>> chop trees (with the axe) You decide you like these trees better alive and standing. <>> climb tree The trees aren't large, and there's nowhere to get to. <>> x limbs You don't see any limbs in view. <>> x branches You don't see any branches in view. <>> x moss "Moss" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x steps You don't see any steps in view. <>> u <> On top of Dyss Butte <> You have climbed all the way to the top of Dyss Butte. Remarkably, you are standing a mere twenty feet from the front porch of a very curious house. The impression is strong that whoever lives here is of a very eccentric nature. The top of the butte is endowed with a rich layer of soil, so that large, mature trees grow everywhere over a tended forest floor, right up to the plummeting edges of the tableland. As can be expected, the view south is a spectacular one, although the Great Water and the dim lands beyond do not appear markedly different from the view you had at the butte's base. The curious door to the curious house is, in fact, standing wide open. Step- like formations lead back down the butte. Prince Q tags along, with sack slung over his shoulder. The view from the butte is certainly fantastic. <>> admire view "View" could either be something as yet unknown to you or else a phrasing unknown to us. <>> admire Whom do you want to compliment? < object >> quis "Quis" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> admire quiz The prince has had all the pampering he could ever want. You don't need to butter him up. You won't withhold due words of encouragement when the boy merits them. <>> admire sylverleigh You don't see any sylverleigh in view. <>> sing sylverleigh's praise You may be trying to use a verb that we weren't instructed how to handle... <>> * && How wonderful that you implemented ADMIRE ! Next time I see Lady Sylverleigh, I'll surely pay her a compliment. If Valkyrian can work up the courage, that is... Comment recorded. <>> l <> On top of Dyss Butte <> You're at the very top of Dyss Butte, standing twenty feet from the front porch of a very curious house. Large, mature trees grow everywhere over a tended forest floor, right up to the plummeting edges of the tableland. The view south is a spectacular one, looking out over the Great Water to the dim lands beyond. The curious door to the curious house is open. Step-like formations lead back down the butte. The ever-present prince is here. The view from the butte is certainly fantastic. <>> * && I feel I have entered a magic land, like Jack when he climbed the beanstalk to the land above the clouds. Comment recorded. <>> x trees The trees present something of a park-like appearance on the tableland atop the butte. One large pine tree has had many limbs removed, so that those which remain create what looks like a staircase spiraling up around the trunk. The prince scampers about the park-like ground. <>> Fantastic detail. Instead of saying the pine is easily climbable, you add that a staircase has been deliberately pruned from the branches. Love it! This is one of those times where we may not have covered the verb you're trying to use... <>> x pine The trees present something of a park-like appearance on the tableland atop the butte. One large pine tree has had many limbs removed, so that those which remain create what looks like a staircase spiraling up around the trunk. The view from the butte is certainly fantastic. <>> x staircase The butte is considerate enough to feature enough step-like formations down its southern side that a person can ascend it without assuming a clinging posture. "What a swell tree!" says the prince, finding the pine tree whose limbs have been pruned to form a spiral around its trunk. He steps up the limbs one by one, effervesces about the view from up higher, and comes back down. <>> climb pine You climb (or practically, walk) up the spiraling pine tree, take in the view, and come back down. <>> * && Ah... nothing? Comment recorded. <>> * && Maybe the inhabitant of the curious house will have an interesting story to tell about how she conducts her astrological research from up the tree. Comment recorded. <>> l <> On top of Dyss Butte <> You're at the very top of Dyss Butte, standing twenty feet from the front porch of a very curious house. Large, mature trees grow everywhere over a tended forest floor, right up to the plummeting edges of the tableland. The view south is a spectacular one, looking out over the Great Water to the dim lands beyond. The curious door to the curious house is open. Step-like formations lead back down the butte. The Feckless is with you like a second shadow. The prince scampers about the park-like ground. <>> n As you are about to enter the house, there is a commotion at the front door, and a sight quite as curious as the house itself issues forth, flying past you. The subject's beard is on fire, which flaming beard the subject is furiously trying to beat out with a large conical cap, while also running about like mad. His efforts avail, and, extinguishment achieved, the queer figure in the blue gown takes note of you and sticks his cap back on his head. "Visitors!! Capital! Capital, yes! Come! Come in! You should really come in. See my work! See my wonders! I ask myself, What good is it to invent and discover new things if there's no one to show or tell them to? And myself answers, There is no good in that. Not many folk have come my way, of late. Capital! I have studied all sciences and dabbled in all arts, and am ever seeking out the secrets of the true workings of all things. If one but knew, one could scarcely credit the full scope and extent of my pervestigations. I have squirrels... Do you like squirrels? I taught them to sing. Ha ha, yes! In four-part harmony, too! They aren't really saying anything, of course: just making sounds. I refer to them as the Sapient Squirrels of Song. You should see my library. I like to call it 'The Trove of Knowledge.' I have collected either originals or copies of all the greatest works in the known world... you won't see its equal outside of a king's castle! Anything you want to know you'll find there! Well not anything, I suppose... that's unrealistic! For example, could a library tell you what shape the clouds had today? No, it couldn't. Could a library tell you whether your neighbor's milk went sour the day before? The answer is no. So you see, the library cannot tell you everything. I would have thought that would have been obvious. But I am glad to help you understand! So, you should visit my library. That is, if you can get in, ha ha! Ho ho! I couldn't help myself, and have made it so that one must unravel a few conundrums before the doors will open. For a good brain puzzler, I am one who sucks. Isn't that what the young people are saying these days? Or is it 'I am sucking for'? 'Am a sucker for'? One of those. I am Dvakred. They call me the Wizard of Ooh!'s and Aahh!'s. Or just the Wizard of Aahh!'s, for those who find the extra two syllables tiresome. Why do they call me so? Because Ooh!'s and Aahh!'s are elicited from all who visit my domains and behold my work! And I have squirrels! Wait, I already mentioned the squirrels. I'm not a *true* wizard, as people usually count wizards, but the common folk suppose that I must be." "They can't account for the marvels of my inventions and discoveries other than by magic. Now, to be sure, I *did* attain no mean degree of proficiency in the whiter magic arts in my younger days! If it is not immodest in me to demonstrate..." Here the Wizard of Aahh!'s whips a wand from out of his gown, beard still smoking, and looking rather self-gratified, he clears his throat. "Ahem... Frabagaaaaast wichiwunk wachumkuch!" (Spoken waving his wand.) You aren't sure what is supposed to happen, but it doesn't. "Frabagast wichiwunk wichumkuch? Wait... wachumkeech? Frabawachum... wunkiwich... aaARRGHH!" As nothing has continued happening, the Wizard begins slamming his wand against the ground in a very undignified manner. "Freep-hurpin'... dingle-bonker blaaast!!" You understand this to mean that the Wizard is no longer incanting, and feel justified in your assumption when he performs a discus-throwing spin and hurls his wand off the edge of the butte. "Never mind that," he says to you and the prince. "I'll send my squirrels after it." Just then, you hear a noise as of a small explosion from underground, and a few puffs of green smoke issue from various orifices of the house. "My phangle-geyzers!!" shouts the Wizard, and dashes inside without a further word. "Wow, Valkyrian..." says the prince. "The silence suddenly seems very loud. A library, though! I'd sure love to thumb through some books again." <>> undo Taking back one turn: “n”. <> On top of Dyss Butte <> You're at the very top of Dyss Butte, standing twenty feet from the front porch of a very curious house. Large, mature trees grow everywhere over a tended forest floor, right up to the plummeting edges of the tableland. The view south is a spectacular one, looking out over the Great Water to the dim lands beyond. The curious door to the curious house is open. Step-like formations lead back down the butte. The princeling is sticking nearby. <>> * && I actually went N to see if there was a view of the northern lands from there. Then I intended to do the polite thing and... Comment recorded. <>> knock on door You knock, but no one answers. <>> call out You may be trying to use a verb that we weren't instructed how to handle... <>> call This is one of those times where we may not have covered the verb you're trying to use... <>> shout You let out a lusty holler. The incumbent to the throne recollects how you had to hunt around so long just to get the rutabagas out of the bailey. <>> hello sailor You may be trying to use a verb that we weren't instructed how to handle... <>> hello, sailor This is one of those times where we may not have covered the verb you're trying to use... <>> sailor, hello "Sailor" could either be something as yet unknown to you or else a phrasing unknown to us. <>> hello world You may be trying to use a verb that we weren't instructed how to handle... <>> x house The house is very small, but it appears to be made of plants. Further inspection reveals that the stone walls are completely honeycombed with soil- filled niches, all of which are cascading different varieties of flowers and greenery in a complete curtain over every wall surface. The roof is likewise a solid thicket of colorful shrubs, and the two front porch posts are trees growing in place, whose limbs were all trained to bend and weave together, creating a solid awning over the front door. The front door is a blue wooden oval, and one curtained window looks out beside it. <>> x window The window looks curious by virtue of looking out of what looks like a house- shaped clump of bushes. Your sidekick fans himself. <>> look through window You can't see anything through the curtain. <>> go in house As you are about to enter the house, there is a commotion at the front door, and a sight quite as curious as the house itself issues forth, flying past you. The subject's beard is on fire, which flaming beard the subject is furiously trying to beat out with a large conical cap, while also running about like mad. His efforts avail, and, extinguishment achieved, the queer figure in the blue gown takes note of you and sticks his cap back on his head. "Visitors!! Capital! Capital, yes! Come! Come in! You should really come in. See my work! See my wonders! I ask myself, What good is it to invent and discover new things if there's no one to show or tell them to? And myself answers, There is no good in that. Not many folk have come my way, of late. Capital! I have studied all sciences and dabbled in all arts, and am ever seeking out the secrets of the true workings of all things. If one but knew, one could scarcely credit the full scope and extent of my pervestigations. I have squirrels... Do you like squirrels? I taught them to sing. Ha ha, yes! In four-part harmony, too! They aren't really saying anything, of course: just making sounds. I refer to them as the Sapient Squirrels of Song. You should see my library. I like to call it 'The Trove of Knowledge.' I have collected either originals or copies of all the greatest works in the known world... you won't see its equal outside of a king's castle! Anything you want to know you'll find there! Well not anything, I suppose... that's unrealistic! For example, could a library tell you what shape the clouds had today? No, it couldn't. Could a library tell you whether your neighbor's milk went sour the day before? The answer is no. So you see, the library cannot tell you everything. I would have thought that would have been obvious. But I am glad to help you understand! So, you should visit my library. That is, if you can get in, ha ha! Ho ho! I couldn't help myself, and have made it so that one must unravel a few conundrums before the doors will open. For a good brain puzzler, I am one who sucks. Isn't that what the young people are saying these days? Or is it 'I am sucking for'? 'Am a sucker for'? One of those. I am Dvakred. They call me the Wizard of Ooh!'s and Aahh!'s. Or just the Wizard of Aahh!'s, for those who find the extra two syllables tiresome. Why do they call me so? Because Ooh!'s and Aahh!'s are elicited from all who visit my domains and behold my work! And I have squirrels! Wait, I already mentioned the squirrels. I'm not a *true* wizard, as people usually count wizards, but the common folk suppose that I must be." "They can't account for the marvels of my inventions and discoveries other than by magic. Now, to be sure, I *did* attain no mean degree of proficiency in the whiter magic arts in my younger days! If it is not immodest in me to demonstrate..." Here the Wizard of Aahh!'s whips a wand from out of his gown, beard still smoking, and looking rather self-gratified, he clears his throat. "Ahem... Frabagaaaaast wichiwunk wachumkuch!" (Spoken waving his wand.) You aren't sure what is supposed to happen, but it doesn't. "Frabagast wichiwunk wichumkuch? Wait... wachumkeech? Frabawachum... wunkiwich... aaARRGHH!" As nothing has continued happening, the Wizard begins slamming his wand against the ground in a very undignified manner. "Freep-hurpin'... dingle-bonker blaaast!!" You understand this to mean that the Wizard is no longer incanting, and feel justified in your assumption when he performs a discus-throwing spin and hurls his wand off the edge of the butte. "Never mind that," he says to you and the prince. "I'll send my squirrels after it." Just then, you hear a noise as of a small explosion from underground, and a few puffs of green smoke issue from various orifices of the house. "My phangle-geyzers!!" shouts the Wizard, and dashes inside without a further word. "Wow, Valkyrian..." says the prince. "The silence suddenly seems very loud. A library, though! I'd sure love to thumb through some books again." <>> * && Totally worth reading twice, the second time intoning the Wizard of Aahh!'s excited jolly ranting. Comment recorded. <>> * && Heh. Wizard of Aahh!'s. Nice. I haven't failed to notice that his wand is now somewhere down the side of the butte. Comment recorded. <>> x wizard You surmise the Wizard to be down inside the butte. <>> go inside "Inside" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> enter house The door opens directly into a descending stair. You follow it down. <> The domains of the Wizard of Aahh!'s <> You are inside of the very butte itself, in the domains of the Wizard of Aahh!'s (or Dvakred, if you prefer). One of the first things you notice about the place is that, though entirely within the earth, it is naturally lit by a scattered assortment of small circular windows in the northern side. The next thing to be noticed is that you are standing in the midst of a veritable wonderland of gadgets, curiosities, machines, and experiments, of most of which you cannot guess the purpose. One can only make a suggestive approximation that this chamber is sixty feet long and perhaps half again as broad, for the walls wave in and out, and form many curving alcoves, while the ceiling starts almost within arm's reach at the walls but domes upward towards the center. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption or piece of equipment, and also form a number of "islands" in the open floor space. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs, maps, texts, shelves, cabinets, and curious devices that hang upon them. The unrailed flight of narrow stairs which first brought you in here, open to the room on one side, and nestling to the wall on the other, curves upward into an atrium-like space off of the southern end of the room. There's also a solid wood door in the southwest corner which bulges outward almost like it was made from a barrel cut in half, but no handle is visible. On the western side of the room an arching portal, not over-large, stands out from the wall, mounted with wrought-iron gates. Unusual to say the least, a four-wheeled barrow-cart sits directly in front of these gates upon two iron rails, which travel under the gates and begin to plunge downhill as the tunnel (also lighted by circular windows) winds out of sight. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The future ruler of the land is present as ever. "Whoa!!" the prince bursts out. "It's like a wonderland down here!" He promptly dashes forward and starts exploring. <>> * && I stumbled over one little thing that disrupts the rhythm and the tone of the otherwise dazzling description: Comment recorded. <>> * && about the contraptions: "...experiments, OF most of which you cannot guess the purpose." I'd move that first if to the end of the sentence. It feels more in tune with the slightly archaic air of the rest of the text: "...experiments, most of which Comment recorded. <>> * && you cannot guess the purpose of." (guess -> fathom? or is that too much? "Fathom" does add an extra syllable, which maybe disrupts the otherwise rhythmic flow of the sentence?) Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The princeling is here, sack in hand. The young sprig of royalty is remembering your first day together in the bailey of Dorn Wharkmor. <>> x stairs The steps are not laid, but simply cut out of the loosely compressed sandstone near the butte's top. They curve a little, hugging a wall on one side, and rise steeply up into an atrium-like space over which the Wizard's little house shell is built. "All right, all right!" (This is the wizard.) "The 150 degree angle says to the 30 degree angle, 'Hey, you're *a cute* angle!' But that was very obtuse of him, because he shouldn't have been paying her complements." "The joke ticks me off though, because an acute angle and an obtuse angle obviously can't add up to 90 degrees. But what is the joke going to do, say that he shouldn't have been giving her supplements? Bah!" A clanking sound comes from some other room. <>> * && Nice that the Prince brings up the beginning of our adventure in the bailey. It reminds the player of the story's continuity and development. Ah, that time when the Prince didn't even know how to wash his hands... Comment recorded. <>> xyzzy This was the prince's limerick: "A wizard once tried to say 'Xyzzy!', But the spell only knocked him down dizzy. Now a wizard who can't Even manage a chant Is not a very *good* wizard, is he?" Quisborne hops into the rail-cart and looks around. Then he gets back out. <>> * && I hoped the Wizard of Aah!'s would have a witty retort to a layman trying to use The Magical Word. Comment recorded. <>> plugh This is one of those times where we may not have covered the verb you're trying to use... <>> plover You may be trying to use a verb that we weren't instructed how to handle... <>> abracadabra This is one of those times where we may not have covered the verb you're trying to use... <>> simsalabim You may be trying to use a verb that we weren't instructed how to handle... <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Your companion, Quiz, is here with you. Seeming to speak to no one in particular, the Wizard says: "What happens if you shave Shrowdinger's cat with Ockam's razor?" <>> x contraptions The array of gadgets and contraptions is quite bewildering... many things appear to be abortive attempts at a good idea, other things appear to be successful completions of a mostly worthless idea. Yet other things seem to be quite marvelous inventions, whether useful or not. "I can't believe I went headfirst into the drift that day on the frozen lake," the prince says. "You're always there for me, Valkyrian. Thanks." <>> x tables The workbenches and tables line many of the wall surfaces and also form islands in the open floor space. They are of no consequence in themselves except insofar as they support the Wizard's work. <>> x maps The walls are nearly obscured by the multitude of things which are fastened to them. These include endless papers which range from plans and drawings of projects to charts and graphs of observations or measurements taken during some experiment, as well as some maps, and shelves and cabinets laden with more stuff, much of which is unintelligible without explicit explanation. Amongst the papers and charts on the wall, you see what appears to be a puzzle of the Wizard's creation. This is what is written: "Sir Ivanspade was a-travel in an enchaunted Laund, where he must needs find the Queene of the Light-Elves. There dwelt in that laund also the Elves of Daurknesse, who looke in all respeckts as the Light-Elves, but who can never speeke but Lyes, whereas the Light-Elves speeke only Truth. The Knyght chauncd upon three elves in the sayme Glayde, and he ausks them whether they of Light or Daurknesse be. The first Elf the Knyght understoode not in his aunswer, for his Speeche was straynge. The secound Elf saith of the first: 'He hath sayde: "I am a Light-Elf," and he speeketh truelie.' But the third Elf said to the Knyght: 'Heede not the secound Elf, for he is of the Daurknesse and speeketh not the Truth!' Which of the Elves must Sir Ivanspade beleeve, that he myght ausk for true Guidaunce to fynde the Queene?" There is no indication that solving this puzzle will gain you access anywhere or earn you anything other than the satisfaction of having solved it. But if you'd like to check the answer, we're sure the Wizard would love to tell you if you ask him about "the elves." <>> * && This is a variation on the "twin guards" puzzle, which makes an appearance in the movie "Labyrinth" starring His Blue-and-Green-Eyedness Sir David Bowie. One brother lies, the other speaks the truth. The trick is to ask either one "If I asked your Comment recorded. <>> * && brother which way to go, what would he answer?" and then do the opposite. (They're guarding two doors, one to treasure, one to certain doom.) In your version, the key seems to lie in the second Elf's utterance. It's comprised of two statements. Comment recorded. <>> * && The first is about the first Elf, whose incomprehensible statement we can disregard as he is only there to give the 2nd Elf something to lie or speak true about. The second is about the *truth value* of his own statement. Comment recorded. <>> * && Elf 2 is saying "It is true that Elf 1 is Light." Or more general, "It is true that my first statement is true." Comment recorded. <>> * && Elf 3 also has two statements: "Elf 2 is Dark." and "Elf 2 lies." Comment recorded. <>> * && Wait a minute. This leads to a contradiction. Comment recorded. <>> * && IF Elf 3 is Light, everything is fine. -> Elf 2 is Dark AND Elf 2 lies. However, IF Elf 3 is Dark, then his first statement is false= Elf 2 is Light AND his second statement is false= Elf 2 lies. Comment recorded. <>> * && Switched to truth-value=1 --> Elf 2 is Dark And Elf 2 speaks truth. So assuming Elf 3 is Dark leads to a contradiction--> reductio ad absurdum --> Elf 3 cannot be Dark. Comment recorded. <>> * && If his first statement were true, his second would have to be untrue. If his first statement were untrue, his second would have to be true. Logical contradiction cannot be tolerated, for it would give rise to Half-Elf abominations. Comment recorded. <>> * && Therefore, Elf 3 MUST be Light. Comment recorded. <>> * && Let's see... Comment recorded. <>> ask Dvakred about elves "Ah, you wish to know the riddle of the knight and the elves? But of course! No doubt you have solved it yourself and would merely like to hear the answer confirmed! Yes yes! Well, when you know the answer, it really is quite an easy thing. What could the first elf have said? If he were a Light-Elf, he would speak truth, and say so. If he were an Elf of Darkness, he would inveterately lie, and say that he was a Light-Elf. Therefore we know the first elf must have said, in either case, 'I am a Light-Elf.' So we further know that the second elf reported truly what was spoken, and therefore must be believed, and that the third has lied. And there it is!" [ 1 ] (A number in [square brackets] like the one above refers to a footnote, which you can read by typing FOOTNOTE followed by the number: FOOTNOTE 1, for example.) <>> * && Oh Blimy! I took it way too far and got lost in a deductional swamp. It's much closer to the "Labyrinth" version than I thought, *and* I dismissed the first Elf's statement far too quickly, instead focusing on the fact that Elves 2 and 3 Comment recorded. <>> * && uttered composite statements. Comment recorded. <>> * && Oh well, lesson learned. Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The Prince of Dwindeldorn tags along, carrying the sack. The Wizard of Aahh!'s is running from one place to another, somehow concerned with the torsion modulus of his zetro-zazzler. <>> * && I forgot to check the Footnote before I closed down. Comment recorded. <>> footnotes The current setting is FOOTNOTES MEDIUM, which shows references to unread footnotes, but hides references to those you’ve already read. Type FOOTNOTES OFF to hide footnote references entirely, or FOOTNOTES FULL to show every reference, even to notes you’ve already read. <>> footnotes full The setting is now FOOTNOTES FULL. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Near by your side is the king-to-be. "I tell you what!" the prince remarks. "Sticking your tongue to cold iron is no fun *at all*! I still get shivery imagining having to rip that axe right off my face. Eegh! I guess most people know not to do that, huh? The licking part, not the ripping part." <>> * && Do I need to ask about the Elves again. Comment recorded. <>> ask about elves The Wizard has already explained the situation thus: "What could the first elf have said? If he were a Light-Elf, he would speak truth, and say so. If he were an Elf of Darkness, he would inveterately lie, and say that he was a Light-Elf. Therefore we know the first elf must have said, in either case, 'I am a Light-Elf.' So we further know that the second elf reported truly what was spoken, and therefore must be believed, and that the third has lied." [ 1 ] <>> footnote 1 The logic puzzle in concept is not author's original: adapted and retold by author from a problem in an old book called "Nine Men's Morris." <>> * && I went over it in my head again, and I remain convinced that IF one considers Elf3's utterance to be comprised of two statements. Comment recorded. <>> * && Elf3: "Elf 2 is Dark" AND "Elf 2 Lies", when assuming Elf 3 is himself Dark, lead to a logical contradiction. Comment recorded. <>> * && "Elf3Dark"(true) -> "Elf2Dark"(untrue) + "Elf2Lies"(untrue) = "Elf2Light"(true) + "Elf2Truth"(true). Comment recorded. <>> * && Blasted! I went totally off the rails before. There's no contradiction and no problem. Misplaced/overlooked truth-value when I changed Elf3's statements from their (untrue) to their (true) expression. Comment recorded. <>> * && Onwards! Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The Feckless is hanging around. Prince Quisborne goes through another bout of hacking and wheezing, as he's just breathed in another little flying creature. <>> x wall The walls of the chamber are simply the materials of which the butte is formed, something between densely-packed earth and loosely-compacted sandstone. They wave and curve about, giving the chamber a completely amorphous shape. They're quite heavily loaded with all manner of hung, stuck or mounted things. Amongst the papers and charts on the wall, you see what appears to be a puzzle of the Wizard's creation. This is what is written: "Sir Ivanspade was a-travel in an enchaunted Laund, where he must needs find the Queene of the Light-Elves. There dwelt in that laund also the Elves of Daurknesse, who looke in all respeckts as the Light-Elves, but who can never speeke but Lyes, whereas the Light-Elves speeke only Truth. The Knyght chauncd upon three elves in the sayme Glayde, and he ausks them whether they of Light or Daurknesse be. The first Elf the Knyght understoode not in his aunswer, for his Speeche was straynge. The secound Elf saith of the first: 'He hath sayde: "I am a Light-Elf," and he speeketh truelie.' But the third Elf said to the Knyght: 'Heede not the secound Elf, for he is of the Daurknesse and speeketh not the Truth!' Which of the Elves must Sir Ivanspade beleeve, that he myght ausk for true Guidaunce to fynde the Queene?" "Hey, do you like math?" the Wizard queries. "Here goes. There's an ogre named Ek. He's just an ogre, and has never seen a musical instrument in his life. One day after mauling a village, he finds some drums in a house. To his fellow ogres' astonishment, he sets them up and immediately begins playing with incredible skill. They were utterly perplexed as to how he could play like that without ever having touched a drum before, but the answer was just the natural ogre rhythm of Ek's." <>> * && The 3 Elves riddle is repeated. Comment recorded. <>> * && natural logarithm of X... playing drums... Comment recorded. <>> * && Brrrdaboem Tsshhhhinggg! Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. Though entirely within the earth, the room is naturally lit by a scattered assortment of small circular windows in the northern side. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. The chamber is sixty feet long and perhaps half again as broad, but only suggestively speaking, for the walls wave in and out, and form many curving alcoves, while the ceiling starts almost within arm's reach at the walls but domes upward towards the center. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption or piece of equipment, and also form a number of "islands" in the open floor space. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs, maps, texts, shelves, cabinets, and curious devices that hang upon them. The unrailed flight of narrow stairs which first brought you in here, open to the room on one side, and nestling to the wall on the other, curves upward into an atrium-like space off of the southern end of the room. There's also a solid wood door in the southwest corner which bulges outward almost like it was made from a barrel cut in half, but no handle is visible. On the western side of the room an arching portal, not over-large, stands out from the wall, mounted with wrought-iron gates. Unusual to say the least, a four-wheeled barrow-cart sits directly in front of these gates upon two iron rails, which travel under the gates and begin to plunge downhill as the tunnel (also lighted by circular windows) winds out of sight. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Nearby, your young pal is pacing around. The princeling finds something interesting to look at on one of the tables. "Tell me, if you will: Why are there no rhyming words in the sentence 'Plough through rough cough though', but every word rhymes in the sentence 'Please tweeze these frieze peas; trapeze trees seize cheese sleaze'? That's *ten* different spellings to represent the same sound combination!" The Wizard waits for no answer but simply goes back to his work. <>> x cabinets The walls are nearly obscured by the multitude of things which are fastened to them. These include endless papers which range from plans and drawings of projects to charts and graphs of observations or measurements taken during some experiment, as well as some maps, and shelves and cabinets laden with more stuff, much of which is unintelligible without explicit explanation. Amongst the papers and charts on the wall, you see what appears to be a puzzle of the Wizard's creation. This is what is written: "Sir Ivanspade was a-travel in an enchaunted Laund, where he must needs find the Queene of the Light-Elves. There dwelt in that laund also the Elves of Daurknesse, who looke in all respeckts as the Light-Elves, but who can never speeke but Lyes, whereas the Light-Elves speeke only Truth. The Knyght chauncd upon three elves in the sayme Glayde, and he ausks them whether they of Light or Daurknesse be. The first Elf the Knyght understoode not in his aunswer, for his Speeche was straynge. The secound Elf saith of the first: 'He hath sayde: "I am a Light-Elf," and he speeketh truelie.' But the third Elf said to the Knyght: 'Heede not the secound Elf, for he is of the Daurknesse and speeketh not the Truth!' Which of the Elves must Sir Ivanspade beleeve, that he myght ausk for true Guidaunce to fynde the Queene?" <>> * && Everything on the wall is redirected to X WALL, and X WALL gives the riddle each time. Players are naturally going to try and the maps, and the cabinets, and the graphs,... Perhaps a small nudge to take the paper on which the riddle is written to Comment recorded. <>> * && read it again after the first time it was printed as response to X WALL? Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Q is here with you as always. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The ever-present prince is here. <>> * && Wrought iron gates --> file? Comment recorded. <>> x bar It's a short iron bar, about two and a half feet long, and over half an inch thick. The bar has been flattened at one end to a sort of chisel point, which has been sharpened. It has seven holes punched through it. Its surface has also been made ridged and grooved. <>> x gate (the wrought-iron gates) The gates are well-wrought into fanciful swirls of iron. They're closed, but through them you can see the iron rails running down a partly lighted tunnel, and the floor drops off a few steps past the gates. Above the gates some writing says: "Dear Guestes: we knowe you would probablie love to vissit our lower Levelles. By all meanes, do! Regrettablie, we have aurbitrarilie decyded to make your Lyfe more dyfficulte. Good lucke, and thanks for vissitynge! – The Wizzard and his Squirrelles" It's a good guess that the gates are made to open in response to some gadgetry or other. <>> file gates This is one of those times where we may not have covered the verb you're trying to use... <>> cut gates with bar (the wrought-iron gates) The iron bar doesn't seem ideally suited for cutting things. Just to be sure, the prince pushes on the iron gates. They don't open. <>> * && A ridged and grooved iron bar, even without a handle, seems to all intents and purposes a file. Perhaps it is not the right kind of tool to cut through the gates (the iron being too soft, the swirly irons of the gate not suited to get a grip on with Comment recorded. <>> * && a file, but still. Comment recorded. <>> ask wizard about gate "Use the logic machine, man! It's simple binary arithmetic! It's not even supposed to be a puzzle as much as an excuse to make my visitors use my amazing machine!" <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates close off a rail- track which goes downward, and on which sits a barrow-cart. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The king's son is present as ever. The heir to the throne of Dwindeldorn is fascinated by the water-powered logic machine. The Wizard of Aahh!'s has his hands on his head, saying "Is purple true or false?" <>> x track The rails project into this room no further than about six feet, while forwards they travel through the portal and then curve down into the tunnel, bracketed to the walls as the floor drops away. A rail-cart is sitting on the rails. The Wizard reminisces of old days when he used to have debates with other wizards about "gray magic," which might come in the form of white magic used for dark purposes or else black magic employed for good ends. <>> x cart The rail-cart is a simple hopper-shaped wooden box that two people might be able to crouch in, and has four small wheels whose edges are troughed to fit snugly over the iron rails. One lever appears to be a brake release. "You should try the new game I invented!" the wizard shouts at you. "You take this long stick with an enlarged head and try to flog a small hard ball over long distances into a hole in the ground. It's great fun, only there's no practical place to play it, except on really extensive pasturelands where the sheep have kept the grass nibbled short. And then the sheep are in some peril too. I thought of calling it 'Flog', because you're flogging the ball around, you know? But that wasn't sitting right with me, so I just started moving the letters around. I rejected 'Folg' and 'Glof', but I kind of like 'Golf.'" <>> * && Robin Williams has a hilarious stand-up bit about the invention of golf. It's up on youtube. Comment recorded. <>> get in cart You climb into the little wheeled crate with your pal. <>> pull lever It’s already pulled as far as it will go. Prince Quisborne imparts from the store of his knowledge. "Okay, I didn't make this up, and I've never seen it, but they say that a boy porcupine urinates on a girl porcupine to get her attention! That's not the right kind of attention if you ask me! But I don't know what's worse, because a swamp cow will spin his tail while pooping in order to attract the ladies!" The Wizard is muttering about "the critical line" and "the zeros of the zeta function." There is a sound of water running through pipes behind the walls. <>> * && I made my son laugh so hard by showing him a video of a hippopotamus doing the poo-helicopter with its short little tail! Comment recorded. <>> push lever There's no point in releasing the brake while the gates are closed... there would be nowhere for the cart to go. (The Wizard:) "Gahhh! Is zero a positive or negative number? Or neither, or both? Should it even be a number?! Isn't it more like the negation of number?" <>> l <> The domains of the Wizard of Aahh!'s (sitting in the rail-cart) <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. You're sitting in a barrow-cart on a rail-track which leads through the iron gates and downward. A particularly intriguing apparatus – a monstrosity of tubes and rods – dominates the section of wall next to the gated archway. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The Prince of Dwindeldorn is squatting in the rail-cart. The Wizard is suddenly lecturing, given that you and the prince constitute an audience. "I maintain that there isn't *truly* such a thing as a 'negative' number," he says. "Oh, sure, we can utilize the concept of negative numbers to aid in calculations, but really, can negative three beavers build a dam?! Negative amounts aren't really separate numbers themselves, they're just positive amounts applied in a different direction." <>> x apparatus This particular piece of "wizardry" fascinates you as you begin to inspect it. After a period of several minutes of careful study, you think you're beginning to make some sense of it. At first one sees a heavy frame with short legs, six or seven feet wide and not very deep. Upon this, a bafflingly convoluted conglomeration of small tubes rises from the base to the height of your head, supported by an equally intricate structure of wooden dowels. On the left-hand side, at waist-height, there is perched a kind of wooden console: this appears to be the starting point of the machine, for a larger pipe protrudes from the wall behind it and enters it, while sixteen small tubes exit out its right side and begin their twisty-turny journeys towards the far side of the apparatus. There, at the end, is another wooden box or output console with a total of nine small tubes that lead into its left side, and a single larger pipe coming out the bottom which runs down to the floor and points to a drain underneath the machine. The whole rest of the towering tableau features dozens and dozens of special junction points among the various tubing routes: there appear to be little gates that can let water through or else shut off its flow. Finally, you notice that a second larger pipe issues from the back wall, which, instead of going to the console, immediately branches into numerous arms of the smaller tubing that run to every part of the machine. Through close examination you find that each junction gate in the whole apparatus is fed by a branch of this pipeline. The machine is charged with water, but its flow is suspended, and nothing is coming out of the drainpipe. <>> x console (the input console) This is a kind of slim, upright, polished wooden box; on its top surface a row of eight tall knobs are sticking up. Lower down, the box juts outward forming another narrow surface, on which is mounted a second row of eight similar knobs. A pipe of some two inches in diameter appears out of the wall of the room and feeds into the back of the console, while exactly sixteen small tubes emerge from the console's right side and branch out to form part of the large network that comprises the machine. Instructions etched into the wood say: "To open the iroun Gaytes, add 158 to the Summ of 10011100 + 00101011" The settings of the top and bottom knobs are, respectively: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [We are aware that not all folk are interested in puzzles of numbers, letters, or abstract logic. If you must, you may bypass individual puzzles within the Wizard's domains by entering 'solve logic machine (or whatever other puzzle it is)'. This would be equivalent to resorting to the hints or the walkthrough, only you do not have to enter in the proper settings.] The Wizard dashes with surprising energy through the barrel-shaped door. <>> * && It's a binary-decimal switcharoo puzzle. I'll go out-of-game to find a converter. Comment recorded. <>> * && I got 158+156+43=357 --> 101100101 Comment recorded. <>> * && But there are only 8 knobs in a row. That can't be right. But apparently there exists something called "binary signed 2's complement" which is exactly 16 digits. Comment recorded. <>> push top knobs (first getting out of the rail-cart) You push the top row of knobs. Next? The Wizard hurries into the room and straightaway busies himself with some project. <>> press first knob Which first knob do you mean, the top row of knobs, or the bottom row of knobs? < distinguish >> top After you push the top row of knobs, the prince Quisborne remains as feckless as before. <>> x knobs Which knobs do you mean, the top row of knobs, or the bottom row of knobs? < distinguish >> top There are eight knobs on the top surface of the wooden console, which stand upright in the shape of small paddle blades, and could be easily gripped with a few fingers. Each knob is emblazoned on one side with the numeral '0', and on the other with the numeral '1'. The sides of the knobs facing out into the room read: 0 0 0 0 0 0 0 0 <>> set top knibs to 00000001 "Knibs" could either be something as yet unknown to you or else a phrasing unknown to us. <>> set top knobs to 00000001 By turning one of the top knobs from a '0' to a '1', you admit water from the console into the corresponding outgoing tube. You hear a volley of *PSSHHH* sounds as this new water flow causes some gates to close and others to open, which trigger openings or closures in other gates further down the line. Short bursts of water spray in rapid-fire succession from relief valves everywhere, raining and trickling down all over the machine to the floor drain underneath. Though the machine has apparently been charged with water since you arrived, none of the water had yet been reaching the tubes leading into the console on the right. Now, a strong stream of water is issuing out of its outlet pipe and burbling down the drain, and one of the output display markers has spun around to show a '1' instead of a '0'. The said display markers on the output console at the right end of the machine now read: 0 0 0 0 0 0 0 0 1 The Wizard is shaking a finger at a squirrel on his shoulder. "Skreek, stop chewing on your sister's tail!" Rebuffed, the rodent resorts to chewing on its own tail. <>> push third knob in bottom row Which third knob do you mean, the top row of knobs, or the bottom row of knobs? < distinguish >> all You can’t use multiple objects there. <>> set bottom row to 12345678 The row of knobs must be set to eight digits that are either 1 or 0 (for example, "turn bottom knobs to 10011011")... The feckless heir marvels over the model ship in the bottle. <>> set bottom row to 00000000 The bottom row of knobs is already set in that order! <>> set bottom row to 11111111 As you turn the bottom set of knobs to 1 1 1 1 1 1 1 1, gates in the machine open and close, producing a chain reaction of bursting sounds and water showering down to the floor. The display markers on the output console at the right end of the machine spin to now show: 1 0 0 0 0 0 0 0 0 The Wizard whisks himself off through the barrel-shaped door. <>> set bottom row to 01100101 As you turn the bottom set of knobs to 0 1 1 0 0 1 0 1, gates in the machine open and close, producing a chain reaction of bursting sounds and water showering down to the floor. The display markers spin to now show: 0 0 1 1 0 0 1 1 0 <>> x sign You don't see any sign in view. <>> x input This is a kind of slim, upright, polished wooden box; on its top surface a row of eight tall knobs are sticking up. Lower down, the box juts outward forming another narrow surface, on which is mounted a second row of eight similar knobs. A pipe of some two inches in diameter appears out of the wall of the room and feeds into the back of the console, while exactly sixteen small tubes emerge from the console's right side and branch out to form part of the large network that comprises the machine. Instructions etched into the wood say: "To open the iroun Gaytes, add 158 to the Summ of 10011100 + 00101011" The settings of the top and bottom knobs are, respectively: 0 0 0 0 0 0 0 1 0 1 1 0 0 1 0 1 <>> x output This is a slim polished wooden box like the input console on the left. Nine tubes enter it on its left side, and nine display markers are lined up on its top surface. A pipe of some two inches in diameter comes out the bottom of the console and reaches the floor, where it points towards a drain. The display markers of the output console currently read: 0 0 1 1 0 0 1 1 0 <>> * && There's another step to this calculation. I just entered the "binary signed 2's complement" into the top and bottom, 16 digits divided over two rows of 8. But those 9 digits of the first , "normal" binary were correct: the output has 9 digits. Comment recorded. <>> * && (For some reason I believed that binary numbers couldn't be odd.) So the *output* should show 101100101. Meaning I can enter any sum that adds up to 357 in the input rows? Comment recorded. <>> enter 11001000 on top knobs "On top knobs" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> enter 11001000 on top row "11001000" Could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && ENTER [input] is an intuitive command when working with a calculator, water-powered or not. Comment recorded. <>> set top to 11001000 As you turn the top set of knobs to 1 1 0 0 1 0 0 0, gates in the machine open and close, producing a chain reaction of bursting sounds and water showering down to the floor. The display markers spin to now show: 1 0 0 1 0 1 1 0 1 <>> set bottom to 10011101 As you turn the bottom set of knobs to 1 0 0 1 1 1 0 1, gates in the machine open and close, producing a chain reaction of bursting sounds and water showering down to the floor. The display markers spin to now show: 1 0 1 1 0 0 1 0 1 <>> open gate You push on the gates, but they only flex a little, and won't budge. No doubt the Wizard has made them to open in response to tinkering with his gadgets. Your protegé finds something to look at on the walls. <>> * && Hmmm... Comment recorded. <>> x input This is a kind of slim, upright, polished wooden box; on its top surface a row of eight tall knobs are sticking up. Lower down, the box juts outward forming another narrow surface, on which is mounted a second row of eight similar knobs. A pipe of some two inches in diameter appears out of the wall of the room and feeds into the back of the console, while exactly sixteen small tubes emerge from the console's right side and branch out to form part of the large network that comprises the machine. Instructions etched into the wood say: "To open the iroun Gaytes, add 158 to the Summ of 10011100 + 00101011" The settings of the top and bottom knobs are, respectively: 1 1 0 0 1 0 0 0 1 0 0 1 1 1 0 1 <>> * && 158=10011110; 156=10011100; 43=00101011 Comment recorded. <>> * && The instructions say (10011100+00101011)+10011110 Comment recorded. <>> * && = (011000111)+10011110. The first number is 9 digits. The input rows only accept 8 digits. Comment recorded. <>> set top to 11000111 As you turn the top set of knobs to 1 1 0 0 0 1 1 1, gates in the machine open and close, producing a chain reaction of bursting sounds and water showering down to the floor. The display markers spin to now show: 1 0 1 1 0 0 1 0 0 <>> set bottom to 10011110 You prompt the lad Quisborne to finish the binary arithmetic problem. "Um, Valkyrian? I actually like the idea of numbers, and math, but I never... you know, *learned* all that much. Uh, I never actually *had* to. I really don't know what's going on with the ones and zeroes." Instead of just hustling on and opening the gate, you take the time to instruct the boy, explaining how each place value counts for twice as much as the place to its right. Once he grasps the concept, you set him to muddle through the necessary conversions in his head to find the answer. Eventually he reaches for the console, and turns some knobs. As the display markers on the output console spin to "1 0 1 1 0 0 1 0 1", you both hear a small mechanism being triggered. The prince wears a wide grin on his face as the wrought-iron gates in front of the rail-cart swing wide open. *** Your score has just gone up by two points *** <>> * && Ah! I can just drop the starting 0. Which makes sense, I guess. It's basically an off-switch, in my limited knowledge of binary numbers and computers. Comment recorded. <>> congratulate quisborne You may be trying to use a verb that we weren't instructed how to handle... <>> compliment quisborne The prince has had all the pampering he could ever want. You don't need to butter him up. You won't withhold due words of encouragement when the boy merits them. <>> * && I don't agree. This isn't pampering, it's showing appreciation and acknowledgement for his efforts and eagerness to learn. Comment recorded. <>> pat quisborne The prince doesn't need to be patted and pampered. You'll give him the encouragement he needs when you deem it appropriate. The Wizard barges into the room and forthwith starts muttering over some chart on a wall. <>> * && *Valkyrian* may not deem it necessary here, but *I* do. Well done my boy. Comment recorded. <>> ask wizard about logic machine "I confess that the logic machine is one of my proudest achievements! Of course there's nothing so difficult about binary arithmetic on paper, but managing to get water power to do the adding... Hoo hoo! Let me tell you about the "oohh!"s and "aahh!"s I've gotten with that one!" "I bet you wonder where all that water comes from, eh? Ah! There is a magnificent artesian well directly under this butte! When these caverns were excavated, it wasn't a great deal of extra trouble to bore small shafts that would eventually connect to the well near the butte's base and be continually filled with pressurized water. That done, it was an easy matter to tap into that shaft with pipes wherever needed. It has proved most expeditious to my work!" The youth reminisces about his dramatic reaction to his first tick bite. The room is filled with various ticks and clacks of moving gadgetry. <>> * && There's an easy rhyme there that stays wonderfully on topic for this location: can you spot it? If not, let me know. Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates open to a rail-track which goes downward, and on which sits a barrow-cart. By the gated archway stands the monstrosity which is a water-powered logic machine. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The heir to the throne of Dwindeldorn is sticking about in your general vicinity. The Wizard mutters some more scientific jargon. <>> x gates (the wrought-iron gates) The gates are well-wrought into fanciful swirls of iron. They have opened in response to the settings of the water-powered logic machine. The Wizard suddenly drops what he's doing and scurries through the barrel- shaped door. <>> * && This barrel-shaped door... let's see. Comment recorded. <>> x barrel-shaped door The dark thick wooden door looks very similar to a half of a barrel, except there are no hoops around it and it doesn't grow narrower at its bottom. There's a very thin but odd-shaped perforation in the door at waist height, but no other handle. It’s closed. <>> * && A bank vault with a credit card slot? Scratch that, a punch card lock. Comment recorded. <>> x perforation The perforation is undoubtedly a curious kind of keyhole, engineered by our own Wizard of Aah!'s. The boy watches to see what you'll do next. <>> pick lock with needle This is one of those times where we may not have covered the verb you're trying to use... <>> put needle in perforation We'd like to direct your attention away from the keyhole, on account of the fact that visitors are meant to proceed downwards by solving the Wizard's puzzles. He, of course, needs to be able to flit up and down without wrangling with his convoluted gadgetry every time. The Wizard charges into the room and immediately flits about from one thing to another. <>> * && In other words: Leave the door alone and let the wizard through. There's stuff for you to do downstairs. Comment recorded. <>> * && Why however do you mention that the wizard needs to "flit *up and down* without wrangling with his...machinery." ? Is the barrel door an elevator? Is it necessary to let the player know which directions the Wizard of Aah!'s is flitting to? Can't he Comment recorded. <>> * && just flit? Flitting in the abstract, as it were? An aproximation of the True Platonic Form of Flitting, so to speak? Ooh! Aah! See the Wizard Flit! It would surely fit his personality to flit about in the abstract rather than boringly concrete Up & Down. I say let the Wize man flit where-and how- ever so he will! Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. Though entirely within the earth, the room is naturally lit by a scattered assortment of small circular windows in the northern side. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. The chamber is sixty feet long and perhaps half again as broad, but only suggestively speaking, for the walls wave in and out, and form many curving alcoves, while the ceiling starts almost within arm's reach at the walls but domes upward towards the center. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption or piece of equipment, and also form a number of "islands" in the open floor space. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs, maps, texts, shelves, cabinets, and curious devices that hang upon them. The unrailed flight of narrow stairs which first brought you in here, open to the room on one side, and nestling to the wall on the other, curves upward into an atrium-like space off of the southern end of the room. There's also a solid wood door in the southwest corner which bulges outward almost like it was made from a barrel cut in half, but no handle is visible. On the western side of the room an arching portal, not over-large, stands out from the wall, mounted with wrought-iron gates. Unusual to say the least, a four-wheeled barrow-cart sits directly in front of these gates upon two iron rails, which travel under the gates and begin to plunge downhill as the tunnel (also lighted by circular windows) winds out of sight. By the gated archway stands the monstrosity which is a water-powered logic machine. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Your ostensible squire is here, bearing the sack. <>> * && Down we go! To the Batcave, dear Quisrobin! Comment recorded. <>> get in cart You climb into the little wheeled crate with your pal. "Hoohoo, Valkyrian!" he says. "Looks like we're in for a ride!" <>> release brakes You give a nod to your boy, and he pushes the brake release. Slowly, your little conveyance creeps forward, then starts to pick up speed rapidly as the rails start spiraling down and to the southwest... WHOOO!! What a thrill! You're barreling down a dim tunnel, whooshing by the occasional small circular window, and young Quisborne of Castle Darchingcrast is hollering with unmitigated delight... The rail-track has been running just inside the outer surface of the butte, and you judge that you have now made roughly a half-circle down around to the south side of it. The path of your descent suddenly becomes very gradual, and you see your tunnel opening into a larger space. **KABUMPFF**... A bit unceremoniously, your cart plows into some friction brushes along the rails, and comes to a jolting stop against a large bumper which ends the rail-track. The prince continues giggling boyishly and making exclamations over the joyride... <> Wizard's domains, level 2 (sitting in the rail-cart) <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows, these on the southern and southeastern sides of the room. Also like the level above, the whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions and mind-bending creations either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" (for there aren't any exact corners in the swooping shape of the room), there is another bulging door like the one in the first level, and next to it a narrow open passage which immediately begins to climb up steps. You are still in the rail-cart against the southern wall, having just issued from a tunnel coming out of the southwest portion of the room. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. This time, a suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The incumbent to the throne is squatting in the rail-cart. <>> * && undo Comment recorded. <>> undo Taking back one turn: “release brakes”. <> The domains of the Wizard of Aahh!'s (sitting in the rail-cart) <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. You're sitting in a barrow-cart on a rail-track which leads through the iron gates and downward. By the gated archway stands the monstrosity which is a water-powered logic machine. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Your sidekick is squatting in the rail-cart. <>> x windows The circular windows are set at the exterior ends of upward-slanting horizontal shafts, which represent the thickness of the walls separating the cavern from the outside surface of the butte. They don't look out at much other than sky, but they minimize the need for torch light or lantern light in the caverns. <>> look out windows You can see the midday sky through the windows, and nothing else. In a jiffy, the Wizard is off through the barrel-shaped door. A hissing sound comes from some other room. <>> * && I had to take a closer look at the windows. Comment recorded. <>> * && What happens if I release the brakes with no one in the cart? Comment recorded. <>> push lever You give a nod to your boy, and he pushes the brake release. Slowly, your little conveyance creeps forward, then starts to pick up speed rapidly as the rails start spiraling down and to the southwest... WHOOO!! What a thrill! You're barreling down a dim tunnel, whooshing by the occasional small circular window, and young Quisborne of Castle Darchingcrast is hollering with unmitigated delight... The rail-track has been running just inside the outer surface of the butte, and you judge that you have now made roughly a half-circle down around to the south side of it. The path of your descent suddenly becomes very gradual, and you see your tunnel opening into a larger space. **KABUMPFF**... A bit unceremoniously, your cart plows into some friction brushes along the rails, and comes to a jolting stop against a large bumper which ends the rail-track. The prince continues giggling boyishly and making exclamations over the joyride... <> Wizard's domains, level 2 (sitting in the rail-cart) <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows, these on the southern and southeastern sides of the room. Also like the level above, the whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions and mind-bending creations either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" (for there aren't any exact corners in the swooping shape of the room), there is another bulging door like the one in the first level, and next to it a narrow open passage which immediately begins to climb up steps. You are still in the rail-cart against the southern wall, having just issued from a tunnel coming out of the southwest portion of the room. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. This time, a suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Your young pal is squatting in the rail-cart. The future monarch of Dwindeldorn gives his hair a twirl. <>> undo Taking back one turn: “push lever”. <> The domains of the Wizard of Aahh!'s (sitting in the rail-cart) <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. You're sitting in a barrow-cart on a rail-track which leads through the iron gates and downward. By the gated archway stands the monstrosity which is a water-powered logic machine. Quisborne is squatting in the rail-cart. <>> out You disembark from the rattletrap on rails. <>> push lever Pushing the brake release right now would just send the cart rolling away. Prince Quisborne studies the logic machine, trying to figure out where all the tubes go. <>> get in cart You climb into the little wheeled crate with your pal. There is a sound of water running through pipes behind the walls. <>> push lever You give a nod to your boy, and he pushes the brake release. Slowly, your little conveyance creeps forward, then starts to pick up speed rapidly as the rails start spiraling down and to the southwest... WHOOO!! What a thrill! You're barreling down a dim tunnel, whooshing by the occasional small circular window, and young Quisborne of Castle Darchingcrast is hollering with unmitigated delight... The rail-track has been running just inside the outer surface of the butte, and you judge that you have now made roughly a half-circle down around to the south side of it. The path of your descent suddenly becomes very gradual, and you see your tunnel opening into a larger space. **KABUMPFF**... A bit unceremoniously, your cart plows into some friction brushes along the rails, and comes to a jolting stop against a large bumper which ends the rail-track. The prince continues giggling boyishly and making exclamations over the joyride... <> Wizard's domains, level 2 (sitting in the rail-cart) <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows, these on the southern and southeastern sides of the room. Also like the level above, the whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions and mind-bending creations either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" (for there aren't any exact corners in the swooping shape of the room), there is another bulging door like the one in the first level, and next to it a narrow open passage which immediately begins to climb up steps. You are still in the rail-cart against the southern wall, having just issued from a tunnel coming out of the southwest portion of the room. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. This time, a suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The youth is squatting in the rail-cart. <>> * && I love the text effect for the rollercoaster. The pauses between the paragraphs seem to reflect the bumps and swerves of the cart on the spiraling rails. Comment recorded. <>> * && Level 2. Reminds me of Mario platformer games. Comment recorded. <>> out You disembark from the rattletrap on rails. After you and Prince Quisborne have both exited the rail-cart, it is pulled swiftly back up the track and into the tunnel, presumably by a winch somewhere above. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The ever-present prince is here. Your squire studies the tapestry of numbers. <>> x windows The circular windows are set at the exterior ends of upward-slanting horizontal shafts, which represent the thickness of the walls separating the cavern from the outside surface of the butte. They don't look out at much other than sky, but they minimize the need for torch light or lantern light in the caverns. The Wizard tinkers away. <>> x passage You don't see any passage in view. <>> x steps The stairway ascends steeply into a close passage cut from the rock. <>> u The stairway passage takes about a full minute to climb, and is mostly dark except for what light is cast by a couple of fixed torches. The top of the stair ends abruptly at a door bulging inward. A latch on this side lets you both pass through, and after you have so done, the door swings shut. <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates open to a rail-track which goes downward, and on which sits a barrow-cart. By the gated archway stands the monstrosity which is a water-powered logic machine. Nearby, the lad is pacing around. <>> d The floor drops away a short way past the gates, and it would be unnecessarily hazardous (for your follower) to try to descend the tunnel by only clambering on the rails. The future king of Dwindeldorn twitches. <>> * && Aha. A one-way door back to level 1. What now? Comment recorded. <>> undo Taking back one turn: “d”. <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates open to a rail-track which goes downward, and on which sits a barrow-cart. By the gated archway stands the monstrosity which is a water-powered logic machine. The princeling is sticking nearby. <>> undo Taking back one turn: “u”. <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The boy is sticking nearby. <>> save Saved. <>> u The stairway passage takes about a full minute to climb, and is mostly dark except for what light is cast by a couple of fixed torches. The top of the stair ends abruptly at a door bulging inward. A latch on this side lets you both pass through, and after you have so done, the door swings shut. <> The domains of the Wizard of Aahh!'s <> You are inside of the butte, in the domains of the Wizard of Aahh!'s. A veritable wonderland of gadgets, curiosities, machines, and experiments surrounds you. Workbenches and tables line every bit of wall that isn't occupied with some larger contraption. Of the wall surfaces themselves, scarcely an inch is to be seen for all of the charts, graphs and shelves that hang upon them. Stairs lead up, and a bulge-shaped door without a handle is in the southwest corner. On the western side of the room some wrought-iron gates open to a rail-track which goes downward, and on which sits a barrow-cart. By the gated archway stands the monstrosity which is a water-powered logic machine. Your companion, PQ, is here with you. <>> * && I had missed the message about the winch pulling the cart back up. I was already imagining creating a trainwreck of barrow-carts piling up against the south wall of level 2... Comment recorded. <>> get in cart You climb into the little wheeled crate with your pal. <>> * && Ready Quis? Comment recorded. <>> release brakes You and your princeling enjoy another wild rail-cart ride down to the second level of the Wizard's domains... <> Wizard's domains, level 2 (sitting in the rail-cart) <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. You are still in the rail-cart against the southern wall, having just issued from a tunnel coming out of the southwest portion of the room. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Q is squatting in the rail-cart. <>> out You disembark from the rattletrap on rails. The Wizard suddenly drops what he's doing and scurries up the stairs and out of sight. After you and Prince Quisborne have both exited the rail-cart, it is pulled swiftly back up the track and into the tunnel, presumably by a winch somewhere above. <>> x contraptions The array of gadgets and contraptions is quite bewildering... many things appear to be abortive attempts at a good idea, other things appear to be successful completions of a mostly worthless idea. Yet other things seem to be quite marvelous inventions, whether useful or not. The prince has found a paper on the wall. "The Wizard put up a brain-puzzle- problem here... it's kind of tricky!" The Wizard bustles into the room and promptly engages in tinkering with something on a worktable. <>> ask prince about brain puzzle "The hat marks puzzle, there on the wall, was kind of tough. I couldn't figure it out on my own." <>> x brain puzzle The walls of the chamber are simply the materials of which the butte is formed, something between densely-packed earth and loosely-compacted sandstone. They wave and curve about, giving the chamber a completely amorphous shape. They're quite heavily loaded with all manner of hung, stuck or mounted things. Amongst the clutter on the wall you see this little puzzle penned by the Wizard. "One day the Great Ruzhvilkin founde himselff in neede of a new Apprentisse. By and by he narrowd his choyces down to three yong Fellowes, Woldibort, Gwondarf, and Bumbilbor, who were all most eeger to clambre for the Positioun. Desirynge his new Apprentisse to be as austute and clevver as he could fynde, Ruzhvilkin desygnd a Teste for the three Caundidates, and spoke to them in this wyse: 'I will seate the three of you at a Tabel, and whylst ye are blyndefolded, I will make a coloured Marke on each of your Hatts. This Marke may be eyther redd or yellowe. When your blyndefoldes are remooved, do you beginn to tap upon the Tabel if ye see any red Markes on eyther of your fellowes' Hatts. The first of you to dedouce the colour of his owne Marke, and to give his Reasonnes for so concludynge, shall be my new Apprentisse.' So saiynge, the Great Ruzhvilkin didd even as he spoke, and markd all three of the Hatts with redd Markes. Accordynglie, as he remooved their blyndefoldes, all three Caundidates begann to tap upon the Tabel. A few moments of tapping ensued, and Gwondarf spoke: 'I knowe that my Marke be redd.' How did he arryve at this Conclusioun?" Nothing suggests that solving this puzzle will mean that you learn or achieve anything other than the satisfaction of having solved it. But if you'd like to check the answer, there's no doubt the Wizard will tell you if you ask him about "the hat marks." <>> undo Taking back one turn: “x brain puzzle”. <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Near by your side is the Dwindeldornian prince. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Dwindeldorn's future king is present as ever. The room is filled with various ticks and clacks of moving gadgetry. <>> x brain puzzle The walls of the chamber are simply the materials of which the butte is formed, something between densely-packed earth and loosely-compacted sandstone. They wave and curve about, giving the chamber a completely amorphous shape. They're quite heavily loaded with all manner of hung, stuck or mounted things. Amongst the clutter on the wall you see this little puzzle penned by the Wizard. "One day the Great Ruzhvilkin founde himselff in neede of a new Apprentisse. By and by he narrowd his choyces down to three yong Fellowes, Woldibort, Gwondarf, and Bumbilbor, who were all most eeger to clambre for the Positioun. Desirynge his new Apprentisse to be as austute and clevver as he could fynde, Ruzhvilkin desygnd a Teste for the three Caundidates, and spoke to them in this wyse: 'I will seate the three of you at a Tabel, and whylst ye are blyndefolded, I will make a coloured Marke on each of your Hatts. This Marke may be eyther redd or yellowe. When your blyndefoldes are remooved, do you beginn to tap upon the Tabel if ye see any red Markes on eyther of your fellowes' Hatts. The first of you to dedouce the colour of his owne Marke, and to give his Reasonnes for so concludynge, shall be my new Apprentisse.' So saiynge, the Great Ruzhvilkin didd even as he spoke, and markd all three of the Hatts with redd Markes. Accordynglie, as he remooved their blyndefoldes, all three Caundidates begann to tap upon the Tabel. A few moments of tapping ensued, and Gwondarf spoke: 'I knowe that my Marke be redd.' How did he arryve at this Conclusioun?" Nothing suggests that solving this puzzle will mean that you learn or achieve anything other than the satisfaction of having solved it. But if you'd like to check the answer, there's no doubt the Wizard will tell you if you ask him about "the hat marks." <>> * && If there are two yellow marks, then one hat would not be tapping. This one would know he is red, since both hats he can see are yellow, so the only reason why the others are tapping is his own hat. Comment recorded. <>> * && Both the others would know they are red, because the untapping red hat sees only yellow hats. Comment recorded. <>> * && If there is one yellow mark, then all three would tap, since thay all see at least one red mark. Comment recorded. <>> * && Then how can one be sure that his own colour is red? Comment recorded. <>> * && If one only considers the colours of the other hats, the situation is indistinguishable from three red marks. All three see at least one red mark, thus they are tapping. Comment recorded. <>> * && But there is extra information in *the fact that both others are tapping*. Comment recorded. <>> * && I have to get my son from school now. I'll do a hypothetical scenario where I explore the consequences if I *assume* I have a yellow mark. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The young figurehead is with you like your shadow. In a jiffy, the Wizard is off up the stairs and out of sight. There is a sound of water running through pipes behind the walls. <>> x riddle "Riddle" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && No "riddle"? Comment recorded. <>> x brain puzzle The walls of the chamber are simply the materials of which the butte is formed, something between densely-packed earth and loosely-compacted sandstone. They wave and curve about, giving the chamber a completely amorphous shape. They're quite heavily loaded with all manner of hung, stuck or mounted things. Amongst the clutter on the wall you see this little puzzle penned by the Wizard. "One day the Great Ruzhvilkin founde himselff in neede of a new Apprentisse. By and by he narrowd his choyces down to three yong Fellowes, Woldibort, Gwondarf, and Bumbilbor, who were all most eeger to clambre for the Positioun. Desirynge his new Apprentisse to be as austute and clevver as he could fynde, Ruzhvilkin desygnd a Teste for the three Caundidates, and spoke to them in this wyse: 'I will seate the three of you at a Tabel, and whylst ye are blyndefolded, I will make a coloured Marke on each of your Hatts. This Marke may be eyther redd or yellowe. When your blyndefoldes are remooved, do you beginn to tap upon the Tabel if ye see any red Markes on eyther of your fellowes' Hatts. The first of you to dedouce the colour of his owne Marke, and to give his Reasonnes for so concludynge, shall be my new Apprentisse.' So saiynge, the Great Ruzhvilkin didd even as he spoke, and markd all three of the Hatts with redd Markes. Accordynglie, as he remooved their blyndefoldes, all three Caundidates begann to tap upon the Tabel. A few moments of tapping ensued, and Gwondarf spoke: 'I knowe that my Marke be redd.' How did he arryve at this Conclusioun?" Nothing suggests that solving this puzzle will mean that you learn or achieve anything other than the satisfaction of having solved it. But if you'd like to check the answer, there's no doubt the Wizard will tell you if you ask him about "the hat marks." The Wizard waltzes into the room and immediately busies himself with some project. <>> * && Where was I... Comment recorded. <>> * && I'm thinking things might be clearer if one were to look at the situation not from above, as it were, but as one of the participants. Comment recorded. <>> * && Hypothetical assumption: *I* have a yellow mark on my hat. I open my eyes. What do I see? Comment recorded. <>> * && 2 red marks. 2 tapping hats. And 2 people who are trying to figure out the same question as I am... Comment recorded. <>> * && Dramatis Personae: *I* , Alice, Bob. Comment recorded. <>> * && Alice is tapping for Bob. Alice knows I'm certainly tapping for Bob too. Comment recorded. <>> * && Bob is tapping for Alice. Bob knows I'm certainly tapping for Alice too. Comment recorded. <>> * && If I have a yellow mark, AND Alice sees Bob tapping, she knows she has a red mark. (and vice versa). Comment recorded. <>> * && Yet Alice doesn't announce her colour. She's wrestling with the same conundrum as I am. Comment recorded. <>> * && The same goes for Bob. If I assume that I have a yellow mark, and Bob sees Alice (and I) tapping, he MUST know he has a red mark. Comment recorded. <>> * && Yet Bob, too, doesn't announce his colour. Comment recorded. <>> * && Their hesitation to call their hats tells me that the assumption that *I* have a yellow mark is wrong. Comment recorded. <>> * && Therefore, *I* have a red mark! Comment recorded. <>> * && Let's see. Comment recorded. <>> ask dvarzek about hats "Dvarzek" could either be something as yet unknown to you or else a phrasing unknown to us. <>> ask dvakred about hats "Did you figure out the puzzle of the hat marks?! Well here it is! Ruzhvilkin questioned Gwondarf as to how he knew that the mark on his own hat was red. And Gwondarf said: 'I know that my mark be red, because the things that would be happening if it were yellow are not in fact happening. For, if my mark were yellow, it would be an easy thing for Bumbilbor to know his own mark was red. He would see my yellow mark, and also see Woldibort tapping on the table, and know forthwith that Woldibort must be tapping at seeing a red mark on his (Bumbilbor's) own hat. The exact same reasoning applies to Woldibort seeing Bumbilbor tapping, were my mark indeed yellow. But as neither of them have made this distinction, I infer that they see red marks all around, my own included.' And that, my dear visitors, is how the Great Ruzhvilkin found his new apprentice!" [ 2 ] Quiz twitches. <>> footnote 2 The logic puzzle in concept is not author's original: adapted and retold by author from a problem in an old book called "Nine Men's Morris." <>> * && Just checked the town library's webpage. They don't have the book. I'll look it up elsewhere. It looks very interesting. Comment recorded. <>> * && Now, for the zipline. Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Quisborne is here with you as always. <>> x portal This curving recess is covered floor to ceiling in raised paneling made from a purplish wood. Its primary feature is the opening to a tunnel, which is surrounded in fancy woodwork. A portcullis handily prevents any unapproved visitors from entering this tunnel. Looking into it, you see that the floor drops away immediately, and the cable travels near the tunnel ceiling down into darkness. Given that this cable is meant to be ridden upon down to another level, it would seem that the Wizard has no scruples about liability. There are built-in desks on either side of the opening, both with some kind of items or gadgetry on them, and a tapestry covers the wall above the right- hand desk. The king-to-be puzzles around with the letter tiles. <>> x portcullis The portcullis is a grid of iron fitted to the opening of the tunnel. You can see through it into the darkness, and the cable also passes through one of its upper apertures to enter the tunnel. <>> x cable The cable is a feat of labor in itself, being made (presumably by the Wizard) of many strands of copper braided together into a single strong unit. A sliding handlebar is hung on it, and it travels down into the tunnel until lost in darkness. <>> x handle bar There is a wide iron handlebar linked to a pulley that rides on the cable. Two long loops of strapping hang down from it as stirrups, a courtesy so that visitors are less likely to perish mid-ride due to insufficient grip strength. Presently, the thick jaws of a ceiling-mounted clamp are sprung shut over the cable, directly in front of the handlebar, so that the handlebar is going nowhere. The prince finds something to look at on the walls. <>> x clamp The clamp serves the single purpose of keeping visitors from riding the cable-slide until they've completed the Wizard's ride-related puzzles. The clamp is currently sprung shut, keeping the handlebar from going anywhere. <>> open clamp The clamp doesn't really deserve attention, because it is quite apparent that one of the desks is responsible for releasing it. No attempts at brute force, tampering or vandalism will be tolerated. <>> pry clamp with iron bar You may be trying to use a verb that we weren't instructed how to handle... <>> hack clamp with axe This is one of those times where we may not have covered the verb you're trying to use... <>> fell clamp with axe The clamp doesn't really deserve attention, because it is quite apparent that one of the desks is responsible for releasing it. No attempts at brute force, tampering or vandalism will be tolerated. <>> * && "A metal rod of sorts unfolds from the ceiling above you... *kkrrghhzzZZZAPP!* You have been struck by artificer's lightning." Comment recorded. <>> x desks right-hand desk: The desk to the right of the portal is similar to the one on the left, in that it is a fine piece of woodwork, built into the paneling and following the gentle curve of the wall. The desk's surface is tilted like a writing desk, and protruding from it are two rows of dials: five in the upper row and six in the lower row. Collectively they currently read: 0 0 0 0 0 0 0 0 0 0 0 There's a large tapestry hung on the wall directly over the desk. left-hand desk: The left-hand desk is a fine piece of woodwork just three feet wide, built into and following the gentle curve of the wall. It is comprised of a tilted surface rather like that of a writing desk, whose foremost edge levels out into a narrow lipped shelf. Upon the tilted surface are five identical slots in a row. None of the slots have anything in them. On the desk of tile slots are eight letter tiles ('MS', 'PO', 'NU', 'RU', 'SI', 'CO', 'TE', and 'ND'). No further instructions appear to have been provided by the Wizard, but it seems reasonable to assume that when the right five tiles are put into the slots, something or other will be activated. Prince Quisborne takes his chance to speak to the Wizard. "You're right, Dvakred! I am sucking for these brain puzzlers so hard! Or so much, or however it is that they say it! I don't know how I've never really gotten into things like this before! They'll be one of my new hobbies at home, for sure." The Wizard dashes with youthful energy through the barrel-shaped door. <>> * && From the phrasing of the first sentence, it seems that you wanted the player to see the description of the *left* desk first upon X DESKS. Comment recorded. <>> x desks desk of dials: The desk to the right of the portal is similar to the one on the left, in that it is a fine piece of woodwork, built into the paneling and following the gentle curve of the wall. The desk's surface is tilted like a writing desk, and protruding from it are two rows of dials: five in the upper row and six in the lower row. Collectively they currently read: 0 0 0 0 0 0 0 0 0 0 0 There's a large tapestry hung on the wall directly over the desk. desk of tile slots: The left-hand desk is a fine piece of woodwork just three feet wide, built into and following the gentle curve of the wall. It is comprised of a tilted surface rather like that of a writing desk, whose foremost edge levels out into a narrow lipped shelf. Upon the tilted surface are five identical slots in a row. None of the slots have anything in them. On the desk of tile slots are eight letter tiles ('MS', 'PO', 'NU', 'RU', 'SI', 'CO', 'TE', and 'ND'). <>> x tapestry Above the desk of dials is hung a large tapestry of many rich colors. There is a decorative border worked around it, but the main field of the tapestry is just filled up with depictions of numbers. This is what you see: 27072 98989 78987 31813 68186 524425 541145 500005 645546 853358 48284 48584 34443 97979 19691 527725 533335 379973 894498 495594 79097 93639 49394 55455 27272 25352 82728 28682 97779 85958 541145 103301 761167 478874 202202 92629 19991 95759 88888 14841 833338 693396 990099 149941 480084 10101 13031 39393 11771 95459 501105 638836 370073 435534 126621 29592 55455 10301 60406 87478 379973 741147 638336 730037 573375 42624 46064 79597 29692 66466 768867 370073 369963 708807 783387 No further explanation is given. <>> x dials Which dials do you mean, the top row of dials, or the bottom row of dials? < distinguish >> top The dials are egg-shaped knobs of blackwood, with a sharp pointer coming out of the base. Inlaid into the wood around each dial are the numerals '0' through '9'. There are five dials in the top row, which are currently set to: 0 0 0 0 0 The Wizard bustles into the room and promptly starts muttering over some chart on a wall. The room is filled with various ticks and clacks of moving gadgetry. <>> * && the numbers are all palindromes... Comment recorded. <>> set top row to 10101 You set the top dials to 1 0 1 0 1. The Wizard of Aahh!'s is directing his squirrels to sing. <>> set bottom dials to 501105 You set the bottom dials to 5 0 1 1 0 5. There is no result produced from the combined settings of the dials. The Wizard whisks himself off through the barrel-shaped door. <>> set bottom dials to 112211 You set the bottom dials to 1 1 2 2 1 1. The new setting doesn't cause anything to happen. <>> reset dials You may be trying to use a verb that we weren't instructed how to handle... <>> set all to 000000000 “All” cannot be used with that verb. <>> x left desk The left-hand desk is a fine piece of woodwork just three feet wide, built into and following the gentle curve of the wall. It is comprised of a tilted surface rather like that of a writing desk, whose foremost edge levels out into a narrow lipped shelf. Upon the tilted surface are five identical slots in a row. None of the slots have anything in them. On the desk of tile slots are eight letter tiles ('MS', 'PO', 'NU', 'RU', 'SI', 'CO', 'TE', and 'ND'). Your young pal is idly stacking your inventory. The Wizard hurries into the room and straightaway flits about from one thing to another. There is a sound of water running through pipes behind the walls. <>> put nd in first slot You slide the 'ND' tile into the first tile slot and press it against the pins. [You also have the option to 'set slots to xx xx xx xx xx', if you wish.] You hear the Wizard using terms like "coefficient of static friction." <>> x slots These four-inch-square slots are another example of the Wizard's cunning. A field of small round-headed pins protrudes from the desk surface in the area of each slot. The pins are spring-loaded, and after you notice that the letter tiles themselves have unique contours on their back sides, it becomes clear to you that the pins need to be pushed in to the correct depths all at the same time for the mechanism to release whatever it's holding. In other words, only the correct tile combination will work. The tiles first slide between two lipped runners and then snap down over the bed of pins. The current status of the slots is: ND, (empty), (empty), (empty), (empty) The room is filled with various ticks and clacks of moving gadgetry. <>> take nd You pop up the 'ND' tile and pull it out of the slot. <>> put nd on desk Which desk do you mean, the desk of dials, or the desk of tile slots? < distinguish >> tile slots You put the 'ND' tile on the desk of tile slots. <>> * && TAKE [tile] should automatically put it back on the slot desk. Or not. Comment recorded. <>> x slots These four-inch-square slots are another example of the Wizard's cunning. A field of small round-headed pins protrudes from the desk surface in the area of each slot. The pins are spring-loaded, and as you have noticed that the letter tiles themselves have unique contours on their back sides, it is clear that the pins need to be pushed in to the correct depths all at the same time for the mechanism to release whatever it's holding. In other words, only the correct tile combination will work. The tiles first slide between two lipped runners and then snap down over the bed of pins. None of the slots have anything in them. <>> x tiles These are polished wooden tiles about four inches square, with two letters engraved on them. The back of each tile is chiseled into a strange texture of small bumps and divots. Your sidekick gives his hair a twirl. <>> * && I'd like to see the letters on the tiles when I explicitly X TILES. They're in the higher-level description of the desk, but not in the more detailed description of the tiles in "close-up". Comment recorded. <>> x slot desk The left-hand desk is a fine piece of woodwork just three feet wide, built into and following the gentle curve of the wall. It is comprised of a tilted surface rather like that of a writing desk, whose foremost edge levels out into a narrow lipped shelf. Upon the tilted surface are five identical slots in a row. None of the slots have anything in them. On the desk of tile slots are eight letter tiles ('PO', 'MS', 'NU', 'SI', 'RU', 'CO', 'ND', and 'TE'). <>> set slots to po nu te ms nd You and PQ insert the tiles necessary to achieve a setting of PO, NU, TE, MS, ND. <>> set slots to po nu te nd ms You and PQ insert the tiles necessary to achieve a setting of PO, NU, TE, ND, MS. <>> * && Nice to not have to manually take out and switch tiles. Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen, albeit blocked by a heavy portcullis. A suspended cable is hung to the ceiling and (going over the portcullis) follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles in front of the closed portcullis. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The future ruler of the land tags along. One of the Wizard's shoulder squirrels scampers down at his command and fetches an object for him. <>> ask wizard about zipline "Oh, ho ho! Yes, perfectly safe, I assure you. Only puzzle solvers get the privilege of riding that!" In a jiffy, the Wizard is off up the stairs and out of sight. <>> ask wizard about desks The Wizard of Aahh!'s isn't here presently. The future king of Dwindeldorn finds something interesting to look at on one of the workbenches. <>> z Time passes... <>> z Time passes... <>> z Time passes... The Feckless opens a cabinet on the wall. <>> z Time passes... <>> z Time passes... <>> z Time passes... The boy is acting like a fruitcake. <>> z Time passes... <>> z Time passes... The king's son is engrossed by one of the Wizard's inventions. There is a sound of water running through pipes behind the walls. <>> z Time passes... <>> z Time passes... <>> z Time passes... The Wizard waltzes into the room and forthwith engages in tinkering with something on a worktable. <>> ask wizard about tiles "Don't ask unless you want a hint to spoil all your fun..." <>> ask wizard about tiles "If you must have a hint: you won't need 'PO', 'TE', 'AN', 'GR', or 'SI'." <>> * && CONUNDRUM! Comment recorded. <>> set slots to co nu nd ru ms As you slide the final tile in place to spell the word "CONUNDRUMS", some kind of chime box behind the paneling plays a musical "Ta-da!" chord, and a loud clacking noise ensues as the portcullis starts lowering itself into the void below it. The mouth of the tunnel is now open to a sheer drop into darkness. "Well played, Wizard!" the prince laughs. "What was that you said? 'I couldn't help myself, and have made it so that one must unravel a few *conundrums* before the doors will open'?" The Wizard pauses to look on. "That wasn't too hard, now, was it? Ho ho! Good luck!" *** Your score has just gone up by two points *** <>> * && And the palindrome codes were just for decoration? Pooh! Haven't seen many herrings as red as that! Comment recorded. <>> * && Do I get bonus points for perseverance if I brute-force them all? Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen. A suspended cable is hung to the ceiling and follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles by the mouth of the tunnel. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Quisborne is sticking about in your general vicinity. Your companion tries to catch a fly. <>> x handlebar There is a wide iron handlebar linked to a pulley that rides on the cable. Two long loops of strapping hang down from it as stirrups, a courtesy so that visitors are less likely to perish mid-ride due to insufficient grip strength. Presently, the thick jaws of a ceiling-mounted clamp are sprung shut over the cable, directly in front of the handlebar, so that the handlebar is going nowhere. <>> * && Oh right! I probably do need to make sense of the palindrome numbers. The handle bar is till clamped. Comment recorded. <>> x clamp The clamp serves the single purpose of keeping visitors from riding the cable-slide until they've completed the Wizard's ride-related puzzles. The clamp is currently sprung shut, keeping the handlebar from going anywhere. There is a sound of water running through pipes behind the walls. <>> * && I'll take a close look at thr tapestry, looking for the odd one out... Comment recorded. <>> x tapestry Above the desk of dials is hung a large tapestry of many rich colors. There is a decorative border worked around it, but the main field of the tapestry is just filled up with depictions of numbers. This is what you see: 27072 98989 78987 31813 68186 524425 541145 500005 645546 853358 48284 48584 34443 97979 19691 527725 533335 379973 894498 495594 79097 93639 49394 55455 27272 25352 82728 28682 97779 85958 541145 103301 761167 478874 202202 92629 19991 95759 88888 14841 833338 693396 990099 149941 480084 10101 13031 39393 11771 95459 501105 638836 370073 435534 126621 29592 55455 10301 60406 87478 379973 741147 638336 730037 573375 42624 46064 79597 29692 66466 768867 370073 369963 708807 783387 No further explanation is given. The Dwindeldornian heir remembers the wild and unique experience of the rail- cart ride. <>> * && 11771 ! 638336 ! Comment recorded. <>> set top dials to 11771 You set the top dials to 1 1 7 7 1. Nothing changes once the dials are set: either one or both of the rows must be set incorrectly. <>> set bottom dials to 638336 As you turn the last dial to get a setting of 6 3 8 3 3 6, you hear a loud *CLACK*, and the clamp on the cable springs open, freeing passage for the sliding handlebar. The prince's eyes look bright and excited. "Another ride coming... hey, sir?!" *** Your score has just gone up by one point *** <>> * && Hold on to my knickers, sonny. We're going for a slide! Comment recorded. <>> swing on handle bars "On handle bars" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> jump You exercise your enviable physical prowess by making a grand leap into the air. The boy watches to see what you'll do next. <>> hang on bars "Bars" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x bar (the handlebar) There is a wide iron handlebar linked to a pulley that rides on the cable. Two long loops of strapping hang down from it as stirrups, a courtesy so that visitors are less likely to perish mid-ride due to insufficient grip strength. The cable clamp is sprung open, and the handlebar looks ready to ride. The Wizard suddenly drops what he's doing and scurries up the stairs and out of sight. <>> hang on bar A quick test reveals that the handlebar relaxes a couple of small brake pads when weight is put on it. The bar is wide enough that you and your protegé can grab on side by side. In the interests of not losing your gear sack along the ride, you take it from the prince and situate so that you can grip it and the bar at the same time. After a moment of estimating where you both should grip in order to balance out, you each step into a stirrup, and take a big breath. The prince gives a preamble. "I won't hide it, sir: I've got the collywobbles something fierce! But... we won't fall, right? Let's go!" And you kick off down the cable-slide... The prince loudly voices your own sensations with a half-jubilant, half- terrified "WAAAHOOOO!" Plunging into the darkness is actually strangely thrilling... This experience might already be besting the rail-cart ride! You do, however, entertain sudden thoughts of whether the Wizard is entirely to be trusted, and whether you aren't hurtling to your death... Light! The cable-slide precipitates you and Prince Q into a new room, having first leveled off enough so that you glide to a stop after issuing out of the tunnel. Having arrived alive, you consider the Wizard exonerated. As with the rail- cart, the handlebar starts getting winched back up to its origin once you release it, by some small attached cable that you hadn't paid attention to before. "By the severed head of King Bolazart the Ninth!" pants the prince. "That positively gave me gooseflesh! Oh my lands, I'm still alive... sweet, sweet Life. I love you, Life." <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, but the ceiling is taller. The floor shape is much less squiggly – rather close to an oval – and the ceilings meet the walls at twelve feet high and dome up to twenty feet or more in the center. Here also one finally sees great wood-panel doors leading to the library that the Wizard seems to be so proud of. At least, one may reasonably suppose these are the library doors, in light of the fact that the words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is centered on the south wall of the room. This lowest level features less in the way of projects and wall hangings, and more in the way of storage; nevertheless, it still has the appearance of one of the Wizard's workspaces (or playgrounds, however you see it). There is some wardrobe-like cabinetry, loose sacks of who-knows-what, and more specimens of half-built inventions. It looks like you are back near the northern face of the butte, as that is the side of this room which is lit by a few more circular windows. A staircase goes up from the southwest corner of the room, and the cable- slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is what appears to be another of the Wizard's peculiar tables. Your companion, the Dwindeldornian heir, is here with you. <>> * && In the response to HANG ON BAR: "... you take [the burlap sack] from the prince and situate so that you can..." --> situate the sack? situate yourself? stiuate one of the stirrups? Comment recorded. <>> x doors The library doors are very tall, arched-topped, and built from raised panels of alternating squares and circles. Elegantly carved letters in the woodwork above say: "THE TROVE OF KNOWLEYDGE." They’re closed. The royal youth peeps in a sack of junk. <>> x table This is one more (one last?) of the Wizard's classic gadgetry tables. Briefly described, there is a well-defined diagram marked on its surface of a stair-stepping shape divided into a grid of squares. In the space underneath the diagram a few columns of letters are inscribed. This part of the table looks something like this: Fine metal fins, protruding slightly from the surface, run in place of all the horizontal lines of the diagram, effectively turning that area into a collection of ten numbered slots. All of the slots are empty, currently. Furthermore, on the right-hand side of the table there are six dials mounted in a row, in front of the outline of a panel in the tabletop, which one could assume to be openable. The Wizard has volunteered this additional bit of information: "Dear Vissitores: our Coumplimentes for arrivynge this farr! We feele sure you will figgure out what to do heere. But we give you this Encooragemente: the Puzzel can be solvd without Reecourse to blynde tryal and errour. There are Poyntes to be observd – subtil ones, yes! Ho ho! – which can give ryse to a sollid startynge spott, and ultimatelie reduce the Puzzel to an Invesstigatioun betweene a meere two Tyles for a given Slott. Good lucke, and see you in the Librarie! – The Wizzard and his Squirrelles" On the diagram table are ten brass letter tiles ('RICA', 'COKB', 'CIUB', 'RIKA', 'CIKR', 'EOUA', 'EIKR', 'EOKR', 'ROUB', and 'COUR'). The Wizard barges into the room and promptly starts rummaging around. <>> * && In the response to HANG ON BAR: "... you take [the burlap sack] from the prince and situate so that you can..." --> situate the sack? situate yourself? stiuate one of the stirrups? Comment recorded. <>> * && RICA and BCIE are the only ones that fit the shaded square on row 5. They share the C in the correct (3rd and 2nd) place. Comment recorded. <>> * && Scratch that. Overenthusiastic. Comment recorded. <>> * && But I think that is the right starting strategy. Find a horizontal/vertical pair that only fits one shared square. Comment recorded. <>> * && RICA is the only one to have a C on 3. Comment recorded. <>> * && BCIE is the only one to have a C on 2. Comment recorded. <>> x table This is one more of the Wizard's classic gadgetry tables. Briefly described, there is a well-defined diagram marked on its surface of a stair-stepping shape divided into a grid of squares. In the space underneath the diagram a few columns of letters are inscribed. This part of the table looks something like this: Fine metal fins, protruding slightly from the surface, run in place of all the horizontal lines of the diagram, effectively turning that area into a collection of ten numbered slots. All of the slots are empty, currently. On the right-hand side of the table there are six dials mounted in a row, in front of the outline of a panel in the tabletop, which one could assume to be openable. The Wizard has volunteered this additional bit of information: "Dear Vissitores: our Coumplimentes for arrivynge this farr! We feele sure you will figgure out what to do heere. But we give you this Encooragemente: the Puzzel can be solvd without Reecourse to blynde tryal and errour. There are Poyntes to be observd – subtil ones, yes! Ho ho! – which can give ryse to a sollid startynge spott, and ultimatelie reduce the Puzzel to an Invesstigatioun betweene a meere two Tyles for a given Slott. Good lucke, and see you in the Librarie! – The Wizzard and his Squirrelles" On the diagram table are ten brass letter tiles ('RICA', 'COKB', 'CIUB', 'RIKA', 'CIKR', 'EOUA', 'EIKR', 'EOKR', 'ROUB', and 'COUR'). The prince hails the Wizard. "Freep-hurpin' dinglebonkers, Dvakred! To quote yourself, you know. That cable-slide... what?!? I was bracing myself for a horrible death, with a huge smile on my face at the same time. Say... do any visitors *ever* stick around long enough to make it into your library?!" Dvakred replies that visitors of any kind aren't overly common, but that he sometimes permits use of the stairs to souls that aren't made of strong enough stuff for the ride. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> x table This is one more of the Wizard's classic gadgetry tables. Briefly described, there is a well-defined diagram marked on its surface of a stair-stepping shape divided into a grid of squares. In the space underneath the diagram a few columns of letters are inscribed. This part of the table looks something like this: Fine metal fins, protruding slightly from the surface, run in place of all the horizontal lines of the diagram, effectively turning that area into a collection of ten numbered slots. All of the slots are empty, currently. On the right-hand side of the table there are six dials mounted in a row, in front of the outline of a panel in the tabletop, which one could assume to be openable. The Wizard has volunteered this additional bit of information: "Dear Vissitores: our Coumplimentes for arrivynge this farr! We feele sure you will figgure out what to do heere. But we give you this Encooragemente: the Puzzel can be solvd without Reecourse to blynde tryal and errour. There are Poyntes to be observd – subtil ones, yes! Ho ho! – which can give ryse to a sollid startynge spott, and ultimatelie reduce the Puzzel to an Invesstigatioun betweene a meere two Tyles for a given Slott. Good lucke, and see you in the Librarie! – The Wizzard and his Squirrelles" On the diagram table are ten brass letter tiles ('RICA', 'COKB', 'CIUB', 'RIKA', 'CIKR', 'EOUA', 'EIKR', 'EOKR', 'ROUB', and 'COUR'). <>> x tiles The tiles are each a brass plate about twelve inches long and three inches tall, with four letters engraved in a row on it. You notice that the brass tiles differ from each other in their thicknesses by increments of a millimeter or so... this is probably how the table "knows" when the right tiles are in the right slots. <>> * && Same as with the previous tiles. Closer inspection should give the letters on the tiles. Comment recorded. <>> put ciub in line 1 "Line 1" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put ciub in row 1 "Row 1" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put ciub in diagram You can’t put anything in the diagram table. <>> * && Well, I can... It's just not clear from my command where I want it. You could just pop it anywhere... Comment recorded. <>> put ciub on top line "Top line" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put ciub on top Slot 1 isn't the best place to be trying to set things. "A chess puzzle!" announces the prince, looking on one of the walls. "But... no, not exactly. Huh! It uses chess pieces, but it's different. Interesting!" <>> x slot (slot 1) The slots are just spaces of the tabletop corresponding to the gridded diagram, with raised metal edges. The slots are just the size of the brass letter tiles. A small spring-loaded finger mechanism at the end of each slot both holds the tile down and also seems to gauge its thickness, since you notice that the tiles differ in thickness. The first slot is empty at the moment. The Wizard dashes with no lack of energy up the stairs and out of sight. <>> * && Ah, right. The correct term is "slot". Comment recorded. <>> put ciub in slot 1 Prince Quisborne slides the 'CIUB' tile into slot 1. [If you think you have the puzzle worked out, you can simply enter the names of the ten tiles in order, like so: 'eikr roub eoua cikr...' and so on for all ten.] <>> cikr eoua rika cour cokb rica eikr eokr roub If you wish to use the tile names to designate the order you want to put them in, you will need to list all ten at once, in order, separated by spaces or commas. <>> * && All ten, okay. Comment recorded. <>> ciub cikr eoua rika cour cokb rica eikr eokr roub The 'CIUB' tile is already in slot 1. Quisborne slides the 'CIKR' tile into slot 2. The Wizard whisks himself off up the stairs and out of sight. You slide the 'EOUA' tile into slot 3. The royal youth slides the 'RIKA' tile into slot 4. PQ slides the 'COUR' tile into slot 5. You slide the 'COKB' tile into slot 6. Prince Quisborne slides the 'RICA' tile into slot 7. You slide the 'EIKR' tile into slot 8. You slide the 'EOKR' tile into slot 9. The royal youth slides the 'ROUB' tile into slot 10. As you slide the tile into place, you hear a little *click* and see the dials jiggle just a little. "Nice work, Valkyrian! We bested those criss-crossing words neat and handily now, didn't we? I don't know about for you, but for me, this is fun stuff! I'm just having the grandest time here!" *** Your score has just gone up by three points *** <>> * && Me too sonnyboy! Comment recorded. <>> x dials The dials are carved in ivory, each with a point protruding from its roundness. Around each dial are marked the settings 'A', 'B', 'C', 'E', 'I', 'K', 'O', 'R', and 'U'. The current settings of the six dials are: K R B O A C "The giraffe," lectures the prince, "cleans its own nose out with its eighteen-inch-long tongue." <>> * && This is for entering the letters on the shaded tiles. The question is, in what order? Top-to-bottom? Left-to-right? I'll try left-to-right first, so you see what I mean: Comment recorded. <>> set dials to krueea Prince Quisborne tuns what dials are necessary to achieve a setting of K R U E E A. <>> * && Now top-to-bottom, which I trhink is intended: Comment recorded. <>> set dials to kruaee Prince Quisborne tuns what dials are necessary to achieve a setting of K R U A E E. <>> * && Hmmm... No? Comment recorded. <>> turn first dial You must specify the setting to turn it to. <>> x dials The dials are carved in ivory, each with a point protruding from its roundness. Around each dial are marked the settings 'A', 'B', 'C', 'E', 'I', 'K', 'O', 'R', and 'U'. The current settings of the six dials are: K R U A E E <>> x table This is one more of the Wizard's classic gadgetry tables. Briefly described, there is a well-defined diagram marked on its surface of a stair-stepping shape divided into a grid of squares. In the space underneath the diagram a few columns of letters are inscribed. This part of the table looks something like this: Fine metal fins, protruding slightly from the surface, run in place of all the horizontal lines of the diagram, effectively turning that area into a collection of ten numbered slots. The current status of the slots is: 1. C I U B 2. C I K R 3. E O U A 4. R I K A 5. C O U R 6. C O K B 7. R I C A 8. E I K R 9. E O K R 10. R O U B On the right-hand side of the table there are six dials mounted in a row, in front of the outline of a panel in the tabletop, which one could assume to be openable. <>> x panel The panel looks just like the tabletop, but its outline belies that it is designed to open. Dwindeldorn's future king wanders into the egress tunnel of the cable-slide. In a jiffy, the Wizard is off up the stairs and out of sight. <>> open it There is no handle for the panel, and it doesn't take a lot of genius to suspect that it is probably opened by means of a mechanism. <>> get in bathtub "Bathtub" could either be something as yet unknown to you or else a phrasing unknown to us. <>> observe water level You may be trying to use a verb that we weren't instructed how to handle... <>> exit bathtub "Bathtub" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> out You take the stairs up to the previous level... <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows. The whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" there is another handleless bulging door, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen. A suspended cable is hung to the ceiling and follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles by the mouth of the tunnel. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Nearby, the lad is pacing around. Dvakred whips some acorns out of his robe and feeds his squirrels. <>> run through streets naked This is one of those times where we may not have covered the verb you're trying to use... <>> shout EUREKA !!! You may be trying to use a verb that we weren't instructed how to handle... <>> * && "I have found it !" Now to get back to level 3 Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s, level 2 <> This is the second level down within the Wizard's domains. Like the level above, but somewhat smaller than it, it is lit by circular windows, these on the southern and southeastern sides of the room. Also like the level above, the whole space is an overwhelming spectacle for the eyes to take in, with a similar array of incomprehensible contraptions and mind-bending creations either sitting on workbenches, mounted on walls, or occupying floor space. In the northwest "corner" (for there aren't any exact corners in the swooping shape of the room), there is another bulging door like the one in the first level, and next to it a narrow open passage which immediately begins to climb up steps. A tunnel opens out of a jog in the southwest portion of the room, with a rail-track running out of it that travels eastward just a few yards along the south wall before ending in a bumper. In a semi-circular recess at the northern end of the room, another portal leading downwards is to be seen. A suspended cable is hung to the ceiling and follows the roof of the tunnel down into darkness. A bar with handgrips is attached to this cable, and dangles by the mouth of the tunnel. To either side of the portal is a kind of desk, built into the curve of the wall. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. The king-to-be is hanging around, carrying the sack. The prince scans the charts and texts on a wall. <>> handle This is one of those times where we may not have covered the verb you're trying to use... <>> grab handle (the basket handle) The handle is just part of the basket. <>> grab bar (the handlebar) You and the king's son take the cable-slide again down to the third level. It's still quite a thrilling ride... <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. Your companion, Quisborne, is here with you, sack in tow. <>> set dials to eureka When the final dial is turned to spell the word 'E U R E K A', the panel in the tabletop springs open, revealing a compartment in the table. In the compartment you see a star-headed wrench. "Eureka!" cries Prince Quisborne. "You know... both ways. 'Eureka!', because we found the wrench for the valve-thingy... and 'EUREKA', what we just turned the dials to spell. Eureka. Either way." He takes the initiative and snatches up the wrench. *** Your score has just gone up by one point *** <>> x wrench This wrench has a handle of smooth round bar, fairly long, and a circular head. The void inside of the head is in the shape of a star. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. Near by your side is your protegé. <>> x walls The walls here make roughly an oval, in contrast to the amorphous cave-like shapes of the other levels. There is far less clutter on the walls down here than in the upper two levels; nevertheless, you see one parchment with a chess diagram inscribed on it, which is followed by some explanatory writing. The diagram you see looks like this... Following it is this explanation: "The depicted chess position has occurred in the course of a game played exactly by the rules... every move in the game leading to this position has been legal by the laws of chess. Now, on the square h4 stands a piece whose identity is not given. We do not even deign to hint whether the piece be white or black. Yet we ask of you: what piece and what color is it? Presposterous, you say?! Likely enough! Yet we assure you that with no more than the knowledge of the rules of chess, one can indeed determine the exact identity of the piece on h4!" This does not appear to be a puzzle that the Wizard plans on rewarding his visitors for solving, by opening any new rooms or compartments: it's solely for the love of the challenge. If you'd like to check the answer, you can ask the Wizard about the "chess puzzle." <>> x board You don't see any board in view. <>> x position "Position" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x puzzle The walls here make roughly an oval, in contrast to the amorphous cave-like shapes of the other levels. There is far less clutter on the walls down here than in the upper two levels; nevertheless, you see one parchment with a chess diagram inscribed on it, which is followed by some explanatory writing. The diagram you see looks like this... Following it is this explanation: "The depicted chess position has occurred in the course of a game played exactly by the rules... every move in the game leading to this position has been legal by the laws of chess. Now, on the square h4 stands a piece whose identity is not given. We do not even deign to hint whether the piece be white or black. Yet we ask of you: what piece and what color is it? Presposterous, you say?! Likely enough! Yet we assure you that with no more than the knowledge of the rules of chess, one can indeed determine the exact identity of the piece on h4!" This does not appear to be a puzzle that the Wizard plans on rewarding his visitors for solving, by opening any new rooms or compartments: it's solely for the love of the challenge. If you'd like to check the answer, you can ask the Wizard about the "chess puzzle." <>> * && Hold on while I set up my board. Comment recorded. <>> * && First thing to notice: the Black King is in check. This must have happened on the last move. Comment recorded. <>> * && It can't have been a move by Black, since that would be illegal. So White's last move has put Black in check. Comment recorded. <>> * && The White Rook on d7 must have been there already. There is no path for it to have just arrived on that square. Comment recorded. <>> * && This would mean that the check on the Black King is the result of a discovered attack. A piece blocking the White Rooks line of attack on the king which has been removed to open the check line. Comment recorded. <>> * && Is the Mystery Piece a Super Knight jumping from c7 to h4? Comment recorded. <>> x game You don't see any game in view. <>> x board You don't see any board in view. <>> x position "Position" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x wall The walls here make roughly an oval, in contrast to the amorphous cave-like shapes of the other levels. There is far less clutter on the walls down here than in the upper two levels; nevertheless, you see one parchment with a chess diagram inscribed on it, which is followed by some explanatory writing. The diagram you see looks like this... Following it is this explanation: "The depicted chess position has occurred in the course of a game played exactly by the rules... every move in the game leading to this position has been legal by the laws of chess. Now, on the square h4 stands a piece whose identity is not given. We do not even deign to hint whether the piece be white or black. Yet we ask of you: what piece and what color is it? Presposterous, you say?! Likely enough! Yet we assure you that with no more than the knowledge of the rules of chess, one can indeed determine the exact identity of the piece on h4!" This does not appear to be a puzzle that the Wizard plans on rewarding his visitors for solving, by opening any new rooms or compartments: it's solely for the love of the challenge. If you'd like to check the answer, you can ask the Wizard about the "chess puzzle." <>> * && Legal moves, game by the rules ---> The last move MUST have been the checking move. I there any way the Question Piece could have caused this? If so, how? Comment recorded. <>> Silence can also be a virtue. <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. The ever-present prince is here. The Feckless snoops around the stored junk. <>> * && I don't see the full line, but the only thing I can think of that could have effected a discovered check and gotten to h4 is a Knight. I have to gloss over some pretty implausible moves to account for the 4 (!) turns it took for the Knight to arrive Comment recorded. <>> * && at h4, but I can't see any other possibility. A black-squared Bishop couldn't have gotten past the pawns. A queen would have given check herself while blocking the Rook's line of sight... Comment recorded. <>> * && Wait! It's a pawn that just promoted to a Rook! Comment recorded. <>> * && The last move was: c7-d8+ ->R Comment recorded. <>> tell aardvark about chess "Aardvark" could either be something as yet unknown to you or else a phrasing unknown to us. <>> tell vredzakark about puzzle "Vredzakark" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> tell *kkkkddrrrrrakakakdzdzkdrdadvvrekekrreeeekzzzz* about chess puzzle The story doesn’t know how to use the character ‘*’ in a command. <>> tell wizard about chess The Wizard of Aahh!'s isn't here presently. <>> z Time passes... <>> z Time passes... <>> z Time passes... The incumbent to the throne sings a little melody. The Wizard charges into the room and straightaway starts rummaging around. <>> tell wizard about chess The Wizard never stops what he's doing, but gives you the courtesy of listening. <>> * && TELL would be nice if the player's certain to have solved it. Comment recorded. <>> ask wizard about chess "Gentlemen, it would give me the highest pleasure to walk you through the solution of this marvelous problem! I still congratulate myself on its creation. Tell me this isn't worthy of the "Aahh!'s" in my title! Ha ha! Well, there are many points to consider, so I shall elucidate them for you one by one till we arrive at the answer. You recall that we are trying to find the identity of a mystery piece on h4. 1. The black king is in check from a white rook, so the first fact we learn is that white has just moved. We also know immediately that the mystery piece cannot be a black rook or black queen, as then there would be an impossible situation of both kings being in check at the same time. 2. How was this rook check given? The checking rook has no square which it could have moved from to deliver this check, so we must think creatively: the only possible explanation is that on the last move, white had a pawn on c7 which captured a black piece on d8 and underpromoted to a rook! 3. What black piece could this pawn have captured? This is an interesting question. It really couldn't have been a rook or a queen, because on the move before, white would have been in check by that piece, which would have had no square to originate from to deliver the check. Bear in mind a black queen could not have come from b6, since at that point white's pawn was on c7. Nor are there any pieces on the board, including the mystery piece, which could have legally moved in order to uncover such a rook or queen check. 4. Thus we arrive at the knowledge that white has just captured a black bishop or knight on d8. No matter that two black knights are now on the board, since of course a black pawn could have underpromoted earlier! As for the possibility of a bishop, consider this: black's e7 and g7 pawns have never moved – therefore black's dark-squared bishop was never able to leave its home square and must have been captured there! We have just determined beyond a doubt that the only missing black pawn must have indeed promoted, because a promoted dark-squared bishop or a third knight are the only possible candidates for being captured on d8! 5. We have enough information already to know that the mystery piece on h4 cannot be black. It is not the pawn, which has promoted, it can't be a queen or rook on account of both kings being in check, it cannot be the original dark-squared bishop which was captured on its home square, there are already two black knights on the board, and finally, it cannot be the promoted black pawn because we know that that promoted piece must have been captured on d8! Thus the mystery piece is white. 6. What white piece then? We can rule out a pawn, because the only missing white pawn we know to have promoted to a rook on d8. 7. Is our mystery piece a rook, queen, bishop, or knight? Well, just wait and see, gentlemen! We must inquire into the details of black's promoting pawn. First let us know for certain where our promoting pawn started from. Now the pawn on a6 must have come from b7, and the pawns on c5 and d6 must have collectively come from c7 and d7, leaving the pawn on c4 no possible origin but f7. Therefore the black promoting pawn starts from h7. This is important to establish, if easy to arrive at. 8. Next we must ask: what square did the black pawn promote on? If we postulate either h1 or f1, we must account that this pawn has made two captures of its own, for the pawn on h2 has never moved. But let us recollect: the pawns on a6 and c4 are already responsible for *four* captures, and if we add two more, that will leave us with only ten white figures remaining in the game, meaning we would have no white piece left to place on h4! But we know that a white piece *must* be on h4, and that no more than five white pieces have been captured, so we have determined that the promoting pawn had to have made just one capture, and therefore promoted on g1. 9. We are almost there! It is crucial to ask where the black h-pawn made its capture to get onto the g-file. Bear in mind we must ask if the white pawn on g3 could have come from f2 as well as g2! If it were from f2, that would leave the whole g-file open for the black pawn to march down. Let us imagine it did come from f2: then, it made one capture to get there, while the pawn that promoted on d8 must have made *five* captures, because it originated on g2, reached c7, and finally captured d8. There are indeed six black pieces missing, but is this possible? No! Because black's dark-squared bishop had to have been captured without leaving f8, and could never have been captured by one of these pawns! 10. What does *that* tell us?! All we need to know, in fact! The pawn on g3 must come from g2, which means the *only* place the promoting black pawn could have captured onto the g-file is the square g2. Do you see it yet?! Look at the black pawns on a6 and c4, and consider how they got there. Every square that any white piece has been captured on has been a light square! As the captures made by the three black pawns account for every missing white piece, there is only one piece of which it is impossible for it to have been captured by any of them – the only possible piece which could now be standing on h4 – white's dark-squared bishop! Voilá, gentlemen! Is it not a fine piece of work?!" [ 3 ] Prince Quisborne rummages in the wardrobe. <>> footnote 3 Credits to the late Raymond Smullyan for this and many other fascinating retrograde chess analysis problems in "The Chess Mysteries of Sherlock Holmes" and "The Chess Mysteries of the Arabian Knights." <>> * && Oh right! I got so caught up in the question how the discovered check was delivered that I totally forgot about the original problem! Comment recorded. <>> * && What apt titles for those chess-problem books. Fascinating indeed! Comment recorded. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Nearby, the heir to the throne of Dwindeldorn is pacing around, bearing the sack. <>> x contraption (the bench-like contraption) The contraption, such as it is, consists of a narrow benchtop, on which are mounted two sockets facing each other, with a gap of about a yard between them. The left socket is fed by a pipe which first comes up through the floor and enters what looks like a valve. At this valve, the pipe bends ninety degrees, and enters the left socket. The right socket is connected to a pipe which bends upward and follows the arching woodwork of the door till reaching the bolt mechanism at the door's top center. There is also a drawer underneath the benchtop, and a drain in the floor seems to anticipate the possibility of accidental spillage. <>> x drain Don't mind the drain... it's just there to keep the room from getting inadvertently flooded. The Prince of Dwindeldorn makes a comment about being excited to look at books again. <>> x drawer The drawer is an unassuming part of the contraption, simply helping to keep all of the contraption's related parts together. It’s closed. You hear the Wizard using terms like "epitrochoid." <>> open it Opening the drawer reveals ten pieces of iron pipe (numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10). <>> x valve If a valve it is indeed, this would be where water is stopped from flowing out of the left socket. It forms a bulbous elbow in the pipe which runs straight down from it through the floor, and about a handspan horizontally into the left socket. There is no obvious handle to it, but a metal lug in the shape of a star protrudes from its top, looking as if it might be meant to be turned. The Wizard dashes with surprising energy up the stairs and out of sight. <>> turn lug with wrench You begin to slowly crank the lug with the star-headed wrench, but water starts spraying out from the left socket, and you quickly shut it back off. Quisborne the Feckless tries to fit some pipes together. <>> x pipes They are short pieces of iron pipe, one and a half inches in diameter, each with a number engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. In length they range from about the width of your hand to the length of your foot. <>> x contraption (the socket table) The contraption, such as it is, consists of a narrow benchtop, on which are mounted two sockets facing each other, with a gap of about a yard between them. The left socket is fed by a pipe which first comes up through the floor and enters what looks like a valve. At this valve, the pipe bends ninety degrees, and enters the left socket. The right socket is connected to a pipe which bends upward and follows the arching woodwork of the door till reaching the bolt mechanism at the door's top center. There is also a drawer underneath the benchtop, and a drain in the floor seems to anticipate the possibility of accidental spillage. In the open drawer you see ten pieces of iron pipe (numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10). The Dwindeldornian heir wanders into the egress tunnel of the cable-slide. <>> * && connect both sockets with iron pipes. make pipe of adequate length by combining pieces. Comment recorded. <>> get 1 You pick up pipe piece 1. <>> x it It is a short piece of iron pipe, one and a half inches in diameter, with the number 1 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's a little less than the width of your outstretched hand. Quisborne the Feckless does some whittling. <>> put 1 in drawer You put pipe piece 1 in the drawer. <>> x 2 (pipe piece 2) It is a short piece of iron pipe, one and a half inches in diameter, with the number 2 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's a little less than the width of your outstretched hand. <>> x 3 (pipe piece 3) It is a short piece of iron pipe, one and a half inches in diameter, with the number 3 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's bigger than your outstretched hand by a finger-thickness or two. <>> x 4 (pipe piece 4) It is a short piece of iron pipe, one and a half inches in diameter, with the number 4 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's bigger than your outstretched hand by a finger-thickness or two. <>> x 5 (pipe piece 5) It is a short piece of iron pipe, one and a half inches in diameter, with the number 5 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's somewhere around the length of your foot. <>> x 6 (pipe piece 6) It is a short piece of iron pipe, one and a half inches in diameter, with the number 6 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's a little less than the width of your outstretched hand. The prince tries out some made-up dance moves. <>> x 7 (pipe piece 7) It is a short piece of iron pipe, one and a half inches in diameter, with the number 7 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's a little less than the width of your outstretched hand. <>> x 8 (pipe piece 8) It is a short piece of iron pipe, one and a half inches in diameter, with the number 8 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's bigger than your outstretched hand by a finger-thickness or two. <>> x 9 (pipe piece 9) It is a short piece of iron pipe, one and a half inches in diameter, with the number 9 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's bigger than your outstretched hand by a finger-thickness or two. <>> x 10 (pipe piece 10) It is a short piece of iron pipe, one and a half inches in diameter, with the number 10 engraved on it. The ends are flanged, and look like they would attach and seal by a twist-lock to other similar pieces of pipe. It's a little less than the width of your outstretched hand. <>> get 5 You pick up pipe piece 5. <>> attach 9 to 5 (first taking pipe piece 9) The iron pipe sections lock together with a twist. If you try to "put" this piece anywhere, all of its attached pieces will come along with it, until you explicitly detach them. <>> x 5 (pipe piece 5) It is a short piece of iron pipe, one and a half inches in diameter, with the number 5 engraved on it. The ends are flanged, and are designed to attach and seal by a twist-lock to other similar pieces of pipe. It's somewhere around the length of your foot. Pipe piece 5 is attached to pipe piece 9. The young figurehead tries to find the right pipe combination to go between the sockets. <>> * && If my quick research was thotough enough, 1 yard=3 feet. 1 foot = 12 inches. 1 hand=4 inches. 1 palm= 3 inches. Comment recorded. <>> disconnect pipes All of the pipe sections are now detached from any others. <>> put all pipes in drawer You put the pipes in the drawer. The Prince of Dwindeldorn is eager to get the library doors unlocked. <>> get 5 You pick up pipe piece 5. <>> attach 1 and 2 and 6 and 7 to 5 pipe piece 1: (first taking pipe piece 1) The iron pipe sections lock together with a twist. pipe piece 2: (first taking pipe piece 2) The iron pipe sections lock together with a twist. pipe piece 6: (first taking pipe piece 6) The iron pipe sections lock together with a twist. pipe piece 7: (first taking pipe piece 7) The iron pipe sections lock together with a twist. The Wizard waltzes into the room and immediately starts rummaging around. <>> * && 1 foot + 4 palms = 2 foot. Comment recorded. <>> attach 3 and 4 and 8 to pipe Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 5 pipe piece 3: (first taking pipe piece 3) The iron pipe sections lock together with a twist. pipe piece 4: (first taking pipe piece 4) The iron pipe sections lock together with a twist. pipe piece 8: (first taking pipe piece 8) The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes are too long to fit between the sockets. <>> disconnect 1 You detach pipe piece 1, leaving the other pieces connected. The Wizard mutters some more scientific jargon. <>> put 5 between sockets The connected pipes are too long to fit between the sockets. Your companion is acting goofy. <>> disconnect 2 You detach pipe piece 2, leaving the other pieces connected. The Wizard suddenly drops what he's doing and scurries up the stairs and out of sight. <>> put 5 between sockets The connected pipes are too long to fit between the sockets. <>> disconnect 7 You detach pipe piece 7, leaving the other pieces connected. <>> put 5 between sockets The connected pipes are too long to fit between the sockets. <>> disconnect 6 You detach pipe piece 6, leaving the other pieces connected. <>> put 5 between sockets The connected pipes are too long to fit between the sockets. PQ tries drumming with the iron bar. <>> disconnect 4 You detach pipe piece 4, leaving the other pieces connected. <>> put 5 between sockets The connected pipes aren't long enough to seat in both sockets. <>> attach 1 What do you want to attach it to? < object >> 5 The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes are just barely too long to fit between the sockets, and they are far too rigid to bend. <>> disconnect all “All” cannot be used with that verb. <>> disassemble pipes You may be trying to use a verb that we weren't instructed how to handle... <>> disconnect pipes All of the pipe sections are now detached from any others. The royal youth practices assembling and disassembling the fishing pole. <>> put all pipes in drawer You put the pipes in the drawer. <>> * && It would be a great help if all the inventory made a difference between loose and connected pipes. Comment recorded. <>> attach 3 to 5 (first taking pipe piece 3, then taking pipe piece 5) The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes aren't long enough to seat in both sockets. <>> attach 4 What do you want to attach it to? < object >> 5 (first taking pipe piece 4) The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes aren't long enough to seat in both sockets. <>> attach 1 What do you want to attach it to? < object >> 5 (first taking pipe piece 1) The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes are just barely too long to fit between the sockets, and they are far too rigid to bend. Prince Quisborne rummages in the wardrobe. <>> disconnect 3 You detach pipe piece 3, leaving the other pieces connected. <>> put 3 in drawer You put pipe piece 3 in the drawer. <>> attach 2 What do you want to attach it to? < object >> 5 (first taking pipe piece 2) The iron pipe sections lock together with a twist. <>> put 5 between sockets The connected pipes aren't long enough to seat in both sockets. <>> disconnect pipes All of the pipe sections are now detached from any others. <>> put pipes in drtawer "Drtawer" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put pipes in drawer You put the pipes in the drawer. The Feckless snoops around the stored junk. <>> get 3 You pick up pipe piece 3. <>> attach 4 to 3 (first taking pipe piece 4) The iron pipe sections lock together with a twist. <>> attach 8 to 3 (first taking pipe piece 8) The iron pipe sections lock together with a twist. <>> attach 9 to 3 (first taking pipe piece 9) The iron pipe sections lock together with a twist. <>> put 3 between sockets The connected pipes are too long to fit between the sockets. The royal youth peeps in a sack of junk. <>> detach 9 You detach pipe piece 9, leaving the other pieces connected. <>> put 9 in drawer You put pipe piece 9 in the drawer. <>> attach 1 What do you want to attach it to? < object >> 3 (first taking pipe piece 1) The iron pipe sections lock together with a twist. <>> put 3 between sockets The connected pipes aren't long enough to seat in both sockets. Your squire wanders into the egress tunnel of the cable-slide. <>> * && I have to go. More pipe-dreams later! Comment recorded. <>> save Saved. <>> quit Do you really want to quit? (Y is affirmative) > y Go forth bravely, and live well... & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> put 5 in socket The pipe isn't long enough to seat in both sockets. <>> disconnect 1 You detach pipe piece 1, leaving the other pieces connected. <>> put 1 in drawer You put pipe piece 1 in the drawer. The royal youth peeps in a sack of junk. <>> attch 9 to 8 This is one of those times where we may not have covered the verb you're trying to use... <>> attach 9 to 8 (first taking pipe piece 9) The iron pipe sections lock together with a twist. <>> put pipe between sockets Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 3 The connected pipes are too long to fit between the sockets. <>> disconnect 3 You detach pipe piece 3, leaving the other pieces connected. <>> attach 1 to 4 (first taking pipe piece 1) The iron pipe sections lock together with a twist. <>> put pipe between sockets Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 1 The connected pipes are just a little too short to make a seal with both sockets. <>> disconnect 8 and 9 pipe piece 8: You detach pipe piece 8, leaving the other pieces connected. pipe piece 9: You detach pipe piece 9, leaving the other pieces connected. <>> attach 5 to 1 (first taking pipe piece 5) The iron pipe sections lock together with a twist. <>> put 8 and 9 in drawer pipe piece 8: You put pipe piece 8 in the drawer. pipe piece 9: You put pipe piece 9 in the drawer. Prince Quiz mutters as his pipe combination fails to fit between the sockets. <>> put pipe between sockets Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 1 The connected pipes aren't long enough to seat in both sockets. <>> attach 2 to 1 (first taking pipe piece 2) The iron pipe sections lock together with a twist. <>> put pipe between sockets Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 1 The connected pipes aren't long enough to seat in both sockets. The Wizard charges into the room and forthwith starts rummaging around. <>> disconnect 1, put 1 in drawer You detach pipe piece 1, leaving the other pieces connected. One of the Wizard's shoulder squirrels scampers down at his command and fetches an object for him. You put pipe piece 1 in the drawer. <>> attach 8 to 5 (first taking pipe piece 8) The iron pipe sections lock together with a twist. The Wizard whisks himself off up the stairs and out of sight. <>> put 2 between sockets The connected pipes are just barely too long to fit between the sockets, and they are far too rigid to bend. The royal youth adjusts the sack. <>> * && It doesn't seem like you to put a pure guesswork puzzle in here. I thought I could solve it by approximating the short and long pipes by comparing them to the measurements for "palm" and "handwidth" I found on Wikipedia, but maybe Comment recorded. <>> * && there's something in-game that can help. Let's ask Darazarvrek Comment recorded. <>> ask wizard about pipes The Wizard of Aahh!'s isn't here presently. <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> z Time passes... The Feckless snoops around the stored junk. <>> z Time passes... <>> z Time passes... "Hey Valkyrian," giggles the prince, "guess what part of a whale weighs eleven hundred pounds!" He waits for no answer but simply laughs to himself. <>> z Time passes... <>> ask prince about whale What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, but the ceiling is taller. The floor shape is roughly an oval, and the ceilings meet the walls at twelve feet high and dome up to twenty feet or more in the center. Here also one finally sees great wood-panel doors leading to the library that the Wizard seems to be so proud of. At least, one may reasonably suppose these are the library doors, in light of the fact that the words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is centered on the south wall of the room. This lowest level features less in the way of projects and wall hangings, and more in the way of storage; nevertheless, it still has the appearance of one of the Wizard's workspaces. There is some wardrobe-like cabinetry, loose sacks of who-knows-what, and more specimens of half-built inventions. It looks like you are back near the northern face of the butte, as that is the side of this room which is lit by a few more circular windows. A staircase goes up from the southwest corner of the room, and the cable- slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. In the open drawer you see five pieces of iron pipe (numbers 1, 6, 7, 9, and 10). The Dwindeldornian heir is here with you as always. <>> put all pipes in drawer You put the pipes in the drawer. The Wizard hurries into the room and straightaway starts rummaging around. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. Along the western wall is another of the Wizard's peculiar tables. In the open drawer you see ten pieces of iron pipe (numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10). The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Your squire is sticking nearby. <>> * && Loose sacks and cabinets I haven't looked at yet! Comment recorded. <>> x sacks The sacks don't seem to be important: they might have loose parts, raw materials, or might just be bagged-up scraps and shavings of wood. Prince Quisborne rummages in the wardrobe. <>> x cabinetry One hulking claw-footed wardrobe stands against the north wall, and is marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. It’s closed. <>> * && Claw-footed! Yaay! Comment recorded. <>> open it You swing open the wardrobe-like cabinet and take a look inside. Most of what you see on the shelves looks like parts and doodads that are meaningless on their own. Springs, gear wheels, lever arms, crankshafts, copper wire, glass tubes, and the like. There's also a wooden puzzle cube sitting there next to a wad of ribbon. The Wizard tinkers away. <>> x cube It's a toy, but one suitable for all ages. The cube is built up of many individual interlocking pieces, and the idea is to figure out how to open it by moving or manipulating the right parts in the right order. <>> get it You take the wooden puzzle cube. <>> x shelves One hulking claw-footed wardrobe stands against the north wall, and is marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. It's open, and houses a wad of ribbon in addition to a hoard of loose parts. The Wizard of Aahh!'s is directing his squirrels to sing. <>> x parts You don't see any parts in view. <>> search loose parts "Loose parts" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x springs Collectively, these are the "gadgets, gizmos, and gumbersnudgets." They're either parts waiting to be built into something, or else parts dismantled from things previously built. Springs, gear wheels, lever arms, crankshafts, copper wire, cast iron parts, brass screws and glass tubes are a small representation of the whole collection. The feckless heir seems antsy to get into the library. The Wizard suddenly drops what he's doing and scurries up the stairs and out of sight. <>> * && "loose parts" should redirect to this. Comment recorded. <>> search gadgets Your adventure with Prince Quisborne does not admit of the time necessary to investigate every one of the Wizard's ideas, experiments, and inventions. <>> x wad You don't see any wad in view. <>> x cabinet One hulking claw-footed wardrobe stands against the north wall, and is marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. It's open, and houses a wad of ribbon in addition to a hoard of loose parts. <>> x wad of ribbon "Wad of ribbon" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x ribbon What you're looking at is a yellow piece of ribbon, some four feet long. The print on it is simply of fine red cross-lines evenly spaced all down its length. You've seen some of the Wizard's creations that use ribbon as a belt to turn small wheels, so it's no surprise there's some excess lying around. <>> get it You take the ribbon. Prince Quisborne tries to find the right pipe combination to go between the sockets. <>> x it What you're looking at is a yellow piece of ribbon, some four feet long. The print on it is simply of fine red cross-lines evenly spaced all down its length. You've seen some of the Wizard's creations that use ribbon as a belt to turn small wheels, so it's no surprise there's some excess lying around. <>> * && A tape measure? Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. There's a wardrobe-shaped cabinet here marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. Along the western wall is another of the Wizard's peculiar tables. In the open drawer you see ten pieces of iron pipe (numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10). Your ostensible squire is with you like a second shadow. <>> x ribbone "Ribbone" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x ribbon What you're looking at is a yellow piece of ribbon, some four feet long. The print on it is simply of fine red cross-lines evenly spaced all down its length. You've seen some of the Wizard's creations that use ribbon as a belt to turn small wheels, so it's no surprise there's some excess lying around. <>> * && "evenly spaced" ! Comment recorded. <>> x contraption (the socket table) The contraption, such as it is, consists of a narrow benchtop, on which are mounted two sockets facing each other, with a gap of about a yard between them. The left socket is fed by a pipe which first comes up through the floor and enters what looks like a valve. At this valve, the pipe bends ninety degrees, and enters the left socket. The right socket is connected to a pipe which bends upward and follows the arching woodwork of the door till reaching the bolt mechanism at the door's top center. There is also a drawer underneath the benchtop, and a drain in the floor seems to anticipate the possibility of accidental spillage. In the open drawer you see ten pieces of iron pipe (numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10). The royal youth twitches. <>> x gap The sockets are each essentially just the flanged open end of a pipe, but ringed with a flexible gasket, and housed in such a way that it looks like another piece of pipe, if it were just the right size, could be pressed securely down into them to form a tight seal. The sockets have mountings which hold them a few inches up off of the benchtop. <>> put ribbon on gap Using the ribbon, you find that the gap between the sockets measures 211 ticks. <>> * && Ah! A lot more accurate than the "yard" in the original description. Let's see about the pipes. Comment recorded. <>> x pipes They are short pieces of iron pipe, one and a half inches in diameter, each with a number engraved on it. The ends are flanged, and are designed to attach and seal by a twist-lock to other similar pieces of pipe. In length they range from about the width of your hand to the length of your foot. <>> measure 1 (pipe piece 1) Using the ribbon, you find that the piece measures 35 ticks. <>> * && Great that MEASURE works. Comment recorded. <>> measure 2 (pipe piece 2) Using the ribbon, you find that the piece measures 39 ticks. The total length of all that is attached to this piece is 218 ticks. <>> disconnect all pipes All of the pipe sections are now detached from any others. Prince Quisborne rummages in the wardrobe. <>> * && Ah. So there is a difference in the "short" category. Comment recorded. <>> measure 6 (pipe piece 6) Using the ribbon, you find that the piece measures 36 ticks. <>> measure 7 (pipe piece 7) Using the ribbon, you find that the piece measures 38 ticks. <>> * && Now the "long" pipes. Comment recorded. <>> measure 3 (pipe piece 3) Using the ribbon, you find that the piece measures 55 ticks. <>> measure 4 (pipe piece 4) Using the ribbon, you find that the piece measures 57 ticks. <>> measure 8 (pipe piece 8) Using the ribbon, you find that the piece measures 54 ticks. The Feckless snoops around the stored junk. <>> measure 9 (pipe piece 9) Using the ribbon, you find that the piece measures 58 ticks. <>> measure 10 (pipe piece 10) Using the ribbon, you find that the piece measures 40 ticks. The Wizard bustles into the room and promptly starts rummaging around. <>> measure foot Most parts of your body will not be necessary to explicitly reference in order to pursue your quest. <>> measure 5 (pipe piece 5) Using the ribbon, you find that the piece measures 68 ticks. In a jiffy, the Wizard is off up the stairs and out of sight. <>> measure gap (with the ribbon) Using the ribbon, you find that the gap between the sockets measures 211 ticks. <>> * && It is most tempting to get the foot-long pipe and add to that. So I won't do that. Comment recorded. <>> * && I hope I did my calculations right Comment recorded. <>> get 10 You pick up pipe piece 10. Your sidekick falls, and gets up again. <>> connect 6 to 10 (first taking pipe piece 6) The iron pipe sections lock together with a twist. <>> attach 2 to 10 (first taking pipe piece 2) The iron pipe sections lock together with a twist. <>> attach 9 to 10 (first taking pipe piece 9) The iron pipe sections lock together with a twist. <>> connect 7 to 10 (first taking pipe piece 7) The iron pipe sections lock together with a twist. <>> measure 10 (pipe piece 10) Using the ribbon, you find that the piece measures 40 ticks. The total length of all that is attached to this piece is 211 ticks. The prince wanders into the egress tunnel of the cable-slide. <>> put 10 between sockets As you hold the assembly of connected pipe sections above the gap, it looks like you have put together the perfect length. You press downward, and the flanged ends of your pipe seat firmly into the socket housings with a pleasing little padded *click*. You and Quisborne mutually congratulate each other, as you both worked together to determine which pipe lengths were needed to match the socket gap. *** Your score has just gone up by four points *** <>> open valve The star-headed wrench fits perfectly over the lug. With a smooth crank, you hear a rush of water go through the piping. At the top of the library doors you hear a *clack* as the flowing water pushes on something inside the mechanism casing that lifts the bolt upward. The library doors are now unlocked. Prince Quisborne can't restrain himself from a whoop and a little jig. The Wizard barges into the room and immediately starts rummaging around. *** Your score has just gone up by four points *** <>> * && Woohoow! Comment recorded. <>> save Saved. <>> open doors You open the library doors. <>> l <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. There's a wardrobe-shaped cabinet here marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. Along the western wall is another of the Wizard's peculiar tables. Seated between the sockets are five pieces of pipe of exactly the right lengths. In the open drawer you see five pieces of iron pipe (numbers 1, 3, 4, 5, and 8). The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Q is sticking about in your general vicinity. The royal youth peeps in a sack of junk. <>> x windows The circular windows are set at the exterior ends of upward-slanting horizontal shafts, which represent the thickness of the walls separating the cavern from the outside surface of the butte. They don't look out at much other than sky, but they minimize the need for torch light or lantern light in the caverns. Dvakred whips some acorns out of his robe and feeds his squirrels. <>> s Before leaving, you put the wooden puzzle cube, the ribbon, and the star- headed wrench back where they belong. <> Library of the Wizard of Aahh!'s <> The Wizard may have been underselling his library: it might in fact be more expansive than those found in kings' castles. The ceiling is higher here than any chamber of the butte you've yet been in, with large and handsome wooden ribs all converging towards the center. Nowhere in the room is its underground location betrayed, save perhaps for the minimum of natural lighting, for all surfaces are covered in finished woodwork, flagging, or plaster. The room is shaped a little like a rounded-out hourglass, creating a sort of west wing and east wing, and the walls are solidly covered to surprising heights with shelves full of books, punctuated every now and then by tall draped alcoves in the wall. Light comes through angling skylights in the high ceiling, and there is a rail ringing the room near the height of the tallest shelves, which guides and supports a rolling ladder. The great doors through which you first entered the library are to the north; to the south, a small passage flanked and overarched by bookshelves burrows through to another door some ways back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. Prince Quisborne has preceded you into the room, and is standing agape. "Great balls of fudge!" shouts the young bibliophile. "This is incredible! We don't have this many books in our whole castle!" He immediately flies to the nearest shelf and starts poring over a book. <>> x skylights The shafts of the skylights angle up and to the south, eventually piercing the butte wall, where glass-paned windows have been set to light the library. Your companion moves from one section to another. <>> e You don't need directions to get around the library... doors leave the library to the north and south. <>> x ladder The ladder hooks onto a rail about three feet down from the top of the shelves, and has rollers on its feet. <>> push it You push the rolling ladder. We await more useful commands. <>> move ladder The ladder is only there to help you get to the books... so if you look at books, we know you'll use the ladder as necessary. The Wizard flies into the room and starts scribbling at his desk. As Quisborne wanders the library, he pulls out a volume called "Utteraunces of Ubzugajir the Unfoolyshe", and begins to read. The Wizard happens to notice this, and says: "Do you find that inspiring reading, young man? Well! I happen to have multiple copies of that book in here. I've never read it through myself! Maybe I should, but how is a fellow to ever decide what to spend his time on, when there's so much to do and so little time in which to do it? Anyhow, you just go on and take that book, if you want it. Consider it a thank-you gift for visiting, or a prize for solving your way into my library. Whatever you like! Ho ho!" The prince is on the verge of profuse thanks when the Wizard is already gone, off to tinker with some other madness. The prince looks at the book with a contemplative air. "Well, I used to have just about everything... but now it's like this is all I own, except for the clothes on my back. It kind of makes me feel like it's a privilege to be able to have things; I don't think I ever thought twice about that before." <>> x book It is an ornate and heavy volume entitled "Utteraunces of Ubzugajir the Unfoolyshe." It doesn't specify whether Ubzugajir actually originated or merely collected the sayings, but apparently he at least uttered them. The Dwindeldornian heir peruses a book on plants. <>> read it The royal youth reads a passage from the 'Utteraunces': "We be not born into this earth for idleness, aimlessness, or mere self- preservation... we are meant to bring something new to the world; to pursue greatness, to become a source of beauty, and to enrich the lives of all to whom our reach can extend." <>> read it PQ reads a passage from the words of Ubzugajir: "Youth is not a time of life: it is a state of mind, a vigor of the emotions, a freshness of the deep springs of life, the predominance of appetite for adventure over the love of ease. Nobody grows old merely by living a number of years, but by giving up their enthusiasm, and deserting their ideals. Lose not that love of wonder, the undaunted challenge of events, the unfailing childlike appetite for what is next, the joy of the game of life. So long as the central place of your heart receives messages of beauty, hope, cheer, grandeur, courage, and power from the earth, from mankind, and from the infinite, so long are you young." <>> read it Prince Q reads from the words of the 'Unfoolyshe': "He is mightier that can rule his own spirit, than he that takes a city." <>> read it The prince reads a random selection from the words of Ubzugajir: "He who hath glimpsed into the Truth be always more eager that souls should grow than that pain should cease." <>> read it Quiz reads a random selection from the 'Utteraunces': "The crust hard-earned is sweeter far than the feast inherited." <>> read it The princeling reads a random selection from the words of the 'Unfoolyshe': "A little sense of labour is necessary to all true pleasure." <>> read it PQ reads a passage from the 'Utteraunces': "A soul overcome by weariness and trouble may find that it wish but for the weary frame, being absolved by death from further conflict with fate, to now but decay quietly... yet if Life, however, be still in our possession, with all its requirements, and pains, and responsibilities, the burden must be carried; the want provided for; the suffering endured; the responsibility fulfilled. Do ye set out again, and find strength in the doing." <>> read it Your companion reads a passage from the words of Ubzugajir: "There be those who feel deeply, but yet are not governed merely by the blind impulses of feeling... their feelings are all the more gratified by how much less they aim at the gratification." <>> * && Are they all Meaningful, or does Ubzugajir go on at length about her favourite cheeses somewhere in the book? Or some other lighter topic to utter opinions about? Comment recorded. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The prince spends every free moment glued to a book. The princeling reads something from his book: "This is one of the sad conditions of life, that no man will learn from the suffering of another. He must suffer for himself." <>> x alcoves The draped alcoves seem to serve no purpose other than giving the room a look of elegance and comfort. It really is a magnificent library visually, as well as in consideration of its large collection of books. <>> enter alcoves There's really not much to do there. <>> climb ladder The ladder is only there to help you get to the books... so if you look at books, we know you'll use the ladder as necessary. "This is a fine treat for me!" Quisborne says. "Books were just about my favorite thing, before leaving the castle. I feel like I'm amongst old friends." <>> x shelves The actual walls are entirely obscured by bookshelves which fully ring the room. The shelves are nicely made, twenty feet tall, and full of books. <>> x books (the library books) How does one describe a whole library full of books at once? Fortunately, the Wizard has organized them into sections. In the southwest quadrant of the room we have the 'Historie and Geographie' section. Northwest we have 'Scyence, Magick, and Referrence'. The 'Poetrie, Ballades, and Sagas' section accounts for the northeast portion of the library, and finally the southeast section is labeled 'Philosophie and Prackticall Knoweledge.' The books themselves range from heavily-bound tomes to thin floppy things barely more than a pamphlet. <>> x historie In the southwest section of the library one can find a wealth of volumes on history and geography collected from all over the known world. You pull out "A Condensd Historie of the House of Dubious Renowne", and read about the embarrassing case of King Garvod the Fraudulent. <>> g (the history and geography section) In the southwest section of the library one can find a wealth of volumes on history and geography collected from all over the known world. You take in some information about the doings in Ezgobatar, three centuries past. <>> x scyence The northwest section is probably the one most favored by the Wizard, given his intellectual and inventive propensities. All topics of scientific and academic interest are covered, as well as some discussion on the different degrees of magic. One of the first titles to catch your eye in this section is "Folkroy's Concyse Guyde to the Dinosaures and Over-Syzed Reptillians of Dwindeldorn and the Surroundynge Regions." The young figurehead twirls his hair. <>> g The northwest section is probably the one most favored by the Wizard, given his intellectual and inventive propensities. All topics of scientific and academic interest are covered, as well as some discussion on the different degrees of magic. Your eye lights on "A Treatyse Upon Those Flowerynge Herbaceous Plaunts with Medicinall or Alchemick Propertyes", compiled and illustrated by Squambert and Fuggs. <>> x books (the library books) Fortunately, the Wizard has organized the books into sections. In the southwest quadrant of the room we have the 'Historie and Geographie' section. Northwest we have 'Scyence, Magick, and Referrence'. The 'Poetrie, Ballades, and Sagas' section accounts for the northeast portion of the library, and finally the southeast section is labeled 'Philosophie and Prackticall Knoweledge.' The books themselves range from heavily-bound tomes to thin floppy things barely more than a pamphlet. You hear the lad muttering rhymes. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. Amongst the titles is "Nursynge a Tiny Piranha: Manuall of Motherhoode, Vol. 11." <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. Much sage advice is offered in the volume "'If You See a Turtle on a Fence Poste, You Knowe He Had Somme Help', and Other Pithy Saiynges." Your young pal peruses a volume of legends. <>> * && Oh, I like this one! Comment recorded. <>> * && Oh, I like this one! Comment recorded. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. You take a look at "Farme and Gaurden Devyces and How to Build Them." <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. "From Squyre to Knyght" has little information to impart to someone such as yourself, who could have written such a book. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. "Slatherd With Slobber: Manuall of Motherhoode, Vol. 17" is one of them. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. An author describes the advantages of becoming a lawyer in "The Lawe and the Profitts." Prince Quisborne gets particularly tickled by something he's reading, and is taken with a paroxysm of choked-up laugh-crying. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. You do a little more perusing there, without picking up anything immediately applicable. <>> read philosophy The southeast portion of the library is loaded with books of deep wisdom as well as books of practical knowledge. You do a little more perusing there, without picking up anything immediately applicable. <>> * && All the books I picked up were more on the "Pracktickal" side. Comment recorded. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The prince spends every free moment glued to a book. <>> read poetrie As its title implies, the northeast section of the library is full of books of poetry, sagas, and tales. You peruse a volume called "The Poetrie of Queene Grenchmola the Dismall." The poems are titled things like "Waysted Teares", "Colde Eternitie", and "Nothynge Now Remains." The subject matter is depressing, and you'd stop short of calling it "poetry", for the meter is very bad and there are far too many syllables which are only pretending to be rhymes. When one is queen, one doesn't have to ask whether her writings are worthy of being preserved for posterity: one simply has to say, "I made this up and I'm queen; now go copy it and spread it everywhere." Your protegé sighs as he reads. <>> read poetrie (Grenchmola's poems) You read a "poem" called "Last Hope Fadynge." <>> read poetrie (Grenchmola's poems) You read the poem "By Sorrowe Slayne." <>> read ballades As its title implies, the northeast section of the library is full of books of poetry, sagas, and tales. An imaginary world full of shocking conditions and horrible scenarios is set forth in "Tayles of Urthia." In this strange and fantastical world, every person has their own miniature crystal ball, which can display lifelike moving pictures of anything they want to see. The people have ceased to live lives themselves, and spend all of their time watching a select few other people have lives. Dwindeldorn's future king moves to the ballads and tales section. <>> read ballades As its title implies, the northeast section of the library is full of books of poetry, sagas, and tales. You briefly peruse "The Tayle of Sir Grotchkin's Not Finest Houre." <>> read geographie In the southwest section of the library one can find a wealth of volumes on history and geography collected from all over the known world. You find out some things you never knew that happened in Emdenfall a millennium ago. The Wizard bustles into the room and forthwith starts poring over something on his desk. <>> read geographie In the southwest section of the library one can find a wealth of volumes on history and geography collected from all over the known world. Having never been there, you read a volume describing the land and people of Uhong Kmu, in the Southeastern Islands. The Prince of Dwindeldorn gives a little sniff. <>> read magick The northwest section is probably the one most favored by the Wizard, given his intellectual and inventive propensities. All topics of scientific and academic interest are covered, as well as some discussion on the different degrees of magic. There's a lot of information there besides the reptile guide and the plant guide, but you don't know that any of it is going to play a direct role in helping the prince along his journey. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. The youth looks thoughtful as he reads. <>> get grenchmola Grenchmola presents "The Sun Hath Set Forever." <>> take it One of Grenchmola's poems is called "Every Daye I Die Anewe." <>> take reptiles "Reptiles" could either be something as yet unknown to you or else a phrasing unknown to us. <>> read reptilian You read a random excerpt concerning the life and habits of the zornithosaur. Interesting, but perhaps less useful than if you had something to look up. <>> take reptilian You take the reptilian reference book. The Prince of Dwindeldorn peruses a volume on plants. <>> take flowering plants You take the treatise on flowering plants. The Wizard whisks himself off out of the library to the north. <>> read it The book is written as a systematic dissertation on the subject of flowering plants and their range of uses, but it appears there is also a section where one can look up specific plants. The heir to the throne of Dwindeldorn waits for your lead. <>> look up birch (in the treatise on flowering plants) That's a topic that doesn't prove fruitful to look up. <>> look up triceratops (in the treatise on flowering plants) Squambert and Fuggs seem to concentrate on those flowering plants which possess especially extraordinary properties. Quisborne takes a short break from carrying the sack. The Wizard waltzes into the room and promptly starts poring over something on his desk. <>> look up triceratops in reptilian Searching Folkroy's concise guide for 'triceratops' proves futile. <>> look up diplodocus in reptile guide This book only gives information on over-sized reptilians local to this part of the world. Hence, you don't find what you were looking for. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. The Wizard mutters some more scientific jargon. <>> x house The book's title full title is "A Condensd Historie of the House of Dubious Renowne", or in other words, of the ruling family of Dwindeldorn. <>> take it You take the history of Dwindeldorn. <>> read it Apparently one Dwindeldornian king aspired to monkhood. At first gaining acceptance, his true character was afterwards revealed and he was cast out of the conclave. He is preserved in history as King Bozodor the Defrocked. The young sprig of royalty plays around with his hair. The Wizard dashes with no lack of energy out of the library to the north. <>> g You learn about the life history of King Hadrath the Bloated. <>> g The book recounts the manifold imbibings of King Bladwig the Inebriated. The lad talks more about how you nearly got buried by a mountain of flitches. <>> look up quisborne in history book The book isn't really indexed, and reads more like a series of stories. The Wizard barges into the room and forthwith starts poring over something on his desk. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. Prince Q chases a fly. <>> search peotrie "Peotrie" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> search poetry Do you mean besides books of poetry and ballads? <>> read sagas As its title implies, the northeast section of the library is full of books of poetry, sagas, and tales. Someone has written a book titled "The Humble Braggart." The prince is quietly muttering place names to himself. "Dromledd Arbzacthun. Uun Vahgdaj. Duzuk Tuuld. Zeleth Engruun..." <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. You hear the Wizard using terms like "shear modulus." <>> read all “All” cannot be used with that verb. <>> s (first opening the exit door) After you pass through the library door, it swings shut. As you are leaving, you put the treatise on flowering plants, the history of Dwindeldorn, and the reptilian reference book back in their respective places on the bookshelves. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. Near by your side is the future ruler of the land. "That secret door is something else!" comments the prince. "It blends in just famously with the side of the butte. I can't even tell it's a door when I know it's a door! Little wonder that we just clambered right up past it the first time we came to the Wizard's..." <>> undo Taking back one turn: “s”. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The ceiling is higher here than any chamber of the butte you've yet been in, with large and handsome wooden ribs all converging towards the center. Nowhere in the room is its underground location betrayed, save perhaps for the minimum of natural lighting, for all surfaces are covered in finished woodwork, flagging, or plaster. The room is shaped a little like a rounded-out hourglass, creating a sort of west wing and east wing, and the walls are solidly covered to surprising heights with shelves full of books, punctuated every now and then by tall draped alcoves in the wall. Light comes through angling skylights in the high ceiling, and there is a rail ringing the room near the height of the tallest shelves, which guides and supports a rolling ladder. The great doors through which you first entered the library are to the north; to the south, a small passage flanked and overarched by bookshelves burrows through to another door some ways back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. <>> x desk The Wizard's desk is quite extravagant. It makes a horseshoe shape, any part of which may be instantly reached by the occupant thanks to a clever chair in the center of the enclosed space whose seat and arms swivel upon its legs. All the way around the desk the back rises up high, composed of compartments and pigeonholes, forming a backdrop for the writing surfaces, of which one section is tilted, and the rest level. Nearly every flat surface of the desk is covered with the Wizard's personal papers. <>> sit (on the swiveling chair) You’re now sitting on the swiveling chair. "Have you heard of the ostrich birds from the southern climes, sir?" the princeling asks. "A large full-grown man can stand on one of their eggs without breaking it! And one of those eggs takes forty whole minutes to hard- boil." <>> x back Most parts of your body will not be necessary to explicitly reference in order to pursue your quest. <>> x pigeonholes The pigeonholes and other nooks and crannies aren't of concern to you, they're just crammed with more of the Wizard's unintelligible stuff. The Wizard of Aahh!'s is directing his squirrels to sing. <>> x chair The chair is well-cushioned and comfortably shaped. While not altogether unheard of, the swiveling part is rather a novelty. <>> swivel (the swiveling chair) Well, what do you know... the chair spins around. The lad reads a volume on animals. <>> * && Wheeee...! Comment recorded. <>> x desk The Wizard's desk is quite extravagant. It makes a horseshoe shape, any part of which may be instantly reached by the occupant thanks to a clever chair in the center of the enclosed space whose seat and arms swivel upon its legs. All the way around the desk the back rises up high, composed of compartments and pigeonholes, forming a backdrop for the writing surfaces, of which one section is tilted, and the rest level. Nearly every flat surface of the desk is covered with the Wizard's personal papers. <>> x tilted surface The Wizard's desk is quite extravagant. It makes a horseshoe shape, any part of which may be instantly reached by the occupant thanks to a clever chair in the center of the enclosed space whose seat and arms swivel upon its legs. All the way around the desk the back rises up high, composed of compartments and pigeonholes, forming a backdrop for the writing surfaces, of which one section is tilted, and the rest level. Nearly every flat surface of the desk is covered with the Wizard's personal papers. The princeling is building a tower out of inventory items. <>> x papers There is a whole mess of papers covering the desk. They appear to be a mixture of calculations, observation records, study notes, and personal memos. <>> read papers You find one of the sheets that is actually written in intelligible language: "...Izgreel has broght me somme moste fascinatynge News. It's about tyme that Blighter prooved himself a partiallie usefulle Assistaunt. Ah, for the goode olde Dayes when my Assistaunts gladlie dug my Cavernes for me, and ausked nothynge in retourn sayve the Honoure of beeing admytted to observe and assist! Anywaye. Hee sayes he's learnd that the Minynge Monkes of Mowm have discouverd a rayre and extraordinarie Minerall calld the Lodestone. In facte have been in seecret possessioun of this marvell for perhaups Generatiouns. Accordynge to him this Minerall, without anye magicall taumpering or interventioun, exhibbits an inexpliccable proupensitie to leep through thinne Ayre in order to clynge to Metalls of ironne! My Imaginatioun runnes wylde with the possibilityes for creatioun and experimentatioun iff I coulde get my haunds on a quantitie of such Stones. And that is not all. Apparentlie the Monkes found that the Lodestone could be mayde to impaurt its Poweres to a small thinn wand of Metall, such thatt if the wand were then causd to floate upon a surfasse of Wauter, it woulde unfailinglie alygne itself to poynte in a northwaurd Direcktion! Truelie there is grayte Misterie to be unravelld here. I must plaun a Jornie to seeke out these Monkes and see if I can baurter for somme of these maurvellous Stones. Likelie the Monkes are not interrested in worldlie Welth, but perhaups I coulde invent them somme minynge Equippmente in retourn. Drat that bunglynge Izgreel! I'd have had all the Fundes I need for travell ryght now, if he hadn't tumbld that half caurtloade of my musickallie-grown Tomautoes into the Ryver at Throxbaddle Ford on his waye to Baultshiffle Caustle. Lord Baultshiffle was paiynge out a prettie pennie! Reallie, I am far too magnaunimous with this cloddishe..." Here the Wizard of Aahh!'s digresses into personal reflections on the character and shortcomings of the assistant Izgreel. <>> read papers You reread the only sheet amongst the papers that seems interesting: "...Izgreel has broght me somme moste fascinatynge News. It's about tyme that Blighter prooved himself a partiallie usefulle Assistaunt. Ah, for the goode olde Dayes when my Assistaunts gladlie dug my Cavernes for me, and ausked nothynge in retourn sayve the Honoure of beeing admytted to observe and assist! Anywaye. Hee sayes he's learnd that the Minynge Monkes of Mowm have discouverd a rayre and extraordinarie Minerall calld the Lodestone. In facte have been in seecret possessioun of this marvell for perhaups Generatiouns. Accordynge to him this Minerall, without anye magicall taumpering or interventioun, exhibbits an inexpliccable proupensitie to leep through thinne Ayre in order to clynge to Metalls of ironne! My Imaginatioun runnes wylde with the possibilityes for creatioun and experimentatioun iff I coulde get my haunds on a quantitie of such Stones. And that is not all. Apparentlie the Monkes found that the Lodestone could be mayde to impaurt its Poweres to a small thinn wand of Metall, such thatt if the wand were then causd to floate upon a surfasse of Wauter, it woulde unfailinglie alygne itself to poynte in a northwaurd Direcktion! Truelie there is grayte Misterie to be unravelld here. I must plaun a Jornie to seeke out these Monkes and see if I can baurter for somme of these maurvellous Stones. Likelie the Monkes are not interrested in worldlie Welth, but perhaups I coulde invent them somme minynge Equippmente in retourn. Drat that bunglynge Izgreel! I'd have had all the Fundes I need for travell ryght now, if he hadn't tumbld that half caurtloade of my musickallie-grown Tomautoes into the Ryver at Throxbaddle Ford on his waye to Baultshiffle Caustle. Lord Baultshiffle was paiynge out a prettie pennie! Reallie, I am far too magnaunimous with this cloddishe..." Here the Wizard of Aahh!'s digresses into personal reflections on the character and shortcomings of the assistant Izgreel. <>> * && Throxbaddle Ford is directly north of here. Maybe I can recover the Tomatoes? Comment recorded. <>> * && Also, I'd like to get some Lodestones, both to do Dvarzek a favour and for my own purposes. Like climbing the Slippery Iron Mountain. Comment recorded. <>> get paper You've already got the roll of privy paper among your things. <>> get nots "Nots" could either be something as yet unknown to you or else a phrasing unknown to us. <>> get notes You're here to look, and perhaps use things, but not carry things off. <>> l <> Library (sitting on the swiveling chair) <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. PQ recollects the wild and unique experience of the rail-cart ride. <>> look under desk (first standing up) Nothing interesting is under the desk. Dvakred whips some acorns out of his robe and feeds his squirrels. <>> ask dvakred about tomatoes "Oh, didn't you know? Sure... plants flourish and grow even more nutritive when sweet music is played for them for long periods. You should see some of the self-playing music machines I've made! Powered by my water system, of course. Oh, but I guess I have those in a back room right now, undergoing some tweaks. Anyway. I fetch some pretty good coin by selling my musically-grown produce." <>> ask dvakred about lord baultshiffle What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> * && If this were a sub-quest, it would be more obvious I guess... Comment recorded. <>> * && What exactly have I gained by working my way down the Wizard's Butte? The option to LOOK UP stuff about dinosaurs and flowers in the library. A book of corny spirituality. Quis learned about binary. An Valkyrian has blisters on his thumbs from Comment recorded. <>> * && all the snapping together of tubes and pipes. Comment recorded. <>> * && Should I leave now? Comment recorded. <>> save Saved. <>> l <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. <>> get poems You peruse the verses Grenchmola has titled "Gettynge Used to Disappoyntment." <>> get poems The next poem is called "As My Dreame Dies." The youth waits for your next move. <>> get poems Uplifting sentiments are shared in "Dyinge By Moonlyghte." <>> get poems Queen Grenchmola wrote one called "Unadored." Your young pal seems to be supremely content looking at books. The Wizard chatters to one of his squirrels. <>> ask quis about books "Quis" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> ask quisborne about books You get the prince's take on the library books. The Wizard pores over something on his desk. <>> s (first opening the exit door) After you pass through the library door, it swings shut. As you are leaving, you put the treatise on flowering plants, the history of Dwindeldorn, and the reptilian reference book back in their respective places on the bookshelves. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. The youth is following you wherever you go. "That secret door is something else!" comments the prince. "It blends in just famously with the side of the butte. I can't even tell it's a door when I know it's a door! Little wonder that we just clambered right up past it the first time we came to the Wizard's..." <>> n By virtue of knowing that a door is there, you are able to grasp a handhold in what is apparently a wall of mossy rock, swing it open, and pass through. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. Near by your side sticks the Prince of Dwindeldorn. After you pass through, the camouflaged door shuts itself. In a jiffy, the Wizard is off out of the library to the north. <>> * && Just checking. So I can go directly to the library should I happen to want to check the number of teeth of a Deinonychus before I let it eat me? Comment recorded. <>> s (first opening the exit door) After you pass through the library door, it swings shut. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. Your "squire" is in tow. <>> d <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The youth is following you as ever. The boy does a few pull-ups on a nearby tree. Well, there's no wizard's wand down here after all... it looks like his speedy squirrels beat you to it. It isn't like you were going to run off with it, anyway. <>> nw Due to thick woods and absence of paths, directions other than northeast and up seem impractical for traveling in. "The Wizard of Aah!'s was really inspring to me," says the prince. "I hope that before all is done I can be helpful to people like he is. And inventing! That's so neat. I wonder if I could ever invent anything. I could be the Quizard of Aah!'s! Ha ha! But he's a funny one, isn't he?! I feel like he's a little... not quite... he probably just has a lot on his mind." <>> ne The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Your ostensible squire is following you wherever you go. A cart passes by, soon disappearing from view. <>> se You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The future monarch of Dwindeldorn is hanging around. The wind is refreshing. <>> ne The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Your young pal is here. <>> n You and the prince travel a short way north, and visit the two rival towns. At The Blistered Heel in Gryssmallow, all that is to be heard there are denigrations of the follies and incompetencies of the uncouth folk down in Dashbrollock. In Dashbrollock, the patrons of The Crimson Herring have nothing to say but express their wonder and amazement over the new heights of cloddishness and nincompoopery achieved by the underdeveloped folk over in Gryssmallow. Aside from an additional experience for the prince to be a commoner amongst his future subjects, nothing comes of these visits to the mutually squabbling towns. Finding no new avenues in that region promising to lead to adventure or discovery, you and the prince leave the valley and eventually find yourselves back at the foot of Dyss Butte. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. The royal youth tags along. <>> se You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The youth is sticking nearby. Your squire admires the view. <>> u You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Near by your side sticks the boy, sack in hand. <>> x grass You don't see any grass in view. <>> search grass You don't see any grass in view. <>> x trees Other than that they create a very fine habitat for a picnic here, the trees are just trees. PQ ventures onto some smaller footholds off of the main ledge. <>> climb tree The trees aren't large, and there's nowhere to get to. The Prince of Dwindeldorn reads a passage from the book of utterances: "What would a man do if he were compelled to live always in the sultry heat of society, and could never better himself in the cool of solitude?" <>> u <> On top of Dyss Butte <> You're at the very top of Dyss Butte, standing twenty feet from the front porch of a very curious house. Large, mature trees grow everywhere over a tended forest floor, right up to the plummeting edges of the tableland. The view south is a spectacular one, looking out over the Great Water to the dim lands beyond. The curious door to the curious house is open. Step-like formations lead back down the butte. Your companion, the young sprig of royalty, is here with you. <>> d You carefully make your way back down the side of the butte... <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the bottom of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Prince Q is here with you as always. <>> d <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. As far as you can see to the east or the west, the turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below. At certain points on the horizon, you can see the dim blue of the lands beyond the Water. The base of Dyss Butte pushes out of the ground within a few dozen paces north of the cliff's edge, and the butte creates a spectacular backdrop to the view before you. Traveling the trail northeast will lead back around the butte and to the road, but due to thick woods and absence of paths, other directions seem impractical for traveling in. Moss-covered protrusions, outcroppings, and other small flat spots make a regular ascent up this side of the butte. Prince Q is lollygagging behind. <>> * && I'm searching the slope for the Wizard's wand. He threw it down after his failed magic demonstration. Comment recorded. <>> * && Must have landed in the Lake. Comment recorded. <>> ne The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. The Dwindeldornian heir tags along. Your ostensible squire is trying to make shadow animals. <>> w There's just no compelling reason to enter the rice paddies. <>> nw You return to Chedderwicket town, after a journey through the balmy lands and cotton fields of southern Dwindeldorn... <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your squire is present and accounted for. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && Go West! as the Pet Shop Boys would say. Comment recorded. <>> w <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, separated from the bristling buildings all around by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt with some scraggly weeds. There is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge", a place where people leave or dump stuff they don't need, and where others can come peruse and take whatever they like. The pavilion is meant to shelter household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Nearby, your protegé is ambling around. <>> e <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Quiz is present as ever. <>> nw The road northwest from Chedderwicket traverses some of the most bounteous regions of Dwindeldorn. Everywhere are cropfields, nut trees, thriving gardens and extensive orchards. At some length the road ends at another village... (You both camped for the night.) <> Cider-pressing festival, Brinekettle village <> You've entered the village of Brinekettle, and by default you're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and its inn are built around a central green – vaguely rectangular in this case – and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made... applesauce, apple jelly, apple butter, dried apples, apple cider, canned apples, apple wine, apple vinegar, pickled apples, and for every one its counterpart in pears. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. Apples and pears, in their humble, raw estate, are ubiquitous. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The prince is here. A brawny man sees the prince ogling the rich, fresh cider being made. "Pshaw, lad, just have a drink then! It's on the house!" He ladles out a cup for the prince, who thanks him and drinks it up most appreciatively. "I'll say, sir," the prince tells you afterward, "you really don't get many chances to feel gratefulness when you're living at the castle. You just kind of know everybody has to do what they're told, so you never get to know what it's like for people to do things for you just from good old kindness. The more we go on, the more I feel what an artificial and absurd life I've lived so far." The townsfolk are listening to The Illiterate Scholars as they perform 'Nervous Breakdown'. <>> * && Happy days! This town reminds me of arriving at Na Fir Bolg, a traditional Irish Folk Festival. First: pitch tent while getting to know the neighbours. Second: get pints of Cider for all! Comment recorded. <>> listen Currently playing is 'Red Lips Got Me Blue' by Staggering Incompetence. The Dwindeldornian prince drops and knocks out some pushups. <>> listen They're not finished with their song yet. Your companion makes a blade of grass screech between his thumbs. A large stone wheel is being rolled around in a crushing trough, turning whole apples into apple cheese, in preparation for being later pressed into cider. <>> * && Oh wow! You've taken the length of the songs into account! Comment recorded. <>> smell The air is filled with wonderful aromas of spices and cooking fruit. Groups of people sit coring apples together, and singing along with the musicians. <>> ask about cider You decide you can ask the lad about that subject some other time. You catch sight of some naughty boys snatching a couple of pears and then fleeing. <>> x apples If it is something that an apple can be converted into, it is sure to be found here being made... applesauce, apple jelly, apple butter, dried apples, apple cider, canned apples, apple wine, apple vinegar, pickled apples, and for every one its counterpart in pears or pawpaws. Fruit and its derived forms are everywhere in crates, baskets, crocks and flagon. <>> inhale You may be trying to use a verb that we weren't instructed how to handle... <>> drink cider Which cider do you mean, the apple products, or the pear products? < distinguish >> pear You're more than welcome to attend the gala, but the products aren't your affair, nor do you carry money to buy any. <>> attend gala This is one of those times where we may not have covered the verb you're trying to use... <>> l <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. Quisborne is hanging around. <>> enter inn You and Quisborne enter the inn for a short reprieve. At the next table over, a few yokels are loudly telling the tale of one of Dwindeldorn's erstwhile princes, along the following wise. At the passing of King Boldingarf the Mediocre, the people prepared his body in a pyre boat, and a great ceremony was held to launch him from the shore. His son, Umpeldort the Embarrassing, was to shoot the honorary flaming arrow into the pyre boat once it had gained a respectable distance from the gathered. When the moment came, Umpeldort's arrow went *kerplunk* into the water, leaving the late king ingloriously unlit. Red-faced, but undeterred, the prince lit another arrow and shot again. He missed. Feverishly then, the prince started lighting arrows and raining them towards the departing pyre boat, causing just as many little hissings, as each arrow fizzled into the water. Soon the prince was out of arrows, the boat was out of his bowshot, and no one was quite sure about the proper way to proceed. The prince ordered them to tow the pyre boat back, for he *would* send his father properly to his watery grave. Well, the king was launched again, and Prince Umpeldort could not hit the boat again, so two knights were ordered to row after the pyre and light it. But all of this took time, and there were some unfortunate complications with the towing boat. In short, the people spent most of the ceremony watching the carrion birds pick the floating old king apart, so that there was not much of him left to burn by the time the knights caught up to light him. After this edification, you head back out. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. Your young pal is with you like your shadow. Currently the crowd is listening to 'Give Me a Bucket So I Can Carry This Tune' by The Drunken Pallbearers. <>> * && What stories they tell in the inns of Dwindeldorn... Comment recorded. <>> x platform The platform doesn't warrant much description: it barely rises above the ground and aspires to no more than the achievement of a hard, flat surface. It appears to be a permanent fixture of the village green. The musicians are standing on the platform. Your young pal listens to the music. <>> x musicians Love of music is prevalent throughout Dwindeldorn, but here west of the big river (in Chelderfaulkshire, as it is called) it is quite simply a passion. It is considered a standard part of a young person's upbringing to learn how to make his or her own stringed instrument, and play it well. So, nearly everyone plays, and likewise everyone enjoys listening to others play. On this account the gala is well supplied with ongoing entertainment. The musicians are vivaciously performing for a large crowd of listeners from a simple low platform in the middle of the village green. The crowd is listening to 'Melody Malady' performed by The Squashed Possums. <>> climb stage You don't see any stage in view. <>> climb podium "Podium" could either be something as yet unknown to you or else a phrasing unknown to us. <>> climb platform You've got more respect than to walk onto a stage where someone else is performing. <>> sing You sing along with the music the next time the chorus rolls around. There is a smattering of applause as The Incomplete Eight Yards finishes playing 'Ale by the Pail Puts the Wind in My Sail'. <>> * && Oooh! They know lots of songs here. Maybe something to play on the organ. A fast jig to make the Presence jump and sweat! Comment recorded. <>> l <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The Dwindeldornian prince is here with you as always. The lad takes in the bustling atmosphere. <>> x presses The cider presses are ponderous contraptions, each taller than you. The focal point of a press is a very large slatted crate, in which mashed apples or pears are placed between layers of straw. A wide stamp the same shape as the crate is situated above the crate's top, and is impelled downwards by massive timber levers pivoting on an upright frame. Hundreds of pounds of weights are attached to the end of a second lever in tandem with the first, and the cider which squeezes out through the slats of the crate is caught in a pan which can be funneled off into containers. <>> get in press Given that the cider presses are in virtually constant use by people who need them, you probably won't get much interaction with them. They're interesting to watch, though. <>> watch press It is satisfying to see the immense levers crush the bale of apple-laden straw and squeeze forth the delicious liquid. One of the massive cider presses is being operated, and fresh brown cider is gushing out of the straw layers into the collecting pan. <>> x pan "Pan" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x cider Which cider do you mean, the apple products, or the pear products? < distinguish >> banana That was not one of the choices. Which did you mean, the apple products, or the pear products? < distinguish >> frotzberry "Frotzberry" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x cauldrons There are numerous cauldrons set up in the green for the purposes of boiling down fruit butter, heating fruit before sealing it in storage vessels, and so forth. At any given time, almost every one is claimed and being utilized. <>> x cauldron The setup as a whole consists of two beefy tripods supporting a horizontal bar at a height a little above your head, which spans across a fire ring. The cauldron is hung by chains to a small trolley which runs on this bar, so that it can be taken off the fire, lowered onto a conveyance, and replaced with a fresh empty cauldron, all without having to douse the fire and then rebuild it. At present, a glowing red fire is churning out plenty of heat in the fire ring, and the cauldron is slid away from the fire. The cauldron is about three-quarters full of water. Paw-paws are being boiled down to make a delicious sauce. <>> * && The unattended cauldron is mentioned in the general description but not in the closer X CAULDRONS description. Comment recorded. <>> slide cauldron Prince Quisborne slides the cauldron on its trolley till it is hanging over the fire. The sheaf-sitters clap politely after a performance of 'I Was Maid For You, But You Didn't Pay Me Well' by Squirming Irm and the Abominations. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. <>> z Time passes... <>> z Time passes... The water in the cauldron has come to a full boil. <>> slide cauldron Grabbing the chain, the royal youth moves the heavy cauldron off of the fire. The water starts to cool down. The crowd is listening to 'How I'd Love You if Only You Could Make a Cheesecake' performed by Six-toed Deezy and the Beebs. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I keep wanting to suggest "Feckles" as a nickname, pronounced like "freckles". But it's too easy to mistake for a typo. Comment recorded. <>> x butter Which butter do you mean, the apple products, or the pear products? < distinguish >> pear If it is something that a pear can be converted into, it is sure to be found here being made... pearsauce, pear jelly, pear butter, dried pears, pear cider, canned pears, pear wine, pear vinegar, pickled pears, and for every one its counterpart in apples or pawpaws. Fruit and its derived forms are everywhere in crates, baskets, crocks and flagon. <>> * && Ok. No deeper detail in apples or pears. Comment recorded. <>> eat pear You're more than welcome to attend the gala, but the products aren't your affair, nor do you carry money to buy any. The future king of Dwindeldorn watches the giant cider press producing another run of the sweet liquid. The sheaf-sitters clap enthusiastically after a performance of 'She Was Only a Stableman's Daughter, But All the Horsemen Knew'Er' by Kings of Strings and Other Loud Things. The water in the cauldron is no longer boiling hot. <>> x water Water fills the cauldron about three-quarters full. <>> x kettle The setup as a whole consists of two beefy tripods supporting a horizontal bar at a height a little above your head, which spans across a fire ring. The cauldron is hung by chains to a small trolley which runs on this bar, so that it can be taken off the fire, lowered onto a conveyance, and replaced with a fresh empty cauldron, all without having to douse the fire and then rebuild it. At present, a glowing red fire is churning out plenty of heat in the fire ring, and the cauldron is slid away from the fire. The cauldron is about three-quarters full of water. <>> smell candy It's similar to a minty smell. The prince dodges someone carrying a basket of apples. <>> put candy in cauldron You place the piece of horehound candy into the water. <>> slide kettle Prince Quisborne slides the cauldron on its trolley till it is hanging over the fire. The townsfolk are listening to Deep-Fried Heart Attack as they play 'Ode to the Stubborn Mule That Simply Won't Die'. <>> * && Cuppa tea, anyone? Comment recorded. <>> x tea "Tea" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x water Water fills the cauldron about three-quarters full. Submerged in it is the piece of horehound candy. Laughter rings out from all quarters of the gala. <>> z Time passes... The princeling listens to the music. There is a smattering of applause as Duelling Amputees finishes playing 'If Only Dogs Had Hygiene'. <>> z Time passes... Apples, paw-paws and pears are being chopped, sliced and diced. The water in the cauldron has come to a full boil. <>> * && paw-paws? I'll look it up. Comment recorded. <>> smell water It doesn't really smell like anything, which is typically good. Growers loudly advertise their produce's particular virtues. <>> get candy Taking the piece of horehound candy out of boiling water would be detrimental to your hand. The royal youth tries to sing along on the chorus of one of the songs. <>> put all in water burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. fishing pole: You place the fishing pole into the water. axe: You place the axe into the water. sky lantern: You place the sky lantern into the water. It floats on the surface. iron bar: You place the iron bar into the water. roll of privy paper: The roll of privy paper would probably be spoiled if it gets wet. basket: You place the basket into the water. It floats on the surface. canvas tarp: You place the canvas tarp into the water. knife: You place the knife into the water. your ember box: You place your ember box into the water. cattail: You place the cattail into the water. flyer: The flyer is made of a low-grade paper, and disintegrates upon getting wet. piece of chalk: You place the piece of chalk into the water. whittled stag's head: You place the whittled stag's head into the water. It floats on the surface. beet: You place the beet into the water. broken mattock: You place the broken mattock into the water. needle: You place the needle into the water. wood strip: You place the wood strip into the water. It floats on the surface. deflated ball: You place the deflated ball into the water. bottled ship: You place the bottled ship into the water. It floats on the surface. snakeskin: You place the snakeskin into the water. It floats on the surface. vines: You place the vines into the water. book of utterances: Prince Quisborne is going to keep that book. It doesn't need to be getting wet. Prince Quisborne watches as the beet, boiling in the kettle, begins to turn the water a deep reddish-purple. The sky lantern starts to turn purple in the boiling water. The canvas begins to take on the reddish-purple color of the water. The beet cooks up soft in the boiling water. <>> * && Stone soup! Comment recorded. <>> * && I regret now that I went full-tester on this cauldron. It spoiled the "aha" of using the beet as a dye. Comment recorded. <>> undo Taking back one turn: “put all in water”. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The ubiquitous prince is here. <>> slide cauldron Grabbing the chain, your sidekick moves the heavy cauldron off of the fire. The water starts to cool down. <>> get candy Taking the piece of horehound candy out of boiling water would be detrimental to your hand. Your squire watches the giant cider press producing another run of the sweet liquid. <>> get candy Taking the piece of horehound candy out of boiling water would be detrimental to your hand. <>> get candy Taking the piece of horehound candy out of extremely hot water would be detrimental to your hand. The water in the cauldron is no longer boiling hot. <>> get candy You fish the piece of horehound candy out of the water. <>> x candy The candy is small, dark and hard. It has a somewhat minty smell. The piece of horehound candy is still damp from the wetting it received. <>> * && The original plan was just to see if I could make mint-scented water, and perhaps draw some interested onlookers triggering a happy scene where we all celebrate the joys of tea. Comment recorded. <>> * && To be fair, I probably would have tried to boil just about everything, even if I didn't PUT ALL IN KETTLE. A pot of water over a fire is text-adventure delight! Comment recorded. <>> l <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The Dwindeldornian prince is present and accounted for. <>> * && If I dye something here and drop it in some-one's laundry in the washing drum over in Chedderwicket, will I have spoiled their delicates & unmentionables? Comment recorded. <>> * && I looked at the West road on the map and it looks to peter out in the wild... Comment recorded. <>> x musicians Love of music is prevalent throughout Dwindeldorn, but here west of the big river it is quite simply a passion. It is considered a standard part of a young person's upbringing to learn how to make his or her own stringed instrument, and play it well. So, nearly everyone plays, and likewise everyone enjoys listening to others play. On this account the gala is well supplied with ongoing entertainment. The musicians are vivaciously performing for a large crowd of listeners from a simple low platform in the middle of the village green. The prince takes in the bustling atmosphere. Crates full of apples or pears are toted hither and thither. <>> talk to musicians Clearly, it would be rude to speak to the musicians while they're in the middle of performing. <>> z Time passes... <>> z Time passes... <>> z Time passes... Currently the crowd is listening to 'I Really Don't Hate You All That Much' by Yammering Merb and the Tapeworms. <>> z Time passes... <>> z Time passes... The future king of Dwindeldorn bounces to the rhythm of the music. The sheaf-sitters clap loyally after a performance of 'That Voodoo That You Do' by Pound of Flesh. <>> talk to musicians Clearly, it would be rude to speak to the musicians while they're in the middle of performing. Apples, paw-paws and pears are being chopped, sliced and diced. <>> x sheaf-sitters "Sheaf-sitters" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x paw-paws "Paw-paws" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && The "prairie banana"! What an interesting piece of fruit. Never heard of it. Comment recorded. <>> x instruments "Instruments" could either be something as yet unknown to you or else a phrasing unknown to us. <>> l <> Cider-pressing festival, Brinekettle village <> You've entered the village of Brinekettle, and by default you're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and its inn are built around a central green – vaguely rectangular in this case – and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made... applesauce, apple jelly, apple butter, dried apples, apple cider, canned apples, apple wine, apple vinegar, pickled apples, and for every one its counterpart in pears. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. Apples and pears, in their humble, raw estate, are ubiquitous. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. Nearby, Prince Quiz is ambling around, sack in hand. The crowd is listening to 'Possums Got My Porridge' performed by People of Size. <>> w To the west, the settled regions of Dwindeldorn soon give way to the empty wastes and wilds. You and the prince may find cause to roam the wilds at some later point, but currently your objective is to unearth the secrets of the fastness that Zendarc spoke of, which you have found in the far north. The prince tries to sing along on the chorus of one of the songs. Paw-paws are being boiled down to make a delicious sauce. <>> * && Ah... "at some later point,..." Comment recorded. <>> * && I need to remember the boiling kettle here. Comment recorded. <>> * && I don't see how the musicians could be of help. Except in their splendid making of merriment. Comment recorded. <>> sw You have yet to unlock the mysteries held in the Fastness of the Dracken Fells. This road leads eventually to the realm of Azhgaloth, and while you and the prince may find your way there before all is said and done, that land surely isn't going to harbor any new information that will help you figure out what is hiding in the Fastness. Come back this way another time. Currently the crowd is listening to 'If All My Other Dreams Should Fail Me at Least There's You' by Impending Boar Attack. <>> l <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. Your companion, the feckless prince, is here with you, sack in tow. The young figurehead listens to the music. Growers loudly advertise their produce's particular virtues. <>> * && Up to Cobblecork we go! Comment recorded. <>> ne The road passes through a region nicknamed "the Rumpled Napkins", on account of its topography looking very much like that particular article. The hills, steep but never too high, come to unusually abrupt snaking crests, and immediately begin their descent down the other side. After a healthy dose of ups and downs, you reach a junction of roads not far removed from Yew Hall... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of (literal) syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." A jolly-looking farmer is bustling about amongst the syrup trees near the entrance of Cobblecork Farm, apparently preparing for another tapping. The princeling is hanging around. As you approach, the farmer hails you thus: "Not desirin' to intrude myself in an improper place and manner, but might you fine fellows be interested in a little farm work? I suspish that rightly you've got your own plans already made, but I had to ask. I'm really falling behind, and my boys just aren't of age yet to be the kind of help I need. What's more, I can only pay in food, and lodging if you need it, but I've got some nice-sized eatin' pumpkins on hand, along with what othern. 'Course, if your time's already spoken for, all the best to you. Say on, fellows: what'll it be? <>> farmer, yes "Okayyyy!! Well then! If it's convenin', we'll get started abrup'ly. Come on down the lane here, and I'll get you set." He heads north down the lane to Cobblecork Farm. The lad marks time with a really hard run to a distant point and back. <>> n You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area of alternating grass or dirt, surrounded by buildings, fences, pens, piles, and other implements that pertain to a cotter's life. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. This declivity, with the creek at its foot, also falls away northward, and westward behind the house. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. The Dwindeldornian prince is sticking nearby. Once you've caught up with the jolly farmer, he begins: "Okayyy! Welcome to Cobblecork Farm, then! I'm Uarthain, and somewhere 'round here are my two sprouts Squitch and Flutchie. The gals is inside. Yonder (he points east) is our cabbitch patch, and you fellows could be a heap of help beginnin' there. The cabbitches need waterin' direc'ly, and there's weeds that by and by'll need attendin' too. Squitch! Don't use your brother for a boot-scraper." This last sentence was directed towards his young male offspring, who had temporarily made an appearance in the barnyard. Uarthain continues: "When it comes to cabbitches, I always say, 'Weed 'em and reap!'" After Uarthain finishes chortling over the common proverb, he concludes: "I'm afraid you'll need to tote the water by bucket; my watering wagon's broke down. You'll find one lying around, if the lads haven't drug it everyplace from here to Brinekettle. Okayyy! Well, I'm off to milk the chickens." Seeing the prince's discombobulated face, he guffaws thunderously and nearly knocks Quisborne over with a slap on the shoulder. And Uarthain is off to attend his multitude of duties, leaving you and Quisborne alone in the barnyard. <>> * && *My cabbages!* Comment recorded. <>> * && In case you didn't get that, it's a recurring gag from "Avatar; The Last Airbender". At several points along their journey, the gang encounter a cabbage farmer with a cartload of beautiful green cabbages. Invariably, they end up being stomped, eaten, Comment recorded. <>> * && squished, splattered, or just thrown and launched all over town. Comment recorded. <>> l <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. The lad is sticking nearby. <>> x pump Cobblecork's well, instead of having the standard crank and bucket, is covered over and fitted with a hand pump. It stands in the middle of the farmyard, about three feet tall, in a little island of grass. <>> pump (the pump) Clear fresh water gushes from the pump, and seeps down into the grassy ground. <>> x house The house at Cobblecork farm is a happy-looking place, neither large nor small. It shows at once both the warmth of domesticity and whimsical beautification, along with the chaotic aftermath of tumultuous young life. Only towards the back does the house rise above the rest of the roof into a second story; the walls are of battened vertical boards, painted a muted dark blue. Auburn-colored woodwork lines the windows and the eaves of the roof, and the whole house is canopied by some giant elms. A sheltered front door, currently closed, faces the farmyard. <>> x shed "Shed" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x barn The barn, being L-shaped, forms the northeastern corner of the farmyard. It's quite tall, clean-looking and in good repair. Various lean-tos and awnings grow out of it, and there are multiple entries into it, with the primary one to the northeast, right in the inside corner of the L. Naturally, the barn is what the four-footed residents of Cobblecork Farm call home. The future king of Dwindeldorn is hanging from a tree limb. <>> enter barn <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. The princeling is in the barn with you. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. The Prince of Dwindeldorn is in the barn with you. <>> x window A fairly small window in the east wall looks out to the back of the barn, and lets light into this section of it. The window boasts the luxury of glass panes, which isn't so common for a barn. The milk cow disperses a cloud of flies with a swish of her tail. The future monarch of Dwindeldorn reads aloud from "The Utterances of Ubzugajir the Unfoolish": "To have what we want is riches; but to be able to do without is power." <>> x timbers You don't see any timbers in view. <>> x roof The ceiling does not possess any outstanding features. <>> * && Yes it does. It has invisible "huge timbers everywhere to be seen". Comment recorded. <>> w It isn't necessary to travel directionally in the barn. The way out is southwest. <>> x cow The ponderous animal appears to live a life of placid ease in exchange for daily yielding her milk to the denizens of Cobblecork Farm. <>> * && Just to remind myself of my immediate goal: FIND BUCKET. Comment recorded. <>> pet cow The cow accepts your goodwill without protest. <>> give cattail to cow As you contemplate the idea of giving the cattail to the milk cow, you decide it's not worth the trouble. <>> give candy to cow With strong suspicions that the milk cow will not be interested in your offering, you desist from giving her the piece of horehound candy. "One night at the Festival," the prince reminisces, "the princess gave me a kiss on the cheek. I could've sworn my head was going to catch on fire, and I felt like I'd swallowed a stampede of sprinting centipedes! Who knew it could be so wonderful to feel like you're going to throw up?" <>> talk to cow Your efforts are wasted on the milk cow. The prince is talking about animals again. "There's this strange animal called the platypus in some lands," he says. "It feeds milk to its babies, but the milk just sort of exudes from its skin and pools up in folds, where the little guys lick it up." <>> milk cow But you have no bucket. The milk cow dutifully contributes her share of methane to the local atmosphere's makeup. <>> smell cow That's how a milk cow usually smells. <>> smell You smell nothing out of the ordinary. <>> * && Cow, hay, methane, leather polish,... Comment recorded. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Prince Quiz is in the barn with you. <>> untie cow That is an action that you will probably never find a use for in conjunction with a creature like this. The royal youth points out the likeness of a mouse in the clouds. <>> x cow The ponderous animal appears to live a life of placid ease in exchange for daily yielding her milk to the denizens of Cobblecork Farm. <>> x udder "Udder" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x ladder A fixed ladder of square lumber leads up to the hay mows. <>> take it You and the prince climb up to the haylofts. There's an adorable little batch of kittens up there, proudly displayed by their mother. However, nothing further about the haylofts contributes to the ultimate outcome of your adventure, and you descend. <>> x box It's a large, banged-up box that seems to serve as a catch-all for miscellaneous tools or supplies. There's a jack in the box. Oh, and also a bucket. Your protegé draws a chalk picture of the beet on the wooden box. <>> search box In the box you see a wooden bucket. <>> get box The wooden box is quite heavy, and there's nothing to gain by moving it around. The milk cow studies you with a penetrating gaze, whilst ruminating upon her cud. <>> close box The wooden box would first need to be both open, and closable. The milk cow stands there, lost in deep bovine thoughts. <>> get bucket You take the wooden bucket. <>> enter box You climb in the box. The milk cow studies you with a penetrating gaze, whilst ruminating upon her cud. <>> put quiz in box (first getting out of the wooden box) The prince doesn't need that kind of putting. Prince Quisborne inspects the canvas tarp for tears. <>> enter box You climb in the box. <>> play hide-and-seek We have not succeeded in following your intent. The youth is reminiscing about the thrilling ride on the cable-slide. <>> out You climb out of the box. <>> x jack It's a simple but effective lever-based tool, requiring the incremental insertion of pegs into the holes of the post as the jack climbs higher. <>> get jack You probably won't need a jack to water the cabbages. The milk cow disperses a cloud of flies with a swish of her tail. <>> * && I want to jack up the cow. Comment recorded. <>> milk cow Unbidden, you do your best to extract some milk from the cow's udder. It's not something you've had practice with. Well, you get a quantity of milk out of the cow with more effort than it seems it should take, and go to find Talyarna or Uarthain to have them store it. Afterward, you return to the barn with the bucket. <>> drink milk Well... you bend over, squeeze, and... drink. The milk cow faithfully contributes her share of methane to the local atmosphere's composition. <>> * && Yes!! Exactly what I was going for! Comment recorded. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. The future ruler of the land is in the barn with you. The youth talks with enthusiasm about something he saw in the Wizard's workshop. <>> put all in bucket burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. fishing pole: You put the fishing pole in the wooden bucket. axe: You put the axe in the wooden bucket. sky lantern: You put the sky lantern in the wooden bucket. iron bar: You put the iron bar in the wooden bucket. roll of privy paper: You put the roll of privy paper in the wooden bucket. basket: The basket is too large for the wooden bucket. canvas tarp: There's only so much room in the wooden bucket to put things. knife: There's only so much room in the wooden bucket to put things. your ember box: There's only so much room in the wooden bucket to put things. cattail: There's only so much room in the wooden bucket to put things. flyer: You put the flyer in the wooden bucket. piece of chalk: You put the piece of chalk in the wooden bucket. whittled stag's head: There's only so much room in the wooden bucket to put things. beet: There's only so much room in the wooden bucket to put things. broken mattock: There's only so much room in the wooden bucket to put things. needle: You put the needle in the wooden bucket. wood strip: There's only so much room in the wooden bucket to put things. deflated ball: There's only so much room in the wooden bucket to put things. bottled ship: There's only so much room in the wooden bucket to put things. snakeskin: There's only so much room in the wooden bucket to put things. vines: There's only so much room in the wooden bucket to put things. book of utterances: There's only so much room in the wooden bucket to put things. piece of horehound candy: You put the piece of horehound candy in the wooden bucket. <>> milk cow From now on you're content to not milk the cow unless it's at Uarthain's request. The milk cow stands there, lost in deep bovine thoughts. <>> empty bucket You empty the wooden bucket of its contents. Prince Quiz twitches. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. You see the fishing pole, the axe, the sky lantern, an iron bar, a roll of privy paper, the flyer, the piece of chalk, the needle, and the piece of horehound candy here. The milk cow stands placidly tied up in the open area. Dwindeldorn's future king is in the barn with you. <>> get all You take the fishing pole, the axe, the sky lantern, the iron bar, the roll of privy paper, the flyer, the piece of chalk, the needle, and the piece of horehound candy. <>> get cow We won't be carrying any animals around on our shoulders today, and probably not tomorrow either. The milk cow dutifully contributes her share of methane to the local atmosphere's makeup. The future monarch of Dwindeldorn is recollecting how hair-raising it was walking past Snuggles to get into the keep. <>> u You decide to go and visit the barn cats for a few more minutes. <>> meow You may be trying to use a verb that we weren't instructed how to handle... <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Your protegé is in the barn with you. <>> x stalls Unless Uarthain is having you or Prince Q do work in the stalls, you don't need to be concerned with them. <>> x carts Uarthain is proprietor of a few different wheeled conveyances, most consisting of little more than spoke wheels, axles, and just enough flat slats to set things like rye sheaves on. Apparently he had one with a large hogshead of water mounted on it, but it's broke down somewhere. The sunlight makes the king-to-be sneeze. <>> x wagons Uarthain is proprietor of a few different wheeled conveyances, most consisting of little more than spoke wheels, axles, and just enough flat slats to set things like rye sheaves on. Apparently he had one with a large hogshead of water mounted on it, but it's broke down somewhere. <>> * && Don't forget about the jack for levering open the metal gates to the Iron Cave. Comment recorded. <>> sw <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. The future ruler of the land is following you wherever you go. <>> w (first trying to open the house door) You don't need to be inviting yourself into the house when you haven't even accomplished a single task that you agreed to do for Uarthain. <>> knock on door Which door do you mean, the house door, or the barn door? < distinguish >> house You don't need to be inviting yourself into the house when you haven't even accomplished a single task that you agreed to do for Uarthain. <>> nw You've got work to do... where are you trying to run off to? <>> pump (the pump) Clear fresh water gushes from the pump, and seeps down into the grassy ground. Your squire lies on the grass for a few moments. <>> fill bucket What do you want to fill it with? < object >> quiz How could you expect to fill something with Prince Quisborne? <>> fill bucket at pump You fill the wooden bucket with water from the pump. <>> * && Nice! Comment recorded. <>> e <> Cabbage field <> Though Uarthain called it a "patch", what you really have here is more like a field full of cabbages. There appear to be other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. The prince comes along. <>> x crop Besides the prized cabbages, it looks like Uarthain is growing sizeable quantities of potatoes, pumpkins, and rye. <>> x cabbages There are hundreds of cabbages growing here in neat but wavy little rows. Apparently they are due for a watering: perhaps the area hasn't gotten much rain lately. The feckless heir is barking at a squirrel. <>> pull weeds You get a headstart by yanking up a few weeds, but then, Uarthain wanted the cabbages watered first. <>> drown quiz in bucket You see no quiz in the wooden bucket. <>> pout bucket on quisborne This is one of those times where we may not have covered the verb you're trying to use... <>> pour bucket on quisborne The prince is not on fire. <>> * && I'll have to remind him of his Princess first. Comment recorded. <>> drown quisborne There's no water near at hand that's suitable for drowning purposes. The king-to-be does a little tree climbing. <>> <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. The Prince of Dwindeldorn is here. <>> water cabbages In keeping with Uarthain's wishes, you and Quisborne begin to carefully dump water on the growing cabbage plants. As bringing water to each cabbage in the field is nothing less than multiple hours' worth of work, the two of you switch off and on between hauling the bucket and pulling weeds amongst the cabbage rows. Ultimately, you consider the cabbage field to be adequately watered. <>> water cabbages You can only "water" something if you have a contained quantity of water in your possession. <>> w Upon returning to the barnyard, you find Uarthain and report to him the successful watering of the cabbages. It becomes immediately clear that Uarthain would gladly take as much work as you and the prince would be willing to give, and this aligns perfectly with your own goals, as installing Prince Quisborne in a position of consistent manual labor could have none but the most salutary effects upon his character. True, you are in quest of the reputedly lost crown of Dwindeldorn, and this plan might seem to stall active progress in that quest; but if the tales be true, the prince must not only find the crown, but indeed be worthy to reclaim it, and few things are so ready to subdue our vices and strengthen our weaknesses as honest labor. In the end, you remain at Cobblecork Farm for the next three days, seeing to it that Quisborne partakes in all manner of work around the premises. By day, he does, or learns to do, whatever Uarthain needs of him, whether it be to milk a cow, repair a wagon, reshingle a section of barn roof, thresh grain, or muck out stalls. And of course you do your part, too. Uarthain's wife Talyarna proves a most ingratiating lady, and the boys Squitch and Flutchie provide many a chuckle with their antics. Uarthain's grandmother also lives in the house, but she hasn't been well these last few days, and so has kept to her room. Nights, you and the prince sleep in a comfortable enough situation in the barn loft, and the two of you feast sumptuously at mealtimes on Talyarna's cooking in the house with the family. ()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==() (Three mornings later...) Uarthain chatters with you in the barnyard after you've all taken care of the morning chores: "Well now, you fellows have been properly helpful and that's a fact. You make yourselves at home with us whenever you please, you hear? You're always welcome around here. I've got to keep movin', but no need for you to hurry off. You might step inside and say 'hi' to Granny before you go; she's a heap more rectified this mornin' to what she used to was. Okayyy!" In addition to the profusion of good food that he and Talyarna supplied you with during your stay, Uarthain procures one of his handsomest pumpkins and sends it along with you. Most decidedly, you think, the prince Quisborne has grown since arriving here. <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Your "squire" is in tow. <>> wash What do you want to clean? < object >> me You'll bathe when and where you need to. Someone opens the house door from the other side. Talyarna comes out the door of the house. <>> talk to talyarna Talyarna returns the gesture. Uarthain compliments his wife by saying, "Young lady, it gives me more 'n some gratification to be a-contemplatin' of your aspect." <>> talk to talyarna Talyarna returns the gesture. Uarthain goes about his chores and tasks. Squitch comes out the house door, with Flutchie behind him. <>> x flutchie Flutchie is Uarthain and Talyarna's younger son, a lad of about six years. He seems avid for his brother's approval, whom he worships or gets enraged by in turns. Talyarna goes inside the house. Uarthain is mediating an altercation between the boys. "Now Flutchie, you need to stop trying to put a premature endin' to your brother's mortal life with the milking stool. One day the two of you will look to each other for support and comradeship out in the great wide world. Squitch, you need to reconcile with your brother, and not arrange for the provokin' of his wrath. And stop calling him a bubonic plague." <>> x squitch Squitch is a robust lad of about eight or nine years. Looking at him, one gets a certain conviction that not all of the teeth missing from his smile fell out from simply coming loose on their own. His younger brother Flutchie follows him everywhere, trying to be like him and do everything he does. He's prepared to find an adventure in just about anything around him. Talyarna leans out the front door and calls: "Husband! Don't forget to lock the kids in the barn!" "No worries, my love," he replies. "You can be good and sure I'll lock up every last one of our kids." He goes off to attend to the goats' children. For the purposes of denouncing his brother, Squitch employs the puzzling phrase "blubber-bitten son of a sea cow." <>> knock on house door It's hardly necessary to knock around here... they've made you feel like this is a second home. <>> w <> In the house at Cobblecork <> This room is the primary living quarters of the humble but happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the multi-featured cockleoffen, or tile stove, covering a good deal of the south wall, with parts of it projecting into the room. There is the usual table with its benches, and a couple of easy chairs face the firebox of the cockleoffen. Talyarna has rendered the house as inviting as one could wish for, with the tasteful use of cloth, foliage, paint, and other decorative means. In one corner is a barrel crib, and a stitched sampler on the wall advises: "Have Cabbage and Be Kinde." The door out to the farmyard is east. Baby Urwena is residing in her barrel crib. Talyarna is in the kitchen area, making food on the cockleoffen. The youth meekly occupies a place in the room. Talyarna makes some preparations for a meal of breaded fried turkey. <>> x oven The cockleoffen is a dominating feature of many houses in these regions. It is essentially a form of stove, but quite a different animal from a stove made of metal. Being made all of a sizeable quantity of baked earth or stone, the outer surfaces of the cockleoffen never get too hot to touch, and yet the masonry mass, once heated, will steadily release an even heat all through the night even if the fire has gone out. The hot air from a burning fire winds back and forth through passages built inside, yielding as much of its heat as possible to the cockleoffen before exiting the chimney, and also sparing the residents of the house from getting driven out of doors by the roasting effects of a newly-fed metal stove. So integral is the cockleoffen to home-life (in those regions where it is employed), that all manner of things may be built into it, as seats, storage compartments, warm-water reservoirs, and even winter-time beds, complete with curtains. Uarthain's cockleoffen is one of such (minus the bed), and is finished on its surfaces, as many are, with fairly smooth tiles of pleasing earthy tones. PQ has been bending over the barrel crib, cooing at baby Urwena. He stands. "Well I say, Mistress Talyarna! Your baby sure sucks!" He laughs gaily, recounting how Urwena has just sucked on no less than her clothes, her fist, the edge of her crib, and three different fingers of his within the last two minutes. <>> * && I want a cockleoffen. Comment recorded. <>> touch cockleoffen As interesting as the cockleoffen is, it's not something you need to meddle with. Urwena is loudly vocalizing "Ah yah yah yah yahhh..." <>> x baby Urwena is a beautiful little country babe, lavishly loved by all in the family. She's just old enough to be overmastering all of her beholders with her cute mannerisms and sounds. Talyarna lifts the baby out of her crib. <>> talk to baby Urwena isn't quite at the conversational age yet. Talyarna heads upstairs carrying Urwena. <>> * && "Badoobitsjiieebdups!" Comment recorded. <>> talk to talyarna Talyarna isn't here presently. <>> l <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. The king-to-be keeps out of the way. <>> x table The table is not outstanding in its appearance, but is full of significance as the center of much family interaction. It's along the north wall. <>> * && Good job dis incentivising the normal cleptomanic adventurer's urges by emphasising the warm family life in this house. Not a place for a PC to go looking under the tables and lifting the rugs. Comment recorded. <>> lift rug "Rug" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> look under table All is as it ought to be in a bustling household of busy farm life and young children. Talyarna appears from upstairs with the baby. Urwena is saying "Goy goy goy goyyy..." <>> x sampler The sampler is Talyarna's work, bordered with a profusion of colorful flowers and other homely objects done in a variety of different stitches, and displaying the message "Have Cabbage and Be Kinde". Talyarna puts baby Urwena back in her barrel crib. <>> ask talyarna about grandma "Granny's a dear. I've got a lot to do, but she's scarcely anything onto the burden. We're glad to have her." <>> s <> Granny's room <> You're in the chamber of Uarthain's elderly grandmother: a bright and cheerful room with generous windows looking out south and west. The room is spruced up with some flowers and hanging herbs, and she has a few pieces of furniture, including a comfortable-looking bed on the east wall. A fine spinning wheel takes up a corner of the room. Uarthain's granny is sitting in her rocker, occupied with shelling a large basket of peas, and humming to herself. When she notices you come in, she squints and says: "Is that you, Zenny?!" Then she chuckles to herself, shaking her head, and continues shelling peas. You get the feeling that Grandmother may not be entirely present. The Dwindeldornian prince meekly occupies a place in the room. <>> greet granny "Oh, well, hi there, dearie!" <>> ask granny about herself "Oh, shorely a young man like you doesn't want to know about a bent old woman! But I was a nursemaid in my young days – before my Thandelf and I found each other – and raised up him that's now lord of one of them lands across the Skalfyrth Water. <>> tell granny about quisborne You stop short of what you're doing when you realize Granny isn't even paying attention. The granny is muttering to herself. "In the north, the frozen north..." <>> ask granny about lord "I'll always remember young Zenny," the old woman relates. "I was his nursemaid for several years before I met my Thandelf and had children of my own." You hear rhythmic popping and peeling noises as Uarthain's grandmother shells the peas. <>> ask granny about peas "I'm surely glad my old fingers can still be of some good to the family here!" <>> eat pea Grandmother's pea basket isn't high on your list of concerns. There is more muttering from Grandmother. "... faded cabbage... faded cabbage..." Maybe she's worried for her grandson's cabbage harvest? <>> * && Peas straight from the pod are a real treat. Sweet and fresh and crisp. Mother Nature's candy. Comment recorded. <>> ask granny about quisborne "The cows? Why yes, they're doing well! How are your cows doing? Well, I hope?" <>> ask granny about cows Unfortunately Grandmother doesn't really comprehend your question, and promptly forgets that you asked. <>> ask granny about ribbleskinder "Not now, dearie," the granny sighs. "I need to rest my head a moment." <>> ask granny about dorn wharkmor Grandmother gives you an answer that is wholly unrelated to what you asked about. <>> ask granny about darchingcrast The old lady asks you to repeat the question, but then gets distracted. <>> ask granny about forthlong hall Granny is too lost in reverie at the moment to process that you've asked a question. <>> ask granny about fastness You try to tell the old woman that you have actually seen the haunted fastness of her legends. Sadly, if you are not talking about spinning wheels or great-grandchildren, the lady has trouble processing reality. Your efforts are mostly wasted. <>> ask granny about great-grandchildren "Those boys! Loud rascals, but nothin' but joy to my old heart!" <>> ask granny about organ Granny nods. "He only comes when summoned..." <>> ask granny about summoning What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask granny about Presence What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> * && Well, it's reasonable to ask about something I believe this old woman is the only one who knows anything more. Comment recorded. <>> sing Not right now. The granny looks rather wistfully at her spinning wheel. <>> x spinning wheel It's a nicely-crafted spinning wheel of cherry wood stained a rich reddish color. The wheel is over two feet in diameter with lathe-turned spokes, and is operated by a foot-pedal. Perhaps the old lady isn't up to spinning any more, for there is neither fiber attached to the spinning wheel nor any spun thread on the bobbin. You hear rhythmic popping and peeling noises as Uarthain's grandmother shells the peas. <>> ask granny about spinning The grandmother perks up at the mention of her spinning wheel. "Oh, I love spinning!" she says. "We just haven't had any fiber on hand for awhile. Next time my Uie brings some home, I'll spin it right into thread!" <>> * && She needs thread! Have I seen sheep around? On the roofs of Chelkwibble, right? Comment recorded. <>> travel to chelkwibble You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -the seashore -the Wizard's library -the Fastness <>> travel to gramblefork <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. Talyarna is in the kitchen area, making food on the cockleoffen. Uarthain is here in the house for a few minutes. Baby Urwena is residing in her barrel crib. Squitch is nearby, exuding the exuberance typical of his age. Flutchie is here, because Squitch is. Your sidekick meekly occupies a place in the room. Baby Urwena says "Goo!" Uarthain is having a brief reading session with the boys from a copy of "Tayles of Urthia." He paraphrases: "In this bizarre world, folk weren't content to stop making machines until machines did all of their work for them. Nobody grew food, or kept animals, or made clothes, nor made themselves houses nor tools nor toys nor furniture, nor anything 't all. Machines called 'fact'ries' done it all for 'em." The boys stare at their father blankly. Then Flutchie speaks. "But what do they *do*, pa?" "Well, it ain't rightly clear, son. Apparently one of their machineses shows them a whole passel o' changing pictures of other folk doing things as is worth doin'. So they sit and watch that. At any rate, they ain't got enough reasons left to move their own appendages, so they pay some feller lots o' money to go inside of his building and lift loose chunks o' ir'n up and down, to get the jitters out." The boys' stares turn to ones of horror and disbelief. Uarthain laughs heartily. "Don't you fret yourselves, sons! Ain't no such a place as Urthia. It's just some old author's fictition." <>> ct <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. The future monarch of Dwindeldorn is present as ever. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, Prince Quisborne, is here with you. <>> g West-central Dwindeldorn is a fair country, well-peopled with livestock and fruit trees. The eastward road passes through the town of Chiveldrelm, and after some miles, ends near Castle Row... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Poldigroyne Castle. Quiz is here with you as always, with sack slung over his shoulder. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The young sprig of royalty is present and accounted for. <>> g Prince Quisborne dutifully supplies you with another peaceful float, this time eastward across the murmuring Ribbleskinder. The green banks on the other side grow steadily nearer until the ferry comes to a stop with a *clunk* against the eastern dock. You and the prince disembark. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The young sprig of royalty is present as ever, sack in hand. This is the last place where you saw Lady Equanimity, but he's not here any more. Most likely, he wandered back to the open country along the North Road, where you found him last time. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Quiz is following you as always. <>> g <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Disreputable Seaweed are playing the Fermented Squash Rinds. The grandstands groan with the liveliness of the spectators. Near by your side is the young figurehead. A player from the Disreputable Seaweed just kicked a short-range home run. <>> g You make a modest little journey through farms and settled lands, and come to the junction near Gramblefork Place... Somewhere between leaving there and arriving here, you and the prince stopped for the night. <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Nearby, the prince is ambling around. Some men are at work mending fences. <>> g <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. Your ostensible squire tags along. <>> g You're at your intended destination. Your ostensible squire reads something from his book: "Before ye can defeat the darkness out there, the darkness within you must be defeated." <>> e You can reach the hayrick and the edge of the pasture without explicitly traveling east... The king's son does a set of squats with the gear sack on his shoulders. <>> nw The lane takes you back uphill and through some woods, till you regain the main road... <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Your squire is following you wherever you go. The Feckless makes squawking sounds with a grass blade. <>> e The road takes you quite a distance through north-central Dwindeldorn. You continue on through the town of Brittlebarrow, as well as a few other hamlets and villages, and come eventually to a town not far from the eastern coast... <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The Dwindeldornian heir is present as ever, with sack slung over his shoulder. Prince Quisborne consumes the little piece of horehound candy. Then he wrinkles his brow. "I liked sweetmeats well enough at the castle," he says. "But after the bland fare I've gotten used to living on, that really doesn't taste very appealing any more." <>> x goat The sheep and goats see nothing unusual about their being perched on the roof of the house. The grass there is as good as any. "You know," the prince drones. "I've been thinking about the food we were fed while we were working at Cobblecork Farm. Because, compared to what I lived on at the castle, it would be considered very humble and lowly food. But then, on the road, we've been subsisting on very... *meager* fare, indeed. And I do mean barely subsisting... So I realized that even the simplest of wholesome food isn't to be taken for granted. And then, too, we had to work very hard to get to eat it. What I'm driving at is, that I appreciated and relished that simple food hard worked for, far more than any king's feast I've ever partaken of, unearned and taken for granted." The whole town looks alive when the wind rustles the grasses on a myriad of rooftops. <>> get sheep You don't need to meddle with the Chelkwibble livestock. Dwindeldorn's future king marks time with some pushups. <>> gather wool You may be trying to use a verb that we weren't instructed how to handle... <>> get wool You don't see any wool in view. <>> travel to cobblecork You travel quite a stretch westward from Chelkwibble. The town of Brittlebarrow, along with a few other hamlets and villages, lies along the way, and then you come into a region of fine farmland... (You passed the night en route...) <> Country roads <> Through this country the little roads tuck themselves into out-of-the-way folds and furrows and follow every small in, out, up and down of the land. Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the obscured lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The young figurehead is following you as always. <>> ct <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Sapient Earwigs are playing the Illustrious Pustules. The grandstands shake with the energy of their human cargo. The king's son is hanging around. In one zone marked out with a certain-colored chalk, it appears that entering players are required to move on all fours. <>> ct You traverse the pleasant countryside outside of Squarchminster, and come to Blatterfarthing village... <> Blatterfarthing village green <> The village of Blatterfarthing is described as a central communal green featuring a running brook and several large shade trees, encircled a few rings deep by the buildings which make up the community. The Snorting Sow harbors the village's wayfarers on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The young sprig of royalty is sticking nearby. <>> ct From Blatterfarthing you travel southwest, until crossing the Gloskinfroke River by a small bridge and reaching the ferry landing near Wratchbunting village... (Nighttime came and went.) <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Dwindeldorn's future king is present and accounted for. <>> ct Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your ostensible squire is with you like your shadow. <>> ct <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. Lord Baultshiffle has recently had an extensive flower garden put in between his castle and the road. An armor-clad man on horseback is guarding it, perhaps from the mischief of jealous neighbors. It would seem that Lord Baultshiffle is keeping watch over his phlox by knight. The lad tags along. <>> ct You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, the incumbent to the throne, is here with you. <>> ct You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is around, looking for some new way to make mischief. Flutchie is here, tagging along with Squitch. Near by your side is the young sprig of royalty, sack in tow. A snippet of overheard conversation: (Uarthain:) "Now Squitch, that was not kind." "I know, Pa, it wasn't supposed to be! I was trying to be mean!" Uarthain is forced to change tack against this unassailable argument. <>> ask farmer about granny "Dear old Granny! My grandpappy hasn't long been departed, so we've taken her in since then. My poor folks left this world sooner 'n should've been their time, and my aunts are all distant, so I'm what she's got left. She had a complaint somewheres about her innards for a few days, but I think she's come good and proper now. She's no trouble at all, really." Squitch goes south down the lane, with his brother following. <>> ask farmer about fiber It isn't probable that you need to ask Uarthain that question to help the prince to his goal. Squitch comes up the lane from the south, with Flutchie behind him. <>> ask farmer about spinning Somehow the conversation digresses before your question is answered. <>> ask farmer about thread Uarthain does his best to respond, but it isn't all that pertinent. The cobblecork lads are devising their next means of making mischief. <>> ask farmer about spinning wheel Uarthain is busy: not every question needs to be asked. Squitch dashes into the barn, Flutchie racing after him. <>> w <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. Baby Urwena is residing in her barrel crib. The Dwindeldornian heir keeps out of the way. <>> z Time passes... <>> z Time passes... Talyarna comes downstairs. <>> ask talyarna about spinning It doesn't seem as though your adventure will be furthered by asking that question. Talyarna gets the baby out of her crib. <>> ask talyarna about thread It doesn't seem as though your adventure will be furthered by asking that question. <>> ask talyarna about fiber It doesn't seem as though your adventure will be furthered by asking that question. <>> * && It most decidedly will! The future of Prince Quisborne's rule and marriage depends on presenting the old lady with something to shake awake her senses! Comment recorded. <>> n (first trying to open the bedroom door) That doorway leads to Uarthain and Talyarna's chamber. You've got no business there. <>> u The stairs lead up to the garret room, occupied by the young masters of the house. There's no pressing reason to be poking about up there. Urwena chants: "Dummm... Lummmm..." Talyarna puts baby Urwena back in her barrel crib. <>> x crib There is a crib in the corner of the room for baby Urwena. The crib is made from a barrel that Uarthain has sawed in half longways, saving for a little bit of the head end. There, the barrel is still a full round so that a cover can be draped over crib and baby when it's time for naps. Naturally, the barrel is dolled up with frilly bedding and linings, and its shape is very accommodating for rocking. Baby Urwena is residing in her barrel crib. <>> * && If only I'd taken some of the couch-stuffing from Forthlong Hall with me at the very start of our quest. Comment recorded. <>> cut tarp (with the axe) You don't need to be chopping on that right now. Talyarna steps outside the house. <>> cut tarp with knife You make a small slit in an otherwise perfectly good tarp. <>> tear tarp There is no need to shred up the tarp. <>> give tarp to granny You cannot give anything to a south door. Talyarna comes back in the house. <>> * && apparently "granny" is synonym for the south door. Comment recorded. <>> x granny It's the door to the grandmother's room. It’s open. Talyarna is chopping up cabbage for sauerkraut. <>> s <> Granny's room <> You're in the chamber of Uarthain's elderly grandmother: a bright and cheerful room with generous windows looking out south and west. The room is spruced up with some flowers and hanging herbs, and she has a few pieces of furniture, including a comfortable-looking bed on the east wall. A fine spinning wheel takes up a corner of the room. Uarthain's granny is in her rocking chair, at work on making a storybook for the boys, and occasionally singing. Prince Quiz meekly occupies a place in the room. The granny squeals "Oh, I know!..." and proceeds to jot down some new idea for her storybook. <>> x spinning wheel It's a nicely-crafted spinning wheel of cherry wood stained a rich reddish color. The wheel is over two feet in diameter with lathe-turned spokes, and is operated by a foot-pedal. Perhaps the old lady isn't up to spinning any more, for there is neither fiber attached to the spinning wheel nor any spun thread on the bobbin. Granny looks over at her spinning wheel and says, to no one in particular: "I hope Uie has business in Brinekettle soon..." <>> push foot pedal You watch the wheel whirr around as you pedal. You see the granny scribble away at the storybook. <>> * && *the* granny ? Comment recorded. <>> x bobbin It's a nicely-crafted spinning wheel of cherry wood stained a rich reddish color. The wheel is over two feet in diameter with lathe-turned spokes, and is operated by a foot-pedal. Perhaps the old lady isn't up to spinning any more, for there is neither fiber attached to the spinning wheel nor any spun thread on the bobbin. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I just lingered awhile longer on the opening screen, listening to the music. It really gets me in a good mood for playing.Dreamy, slightly melancholy yet playful, a reverie in musical notes. Comment recorded. <>> l <> Granny's room <> You're in the chamber of Uarthain's elderly grandmother: a bright and cheerful room with generous windows looking out south and west. The room is spruced up with some flowers and hanging herbs, and she has a few pieces of furniture, including a comfortable-looking bed on the east wall. A fine spinning wheel takes up a corner of the room. Uarthain's granny is in her rocking chair, at work on making a storybook for the boys, and occasionally singing. Quiz meekly occupies a place in the room. The granny squeals triumphantly and proceeds to jot down some new idea for her storybook. <>> * && I need some wool or other fibre. The roof-sheep of Chelkwibble won't do, so I'll go exploring the West some more. Comment recorded. <>> e It's pretty simple here: north is the way out. <>> n <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. Uarthain's here in the house, refreshing himself before another stint of work outside. Talyarna is in the kitchen area, making food on the cockleoffen, with baby Urwena slung on her back. Dwindeldorn's future king meekly occupies a place in the room. Baby Urwena is gurgling away. You catch Uarthain giving Talyarna a poke and whispering something about "contemplatin' increasin' the size of our flock." <>> ask talyarna about fiber It doesn't seem as though your adventure will be furthered by asking that question. <>> e <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Squitch is lurking around, prepared to find an adventure in just about anything around him. Flutchie is sticking close by his brother. Nearby, PQ is ambling around, carrying the sack. Uarthain comes out of the house. The boys tear off towards the cabbage fields. <>> give candy to flutchie You don't see any candy in view. <>> find candy The piece of horehound candy cannot be located. Squitch and Flutchie reappear from the cabbage fields. <>> * && Huh? I put it in the cauldron to make fake mint tea. But I got it out, didn't I? Comment recorded. <>> l <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area of alternating grass or dirt, surrounded by buildings, fences, pens, piles, and other implements that pertain to a cotter's life. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. This declivity, with the creek at its foot, also falls away northward, and westward behind the house. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is here, being a typical eight-year-old boy. Flutchie is here, because Squitch is. PQ is hanging around. Uarthain is working on a part of a wagon, while the boys watch. Trying to be instructive, he holds up a bolt and asks the boys what is the next thing to be done with it. Flutchie volunteers: "Well, Pa, I speckilate you just gotta find a wench and scwew it." <>> * && "find a wench and screw it"! Wait til mother hears this! Comment recorded. <>> e <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. Your ostensible squire comes along. The prince regurgitates some of the useful knowledge that has accrued through his desultory reading. "Some birds make their nests entirely out of saliva." <>> x cabbages There are hundreds of cabbages growing here in neat but wavy little rows. They seem to be healthy and on their way to supplying some excellent soup or sauerkraut. Your young pal does some sprinting. <>> * && I made a squash and green cabbage stew yesterday. It's sitting in the fridge to be reheated this evening. Yum! Comment recorded. <>> * && Yeah, some types of swallows do make their nests out of saliva. They stick 'em to vertical rock sides under an overhang or in a cave. Daredevilish young men climb up the rocks on bendy bamboo poles to get them. Then they're made into soup. Comment recorded. <>> * && The nests, not the daredevilish young men... Comment recorded. <>> pick cabbage Although Uarthain would surely say "Help yourselves!", you'd rather just eat the food they offer you. The cabbages aren't fully grown, either. Your squire is doing some pull-ups. <>> search patch Ever on the hunt for extraordinary discoveries, you investigate Uarthain's cabbage patch. Pity... nothing exceptional is to be found. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. <>> n It won't advance your adventure to roam every foot of Cobblecork Farm. Squitch comes to the cabbage field from the farmyard, Flutchie following. <>> pull weeds You've already extirpated all weeds that were worthy of attention. <>> l <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. Squitch is here, contributing significant levels of energy to the neighborhood. Flutchie is here, tagging along with Squitch. Prince Quisborne the Feckless is sticking nearby. Squitch heads southwest into the woods, accompanied by Flutchie. <>> x wood Which wood do you mean, the longer wood strip, or the woods? < distinguish >> woods Even out here, the woods appear to be very well-tended and roomy. Quisborne is filling your ears with his sundry meditations. "There's something interesting about fruit: it's the only part of a plant that is just meant to be eaten. I mean, beans, nuts and grains are all just different types of seeds, and of course seeds have a huge purpose besides being eaten. And then vegetables are either leaves, stalks, or roots, which all have definite roles in helping the plant live. Flowers aren't eaten much, but they also attract the bees and stuff. Fruit seems like the only thing that's just meant to be eaten." <>> x wood strip It's a simple stick of wood, sawn from the edge of a board. It looks like maple wood, and is broken off to about the length of your outstretched arm. <>> * && Why is it called "longer wood strip" in the disambiguation request? Were there shorter ones to pick in the construction site too? Comment recorded. <>> l <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. The ubiquitous prince is here. <>> e It won't advance your adventure to roam every foot of Cobblecork Farm. The prince gestures to the burlap sack. "I won't hide it, sir... carrying this thing around all the time is pretty harsh on my back. Not that I'm complaining! Just observing." <>> w <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Squitch is lurking around, prepared to find an adventure in just about anything around him. Flutchie is sticking close by his brother. The Dwindeldornian heir is here. Flutchie wants to know why "the moon is broken." <>> x syrup trees Several giant elms shelter the house, and the wood composed mostly of syrup trees comes up near to the farmyard on the south. Squitch goes inside the house, followed by Flutchie. <>> climb tree You climb up into a tree. Uarthain comes out of the barn. <>> d Right then, you’re no longer in the treetop. Uarthain bustles about the farmyard. <>> tie vines to tree Using a hitch knot, you tie off the vines to the large trees of Cobblecork. <>> untie vines Done. Uarthain goes off to the cabbage patches. <>> n Passing by the barn, you go down the hill to the small tree-lined creek. There's an excellent shaded swimming hole here, which the boys have heretofore been proud to show you, and over which Uarthain has hung a rope swing from a tree for his youngsters. All work and no play makes Quisborne... well, probably better off than he was before. But anyway, you strip down to some short breeches, and bid your young companion to do the same. Quisborne "Hurrah!"s in admiration as you execute a twisting somersault off of the rope swing into the water, but does not "Hurrah!" when he takes his turn jumping off the homemade launch platform and loses his grip on the rope before reaching the water. You are impressed that the erstwhile over-indulged prince keeps a pretty good face on while you pick some thorns and small pieces of gravel out of his superficies; the boy even wants to keep swimming. After a refreshing bathe, you both reattire and make your way back to the farmyard. <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. You see some vines here. Your companion, the Prince of Dwindeldorn, is here with you. Squitch comes into the farmyard from the house, with Flutchie behind him. <>> fill bucket You don't see any bucket in view. <>> ne <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Prince Q is in the barn with you. The milk cow stands there, lost in deep bovine thoughts. The king-to-be chuckles to himself about your awkward meeting with Sylverleigh. "It's never going to get old!" he says. <>> look in bucket You see nothing unusual in the wooden bucket. <>> get bucket You take the wooden bucket. <>> get jack The jack has seen use since you and Quisborne have arrived, but there's no need of it at the moment. The milk cow disperses a cloud of flies with a swish of her tail. <>> sw <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. You see some vines here. Squitch is nearby, exuding the exuberance typical of his age. Flutchie is here, because Squitch is. Your "squire" is in tow. <>> fill bucket What do you want to fill it with? < object >> water You fill the wooden bucket with water from the pump. Uarthain returns from the cabbage fields. Squitch dashes down the lane, Flutchie racing after him. <>> ask uarthain about bucket Somehow the conversation digresses before your question is answered. Squitch comes up the lane from the south, with Flutchie behind him. <>> ask uarthain about cow "She's a good cow. I let the boys name her, 'n so she's stuck with bein' Milkey for time's duration. " Talyarna comes out the door of the house, carrying the baby. Flutchie is loudly shrieking for the sheer joy of life. <>> * && This farm is alive! I love it. Comment recorded. <>> ask flutchie about brother What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. Talyarna is pumping water into her bucket. "Squitchelthain! I advocate you amend your wayward behaviors, son, or you'll be visited with repercussions abrup'ly." (Uarthain speaking.) <>> ask flutchie about squitchie What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. Flutchie and Squitch are contributing significant levels of energy to the neighborhood. <>> s Before leaving, you put the wooden bucket back where it belongs. <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The young sprig of royalty is here with you as always. The king's son rests for a moment on the log. <>> * && Aw... I wanted to see if I could overfill the cauldron. Comment recorded. <>> nw If you're going to venture onto Cobblecork Farm you could at least take the lane north, rather than skulking through their woods. <>> * && Just admiring the syrup trees Comment recorded. <>> cut syrup tree (with the axe) You decide you like these trees better alive and standing. <>> cut syrup tree with knife That seems pretty pointless. <>> * && The point is getting syrup to sweeten the mint tea! Comment recorded. <>> lick syrup tree You know they're syrup trees, but that doesn't mean that sweet sap is just running down every trunk. <>> * && Which is why I wanted to cut a little nick in one. Comment recorded. <>> l <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The young sprig of royalty is here with you as always, with sack slung over his shoulder. <>> * && What's this Yew Hall? It sounds official, a meeting place built of the wood of the yew tree, where justice is spoken and town gatherings held. The yew tree is apparently names "Venijnboom" in Dutch. Literally "Poison tree", after the poisonous Comment recorded. <>> * && but, as in so many cases, also medicinal components in its sap and wood. Works strongly on the heart, causing arhythmia in large doses. Comment recorded. <>> x yew hall Yew Hall is but one of many lordly estates spread all throughout Dwindeldorn. The prince has found another burrow to inspect. <>> s There is no direct approach to Yew Hall from here... but we can't think of a reason you'd need to go there. <>> e You traverse the fruit-filled country, pass through Chiveldrelm, and come to Castle Row... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Prince Quisborne is following you wherever you go. <>> x small building project "Small building project" could either be something as yet unknown to you or else a phrasing unknown to us. <>> w You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... Along the way, evening came and you both camped for the night. <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your squire is hanging around. The Dwindeldornian heir sits on the log for a spell, and presently rises again. <>> w If you're going to venture onto Cobblecork Farm you could at least take the lane north, rather than skulking through their woods. <>> ne As you travel farther to the north, there is a gradual change in the feel of the land. The cottages and farms look poorer, and the castles and manors look grimmer, but also more powerful, as if enjoying their plenty at the expense of the other's want. The people you pass reflect this same impression... the less fortunate seem dispirited and downtrodden while the favored seem avaricious and unjust. The journey by and by leads you to one of the prominent towns of the northwestern shires... <> Wrottingham town <> Wrottingham town is a somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Most of the buildings are constructed of dark gray stone, and evidence little attempt towards decoration or cheer; the streets are drab and dirty. Wrottingham Jail dominates the center of town, being the largest such facility for locking up lawbreakers in the realm. This outlying part of the country, here and east to the big river, is marked with notoriety for the general avarice and corruption of its lords, and the scant regard they show for the rules and regulations of the crown. The common people under them are exploited and repressed in a way not characteristic of elsewhere in the country, but given the region's remoteness from Darchingcrast and the chronic weakness of the monarchs, the renegade lords have little worry of being held to account. You are at the conjunction of four roads, each of which travel away from the town after having traversed it. These roads go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. The youth comes along. "Well!" declares the prince, with a pitying look. "This is a sad-looking place!" <>> x buildings The dreary and stark buildings of Wrottingham do not show promise of playing a role in your adventure. <>> * && What a contrast with the cheery chaos and playful architecture of Chedderwicket! Comment recorded. <>> x jail Wrottingham Jail looms to the northeast of you, seeming to infect the town with its melancholy aspect. It is quite a large complex of walls and buildings, all of the same ugly gray stone, untempered by the presence of any contrasting materials or colors. Barred, glassless windows fret the expansive wall surfaces and gates of criss-crossing iron shut in the main yard. As this part of the land is ruled mostly by lords and nobles who are anything but noble, it must sadly be said that many who deserve to be put in the jail are not, while many who inhabit the cells have done no wrong save not being able to produce enough chattels to satisfy the greedy whims of those in power. <>> ne You can't get in the jail. <>> commit crime This is one of those times where we may not have covered the verb you're trying to use... <>> murder, steal, rape and jaywalk "Steal" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && Just looking if I would get locked up. Perhaps there's a yet unknown friend among the unjustly incarcerated. We could break him out and ask help with the mint tea. Comment recorded. <>> read utterance Your sidekick reads a passage from the words of the 'Unfoolyshe': "Much joy may be lost, from having too much of everything." Some lavishly-dressed lords ride by on dandied-up horses, laughing raucously amongst themselves. <>> l <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. PQ is sticking about in your general vicinity. Prince Quisborne seems more listless in these gloomy surroundings. The dreariness of the town seems to seep into you. <>> x jail Wrottingham Jail looms to the northeast of you, seeming to infect the town with its melancholy aspect. It is quite a large complex of walls and buildings, all of the same ugly gray stone, untempered by the presence of any contrasting materials or colors. Barred, glassless windows fret the expansive wall surfaces and gates of criss-crossing iron shut in the main yard. As this part of the land is ruled mostly by lords and nobles who are anything but noble, it must sadly be said that many who deserve to be put in the jail are not, while many who inhabit the cells have done no wrong save not being able to produce enough chattels to satisfy the greedy whims of those in power. <>> climb jail How effective would prison be if one could simply scale its walls? The lad seems anxious to move on from this place. A cage-wagon rolls drearily by, bearing towards the jail an unfortunate who probably merely failed to produce enough tax money, or shot a pheasant that a lord decided was "his." <>> x windows There will be no need to reference the features and components of Wrottingham Jail. <>> * && I miss the polite yet distanced plural. "We ascertain you that there will be no need to reference the features..." Comment recorded. <>> z Time passes... <>> z Time passes... The youth is more silent than usual. <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> * && Everybody's cowering in their homes? Comment recorded. <>> z Time passes... Prince Quisborne looks genuinely moved as he watches yet another cage-wagon rolling into the jailyard. A still-young wife and two children run screaming after the wagon, but are stopped at the gate by the guard, who roughly turns them away, saying that they "carn't see d' prid'ner." <>> z Time passes... <>> z Time passes... A young woman slowly goes by, looking dejected. <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> z Time passes... The young figurehead seems sobered by the poor conditions around him. <>> z Time passes... <>> z Time passes... Prince Quisborne seems more listless in these gloomy surroundings. <>> l <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. Nearby, Quiz is ambling around. <>> w The west road from Wrottingham leads through the country, bearing a little to the south as you go. The borders of Spurnwharking are never more than a mile or two off to your right hand, and sometimes the road passes within a furlong of the first great trees. The journey is of a fair length, and by the time you arrive at a remote village, you mark that the country again has a peaceful and untroubled atmosphere like that of central Dwindeldorn, in contrast to the regions surrounding the large towns of Wrottingham and Exfraith... <> Village of Sprokemabble <> This is Sprokemabble, a village in some ways typical of the realm of Dwindeldorn, and in other ways unique. Typical, in that planned or organized districts are all but unheard of, and one may find houses, shops, and public buildings freely interspersed upon crooked, rambling streets. Goats, pigs, small children and other like creatures have rather free rein about the village and its surrounding swards. Unique in this respect at least, that the majority of its structures have each their own windmill built into the roof. As the town is situated in such a spot that, for most of the year, there is a breeze more often than not, the inhabitants enjoy many amenities in their homes that are powered by these windmills. Sprokemabble is a sort of "dead end" village, where the only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Your sidekick is present as ever, sack in tow. Windmills spin and creak. <>> * && Is this where the Merry Men live? And Lady Marion? And that guy with the hood over his eyes? Comment recorded. <>> x buildings bakery: The bakery looks much like a quaint little house, set apart from the street by a grassy little yard. It's not hard to imagine how the baker could benefit from the windmill power, with all the mixing and kneading involved in his craft. In the yard a swinging sign hangs from a weathered post, reading: Broken waggon Wheele? We caun't help with thatt! We make Bread! == Gafflam's Bakerye and All Thynges Baked == The Inn of the Three Braying Asses: The village inn is one of the largest buildings in town and is titled "The Inn of the Three Braying Asses." A few donkey-shaped figures frolic on the woodwork over the front door. In keeping with the character of the village, the inn has a modest-sized windmill rising out of the roof. Tall, purple lilac hedges give it a warm and inviting appearance. curiosity shop: The curiosity shop is titled 'TROPPFLART AND SKEERGWYER'S DRY GOODES AND CURIOSITYES', and stands next to the village inn on the south side of the street. It is one of the few buildings in the village which does not feature an integrated windmill, and has a little bit of a dingy, deteriorating look. It's southwest of you. The king-to-be reads a random selection from the book of utterances: "He who reigns himself and rules his passions, desires, and fears is more than a king." A couple of small pigs tear squealing by, chased by a couple of youngsters with a net. <>> * && X BUILDINGS -> perhaps a more general description, pointing the player to examine the notable buildings separately? Comment recorded. <>> x bakery The bakery looks much like a quaint little house, set apart from the street by a grassy little yard. It's not hard to imagine how the baker could benefit from the windmill power, with all the mixing and kneading involved in his craft. In the yard a swinging sign hangs from a weathered post, reading: Broken waggon Wheele? We caun't help with thatt! We make Bread! == Gafflam's Bakerye and All Thynges Baked == <>> enter bakery You and PQ stroll into the bakery. There, you strike up some chat with Gafflam the baker, but he can't help you with unraveling the secrets of the Fastness. However, he has a good time chatting with you, and offers you and the prince a free sample of one of his fresh-baked loaves. The prince, still not wholly reconciled to living off of crude and meager fare, experiences gratefulness anew for being the recipient of another's generosity. You both make a meal of the loaf, bid the baker a hearty farewell, and step out. <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Near by your side sticks the princeling, sack in tow. <>> s Entering the common room of The Inn of the Three Braying Asses, you can't help but overhear the stories the folk are telling about dubious kings of their country's past. The current story concerns when King Berengorm the Implacable invited a well-known merry man named Ulcarni to come to the castle and perform a roast. Fearful of the king's reputation, Ulcarni graciously declined. Berengorm had the man snuffed out for failing to come. Next he called on Fulgart, another well-known laugh-maker, to come and perform the roast. Fearful of disobeying the king, Fulgart came. But after the "roast", Berengorm had him neutralized for speaking nothing but praise and flattery. Finally, the king tried one more roast with a third man, Gillifegs. Fearful, period, Gillifegs came and performed as good-natured of a roast on the king as he could. But King Berengorm could not stand being made fun of, and got his feelings hurt exceedingly, and so executed the compliant Gillifegs. After that, the king didn't feel like putting on any more roasts, and his inequitable bent flowed down a less murderous course for some time to come. Refreshed, you depart from the inn. <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Quisborne is present and accounted for. Patrons go in and out of The Three Braying Asses. <>> sw <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves laden with common supplies are thickly packed into the width of a building which is none too wide for its purpose. Tall wooden hutches, similarly laden, line most of the walls, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and the little plaster that shows through the furnishings and the almost-black woodwork is a dirty, dark turquoise. A few tall but narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. An old man stands behind the counter, waiting to make his next gains. You might rightly suppose him to be either Troppflart or Skeergwyer. Near by your side sticks the incumbent to the throne, bearing the sack. The shopkeeper addresses you. "If you're interested in trading for any of my wares, here's how it goes: ask me for what you want, then show me what you're willing to trade, then hand it over if we've got a deal. Hard coin only for the dry goods." <>> * && Hmmm... Did I give the candy to one of Uarthain's boys? Comment recorded. <>> l <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next profit. Your protegé is here. <>> x hutches The tall wooden hutches themselves are not of significant interest. They are housing a wide array of curiosities, antiques, and knickknacks that the shopkeeper has out for sale... anything from dragon's teeth to detailed models of ships and castles. Quisborne waits for you to finish your business. <>> * && I have some things that might interest Troppflart (or Skeergwyer). A bottled ship, a snake skin, a stag's head, an iron bar... Comment recorded. <>> * && I'm checking my inventory now, and apparently I'm carrying "water". I venture this is because I filled the bucket at Uarthain's pump. When the game made me put back the bucket, it let me hold on to the water. Neat! Comment recorded. <>> x water You have there a quantity of water gotten from the pump. <>> * && Freefloating in the burlap sack! Comment recorded. <>> drink water The water from the pump is very good. The Dwindeldornian heir peruses the aisles. <>> undo Taking back one turn: “drink water”. <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next sale. Quisborne is present as ever. <>> * && Can I use this water to dampen the litter under the honey-tree? Comment recorded. <>> * && That would be a mighty helpful bug. Comment recorded. <>> * && I'll try it now. Comment recorded. <>> travel to kinterole <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Your "squire" is in tow. "I had never even been inside a store before!" comments your sidekick. "You know... because we never had to buy things. I think it would've been fun to look forward to going to the store to get stuff. I've had too much of everything," he finishes with a sigh. <>> ct You walk out of Sprokemabble, and traverse the country mostly east and a little north till arriving at Wrottingham... (You passed the night en route...) <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. The youth tags along. <>> g You depart from Wrottingham via the south road. This road follows near to the course of the Ribbleskinder River, traversing the northern shires and reentering central Dwindeldorn... <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see a modest-sized building project underway at Baultshiffle Castle. The young figurehead is following you as ever. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your companion, the incumbent to the throne, is here with you. A grasshopper makes a leap, and then disappears into the grass. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Your companion tags along. <>> g Passing the junction of the Chelderfaulk Road, you continue on until you come to the entrance of Forthlong Hall... (Another night passed...) <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The princeling is here. <>> g You make the trip down to Kinterole, passing through the grounds of Uxpelcraith Hall, Orterleigh Manor, and the town of Crumblegate, as well as a good deal of country in between... <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. PQ is present and accounted for. <>> n <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. Your ostensible squire is sticking nearby, with sack slung over his shoulder. Prince Quisborne can't walk by the bee tree without coveting the honey that must be up there. <>> x litter There's a bunch of forest litter that has accumulated in the base of the tree. Sticks, bark, chunks of rotting wood that have fallen off the inside of the trunk as it deteriorates... There's also some ash and charring from the litter having been set afire. The sky is flecked with clouds. <>> save Saved. <>> pour water on litter You pour the pump water on the charred forest litter, which will consequently be wet for awhile. Your ostensible squire continues to improve his pushup abilities. <>> light litter What do you want to light it with? < object >> ember You'll need to find a way to light the embers in your box before you can light anything else with them. Your young pal makes a blade of grass screech between his thumbs. <>> * && Crap! Did I put my embers in the cooking pot too? Comment recorded. <>> travel to brinekettle <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Bloodthirsty Vermin are playing the Snide Pilgrims. The grandstands quiver with the liveliness of the seated crowd. Nearby, the young figurehead is ambling around, sack in tow. <>> ct <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The boy is here with you as always, sack in tow. <>> g <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. Your "squire" is in tow. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Nearby, the future king of Dwindeldorn is ambling around. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Baultshiffle Castle. The young figurehead is here. A gnat pesters you for a moment and then disappears. <>> g You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... (There was another overnight camp...) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Near by your side sticks the feckless prince. <>> g This time you travel through "the Rumpled Napkins" in a southwestern direction, and by and by reach the precincts of Brinekettle village... <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The Prince of Dwindeldorn is sticking nearby. The townsfolk are listening to Fiddle-faddle and Poppycock as they sing 'I Had It Better in the Womb'. <>> light embers with fire You relight the coals in your ember box with the fire. The heir to the throne of Dwindeldorn marks time. Laughter rings out from all quarters of the gala. <>> travel to kinterole You go northeast through the Rumpled Napkin country, and after many ups and downs, arrive in the vicinity of Yew Hall and Cobblecork Farm... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The feckless heir is hanging around. <>> g You traverse the fruit-filled country, pass through Chiveldrelm, and come to Castle Row... (You both camped for the night.) <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Oscalbroyne Castle. The youth tags along, carrying the sack. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Prince Quisborne is here with you as always, sack in tow. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The ubiquitous prince is here. <>> g Passing the junction of the Chelderfaulk Road, you continue on until you come to the entrance of Forthlong Hall... <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Quisborne the Feckless is present as ever. <>> g You make the trip down to Kinterole, passing through the grounds of Uxpelcraith Hall, Orterleigh Manor, and the town of Crumblegate, as well as a good deal of country in between... You found a suitable place to make camp for the night during the travel. <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Your companion, the young sprig of royalty, is here with you. The sun goes behind a cloud, and then reappears. <>> n The horse track leads a few miles northward, and then peters out. The countryside is easy to continue traveling through... <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. Prince Quisborne is following you wherever you go. Prince Quisborne can't walk by the bee tree without coveting the honey that must be up there. <>> x litter There's a bunch of forest litter that has accumulated in the base of the tree. Sticks, bark, chunks of rotting wood that have fallen off the inside of the trunk as it deteriorates... There's also some ash and charring from the litter having been set afire. <>> light litter You light the litter in the base of the tree again, and it begins to blaze. Your squire plays around with some dandelion fuzz. <>> * && And of course the litter has completely dried by now... I was going to wait until it was only slightly damp, then light it. Comment recorded. <>> restore Restored. <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. Standing like a ghostly finger from the ground in the middle of the meadow is the sun-bleached remains of an old tree trunk. Myriads of buzzing bees are swarming around its top. The royal youth is hanging around. <>> travel to brinekettle <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Psychotic Bicuspids are playing the Roguish Oatcakes. The grandstands quiver with the liveliness of the seated crowd. Your squire is here with you as always. The referee is dealing with more technicalities involving the use of lassos. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Nearby, the feckless heir is ambling around. <>> g <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. The young figurehead is following you as always. The sun goes behind a cloud, and then reappears. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The incumbent to the throne is sticking nearby. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Baultshiffle Castle. The boy is hanging around. Shadows create pleasing contrasts across the landscape. <>> g You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... (There was another overnight camp...) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Prince Quiz is present and accounted for. <>> g This time you travel through "the Rumpled Napkins" in a southwestern direction, and by and by reach the precincts of Brinekettle village... <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The young figurehead is following you wherever you go. The townsfolk are listening to Off-Pitch Explosion as they sing 'I Love You Even Though You Ain't All That'. <>> light embers What do you want to light it with? < object >> fire You relight the coals in your ember box with the fire. Prince Q continues to improve his pushup abilities. <>> * && And now that I'm here... Comment recorded. <>> put all on fire burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. basket: You think that you might find better uses for the basket than committing it to the flames. canvas tarp: You think that you might find better uses for the canvas tarp than committing it to the flames. knife: You toss the knife into the fire. your ember box: You received this nice ember box, in fact, from your mother. Burning it up is one of the last things you would do to it. cattail: The cattail is consumed to nothing by the flames. whittled stag's head: The whittled stag's head is consumed to nothing by the flames. beet: You think that you might find better uses for the beet than committing it to the flames. broken mattock: You toss the broken mattock into the fire. wood strip: The wood strip is consumed to nothing by the flames. deflated ball: You think that you might find better uses for the deflated ball than committing it to the flames. bottled ship: You toss the bottled ship into the fire. snakeskin: The snakeskin is consumed to nothing by the flames. book of utterances: Even if you were inclined to abuse the book that was given to Quisborne as a gift, the prince would no doubt put up stiff resistance. fishing pole: You think that you might find better uses for the fishing pole than committing it to the flames. axe: It feels pointless to burn up a useful tool. sky lantern: You think that you might find better uses for the sky lantern than committing it to the flames. iron bar: You toss the iron bar into the fire. roll of privy paper: You think that you might find better uses for the roll of privy paper than committing it to the flames. flyer: The flyer is consumed to nothing by the flames. piece of chalk: You toss the piece of chalk into the fire. needle: You toss the needle into the fire. pumpkin: You think that you might find better uses for the pumpkin than committing it to the flames. quantity of water: You dump the quantity of water onto the fire, extinguishing it. The lad makes a blade of grass screech between his thumbs. <>> get knife You take the knife. <>> undo Taking back one turn: “get knife”. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The knife, the broken mattock, the bottled ship, an iron bar, the piece of chalk, and the needle are sitting in the fire remains. Your protegé tags along. <>> undo Taking back one turn: “put all on fire”. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The princeling is with you like a second shadow. <>> * && I can throw the mattock on the fire? But I need it to dig for worms! Comment recorded. <>> x embers There will be no occasion to refer directly to the pieces of charcoal in your ember box; provided they are lit, you can simply light things with your ember box. Quisborne is limericking again. "A lass and a lad by a mad dog did pass, And to guard her the lad stood in front of the lass. But his courage gave out And he turned round about, And got himself a bite in the elbow." "I couldn't think of any body parts that rhymed with "lass", so I just picked something arbitrarily," the prince remarks. There is a smattering of applause as Bow-legged Clem and the Hootin' Nannies finishes playing 'An Arm, a Leg, and a Firstborn Child Ain't Too Much to Ask'. <>> * && I wanted to put a glowing ember in the sky-lantern, where the candle would normally go. Comment recorded. <>> save Saved. <>> put water in cauldron (putting the quantity of water in the water) You pour the pump water into the water. One of the massive cider presses is being operated, and fresh brown cider is gushing out of the straw layers into the collecting pan. <>> get water In order to take any water, you need to put it in something or fill something with it. Your protegé makes a blade of grass screech between his thumbs. The sheaf-sitters clap with enthusiasm after a performance of 'I Miss You, When I Throw My Axe From Too Far Away' by Stunned by Sound. <>> undo Taking back one turn: “get water”. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. The Prince of Dwindeldorn is present as ever. <>> undo Taking back one turn: “put water in cauldron”. <> Cider-pressing festival, Brinekettle village <> You're at the Village of Brinekettle and Greater Chelderfaulkshire Yearly Apple and Pear Shindig and Gala. The village and inn are built around a central green, and the entirety of that green is filled with activity centered around the fruits of the pome family. If it is something that an apple or a pear can be converted into, it is sure to be found here being made. Cauldrons numbering in the dozens are set up everywhere, as well as four great cider presses and some crushing troughs. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. On a platform in the center of the green, local groups of musicians are playing their songs for the benefit of those engaged in the fruitcraft, as well as for many listeners seated around on sheaves of straw. Most of the cauldrons are occupied by Dwindlings making apple and pear butter, but one stands unappropriated. Near by your side sticks PQ. <>> * && I'm not letting go of my portable water! Comment recorded. <>> slide cauldron The lad slides the cauldron on its trolley till it is hanging over the fire. <>> g Grabbing the chain, the royal youth moves the heavy cauldron off of the fire. The sheaf-sitters clap with enthusiasm after a performance of 'The Farmer's Lament: My Ass Is Too Old and Sick to Work; Guess I'll Get the Horse' by Tonal Annihilation. <>> ne You go northeast through the Rumpled Napkin country, and after many ups and downs, arrive in the vicinity of Yew Hall and Cobblecork Farm... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your ostensible squire is here. The incumbent to the throne plays around with some dandelion fuzz. <>> ne The northeast road leads into the troubled northern shires, and through to Wrottingham town... (You both camped for the night.) <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. The princeling is here with you as always. <>> w You exit Wrottingham to the west, traveling in that direction and bearing a little south till reaching the peaceful village of Sprokemabble... <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Nearby, Quiz is ambling around. <>> sw <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next gains. The Dwindeldornian prince comes along. <>> x barrels Most of the shop is filled with shelves, hutches, and barrels of goods, separated by narrow aisles. These in turn are filled with all the ordinary fare: fabrics, foodstuffs, nails and hardware, salt, turpentine... Your protegé peruses the aisles. <>> x hanging things Suspended from the ceiling are such things as strings of dried apples, bunches of herbs, tools and implements that have been hoisted to save floor space. <>> x windows Three tall and narrow windows are set in the front wall, letting some muted light through the smudgy glass. <>> clean windows with tarp Using the canvas tarp, you might have made the front windows marginally cleaner. The shopkeeper drums his fingers together. <>> l <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next profit. Prince Quiz is here with you as always. Prince Quisborne tries to make conversation with the shopkeeper. "So, Master Shopkeeper, how's business?" The proprietor only glowers at the "penniless" lad, and says "Humbug! It ain't apparently going to be gettin' any better on account of you bein' here!" <>> x counter The counter is a heavy barricade of dark and aged woodwork, with its overhanging edges carved in a manner not very tasteful. A glass-fronted display case sits on the counter. <>> x display case The case is made of molded wood, its side panels and front doors inset with glass. On display in the case are a pyramidal block of metal, a bamboo whistle, and a meerschaum pipe. "I guess," the prince says aside to you, "if we want to trade for something, we don't have to decide about it right away. We have so much yet to do... we may not realize we want something till later on, hey?" <>> save Saved. <>> x trader "Trader" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x shopkeeper The proprietor is a bent and elderly man, with something of the look of an avaricious old skinflint. He stands behind his counter, waiting to make his next profit. The proprietor does a little dusting near the front counter. <>> talk to him The shopkeeper gives you his attention. <>> ask about pyramid "That there is called Osmoy's metal. On account of some fellow named Osmoy discovered it. Nobody's ever found a substance that was heavier for its size than that right there." <>> * && Supremely heavy/dense metal... Comment recorded. <>> * && "resists attack by all acids", according to Wikipedia. Comment recorded. <>> ask trader about whistle "Trader" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> ask shopkeeper about whistle "It came from the bamboo forests of the Southeastern Isles... It may look simple, but I'm pretty attached to it. I don't want to let it go for nothing." The boy wanders around, looking at the shop's goods. <>> ask shopkeeper about himself "The name's Skeergwyer. I'm mostly interested in whether you'd like to do business." <>> ask shopkeeper about shop The shopkeeper tells you riveting tales about his front door. Dwindeldorn's future king waits around. <>> ask shopkeeper about shop The shopkeeper tells you riveting tales about his front door. <>> ask shopkeeper about pipe "That's a fine meerschaum there. Note the rich colors produced from its age and usage." <>> ask shopkeeper about curiosities "Well, there they are," he says, gesturing to the wall behind him and also the case on the counter. Can I interest you in anything?" <>> buy pyramid That isn't an action you need to be concerned about right now. Also note that your quest is a purposefully moneyless one. <>> trade pyramid You may be trying to use a verb that we weren't instructed how to handle... <>> get pyramid As you approach the display case, the proprietor hovers protectively over it with a little *ahem*, seeming to indicate that you do the looking and he does the touching. <>> show bottled ship to shopkeeper The shopkeeper takes a look at the bottled ship you've got. "That looks interesting," he says, "but I can't make any assessment of values until I know what it is you want." The young sprig of royalty shares with you the knowledge that monkeys are known to crush millipedes and rub them on their backs for a mosquito repellent. <>> ask shopkeeper for pyramid "Interested in the block of Osmoy's metal, eh? Well, let's talk business. Show me what you're willing to trade for it." <>> show bottled ship to shopkeeper The shopkeeper takes a look at the bottled ship you've got. "I'd consider taking that for a trade," he says, "but I'll need something else thrown in to boot. Have to make a profit, you know, or it's not worth my time. What else have you got?" The Dwindeldornian heir shuffles around nearby. <>> show snake skin (to Skeergwyer) The shopkeeper takes a look at the snakeskin you've got. "Well now, I guess I'll take that. Give me that along with the bottled ship, and I'll trade you the block of Osmoy's metal." <>> ask shopkeeper for pipe The proprietor of the shop looks mildly peeved. "Last I checked, you were asking for the block of Osmoy's metal," he says. "Do you want that or not?" <>> no "Okay, it's the meerschaum pipe, then," he says. Hand over the items I mentioned and we'll have a deal. <>> no There's no context currently for a yes or no answer. (And sometimes rhetorical questions are employed...) <>> decline deal This is one of those times where we may not have covered the verb you're trying to use... <>> haggle You may be trying to use a verb that we weren't instructed how to handle... <>> restore Restored. <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next sale. The prince is present as ever, bearing the sack. <>> * && resetting to before the trade began. I'll take Quis' advice and hold off on any purchases for now. Comment recorded. <>> l <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next gains. The youth is sticking about in your general vicinity. The proprietor shuffles a bit behind the counter. <>> x ceiling The wavy old hewn beams are black with both age and grime. <>> ne <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Your squire is present as ever. <>> n You traverse the modest and windmill-fraught village of Sprokemabble and find yourself on the northern edge of town... <> Near a vacant windmill-house <> Here, you're on a quiet lane on the very outskirts of Sprokemabble village, a bit downhill from the town and bordering on the surrounding woods and fields. The lane makes a tight curve here, going both south and southwest back up into town. A shuttered house sits to the north of the lane, boasting a rooftop windmill as most other houses in the village do. By all appearances the house has been vacant for some time. A small track of packed earth leads northeast around the house between some tall bushes. Your companion, the prince, is here with you. <>> * && Some trouble visualising these paths. Comment recorded. <>> sw The lane curves back into the western end of Sprokemabble, and you follow it to the main street by the village inn... <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. The future ruler of the land is sticking nearby. <>> ne Passing through the streets in Sprokemabble's eastern half, you come around to a lane on the north edge of town... <> Near a vacant windmill-house <> On a quiet lane bordering the woods and fields skirting the village, a vacant house sits to the north. A small track of packed earth leads northeast around the house between some tall bushes. The lane makes a tight curve here, going both south and southwest back up into town. A shuttered house sits to the north of the lane, boasting a rooftop windmill as most other houses in the village do. A small track of packed earth leads northeast around the house between some tall bushes. The future monarch of Dwindeldorn tags along. Your ostensible squire makes a blade of grass screech between his thumbs. <>> * && Okay. Giving the impression of winding lanes through the village. I like it. Comment recorded. <>> x house The windmill-topped house has a cheery aspect, albeit some unruly vegetation and a leaf-covered stoop suggest that it is not currently inhabited. It is rather squat in dimensions, with a tall roof of intersecting gables, and windows looking out the garret level as well as the lower. The house is built of cob, and the walls taper in slightly as they rise. Also the corners of the building do not make sharp angles, but gently curve around to the adjoining side. The roof is of split-wood shingles with deep eaves, and the shutters on the front windows have been left mostly swung open in spite of the house being apparently untenanted. The windmill on the roof spins round and round. <>> look through windows You try peering through the windows, but they're pretty dusty both inside and out. It looks like a pretty empty room in there. <>> x windmill The windmill is a short, tapering tower supporting four paddle-like blades on a spinning shaft. It's almost constantly in motion. <>> x walls These walls are also cob: packed earth interspersed with straw. The breeze is refreshing, and keeps a lot of windmills in the village moving. <>> knock on door ... There doesn't seem to be any answer: hopefully you weren't expecting one. "Gerbils and jellyfish!" balks the prince. "The birds have the whole world to poop on, and they have to poop on my head?!" <>> enter house (first opening the front door) <> Front room of a vacant house <> The primary room of the house is quite empty. One can only surmise why the house was left, or what became of the previous owners. It isn't likely to remain empty for long though... the folk of Dwindeldorn aren't ones to let perfectly serviceable things go to waste. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. Your "squire" is in tow. The windmill steadily makes noise. <>> x floor The floors are of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. Your companion shares with you the knowledge that monkeys are known to crush millipedes and rub them on their backs for a mosquito repellent. <>> x boards The floors are of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The muffled sound of the creaking windmill creates a steady but rather soothing background noise. <>> pull boards The house is vacant and a little dirty, but it's not deteriorated. The floors are firmly nailed down. <>> * && nice depth! Comment recorded. <>> find candy The piece of horehound candy cannot be located. <>> x stairway The staircase is also earthen, and unrailed. Along the back wall of the room, it goes upward to the west to the corner, where it turns south until it disappears above the ceiling. <>> u <> Garret of a vacant house <> The garret of this vacant house is a crude but spacious place, well lighted by windows in the gables. It is pervaded by the homey smells of old leather, aromatic wood, and dried foods. The roof frame, handsomely joined with bracing, is all exposed to view, and creates both ceiling and walls for the space. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. Over the main portion of the house there are gables at the north and south ends, and to the east there is more space that extends to a gable over the kitchen. This space may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and wrap around the corners where the perpendicular roofs intersect, to box in the room. Whoever dwelt here before did a thorough job of moving out... you don't see anything that was left behind. The staircase leads downward. Near by your side is your protegé. When the windmill moves, the noise is a bit louder here than elsewhere in the house. <>> x joinery "Joinery" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x bracing There's something comforting about being surrounded by so much sturdy, well- joined timber. The youth tromps around the room. <>> * && There is. Your love of woodcraft shines through. Comment recorded. <>> smell The garret is pervaded by the homey smells of old leather, aromatic wood, and dried foods. When the windmill moves (which is most of the time), the noise is a bit louder here than elsewhere in the house. <>> x rafters There's something comforting about being surrounded by so much sturdy, well- joined timber. <>> x gables You don't see any gables in view. <>> x floor The floors are of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. This floor makes up the ceilings of the lower rooms. When the windmill moves, the noise is a bit louder here than elsewhere in the house. <>> x kitchen "Kitchen" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> l <> Garret of a vacant house <> The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. Prince Quiz tags along. <>> * && Oh. The kitchen would have been downstairs and the eastern gable would be above it. Comment recorded. <>> n There's really nowhere to go from here but down. When the windmill moves (which is most of the time), the noise is a bit louder here than elsewhere in the house. <>> x northern gable The back window does its part to make the garret rather cheerier than otherwise. It’s closed. The boy has the misfortune to inhale yet another fly. <>> x southern gable The front window does its part to make the garret rather cheerier than otherwise. It’s closed. <>> open back window You open the back window. When the windmill moves, the noise is a bit louder here than elsewhere in the house. <>> open front window You open the front window. The royal youth snoops around. <>> x eastern gable The east window does its part to make the garret rather cheerier than otherwise. It’s closed. <>> open east window You open the east window. Quisborne the Feckless knocks on some planks. <>> x bedroom You don't see any bedroom in view. <>> l <> Garret of a vacant house <> The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. The young sprig of royalty is here. Prince Quisborne the Feckless does some squats with the sack on his shoulders. <>> x planks The walls of horizontal planks are only about three feet tall, dropping straight down from the sloping ceiling that is the roof, but they do much to give this eastern portion of the garret the feeling of a room, by hiding the tight and unusable spaces, and allowing for placing low furniture, such as beds, right up against the wall. They also come around the corner into the main area and extend to the front and back of the house. The western side of the garret has no such walls and the rafters come down at an angle all the way to the floors. <>> look behind planks Scrutinizing the walls, they all appear to be sound and ordinary. <>> knock on planks The sound is hollow, due to there being closed off space behind there. <>> open planks The wall planks surely don't seem openable. The Dwindeldornian prince reads a passage from "The Utterances of Ubzugajir the Unfoolish": "Who never his bread in sorrow ate – Who never the mournful midnight hours Weeping upon his bed hath sate – He knows you not, ye heavenly Powers." <>> pull planks You try to pull on a plank, but can't get much of a grip. <>> pry planks with knife "Planks with knife" could either be something as yet unknown to you or else a phrasing unknown to us. <>> pry planks The wall planks do not seem to be of a peelable nature. When the windmill moves, the noise is a bit louder here than elsewhere in the house. <>> cut planks with axe Just because the house may not have an owner is no grounds for senselessly destroying it. It will surely come into use again. <>> * && The space behind the planks is a tempting secret spot for finding stuff the previous owners hid away. Comment recorded. <>> l <> Garret of a vacant house <> The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. Your companion, the Dwindeldornian prince, is here with you, bearing the sack. <>> x boarded-up area "Boarded-up" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x area The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. Nearby, the young figurehead is pacing around. <>> x shafts At a place where the rooflines intersect, there is a boarded-up cubicle that boxes in the shafts and ropes that connect the windmill to usage points in the house. Your ostensible squire tromps around the room. <>> * && And where would these usage points be located? Comment recorded. <>> expose shaft You may be trying to use a verb that we weren't instructed how to handle... <>> x ceiling There's something comforting about being surrounded by so much sturdy, well- joined timber. <>> * && Hmmm... I can't imagine there's nothing to do or find here... Comment recorded. <>> * && Maybe I can climb the cob walls on the outside to get to the windmill? Comment recorded. <>> l <> Garret of a vacant house <> The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. The ubiquitous prince is here. <>> pull planks You try to pull on a plank, but can't get much of a grip. <>> pull boards You try to pull on a plank, but can't get much of a grip. <>> d <> Front room of a vacant house <> The primary room of the house is quite empty. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. Prince Quisborne the Feckless tags along. <>> * && Oh! I didn't see the open doors at first. Comment recorded. <>> n <> Back chamber of a vacant house <> This chamber looks like the master sleeping quarters. A large bed frame is built in place... four thick, lathe-turned posts support a canopy top, but all of the curtains and bedding have been removed. The ceiling features a device that takes advantage of the readily-available windmill power: it looks rather like a small windmill itself, but aims down at the ground, instead of standing up. In this room the cob walls have been coated with a thin layer of smooth plaster, and then covered with rolls of paper with inked designs stamped on them. There's one window looking out north to the backyard, and the solitary exit is to the south. Running through holes in the ceiling, and dangling alongside the head of the bed are two ropes, a longer and a shorter one. Quisborne is here with you as always. <>> * && A fan for hot summer nights! Comment recorded. <>> x fan Some folk say that Sprokemabblians got soft by mechanizing too many things with their windmills. Be it as it may, this is a common household feature in the "Windmill Village." During the hot months the sleepers would have enjoyed the comfort of a continuous current of air being fanned down on them. There are four long wooden blades planed thin and sawn with serrated edges. The fan is currently still. Dwindeldorn's future king tromps around the room. <>> rotate fan You reach and give the fan blades a spin. In a moment they come back to rest. <>> * && Pulling the cords connects and disconnects the fan to and from the central drive shaft? Comment recorded. <>> x ropes (the shorter rope) The rope dangles from the ceiling, close to the wall and beside the bed, and ends at about eye level from the floor. Its end is tied in a knot, and the tail of the knot has been unraveled into a tassel which is dyed green. <>> x long rope The rope dangles from the ceiling, close to the wall and beside the bed, and ends at about eye level from the floor. Its end is tied in a knot, and the tail of the knot has been unraveled into a tassel which is dyed red. Prince Q pulls the shorter rope, turning the ceiling-mounted fan on. "What a neat gadget!" the prince says. "Even at the castle we hardly have anything that's run by mechanical power." He proceeds to turn the fan off again. <>> * && "long rope" has the exact same description as the short one. It's probably the same object? Comment recorded. <>> x tassel (the shorter rope) The rope dangles from the ceiling, close to the wall and beside the bed, and ends at about eye level from the floor. Its end is tied in a knot, and the tail of the knot has been unraveled into a tassel which is dyed green. <>> * && I wanted to cut the unraveled tassel to give to Granny as fiber. Comment recorded. <>> pull rope (the shorter rope) As you pull down on the shorter rope it grows longer, and the other rope grows shorter. You feel something engaging above the ceiling, and the fan mounted on the ceiling begins to spin. A fluttering sound is coming from somewhere in the room. <>> listen The ceiling fan makes a gentle whirring sound. A fluttering sound is coming from somewhere in the room. <>> l <> Back chamber of a vacant house <> This chamber looks like the master sleeping quarters. A large bed frame is built in place... four thick, lathe-turned posts support a canopy top, but all of the curtains and bedding have been removed. The ceiling features a device that takes advantage of the readily-available windmill power: it looks rather like a small windmill itself, but aims down at the ground, instead of standing up. In this room the cob walls have been coated with a thin layer of smooth plaster, and then covered with rolls of paper with inked designs stamped on them. There's one window looking out north to the backyard, and the solitary exit is to the south. Running through holes in the ceiling, and dangling alongside the head of the bed are two ropes, a longer and a shorter one. The ceiling-mounted fan is spinning with rapid motion. The princeling is present and accounted for. A fluttering sound is coming from somewhere in the room. <>> * && fluttering... Comment recorded. <>> listen to fluttering It is coming from somewhere in the room. <>> x frame Divested of everything soft and colorful, the bed frame is mostly just a sad skeleton. Quisborne the Feckless snoops around. A fluttering sound is coming from somewhere in the room. <>> look under bed Nothing telltale turns up upon inspection of the bed. A fluttering sound is coming from somewhere in the room. <>> x window The window, like others in the house, shows the depth of the walls. It looks out behind the house. A fluttering sound is coming from somewhere in the room. <>> turn off fan As you pull down on the shorter rope it grows longer, and the other rope grows shorter. You feel something disengage above the ceiling, and the spinning fan comes to a stop. The fluttering noise ceases as the fan stops. <>> pull rope (the shorter rope) As you pull down on the shorter rope it grows longer, and the other rope grows shorter. You feel something engaging above the ceiling, and the fan mounted on the ceiling begins to spin. A fluttering sound is coming from somewhere in the room. <>> l <> Back chamber of a vacant house <> This chamber looks like the master sleeping quarters. A large bed frame is built in place... four thick, lathe-turned posts support a canopy top, but all of the curtains and bedding have been removed. The ceiling features a device that takes advantage of the readily-available windmill power: it looks rather like a small windmill itself, but aims down at the ground, instead of standing up. In this room the cob walls have been coated with a thin layer of smooth plaster, and then covered with rolls of paper with inked designs stamped on them. There's one window looking out north to the backyard, and the solitary exit is to the south. Running through holes in the ceiling, and dangling alongside the head of the bed are two ropes, a longer and a shorter one. The ceiling-mounted fan is spinning with rapid motion. The future ruler of the land is sticking nearby, sack in tow. A fluttering sound is coming from somewhere in the room. <>> x rolls You don't see any rolls in view. <>> x paper (the roll of privy paper) For quite awhile now some enterprising papermakers have been producing a reasonably pliable and absorbent material that you, for one, are pretty enthusiastic about – it sure beats the old corncobs and moss. It's rather yellowish. They're calling it "Paper in the Forme of a Roll, to Be Emploied for the Pourposes of Thatt Which Doth Take Place in the Privye", but most just call it "privy paper." Your companion shifts the sack around. A fluttering sound is coming from somewhere in the room. <>> x wall paper The print is a mixture of bronzes and rust-oranges. It looks like the colors were blurred by hand after being applied with the stamp blocks. The paper has held up well... all the seams are still tight except for one small flap in a corner of the room, which is fluttering in the draft of the fan. <>> * && A bit difficult to refer to the wall paper. Comment recorded. <>> x flap Pulling back the loose flap of wallpaper, you discover that someone has written some words on the back side. The writing reads: "Synce I gott Frisgaeda's birthdaye Gyft so earlie, I'm hidynge it well so she doesn't fynde it in the Meantyme. Just in cayse I forgett six Monthes from now: I remoovd a Boarde at the Courner of the attick Walle while she was goune and fixd it back carefullie so it can slyde Northe to reveale the space behynde, which is where I lefft her Gyft." "Curious!" remarks the prince. A fluttering sound is coming from the loose flap of wallpaper. <>> pull rope (the shorter rope) As you pull down on the shorter rope it grows longer, and the other rope grows shorter. You feel something disengage above the ceiling, and the spinning fan comes to a stop. The fluttering noise ceases as the fan stops. <>> * && I knew it! Comment recorded. <>> l <> Back chamber of a vacant house <> This chamber looks like the master sleeping quarters. A large bed frame is built in place... four thick, lathe-turned posts support a canopy top, but all of the curtains and bedding have been removed. The ceiling features a device that takes advantage of the readily-available windmill power: it looks rather like a small windmill itself, but aims down at the ground, instead of standing up. In this room the cob walls have been coated with a thin layer of smooth plaster, and then covered with rolls of paper with inked designs stamped on them. There's one window looking out north to the backyard, and the solitary exit is to the south. Running through holes in the ceiling, and dangling alongside the head of the bed are two ropes, a longer and a shorter one. The Dwindeldornian heir is sticking about in your general vicinity. <>> open window This window seems to be stuck in position. <>> s <> Front room of a vacant house <> The primary room of the house is quite empty. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. Quiz is present as ever. Your young pal disburdens himself of the burlap sack for awhile. <>> u <> Garret of a vacant house <> The roof frame is all exposed to view, and creates both ceiling and walls for the garret of the house. The raw wood floor planks constitute the ceilings for the rooms below, and a boarded-up area probably houses some of the shafts and workings of the windmill. There are gables north, south and east. The eastern one may have served as a bedroom previously, for short horizontal plank walls running the length of the area close off the tight angle where the rafters meet the floor, and continue around the corners where the perpendicular roofs intersect, to box in the room. The staircase leads downward. Your companion, Prince Quisborne, is here with you. <>> x planks The walls of horizontal planks are only about three feet tall, dropping straight down from the sloping ceiling that is the roof, but they do much to give this eastern portion of the garret the feeling of a room, by hiding the tight and unusable spaces, and allowing for placing low furniture, such as beds, right up against the wall. They also come around the corner into the main area and extend to the front and back of the house. The western side of the garret has no such walls and the rafters come down at an angle all the way to the floors. <>> slide plank north Just as the writing on the wall said, a low plank at the corner slides over, in clever grooves, making an opening into the void behind the wall. "Ooo... intriguing!" says the boy. "I love secret hiding places!" <>> look behind plank Tucked in the dark void behind the wall is something made of fabric, all folded up. <>> get fabric You reach into the space behind the wall and pull out the folded article of fabric. Unfolding it, you find it to be a dainty little apron. "Poor Frisgaeda!" the prince exclaims. "It looks like she never got her birthday gift after all. Well, she'd rather us take it and maybe find a good use for it, than let it sit here and molder forever, right?" You think so too, so you take the apron along with you. When the windmill moves, the noise is a bit louder here than elsewhere in the house. *** Your score has just gone up by two points *** <>> x apron The article is a dainty lightweight apron, with a wide pocket all across the front. It is so thoroughly embroidered with colorful stitching that you can barely see the fabric any more. Prince Q is humming the tune to 'I Was Maid For You, But You Didn't Pay Me Well'. <>> x pocket (the apron pocket) The pocket runs most of the width of the apron's front, and is plenty deep for whatever the wearer might need to stash in it. When the windmill moves, the noise is a bit louder here than elsewhere in the house. <>> look in pocket (the apron pocket) You see nothing unusual in the apron pocket. <>> wear apron It's a young girl's apron. You don't need to wear it. <>> * && I'm very curious what use this apron will have. Comment recorded. <>> d <> Front room of a vacant house <> The primary room of the house is quite empty. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. The feckless prince is hanging around. The windmill steadily makes noise. <>> e <> Kitchen of a vacant house <> This side of the house is, or was, a kitchen. Like the rest of the house, it's almost completely empty of any furnishings or loose items. Even the wood- burning cookstove has been taken away, though evidence remains of where it sat against the west wall. There are bare shelves running around the perimeter of the room above one's head, and some bare counter space is fixed in place as well, running the full length of the east wall. The kitchen features a faucet set over a tub mounted into the counter, which no doubt got its supply from the pumping action of the windmill. A window looks north through the thick wall into the backyard, and the room's only exit is west. The window was left open, and you can hear the breeze blowing outside. On the windowsill is a cork. Near by your side is the Prince of Dwindeldorn, with sack slung over his shoulder. You can hear the wind rustling and the occasional creak of the windmill. <>> x cork What you've got there is a thin disc of cork. Probably, it served as one of the pads stuck to the bottom of some dish or piece of crockery, but fell off at some point. PQ checks to see if the faucet turns on, but it doesn't. <>> get it You reach to pick up the little piece of cork, but momentarily fumbling it, an eddying breeze carries it out the window into the backyard! <>> x shelves You can picture the shelves loaded with pots, sacks, crocks, bottles, and all manner of such. But they're not doing much presently. <>> x counter It's everything you'd expect: a plain, flat surface for the preparation of food. You can hear the wind rustling and the occasional creak of the windmill. <>> x faucet A faucet in a kitchen isn't altogether a novelty, but one that does not require manual pumping is rather a luxury. <>> turn on faucet Hmm... no water comes out. The reservoir could be empty, or perhaps the pipe was simply shut off when the house was vacated. You can hear the wind rustling and the occasional creak of the windmill. <>> l <> Kitchen of a vacant house <> This side of the house was a kitchen, and like the rest of the house is almost completely empty of any furnishings. There are bare shelves running around the perimeter of the room above one's head, and some bare counter space is fixed in place as well, running the full length of the east wall. The kitchen features a faucet set over a tub mounted into the counter. A window looks north through the thick wall into the backyard, and the room's only exit is west. The window was left open, and you can hear the breeze blowing outside. The prince is present as ever. The king-to-be sings what he remembers of 'Ale by the Pail Puts the Wind in My Sail'. <>> n You scramble out the window, and jump to the ground... <> Backyard of a vacant house <> You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. The royal youth is present and accounted for. <>> * && ! Yes!! Comment recorded. <>> x bench The bench is a slab of untooled sandstone, resting on two stone blocks. It looks like a fine spot for taking in some breeze and sunshine. Quisborne makes a dash for some landmark a ways off, reaches it, and dashes back. <>> look under bench You stick your head under the low slab and look up at the bottom. Sure enough: there, on its underside, is nothing in particular. <>> * && No cork? Comment recorded. <>> sit (on the stone bench) You take a seat on the bench. Yes, there's much ahead for the prince and you, but it doesn't hurt to take a few moments of refreshment now and then. The breeze is delightful, the flowers are lovely, and a peaceful countryside presents itself to your view to the north and east. The prospect north of the house is quite peaceful. <>> x flowers The flower beds are overrun and unruly, and in fact, look more enticing than if they were still confined to their neat little boxes. Not very far to the north, you know that the great Spurnwharking Forest has its beginnings. <>> pick flowers (first standing up) The colorful and attractive plants look better right where they are. The future monarch of Dwindeldorn sits a spell on the stone bench. <>> pick flowers for Lady Sylverleigh "Flowers for lady sylverleigh" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x yard You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. The heir to the throne of Dwindeldorn is here with you as always. <>> x cistern Ordinarily a stone slab would be covering the opening to a cistern. Perhaps the late owners were attached to their stone?... or there was some other plausible reason for its disappearance, for there is no covering stone to be seen here, and the hole into the cistern yawns just below the kitchen window. A downspout from the guttering runs down into the ground near the hole. <>> look in cistern You peer down into the dark hole. The cistern is surprisingly deep... even if you could squeeze through the hole, you couldn't get out without a tall ladder. Cleaning it out was probably a small boy's job. It would definitely be mean to throw the prince down in there. In the dimness you can discern that there is barely more than a puddle of water left in the bottom. Down at the bottom of the cistern, you see the cork. The blue sky is whitened with large sheets of wispy cloud. <>> throw prince in cistern You take a seat on the stone bench, and in doing so, hear a crack. The spanning slab has broken loose from the uprights. It's a sign. It clearly means that you're supposed to throw your disciple into the cistern, and stop up the top with the slab. So you obey the sign, and do that thing. Nobody's going to be moving back into this house in time to find him still non-dead. Very, very mutedly, you hear the prince's appeals: "Valkyrian, I'm hanging in doubt... It's not clear what this trick is about. Sure, I can be trying And I may deserve dying, But please, sir, I'd like to get out." *** The prince will eventually be decidedly dead *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “throw prince in cistern”. <> Backyard of a vacant house <> You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. Your companion, the king's son, is here with you. <>> * && Thank you for giving me an outlet for my pent up frustrations with this Feckless appendage I've been hauling around. Comment recorded. <>> look in cistern You peer down into the dark hole. In the dimness you can discern that there is barely more than a puddle of water left in the bottom. Down at the bottom of the cistern, you see the cork. <>> get cork Down at the bottom of the cistern, the cork is nowhere near within your reach. For a brief moment you spy a porcupine at some distance. <>> fish cork (with the fishing pole) You can nudge the cork around with the dangling hook, but there is no way to snag it and bring it up. The Dwindeldornian prince finds another inchworm on his clothes. <>> * && The rope? Comment recorded. <>> s You scramble up through the window, and into the house... <> Kitchen of a vacant house <> This side of the house was a kitchen, and like the rest of the house is almost completely empty of any furnishings. There are bare shelves running around the perimeter of the room above one's head, and some bare counter space is fixed in place as well, running the full length of the east wall. The kitchen features a faucet set over a tub mounted into the counter. A window looks north through the thick wall into the backyard, and the room's only exit is west. The window was left open, and you can hear the breeze blowing outside. Your "squire" is in tow. <>> w <> Front room of a vacant house <> The primary room of the house is quite empty. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. Prince Quiz is following you wherever you go. The future king of Dwindeldorn looks at the walls. <>> n <> Back chamber of a vacant house <> This chamber looks like the master sleeping quarters. A large bed frame is built in place... four thick, lathe-turned posts support a canopy top, but all of the curtains and bedding have been removed. The ceiling features a device that takes advantage of the readily-available windmill power: it looks rather like a small windmill itself, but aims down at the ground, instead of standing up. In this room the cob walls have been coated with a thin layer of smooth plaster, and then covered with rolls of paper with inked designs stamped on them. There's one window looking out north to the backyard, and the solitary exit is to the south. Running through holes in the ceiling, and dangling alongside the head of the bed are two ropes, a longer and a shorter one. The feckless heir is following you as ever. <>> cut rope with knife (the shorter rope) Just because the house may not have an owner is no grounds for senselessly destroying it. It will surely come into use again. <>> s <> Front room of a vacant house <> The primary room of the house is quite empty. The floor is of wood, grooved and dinged with the usage of age, and the edges of the boards rounded over from wear. The plank-and-beam ceiling is not high, and the windows show the great thickness of the cob walls. A narrow staircase winds up to the garret, taking up the northwest corner of the room. There are open doorways to the north and east, and the front door is to the south. Nearby, the king's son is pacing around. <>> e <> Kitchen of a vacant house <> This side of the house was a kitchen, and like the rest of the house is almost completely empty of any furnishings. There are bare shelves running around the perimeter of the room above one's head, and some bare counter space is fixed in place as well, running the full length of the east wall. The kitchen features a faucet set over a tub mounted into the counter. A window looks north through the thick wall into the backyard, and the room's only exit is west. The window was left open, and you can hear the breeze blowing outside. Your young pal comes along. <>> n You scramble out the window, and jump to the ground... <> Backyard of a vacant house <> You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. Prince Quiz is here. Not very far to the north, you know that the great Spurnwharking Forest has its beginnings. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. Your protegé inspects the cistern. <>> x cistern Ordinarily a stone slab would be covering the opening to a cistern, but there is no covering stone to be seen here, and the hole into the cistern yawns just below the kitchen window. A downspout from the guttering runs down into the ground near the hole. <>> x downspout The downspout drops from the gutter at the eastern end of the kitchen wall and then angles over toward the cistern. It's made of some lightweight tin. The king-to-be looks down into the cistern. <>> * && Is this the puzzle of the floating grain in the narrow glass that crows can solve by putting pebble in the water so the grain rises? Comment recorded. <>> x tin The downspout drops from the gutter at the eastern end of the kitchen wall and then angles over toward the cistern. It's made of some lightweight tin. <>> x resrvoir "Resrvoir" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x reservoir The reservoir could be considered the primary application of the use of Sprokemabble windmill power. Rainwater from the roof is channeled into the cistern, and when the cistern is getting full, the windmill drives a pump which sucks the cistern water up through a pipe which empties into the reservoir. From there the residents of the house have but to open a faucet wherever it is convenient. Most folk in the world are pretty well reconciled to drawing or hand-pumping water, but those who do have these sources of what they call "running" water are pretty enthusiastic about them. The reservoir is built onto the roof, made of many, many staves of wood, and probably lined inside with pitch or gum or thin sheets of metal. It has its own low-pitched roof built over it. It looks like there is a valve on the side of it for draining its contents out into the gutters. <>> climb to reservoir "To reservoir" could either be something as yet unknown to you or else a phrasing unknown to us. <>> u The stone bench provides a handy boost for scrambling up over the low eaves of the roof to the west... <> On the roof of the windmill-house <> It's even more breezy up here off the ground. The roof you're standing on slopes upward to the south, first gradually and then steeply. Another roof slope rises to the west, and the water reservoir sits over the valley where the two pitches meet. It's not too hard to stand on the roof here near the gutter, and by scrambling up the valley you're only a few steps away from the reservoir. Going anywhere else would be a foolish business with the steepness of the roof. Prince Q has scrambled up onto the roof with you. The breeze keeps the windmill moving. <>> x valve This would appear to let water out of the reservoir. Your feet feel a bit strained standing on the pitch of the roof. <>> look in reservoir You aren't able to look in the water reservoir. <>> enter reservoir Let's not push our luck up here on this steep roof. The king-to-be almost loses his balance. <>> x reservoir The reservoir could be considered the primary application of the use of Sprokemabble windmill power. Rainwater from the roof is channeled into the cistern, and when the cistern is getting full, the windmill drives a pump which sucks the cistern water up through a pipe which empties into the reservoir. From there the residents of the house have but to open a faucet wherever it is convenient. The reservoir is built onto the roof, made of many, many staves of wood, and probably lined inside with pitch or gum or thin sheets of metal. It has its own low-pitched roof built over it. It looks like there is a valve on the side of it for draining its contents out into the gutters. Prince Q reads something from his book: "Dost thou persist in thy life in some thing which thy heart telleth you is wrong? Look not lightly upon it: this wrong will take you farther than ye want to stray, it will keep you longer than ye want to stay, and it shall cost you more than ye want to pay." The windmill does its whirling business. <>> open valve Stepping up to the reservoir, you wrench open the valve lever. Water comes gushing forth, running down the roof valley and into the gutter. As there is a large hole in the gutter, all the water just goes splashing to the ground, and as you do not see a good reason to waste all the water stored in the reservoir, you shut the valve again. <>> undo Taking back one turn: “open valve”. <> On the roof of the windmill-house <> It's even more breezy up here off the ground. The roof you're standing on slopes upward to the south, first gradually and then steeply. Another roof slope rises to the west, and the water reservoir sits over the valley where the two pitches meet. It's not too hard to stand on the roof here near the gutter, and by scrambling up the valley you're only a few steps away from the reservoir. Going anywhere else would be a foolish business with the steepness of the roof. Your protegé maintains an awkward-looking stance to keep his balance on the roof. <>> x gutter The gutter runs along the edge of the roof both north-south and east-west in this L-shaped part of the house. At the far east end it drops into a downspout which feeds into the cistern. About a foot nearer to you it looks as if another spout had previously branched off downwards. You figure that this branch was meant to just divert the roof water out into the yard once the cistern had filled, so that the cistern wouldn't overflow, but the parts are missing, as if they had been under repair. There must have been a flap, moved by a float inside the cistern, which uncovered the hole into the overflow branch, but the flap and the overflow pipe are missing, and there is just a hole left in the gutter. It's really not a convenient situation up here. <>> * && Ah! Complications. Comment recorded. <>> x hole It looks like another downspout had been attached there once, but is now missing. The hole is some seven inches in diameter. The future king of Dwindeldorn tentatively moves a few steps. <>> patch hle with tarp This is one of those times where we may not have covered the verb you're trying to use... <>> patch hole with tarp You may be trying to use a verb that we weren't instructed how to handle... <>> put tarp over hole You do your best to bunch up a portion of the canvas and cram it into the hole. <>> open valve Stepping up to the reservoir, you wrench open the valve lever. Water comes gushing forth, running down the roof valley and into the gutter. The canvas greatly reduces the amount of water lost through the hole, but the canvas is stiff and bulky, and does not create a tight seal. In order to fill the cistern up you will need a different plan, so you shut the valve back off. <>> get tarp You take the canvas tarp. <>> patch hole with strip This is one of those times where we may not have covered the verb you're trying to use... <>> put strip over hole The wood strip goes through the hole and falls to the grass below. The breeze keeps the windmill moving. <>> undo Taking back one turn: “put strip over hole”. <> On the roof of the windmill-house <> It's even more breezy up here off the ground. The roof you're standing on slopes upward to the south, first gradually and then steeply. Another roof slope rises to the west, and the water reservoir sits over the valley where the two pitches meet. It's not too hard to stand on the roof here near the gutter, and by scrambling up the valley you're only a few steps away from the reservoir. Going anywhere else would be a foolish business with the steepness of the roof. Your young pal maintains an awkward-looking stance to keep his balance on the roof. <>> stuff beet in hole You may be trying to use a verb that we weren't instructed how to handle... <>> put beet in hole The beet goes through the hole and falls to the grass below. <>> undo Taking back one turn: “put beet in hole”. <> On the roof of the windmill-house <> It's even more breezy up here off the ground. The roof you're standing on slopes upward to the south, first gradually and then steeply. Another roof slope rises to the west, and the water reservoir sits over the valley where the two pitches meet. It's not too hard to stand on the roof here near the gutter, and by scrambling up the valley you're only a few steps away from the reservoir. Going anywhere else would be a foolish business with the steepness of the roof. The future monarch of Dwindeldorn maintains an awkward-looking stance to keep his balance on the roof. <>> * && Wait a minute... Comment recorded. <>> put deflated ball in hole "Deflated" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && The object in my inventory is called "deflated ball". Comment recorded. <>> put ball in hole You wad the limp ball into the hole in the gutter as the boy watches. Your feet feel a bit strained standing on the pitch of the roof. <>> inflate ball It's rather awkward, but you manage to crouch down on the roof and start blowing air into the ball as it is stuck in the gutter hole. When it's about half-full, it starts tightly filling the hole and becomes firmly wedged. "Brilliant, sir!" says your escort. "I'll bet we could fill up the cistern now if we wanted to!" It's really not a convenient situation up here. <>> open valve Stepping up to the reservoir, you wrench open the valve lever. Water comes gushing forth, running down the roof valley and into the gutter. The leather ball acts like a plug for the hole in the gutter, and the water rushes over and around it, finding its way to the downspout. You can hear the water gurgling down into the cistern below. After many minutes of furious gushing, the reservoir runs empty, and you shut the valve for good measure. <>> deflate ball By pulling out and pinching the stem, you let air out of the ball. It's now just a limp lump of leather and rubber. Your squire spends most of his time trying to stay steady. <>> get it You take the deflated ball. <>> l <> On the roof of the windmill-house <> It's even more breezy up here off the ground. The roof you're standing on slopes upward to the south, first gradually and then steeply. Another roof slope rises to the west, and the water reservoir sits over the valley where the two pitches meet. It's not too hard to stand on the roof here near the gutter, and by scrambling up the valley you're only a few steps away from the reservoir. Going anywhere else would be a foolish business with the steepness of the roof. The prince maintains an awkward-looking stance to keep his balance on the roof. The future king of Dwindeldorn tentatively moves a few steps. The breeze keeps the windmill moving. <>> x mill You don't see any mill in view. <>> x windmill The windmill is a short, tapering tower supporting four paddle-like blades on a spinning shaft. It's almost constantly in motion. "Interestingly," says Quisborne, "snails actually have thousands of teeth. You'd never think it, would you, since they just look like little gooey blobs in a shell?!" <>> climb windmill It would involve some risky scrambling to try to get to the windmill. Just let it go. <>> d You drop down from the guttering to the stone bench, and from there to the ground... <> Backyard of a vacant house <> You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. The feckless prince is sticking nearby. <>> look in cistern Having emptied the reservoir, the cistern is filled with water to within arm's reach of the hole. Floating on the surface of the cistern water is the cork. <>> get cork With the cistern well filled with water, you are able to reach in and grab the floating cork. *** Your score has just gone up by five points *** <>> * && And that concludes our session. Great fun! Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Backyard of a vacant house <> You're in back of the vacant house. The footprint of the house makes roughly an "L" with one arm extending north and the other extending east, and the inside angle of it makes a little yard. A simple stone bench makes a fine spot for contemplation and enjoyment of a bright day, and there are some meandering flower beds that look as if they were thriving not so long ago. Up on the roof you can see a giant reservoir behind the windmill, which was mostly blocked from the viewpoint of the street. Going southeast will take you back to the front of the house. A cistern is located against the house to the south of you. The youth tags along. The prospect north of the house is quite peaceful. <>> * && I jumped through a lot of hoops to get a dainty apron and a flat piece of cork. They better be important. Comment recorded. <>> se Rounding the eastern side of the building, you follow the path back around to the front yard... <> Near a vacant windmill-house <> On a quiet lane bordering the woods and fields skirting the village, a vacant house sits to the north. A small track of packed earth leads northeast around the house between some tall bushes. The lane makes a tight curve here, going both south and southwest back up into town. A shuttered house sits to the north of the lane, boasting a rooftop windmill as most other houses in the village do. A small track of packed earth leads northeast around the house between some tall bushes. Prince Q is present as ever. The prince amuses himself with a lazy toad. <>> sw The lane curves back into the western end of Sprokemabble, and you follow it to the main street by the village inn... <> Village of Sprokemabble <> This is Sprokemabble, a village in some ways typical of the realm of Dwindeldorn, and in other ways unique. Typical, in that planned or organized districts are all but unheard of, and one may find houses, shops, and public buildings freely interspersed upon crooked, rambling streets. Goats, pigs, small children and other like creatures have rather free rein about the village and its surrounding swards. Unique in this respect at least, that the majority of its structures have each their own windmill built into the roof. Sprokemabble is a sort of "dead end" village, where the only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Quisborne the Feckless tags along. <>> * && A stroll in the woods sounds nice. Quis'll like all the animals and plants. Comment recorded. <>> nw Using a footpath between the last of the buildings on Sprokemabble's western end, you leave the village, and come within less than a half mile to the border of the great Spurnwharking Forest. You push on into it, till the outside world is well lost from view... <> In the Spurnwharking Forest <> You have entered the great and ancient Spurnwharking forest, whose easternmost reaches you espied from afar when on the knolls before Eathbrutham Castle. Place of romance and danger, charm and foreboding, its deepest reaches lie unexplored and its massive, warted, twisting trees are thought to harbor fell beasts as yet unencountered. The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. The Prince of Dwindeldorn is following you as always. The forest seems to cast a hushing spell upon you. <>> * && The first sentence of the second paragraph repeats "massive" for the trees. I'd drop it and go with simply "gnarled", since their size has already been established. Comment recorded. <>> * && "Roots enormous enough". They're not just enormous, they're enormous *enough* to impede the path of a traveler on foot. Why not just "Enormous roots impede your path..."? Comment recorded. <>> listen You hear nothing out of the ordinary. The king's son gets in some pull-ups. He's gotten to eight in a row now. <>> * && "Few sounds of forest life or rustling leaves filter through the dense leafage of the forest. Those that do only enhance the pressing silence." Comment recorded. <>> smell You smell nothing out of the ordinary. <>> * && "An earthy aroma, combined with the almost medicinal scent of herbs and forest trees." Comment recorded. <>> climb tree You climb some of the plentiful gnarled limbs to get up into a tree. You really don't like the thought of meeting wolves in these close woods. <>> d Very well, you’re no longer in the treetop. In the weird light, you almost imagine the trees are slowly reaching for you. <>> x stream The stream winds quietly through the shades of the forest, creating no break in the thick forest cover overhead. The trees do not make way for the stream; rather, the stream finds its tortuous way between the trees, flowing at all times over, under and around roots of all sizes. <>> * && Almost like an inland freshwater mangrove area. Good visual. Comment recorded. <>> fish in stream You're not likely to succeed without any bait on the hook. <>> dig (with the broken mattock) Finding a spot free of roots and moss, you dig a small hole with the broken mattock there. Finding nothing more than some centipedes and roly-polies which quickly scurry away, you fill the hole back in. The lad steps warily between some branches. <>> * && Oi! Wriggling centipedes would be a tasty snack for a good-sized fish. Comment recorded. <>> x trees The trees have already been described as massive, warty, twisting, and gnarled. They make the forest what it is: a skyless maze of contorted living forms. The folk have it that deep within these woods, the spirits of the trees still walk. <>> swim The stream looks as if it might get up to your shoulders at its deepest, and there isn't any objective that you can see for getting in the water. <>> l <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. Prince Q is hanging around. <>> x roots The roots of the forest trees can grow to be spectacular in themselves. In diameter they can be as thick as trees which elsewhere would be considered large; sometimes they erupt from the ground and then plunge back into it again, leaving a void which you could walk under without ducking. More often they lie upon the surface, snaking many yards away from their parent tree before sinking, and posing as obstacles that you cannot even jump over. <>> cut roots (with the axe) The roots, though splendid, don't need special attention. Prince Quisborne imagines he heard the distant scream of a panther. <>> * && The hardwood of the trees resists the blows of the axe? Comment recorded. <>> cut tree (with the axe) Besides the fact that it could take you a night and a day to cut down any one of these trees, and besides the fact that you would never wantonly cut down one of these magnificent and timeworn specimens of nature, there is something about the eerie forest that portends vengeance if you seek to harm it. <>> * && Or redirect the roots to this, of course. Comment recorded. <>> eat pumpkin You think about eating the pumpkin, but decide it would be better at the end of the day, when you could roast it. <>> extinguish embers The live coals aren't hurting anybody inside the ember box, and you don't like to be without a fire starter. An owl screeches behind you. <>> * && I must have missed a message earlier when my embers went out. I don't know what caused it, but I had to go relight them on the cauldron fire. Comment recorded. <>> * && That makes me think. Had I extinguished that cauldron fire, and all other fires in the game, and my embers died like they did (by putting the box in the cauldron? something else? I really can't imagine.) would the game be unwinnable? Comment recorded. <>> l <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. The ever-present prince is here. <>> nw You and the boy traipse across the fallen log, and push northwest into the forest... Nighttime falls upon you in the Spurnwharking Forest. The forest is plenty ominous in the daytime, but at night it's positively spooky. Suddenly a belief in the tree-spirits seems fully justified, and wolves, panthers and boars are a fact, not a fancy. You and the prince take turns sleeping throughout the night in order to keep a roaring fire going, and to be on the lookout for any approaching beasts. At last the morning comes, still cloaked in forest gloom, and you proceed on your way... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The lie of the land and the myriad obstructions of the forest designate southeast and northeast as being the only reasonable directions to try traveling in. The princeling is here with you as always. <>> * && Am I going to get lost in this mazelike forest? Comment recorded. <>> dig Suddenly, you and Quisborne find yourself surrounded by a band of robbers who seem to materialize from the trees. Unsheathed swords and drawn bows are trained upon you from every angle, but the faces attached to the arms holding these weapons look blithe and jolly. A fellow with a commanding presence and a close-cropped beard strides from their midst and begins to speak. "Not many are the folk to be found prowling about this deep in the Wood," he says. "Nor many are the folk in these parts that haven't deserved for themselves a right good plundering. What account can you gentlemen give of yourselves? Because elsewise we'd like to offer our help to relieve you if you're burdened with an overheavy purse." You begin by simply stating your name, station, and homeland, which name the merry robber seems to have already made acquaintance with. Suddenly PQ jumps in, saying, "And I'm the Prince." The robber looks at you with pity, as if to say, "Ah... so the poor lad's cracked, is he?" But you, making a quick judgment on the man's character, elect to simply tell him the truth of the situation from the start to the end. He is slow to believe you are in earnest when you say that your scrawny, unassuming "squire" is his liege-lord-to-be, but quite flabbergasted once he comes to be convinced you speak truly. He acknowledges the royalty present, and addresses you both with a different tune. "Good morrow, good fellows, and welcome to our Wood," says he. "He that calls me by my right name calls me Frobbin of Roxley. These around you are my good and loyal men, whom some would refer to as the Merry Robbers of Spurnwharking. Are we outlaws? You be your own judge of that. If it's a law that lets the rich wreak misery on the common folk without having to answer for it, well, then that's a law that we're "out" of. We rob money and goods only from those who have taken it from the helpless by force, and try to return what we've taken to those whom injustice has rendered most in need. We're not saying we're right, we're not saying we're wrong, we're just saying it's what we do. We make a show of threat and danger, but we don't ever hurt anyone. They don't know that though, and are glad enough to part with their moneybags when they see our naked steel and drawn bows pointed at their miserly hearts." "But if you'll excuse me, lads, I've got matters of my own weighting my mind." He seems ready to withdraw his men and leave you and the prince to your own devices, but hesitates, and then goes on as if needing to disburden himself. "It's my lass... my intended. She was captured by that villain, Olarigor of Blad Voktorn. We were apart when it happened... and I can only presume that he's borne her off to his foul lair in the forest. She's a special kind, is my lass... there's something beyond what's natural that's running in her veins. I fear the Thug-lord learned that, and thinks he can steal it for himself somehow, and at any cost to her. Doubt not that we've already tried to assault his castle deep in the forest..." (he waves to the northeast) "but whether by force or by stealth we are simply not strong enough. Many of the lads took an arrow on our last assay, but we managed to pull them through after our retreat. There's nowhere to turn for help, you see... the Sheriff is paid off by the lords of Exfraith and Wrottinghamshire to hunt down people like me, who might interrupt the smooth flow of their extortion and oppression, and he won't lift a finger to subdue true villains like the Thug-lord of Blad Voktorn and his henchmen. And meaning no offense to Your Highness," he says turning to the prince, "but the Crown is no hope to us either, as King Phisbeer is too paranoid to involve himself in the unruly affairs of the Northwest." With a sigh and a far-off look both uncharacteristic of a Merry Robber, he finishes: "If by any turn of chance you men hear word of the Thug or a beautiful girl that he's captured, I'll owe you a great debt if you'll tell me what you know. And you, young Highness, I hope you succeed with your journey. Dwindeldorn has been awaiting a worthy ruler a mighty long time." This much spoken, Frobbin and the Merry Robbers sheathe their swords, quiver their arrows, and break the circle around you to return to their own affairs. <>> * && I called it! Though "Wrottingham" was a pretty obvious clue... Comment recorded. <>> * && I like it a lot! Comment recorded. <>> * && So are we simply to investigate and return to Frobbin with our information, or do we try to free Marion ourselves? The suspense... Comment recorded. <>> l <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The lie of the land and the myriad obstructions of the forest designate southeast and northeast as being the only reasonable directions to try traveling in. Frobbin of Roxley and his band of merry fellow-robbers are milling around with friendly faces, unbothered by the fact that you're here. Your protegé is with you like a second shadow. <>> x frobbin There you have Frobbin of Roxley, leader of the Merry Robbers of Spurnwharking. He's rugged, passing handsome, probably a bit plus of thirty years. He wears a short beard and green-colored clothing. He and his men are milling about here, discussing what to do about the Thug-lord. <>> ask frobbin about forest "Whilst there is work to be done, we do not begrudge our lives here in the forest. A place full of mystical, ancient charm it is. Save for wishing all wrongs to be put right, we shall be sorry in the day that we betake ourselves away from old Spurnwharking." <>> ask frobbin about wrottingham "Aye! The rottenest burgh of them all, and the seat of that scalawag, the Sheriff of Wrottingham. His jail be full of innocent souls, while the wide world around it be full of guilty ones." <>> ask frobbin about merry men We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. [A file called "pqerror" has been created in the game directory... you would be rendering great service if you would be willing to simply attach that file to an email and send it to johnnywz00@yahoo.com with a subject of "PQ bug." This could help other people in the future enjoy this game with less problems. Many thanks!] <>> * && Because I said "men" instead of "robbers"? Comment recorded. <>> ask frobbin about merry robbers "Trustworthy, loyal lads! 'Tis our camaraderie that gives brightness and gladness to our otherwise dreary estate. But for thinking of all those still under oppression, we might be content to live as we do for time indefinitely." <>> ask frobbin about king john We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. <>> ask frobbin about archery We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. <>> ask frobbin about marion It doesn't seem as though your adventure will be furthered by asking that question. <>> ask frobbin about lass "You would know her when you see her, gentlemen. Beautiful. Hair as long as the dickens. Almost certainly in some state of incarceration. Her name is Frapunsel." <>> * && "Frapunsel! Hah! Comment recorded. <>> ask frobbin about weapons It doesn't seem as though your adventure will be furthered by asking that question. <>> ask frobbin about castle "Well, as I have said, lads, we have tried more than once to assault that grim castle. We are not likely to ever take it by sheer force. We will almost certainly need to take it by cunning and subtlety." <>> ask frobbin about olarigor Frobbin's face grows grim. "Be sure, my fellows, I'll never know rest until that audacious miscreant is brought to justice." <>> ask frobbin about sprokemabble It doesn't seem as though your adventure will be furthered by asking that question. <>> * && It's the closest village to this part of the woods. Maybe the Merry Men (sorry, robbers) have family there? Comment recorded. <>> talk to merry robbers The Merry Robbers, though far from shy, like to direct you to speak with their venerated leader, Frobbin of Roxley. <>> fight frobbin This is one of those times where we may not have covered the verb you're trying to use... <>> ask frobbin about little john We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. <>> * && Frobbin's conversational skills seem somewhat lacking. Comment recorded. <>> l <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The lie of the land and the myriad obstructions of the forest designate southeast and northeast as being the only reasonable directions to try traveling in. Frobbin of Roxley is talking with you. Nearby, Prince Q is ambling around. <>> * && The Thug's castle is NE. I want to try going around to the E first. Comment recorded. <>> ask frobbin about fastness It doesn't seem as though your adventure will be furthered by asking that question. <>> * && No tales or campfire stories about the Fastness in the North? Comment recorded. <>> se <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. The youth is sticking nearby. A branch gets you in the face. <>> x ivy Moss of many varieties is found everywhere in the forest, whether it is hanging in curtains from limbs, enshrouding huge trunks, or spreading over the forest floor in carpets and hummocks. Dwindeldorn's future king marks time with some pushups. <>> e <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. Near by your side sticks the incumbent to the throne. <>> * && SE to Wrottingham, I assume. Comment recorded. <>> x sherrif "Sherrif" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x sherriff "Sherriff" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x sheriff You don't see the Sheriff here in person, although undoubtedly he gets around. A few of the sheriff's men leave the camp and head off into the woods. <>> x camp The Sheriff's men patrol a certain region of the forest north of Wrottingham, but this camp seems to be a base of operations for regrouping and reconnoitring. It's just a bunch of tents and campfires spaced amongst the trees, with some hounds here and there and a wagon or two. The sheriff's men are tramping hither and thither through the woods. <>> talk to men It's best not to engage with the Sheriff's men. It seems to be widely known that they are in the pay of the local lords, and do not hesitate to execute "justice" based upon the dictates of their funders. You don't want to get on their bad side. <>> kill men Manslaughter doesn't look good on you. <>> x tents The Sheriff's men patrol a certain region of the forest north of Wrottingham, but this camp seems to be a base of operations for regrouping and reconnoitring. It's just a bunch of tents and campfires spaced amongst the trees, with some hounds here and there and a wagon or two. <>> search camp You should steer clear of the Sheriff's camp. His men don't have any cause to pay you notice yet, but that could take no time to change. <>> l <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. PQ is present and accounted for. Some of the sheriff's men emerge from the forest and rejoin the camp. <>> tell men about frobbin It's best not to engage with the Sheriff's men. It seems to be widely known that they are in the pay of the local lords, and do not hesitate to execute "justice" based upon the dictates of their funders. You don't want to get on their bad side. <>> ne <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. A patch of blue flowers grows here. Quiz is here. <>> x flowers In spite of the denseness of the ancient trees, there is still a healthy growth of pretty, colorful flowers populating the forest floor. There seem to be a few different varieties, some of which look very similar. Prince Quisborne appears to be scanning the murk for any sign of wolves. <>> smell flowers The flowers just smell like the ordinary agreeable scent of wildflowers. PQ reads a passage from the book of utterances: "Be what you wish others to become." <>> pick flowers You pick some of the blue flowers. <>> put flowers in basket Which flowers do you mean, the plucked blue wildflowers, or the patch of blue wildflowers? < distinguish >> plucked You put the blue wildflowers in the basket. <>> * && That should be obvious. Comment recorded. <>> put flowers in basket You've picked a sufficient amount of flowers for any important purpose. The blue wildflowers are already in the basket. <>> drop flowers You drop the blue wildflowers. You stumble over a twisty root. <>> put flowers in basket (the patch of blue wildflowers) You've picked a sufficient amount of flowers for any important purpose. Dwindeldorn's future king gets entangled in a huge drape of hanging moss, and then struggles his way out. <>> put plucked flowers in basket (first taking the blue wildflowers) You put the blue wildflowers in the basket. <>> l <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. There is a nice patch of blue flowers growing in this part of the forest. Near by your side is Quiz. An owl swoops barely over your head. <>> n <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Wandering off in any direction but south or west would involve more difficulty than it's worth. The forest floor is brightened by a large growth of pretty blue flowers. The king's son is hanging around. The forest seems to cast a hushing spell upon you. <>> x flowers (plucked wildflowers) You're looking at an innocent-looking bunch of pretty blue wildflowers. Quisborne gets caught up in some trees with the burlap sack. <>> x pretty blue flowers "Pretty blue flowers" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x blue flowers (plucked wildflowers) You're looking at an innocent-looking bunch of pretty blue wildflowers. <>> x patch In spite of the denseness of the ancient trees, there is still a healthy growth of pretty, colorful flowers populating the forest floor. There seem to be a few different varieties, some of which look very similar. <>> * && Is it necessary for the flowers here to also be blue? Making them yellow or red would help with mapmaking. Comment recorded. <>> l <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. Wandering off in any direction but south or west would involve more difficulty than it's worth. There are lots of blue flowers growing here. Your companion is here with you as always, sack in tow. Prince Quisborne clunks his head on a low limb. <>> sw The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going south or west. A root trips you up. <>> s Another unsettling night passed in the Spurnwharking Forest... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. This area is brightened by the presence of thickly growing blue wildflowers. The boy comes along. <>> n <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. Wandering off in any direction but south or west would involve more difficulty than it's worth. Many blue wildflowers cover the forest floor. The Dwindeldornian heir is following you wherever you go. <>> n The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going south or west. The royal youth keeps up his sprinting practice. <>> w <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. Your companion, the young sprig of royalty, is here with you. <>> se <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. There are lots of blue flowers growing here. Your "squire" is in tow. <>> nw <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. The king's son is present and accounted for. You feel that you could readily believe that the trees of this eerie forest had spirits lurking in them. <>> ne Wolves are spotted from your overnight camp, but they do not approach the fire, where you and the prince both stand holding burning brands. The morning comes... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest, always in shadow, darkens here into downright gloom. A sickly bluish-green light seems to emanate rather from the bowels of the forest than from any clear, open sky within a world's distance away. Returning to the southwest is the only reasonable plan. There is a nice patch of blue flowers growing in this part of the forest. Nearby, the young sprig of royalty is ambling around. <>> * && A greenish gloom... are we approaching some unearthly terror? Comment recorded. <>> x light There may be many things that enliven the world around you without being directly important for the prince's welfare. Quiz *mmph*s at a poke from a stiff broken branch. <>> x gloom "Gloom" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> dig (with the broken mattock) Finding a spot free of roots and moss, you dig a small hole with the broken mattock there. Finding nothing more than some centipedes and roly-polies which quickly scurry away, you fill the hole back in. <>> ne The forest only gets darker and denser, whispering of lurking danger. It would be best to return the way you came here. You really don't like the thought of meeting wolves in these close woods. <>> sw <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. The Dwindeldornian heir is sticking nearby. In the weird light, you almost imagine the trees are slowly reaching for you. <>> nw <> At the base of a lonely tower <> There is an open spot here, not very large, amongst the staggeringly tall trees of the wood. The sky itself is a rare commodity after your travels through Spurnwharking Forest. Jutting up from the ground in this remote place is none other than a tall, lonely stone tower, which, in spite of its height, would be completely obscured from any distant viewpoint by the yet greater height of the trees. The forest begins to grow gloomier around you, and denser as well, so that traveling further into the forest would be a dubious enterprise. Southeast is the only prudent way to depart from here. Nearby, your ostensible squire is ambling around. The prince is struck by the strange and remote tower. "Who would live here?" he wonders aloud. "Maybe someone that's not here by choice? Or else someone that really wants to be lonely. But there's no door!" he continues, going around the tower's base. <>> x tower The tower is widest at its base and tapers as it goes up, windowless, well upwards of a hundred feet. The mortar between the stones is struck off flush with the faces, making quite a smooth surface. Far up at the top a circular wood-frame building with a flaring conical roof sits on the tower as if on a great stone pedestal. You can make out a small semi-circular balcony protruding from the east face of the tower-house, with what looks like an open doorway leading inside. Though distant, you can hear a clear soprano voice emanating from the open doorway. <>> * && Frapunsel is locked in the tower cell! Comment recorded. <>> sing You begin to sing in response to the singing coming from the top of the tower. After doing so, you hear the singing voice stop abruptly. In a moment, a fair damsel – well, she *looks* like she could be fair, from this distance – comes rushing out the doorway and cranes over the balcony wall to see who has come. Recognizing neither you nor the prince, she addresses you thus: "Good stranger, I beg your help! I am a prisoner here... gladly would I let my hair down to you that you might come up and help me contrive to escape this place – but wait, that must've sounded strange to you, though in fact yes, my hair would reach the ground from here, and no, I can't cut it for reasons that may be told later – anyway, though I grant you may be an honorable swain and right willing to help me indeed, yet I must entreat of you first to show me some token by which I can trust you, for other men have meant me harm than he who holds me in this tower. Whereby can you show me you mean me no ill, but rather good?" <>> * && Wonderful that SING works here. Comment recorded. <>> tell damsel about frobbin "Ah, sir!" Frapunsel cries. "If indeed you be true at heart and have met my beloved, you must certainly wonder how I could hesitate to trust you at the utterance of that name. But the Sheriff of Wrottingham hunts him relentlessly... for aught I know, you may be one of the Sheriff's men, feigning goodwill but bent upon apprehending me in order to force Frobbin to turn himself over." "I would rather linger here than endanger him... can you not show me something tangible to dispel my doubt?" Prince Quisborne gives an awkward wave to the lofty maiden. <>> * && I think I'm going to have to get proof from Frobbin. Then she won't be able to see it from up on the balcony, and I'll have to attach it to the sky-lantern to float it up. But I still don't have a candle. Comment recorded. <>> ask damsel about herself It is difficult to converse from such a distance, and the young woman is keen for but one thing. <>> climb tower Obviously you want to be a hero and climb the tower, but the stonework is too smooth for this to occur in actuality. The prince tries to distract the girl with some of his old limericks, but she can't hear him very well and is rather too intent upon weightier matters to listen. <>> x damsel Frapunsel looks far away, up high on the balcony. She seems to be leaning over the railing, anxiously looking for some sign by which to trust you. <>> show flowers to frapunsel "They are lovely, I'm sure," the young woman calls down. "But I'm afraid that's not enough to earn my trust... I cannot be too careful!" <>> show dainty apron (to Frapunsel) From up high on her perch Frapunsel squints down at the dainty apron and says, "I'm so sorry, but that has no meaning to me... oh, but I do wish I might trust you that you might help me out of here!!" The king's son seems very anxious for Frapunsel. <>> show stag (to Frapunsel) Frapunsel sighs, and shakes her head. <>> l <> At the base of a lonely tower <> There is an open spot here, not very large, amongst the staggeringly tall trees of the wood. The sky itself is a rare commodity after your travels through Spurnwharking Forest. Jutting up from the ground in this remote place is a tall, lonely stone tower, which, in spite of its height, would be completely obscured from any distant viewpoint by the yet greater height of the trees. The forest begins to grow gloomier around you, and denser as well, so that traveling further into the forest would be a dubious enterprise. Southeast is the only prudent way to depart from here. High up on the balcony, Frapunsel stands looking down at you, wondering if you can be trusted. The prince tags along. The heir to the throne of Dwindeldorn looks up at the tower-house high above. <>> se Prince Quisborne valorously assures the damsel in the tower that he and you will find a means to gain her trust, and seek to effect her rescue. <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. Your sidekick tags along. <>> w Pushing to the west, you soon find your progress abruptly halted. Before you stands a curious natural phenomenon which, thanks to some sundry geography reading on the part of the prince, you learn to be called "The Impasse." It is a spine of huge plates of rock sticking upright from the ground, much like a colossal stegosaur buried in the earth. The plate-like mountains crowd together to form a barrier only a quarter to a half mile wide, but soar thousands of feet into the air, sheer and unclimbable. The Impasse cuts through the midst of Spurnwharking Forest, terminating somewhere south of here before the trees end, and running north and northwest all the way until the forest is swallowed up by the perilous mountain wilds of the Twilight Border Lands. Discovering no means whatsoever of trying to go over it, you retrace your steps. <>> se <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. This area is brightened by the presence of thickly growing blue wildflowers. Your protegé is present and accounted for. <>> sw You make it through another watchful night in the forest. <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. The Prince of Dwindeldorn is here with you as always. <>> n You depart the vicinity of the Sheriff's camp to the north, and find the travel through the forest to present relatively little difficulty. More of the Sheriff's patrolmen are to be seen at intervals, and you give them wide berth when they are. After a certain space, your northward progress is abruptly ground to a halt. You have come up against the southernmost head of that strange natural phenomenon called The Impasse, and can go no further north. You turn your course east and push a bit further into the forest... <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. The forest floor is brightened by a large growth of pretty blue flowers. Your ostensible squire is following you wherever you go. <>> n <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Wandering off in any direction but south or west would involve more difficulty than it's worth. A patch of blue flowers grows here. Your "squire" is in tow. <>> s <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. Many blue wildflowers cover the forest floor. Near by your side sticks the heir to the throne of Dwindeldorn, bearing the sack. <>> w The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going southwest, northwest, or north. The boy hollers from taking a branch to the throat. <>> sw <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. Dwindeldorn's future king is present as ever. <>> * && Okay. Loop back to the flower patch. Comment recorded. <>> w Another unsettling night passed in the Spurnwharking Forest... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. The king-to-be is hanging around. <>> n After using the log for a bridge, you and your charge head northward into more forest... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. This spot is distinguished from others by the presence of a large colony of lethal thorns. Growing on woody vines as thick as your leg, the spikes reach ten inches in length and number in the tens of thousands. Travel is not only impractical but impossible except to the south and southwest. One might also, if picking one's way very carefully, try going northeast. The forest floor is brightened by a large growth of pretty blue flowers. The Feckless is following you as always. <>> sw <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The lie of the land and the myriad obstructions of the forest designate southeast and northeast as being the only reasonable directions to try traveling in. Frobbin of Roxley and his band of merry fellow-robbers are milling around with friendly faces, unbothered by the fact that you're here. Prince Quisborne is here. Some of the men whittle fresh arrows in their down time. <>> tell robin about tower "Robin" could either be something as yet unknown to you or else a phrasing unknown to us. <>> tell frobbin about tower With full consciousness of its significance to Frobbin, you communicate to him your discovery of the tower in which his Frapunsel is being kept. He nearly leaps at the news, accompanied by various expressions of emotion, and looks as if he would take off at a sprint in the direction of the tower. Instead, however, he pauses and stands for several moments engrossed in thought. "In the eastern reaches of the Wood, you say, this tower stands?" he questions. You confirm the fact, and he whispers to himself a moment or two more. "Eastern Spurnwharking is all but unreachable to us," he explains, "what with the Sheriff's men combing a north-south line in the center, from Wrottingham all the way to The Impasse, and then of course The Impasse itself." "Look here, fellows... I give you my word as an honest robber that if I had no other recourse, I would risk every hair, limb and bone to find a way around The Impasse or make a reckless charge through the Sheriff's country. But if I get caught, I won't be of any good to my Frapunsel. You lads have full freedom to roam the Wood at your leisure. It may be that if you go back to the tower, you and she together may devise a way to effect her escape. Or perhaps it be that she may have information to pass to us whereby we can ambush and subdue the Thug-lord in his castle. Either way, I'm imploring you... Prince Quisborne of Dwindeldorn, and noble Valkyrian of Vatterdelm, will you undertake to free my beloved? Or at least bring us all of the intelligence you can gain concerning her captivity and the movements of her captor?" Before you can make any reply as being the one primarily addressed, Prince Quisborne steps up ready and valorous. "Fear not, good Frobbin. Henceforth, the damsel's liberation shall be our solitary objective. We shall exercise our royal person to the utmost to achieve this end. We solemnly undertake this commission and would see it through to its commencement. Wait, 'commencement' is the beginning of something, right? 'Conclusion'! Through to its conclusion, Frobbin. Thus does the crown of Dwindeldorn slalomly swear." Having expended the bulk of his store of courtly speech, Quisborne leaves the next word up for grabs. After Frobbin fittingly expresses his indebtedness to you both, he addresses a practical matter. "Take this," he says, handing you a small locket. "If you show it to Frapunsel she will know that you come in my stead. Elsewise she may not be able to trust you." So the thing is settled: finding the lost crown of Dwindeldorn, winning Zendarc's approval for the hand of his daughter, and satisfying the expectations of King Phisbeer concerning his son's fitness to rule have all been sidelined in favor of rescuing the captive damsel. It is with approval that you observe the prince forgetting his own affairs and perhaps even jeopardizing his own hopes in concern for the welfare of another. <>> x locket The locket is a very small silver object, openable, heart-shaped, with some tracery engraved on it. It has no chain or strap. <>> * && Couldn't Frobbin given us the pet elephant Frapunsel loves so much? And written a big sign "It's okay honey, you can trust these fellows!" for it to carry in its trunk? Comment recorded. <>> open locket The locket is empty. You close it again. <>> put all in locket burlap sack: It's barely large enough to contain a bean, and nothing needs to go in it. basket: It's barely large enough to contain a bean, and nothing needs to go in it. knife: It's barely large enough to contain a bean, and nothing needs to go in it. your ember box: It's barely large enough to contain a bean, and nothing needs to go in it. cattail: It's barely large enough to contain a bean, and nothing needs to go in it. whittled stag's head: It's barely large enough to contain a bean, and nothing needs to go in it. beet: It's barely large enough to contain a bean, and nothing needs to go in it. broken mattock: It's barely large enough to contain a bean, and nothing needs to go in it. wood strip: It's barely large enough to contain a bean, and nothing needs to go in it. bottled ship: It's barely large enough to contain a bean, and nothing needs to go in it. snakeskin: It's barely large enough to contain a bean, and nothing needs to go in it. book of utterances: It's barely large enough to contain a bean, and nothing needs to go in it. fishing pole: It's barely large enough to contain a bean, and nothing needs to go in it. axe: It's barely large enough to contain a bean, and nothing needs to go in it. sky lantern: It's barely large enough to contain a bean, and nothing needs to go in it. iron bar: It's barely large enough to contain a bean, and nothing needs to go in it. roll of privy paper: It's barely large enough to contain a bean, and nothing needs to go in it. flyer: It's barely large enough to contain a bean, and nothing needs to go in it. piece of chalk: It's barely large enough to contain a bean, and nothing needs to go in it. needle: It's barely large enough to contain a bean, and nothing needs to go in it. pumpkin: It's barely large enough to contain a bean, and nothing needs to go in it. quantity of water: The locket isn't suitable for putting liquids into. dainty apron: It's barely large enough to contain a bean, and nothing needs to go in it. canvas tarp: It's barely large enough to contain a bean, and nothing needs to go in it. deflated ball: It's barely large enough to contain a bean, and nothing needs to go in it. cork: It's barely large enough to contain a bean, and nothing needs to go in it. <>> * && I just had to try... Comment recorded. <>> * && Let's show it to her first, but I just know she's not going to recognise it. "A very small silver object", after all... Comment recorded. <>> Silence can also be a virtue. <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The lie of the land and the myriad obstructions of the forest designate southeast and northeast as being the only reasonable directions to try traveling in. Frobbin of Roxley is talking with you. Nearby, the feckless heir is ambling around. <>> se <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. Your young pal comes along. <>> e <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. Your companion, Prince Q, is here with you. The prince seems to be trying very hard not to do anything to attract attention to himself. <>> n You travel the forest northward till running up against the Impasse, threading your way around pockets of the Sheriff's men as you do so. Once there, you bear off to the east... Wolves are spotted from your overnight camp, but they do not approach the fire, where you and the prince both stand holding burning brands. The morning comes... <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. A patch of blue flowers grows here. The young sprig of royalty is hanging around. <>> nw <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Not far to the west, The Impasse runs northwest-southeast, forming a natural barrier in that direction. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. Near by your side is Prince Quisborne. You can scarcely escape scraping branches. <>> nw Frapunsel spies you approaching again from her tower window, and scurries out to the balcony. <> At the base of a lonely tower <> There is an open spot here, not very large, amongst the staggeringly tall trees of the wood. The sky itself is a rare commodity after your travels through Spurnwharking Forest. Jutting up from the ground in this remote place is a tall, lonely stone tower, which, in spite of its height, would be completely obscured from any distant viewpoint by the yet greater height of the trees. The forest begins to grow gloomier around you, and denser as well, so that traveling further into the forest would be a dubious enterprise. Southeast is the only prudent way to depart from here. High up on the balcony, Frapunsel stands looking down at you, wondering if you can be trusted. Your "squire" is in tow. <>> tell frapunsel about locket "Yes," she says, "but Frobbin has escaped from more than one run-in with the Sheriff, and unfortunately the Sheriff knows he wears it. Thus I still cannot discern whether you be merely one of his men seeking to take me for leverage against Frobbin." "If you could but get the locket into my hands!... then I could know for certain whether it was the one I gave, and I would be ready to believe you had received it from Frobbin..." Your squire squints to try to see Frapunsel better. <>> show locket to frapunsel You try to show the locket to Frapunsel, but it's a very small object and she's a very long way off. "I can scarcely see what you're holding," she mourns. "I really need to see it to know that it is his. What are we to do?" <>> tell frapunsel about sky-lantern What you're trying to tell about is either something you don't know about yet, or else it's not a part of your adventure. The heir to the throne of Dwindeldorn looks up at the tower-house high above. <>> * && It's only the solution to this puzzle. She could swoon and say "Ooh, you're so clever. That's the best idea ever. You're so smart!" Comment recorded. <>> x sky-lantern "Sky-lantern" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x sky lantern It's just a simple frame of green twigs to which an inverted "bag" of oiled paper is attached. This one is a bluish color. One cross-piece at the bottom connects two sides of the frame, with a hole bored in its middle to serve as a candleholder. At the moment there's no candle in the holder. <>> put locket on sky lantern Unfortunate: you cannot find any place on the sky lantern to rest the locket. The paper "balloon" is too rounded, and the few rigid pieces on the bottom are too thin and wiry to rest anything on. The candle hole isn't a help either, because if you're planning to give the locket a ride, there won't be any space left over with a candle in there. <>> clip locket to sky lantern You may be trying to use a verb that we weren't instructed how to handle... <>> fasten locket to sky lantern You'll need an idea of some sort if you want the locket to take to the air with the lantern. It won't stay put in a straightforward manner. <>> * && It's openable. Comment recorded. <>> open locket It's an empty locket. <>> lock locket around sky lantern "Locket around sky lantern" could either be something as yet unknown to you or else a phrasing unknown to us. <>> close locket around sky lantern "Locket around sky lantern" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put sky lantern in locket It's barely large enough to contain a bean, and nothing needs to go in it. <>> put sky lantern between locket There may only be one or two circumstances in your whole adventure where you might have to think about "putting" something "between" something else. Your ostensible squire tries to reassure the girl. <>> * && You do get what I mean, right? Open the locket, put one of the thin wires between its halves, and then close it. So it pinches the wire. Comment recorded. <>> pinch locket onto wire This is one of those times where we may not have covered the verb you're trying to use... <>> clamp locket onto sky lantern You may be trying to use a verb that we weren't instructed how to handle... <>> * && Pffft. I still need a candle anyway. That will shed some light onto this problem. *shed some light*! Get it? Hahaa... Comment recorded. <>> * && I'll get me coat... Comment recorded. <>> se Before leaving, the pair of you reassure the girl that you will still be trying to find a way to rescue her. <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. Not far to the west, The Impasse runs northwest-southeast, forming a natural barrier in that direction. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. The Feckless is here with you as always. In the weird light, you almost imagine the trees are slowly reaching for you. <>> s The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going in one of those mentioned. <>> sw The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going in one of those mentioned. <>> w The Impasse lies that way at no great distance. You know of no way to proceed beyond it. <>> e <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Wandering off in any direction but south or west would involve more difficulty than it's worth. There are lots of blue flowers growing here. The heir to the throne of Dwindeldorn is here. <>> s You make it through another watchful night in the forest. <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. There is a nice patch of blue flowers growing in this part of the forest. Quisborne tags along, with sack slung over his shoulder. An owl screeches behind you. <>> w The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going southwest, northwest, or north. The Feckless gets tripped up by a root. <>> sw <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. The future king of Dwindeldorn is present as ever. <>> w <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. The boy is sticking nearby. <>> n After using the log for a bridge, you and your charge head northward into more forest... <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. This spot is distinguished from others by the presence of a large colony of lethal thorns. Growing on woody vines as thick as your leg, the spikes reach ten inches in length and number in the tens of thousands. Travel is not only impractical but impossible except to the south and southwest. One might also, if picking one's way very carefully, try going northeast. This area is brightened by the presence of thickly growing blue wildflowers. Your companion, the princeling, is here with you. You stumble on a root, probably not for the last time. <>> ne <> At Castle Blad Voktorn <> You are still shrouded by the thick cover of the forest, but before you, to the northeast, opens a view both spectacular and formidable. The forest has been thinned just at the foot of that strange and massive rock barrier called The Impasse, and on a prominent uplift of the forest floor, nestled against The Impasse itself, a grim castle glowers balefully down on the land. This then is the stronghold of Olarigor: the deplorable castle of Blad Voktorn. Even from some distance you can see sentries and armed men stalking the battlements of the castle. Prince Quisborne the Feckless is following you as ever. "Pig wigs and worm whiskers!" blurts the prince. "Now that's a spooky- looking place! I know we've already been in an actually haunted castle... but that castle didn't look *mean*, it just looked sad, and, well... haunted. This castle looks like it wants to eat me." The Feckless is worried about being seen. <>> x castle The castle under the shadow of the giant rock barrier has a menacing and sinister aspect. Its very architecture seems designed to convey fear and malice. Its footprint is not huge, but nearly the whole of it rises many levels high above its uplifted foundations. The edifice is laced with gargoyles and grotesque carvings, and every arch, angle and opening seems shaped to portray cruelty and harshness. Its stone is very nearly black with slime and damp. The main entranceway, blocked by a lowered portcullis, faces southwest towards you. Even from some distance you can see sentries and armed men stalking the battlements of the castle. <>> x sentries You don't have a close look at them, but they seem to be keeping a sharp eye out for anyone that might be approaching the castle. <>> distract sentries This is one of those times where we may not have covered the verb you're trying to use... <>> wear apron to diguise of flower girl bringing pretty blue wildflowers to the guards. And maybe a peck on the cheek. "Diguise" could either be something as yet unknown to you or else a phrasing unknown to us. <>> ne It is foolish business to be striding out towards Olarigor's castle. This isn't the kind of place where the door is answered for visitors. You're likely to take a shaft the moment you're seen. <>> wave You may be trying to use a verb that we weren't instructed how to handle... <>> shout You blast your voice within earshot of the castle. Faster than you could have imagined, the portcullis lifts just enough to let out some swift riders bent on extermination. Grabbing the prince, you turn tail and make hot tracks back into the woods. However, the riders from the castle reach the treeline only moments behind you, and as you are not willing to flee with a pace that the prince can't match, they soon draw close enough to plant multiple arrows into each of your backs. You've posthumously learned a valuable lesson that if a castle looks really evil, it might actually be evil. *** Death has put a considerable damper on any further plans *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “shout”. <> At Castle Blad Voktorn <> You are still shrouded by the thick cover of the forest, but before you, to the northeast, opens a view both spectacular and formidable. The forest has been thinned just at the foot of the soaring and massive rock barrier called The Impasse, and on a prominent uplift of the forest floor, nestled against The Impasse itself, the grim castle of Blad Voktorn glowers balefully down on the land. Even from some distance you can see sentries and armed men stalking the battlements of the castle. The ubiquitous prince is here. <>> * && Hah! SHOUT did it. Nice. Comment recorded. <>> sing You'd better keep it down: you don't want the sentries to know you're near. <>> talk to quis "Quis" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> talk to quiz We're way past the greeting stage. <>> sw <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. This spot is distinguished from others by the presence of a large colony of lethal thorns. Growing on woody vines as thick as your leg, the spikes reach ten inches in length and number in the tens of thousands. Travel is not only impractical but impossible except to the south, southwest, and (with care) the northeast. Many blue wildflowers cover the forest floor. The boy comes along. <>> s Another unsettling night passed in the Spurnwharking Forest... <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. A still stream cuts the forest floor here from southwest to northeast, yet even for its twelve feet of width, it creates no break in the arboreal canopy of gloom above. A giant log has conveniently fallen across it at this spot, allowing you to push further north or northwest into the forest without having to deal with a soaking. You might also make your way through the tangled limbs to the east or southeast, which last direction will lead you out of the forest to Sprokemabble village. Nearby, your ostensible squire is ambling around. <>> e <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, away from the heart of the wood. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. Dwindeldorn's future king is present and accounted for. <>> se <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. Prince Q is following you wherever you go. A girl slowly goes along the way, blankly staring. <>> * && I need a candle. Comment recorded. <>> save Saved. <>> script off