Start of a transcript of: Edge's Valley Bigfoot Society An Interactive Fiction by NegSec Release 1 / Serial number 251022 / Inform 7 v10.1.2 Inform 7 v10.1.2 Identification number: //568DA9BB-E092-458C-9C28-B5F20D8F01D0// Interpreter version 1.3.8 / VM 3.1.3 Menus version 5 by Wade Clarke Basic Help Menu version 4 by Wade Clarke Small Kindnesses version 13.2 by Aaron Reed Smarter Parser version 16.1 by Aaron Reed >x leaves An attempt at food, perhaps. On closer look, you see that a stick is poking out of it. You should have noticed that earlier... Maybe you should pick it up, that could be useful. "Maybe counting sheep will help me stay awake! 1... 2... 3... Wait a minute, isn't counting sheep supposed to make you sleep? Darn dang damn it, now I'm even more tired!" The guard stomps on the ground out of anger. >get stick You pull the stick out of the pile. "I heard on Facebook that your body can create caffeine naturally, if you try hard enough!" The guard scrunches up his face. "I don't think it's working." >x bucket The purpose of the bucket, judging by its smell, is clear enough... "Why did I volunteer for guard duty? I should be sleeping right now, like the rest of my buddies!" The guard sighs, then stares at the wall. >x guard Fat and bearded. He is wearing a white t-shirt with "BIGFOOT LIVES!!!" on it. You can see a key on his neck, that presumably is the key that leads out of your cage. The guard starts snoring for a second, but wakes up again. "Darn it Randy! Keep it together!" >sing That's not a verb I recognize. >snore That's not a verb I recognize. >lie on bed You try to lie on the bed, but it can't carry your massive Bigfoot weight. It loudly collapses to the ground. One of the legs breaks off. "Wow, Bigfoot, ya really broke our darned bed! That thing cost a lot of money... Actually, it didn't, we got it at a garage sale for 20 bucks. But still! I'm outraged..." >x leg Like the bed it fell off from, it's brown and wooden and stick-like. These humans, can't they make anything correctly? "Get it together, Randy! You need to stay awake!" the guard shouts with a southern drawl, despite your current Pacific Northwestern location. >i You are carrying: a stick "I really regret doing this..." The guard yawns loudly. >yawm That's not a verb I recognize. >yawn That's not a verb I recognize. >l Damp Basement (in the cage) The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. You can see some exits, but those won't do you any good while you're stuck in here. A poster with something drawn on it is stuck to the bars. You can see the security door leading out of this basement, but, due to the cage you are currently stuck in, it is impossible to access. Even though you know it is an inanimate object, you can still almost hear it teasing you. The guard assigned to watch you sits on a chair. He is trying to stay awake, a battle he is clearly losing. A bed is here. It is way too short for your tall Bigfoot body. If you were to lie on it, you would have to rest your legs on the bars. Next to a bucket is a pile of autumnal leaves. In the cage you can also see a leg that fell off the bed. The guard, having finally succumbed to the late hour, drifts off to a sweet and deep sleep. >get leg Taken. >get key with stick I only understood the first part of that. You might try: >GET KEY To stop these messages entirely, type NOVICE OFF. >get key You try to grab the key with the stick, but it is just a smidge too short to grab the key off the guard's neck. If only there was some kind of way to extend it... >attach stick to leg That would be a great idea, if you had some kind of rope or sticky substance. But at the moment, you do not. >l Damp Basement (in the cage) The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. You can see some exits, but those won't do you any good while you're stuck in here. A poster with something drawn on it is stuck to the bars. You can see the security door leading out of this basement, but, due to the cage you are currently stuck in, it is impossible to access. Even though you know it is an inanimate object, you can still almost hear it teasing you. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. A bed is here. It is way too short for your tall Bigfoot body. If you were to lie on it, you would have to rest your legs on the bars. Next to a bucket is a pile of autumnal leaves. >x bucket The purpose of the bucket, judging by its smell, is clear enough... >dip stick in bucket That's not a verb I recognize. >x leaves An attempt at food, perhaps. >chew leaves That's not a verb I recognize. >eat leaves That's plainly inedible. >l Damp Basement (in the cage) The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. You can see some exits, but those won't do you any good while you're stuck in here. A poster with something drawn on it is stuck to the bars. You can see the security door leading out of this basement, but, due to the cage you are currently stuck in, it is impossible to access. Even though you know it is an inanimate object, you can still almost hear it teasing you. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. A bed is here. It is way too short for your tall Bigfoot body. If you were to lie on it, you would have to rest your legs on the bars. Next to a bucket is a pile of autumnal leaves. >pull chair You might want to do that, but your big hands can't fit through the bars. >x guard Fat and bearded. He is wearing a white t-shirt with "BIGFOOT LIVES!!!" on it. You can see a key on his neck, that presumably is the key that leads out of your cage. >x leg Like the bed it fell off from, it's brown and wooden and stick-like. These humans, can't they make anything correctly? >x bed Wooden and shoddily made. One of the legs is missing, and it is tilted in a way that makes it impossible to sit or lie on it. >l Damp Basement (in the cage) The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. You can see some exits, but those won't do you any good while you're stuck in here. A poster with something drawn on it is stuck to the bars. You can see the security door leading out of this basement, but, due to the cage you are currently stuck in, it is impossible to access. Even though you know it is an inanimate object, you can still almost hear it teasing you. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. A bed is here. It is way too short for your tall Bigfoot body. If you were to lie on it, you would have to rest your legs on the bars. Next to a bucket is a pile of autumnal leaves. >x poster A crude pictogram of a human shooting a Bigfoot escaping from a cage. It protrudes from the bars quite a bit more than you would expect. >get poster You see that the poster is stuck to the bars with a blob of sticky putty. That looks useful! You take the putty and the poster. >put putty on stick You stick the putty to the stick. >attach stick to leg You connect the cracked leg and the stick together. >get key It takes all the dexterity you can muster, but you manage to get the key off the guard's neck and into the cell. Finally, free at last! You immediately open the door and walk out of the cage, careful to not wake the guard. Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. You can see some exits, but those won't do you any good while you're stuck in here. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. It seems to shut up, now that you've gotten out of that damned cage. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. [Your score has just gone up by five points.] >search guard You find nothing of interest. >s Meeting Room The place where it all happens. Various blurry pictures of Bigfoot decorate the walls. A raised platform with stairs leading up to it is behind a few rows of somewhat disorganized foldable chairs. On the platform is an ornate wooden lectern, where important people in the Society would go to speak, or at least you imagine that. A microphone is on top of the lectern. Behind the platform, on the walls, is a chalkboard. The only way out is to the north. >x chalkboard A surface for writing things. On the surface is: stick figures with guns surrounding a larger, hairier stick figure, "PLAN!", and confused arrows pointing to various things. >x lecturn You can't see any such thing. >get mic You can't see any such thing. >get microphone (the microphone) Taken. >x midrophone You can't see any such thing. >x microphone (the microphone) Totally wireless. Just speak into it and (assuming it is on) it will amplify whatever you say. There is a switch on it to turn it on and off, and a latch on the back to put in a battery. The microphone is currently switched off. >open latch You open the latch, revealing a dead battery. >get battery Taken. >x lecturn You can't see any such thing. >l Meeting Room The place where it all happens. Various blurry pictures of Bigfoot decorate the walls. A raised platform with stairs leading up to it is behind a few rows of somewhat disorganized foldable chairs. On the platform is an ornate wooden lectern, where important people in the Society would go to speak, or at least you imagine that. Behind the platform, on the walls, is a chalkboard. The only way out is to the north. >x lectern Embossed on the front is the logo of the Edge's Valley Bigfoot Society. The logo is a (not very good) stylized faceless picture of a Bigfoot. Around it is the text "EDGE VALLEY BIGFOOT SOCIETY - CRAS ES NOSTER - FOUNDED 1982." >n Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >x keypad It has a pretty black sheen and 10 buttons on it for each number. >press 1 (button on the door keypad) No need for all of that tedium! Just use the "input into " command. >input 1982 into keypad You enter the code in. The keypad beeps pleasantly, and the door slowly opens up. [Your score has just gone up by ten points.] >w Documents Room Boxes upon boxes upon boxes are haphazardly stacked and distributed throughout the room. Mostly beige, but some in different colors like black or green. All of the boxes have a time written on them, like "Spring 1998." You sense that these boxes are somehow important, but you don't know how exactly. The exit is to the east. >search boxes The documents are all in the wrong places! You find papers from the 90s in the 1987 box, papers from the 80s in the 1997 box, and similar. This Bigfoot society clearly has an atrocious bookkeeper. Other than that, you don't find anything of interest. Just records of meetings, budgets, resolutions, etc. But you have a good feeling that if you search a little more, you'll find something. >g This time you find the record of a hunt last year, when you let them almost catch you: "...PRESIDENT: We got 'em in our net! SOCIETY: Yes! PRESIDENT: We went over there to check 'em out! SOCIETY: Yes! PRESIDENT: But he broke out of it, and got away! SOCIETY: Yes! PRESIDENT (louder): I say to you, gathered members of the Edge's Valley Bigfoot Society, that we will get that dumb little stinkin' beast next time! SOCIETY: Yes!" Funny, but not useful. You think you might find some information more applicable to your current situation, if you keep on searching. >g This is taking a while. You still don't find anything useful. But you still have a feeling that if you just keep at it for long enough... >g This is taking a loooooooong time. Nothing but useless transcripts and budgetary records. That feeling is still there, though. >g There's a very cute cat picture onto this flier. But nothing else. You still think you ought to keep up your search. >g You finally find something good! A record from the April 14th, 2020 meeting: "...PRESIDENT: Also, due to some very successful? SOCIETY: YEAH! PRESIDENT: fundraising efforts, we have the money to install a Ganelson 3500 Stainless Steel Security Door, to keep out the Feds and? MORRIS FLETCHER: I hate the Feds! Always telling me, what I can and can't do... I think they made this damm good fer nothin' COVID? PRESIDENT: Thank you for your enthusiasm, Mr. Fletcher. The door will be installed tomorrow. And it will require a passcode. On both sides. That's just how they make 'em. Anyways, I have instructed the workmen to set the code to our founding date, 19" Unfortunately, a mysterious coffee stain blots out the last two digits. You don't enjoy the prospect of having to sort all of these out-of-order records. You'll have to find some other way to find out when the Society was started. >e Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >e Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is something you never before now saw in person, a computer! And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >x device A long rod with a microphone at the back of it. You can whisper commands into the microphone and it will make your target follow your every command... Mostly. The mysterious device is currently switched off. >get device No way! You don't even fully know what it does... Seems like a bad idea to you. >turn on device No way! You don't even fully know what it does... Seems like a bad idea to you. >break device Although you are tempted to, you resist the primal urge to break the mysterious device. >l Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >x computer Well, there's a weird boxy thingy. You think that's called the "desktop?" Something like that... Next to the weird boxy thingy is a mysterious box that shows your reflection. You've only read about these things in stolen newspapers and books. They seem neat. You have but only a general idea on how to use 'em. Normally you might want to try to figure out how it works, but this is not the time. You have bigger fish to fry. >l Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >get gun You can't see any such thing. >get weapon You can't see any such thing. >x weaponry No way. You don't even want to touch those things, after what happened. Besides, there's probably some kind of anti-theft alarm on them. >x gadgets No way. You don't even want to touch those things, after what happened. Besides, there's probably some kind of anti-theft alarm on them. >search desk You find nothing of interest. >l Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >search papers You find nothing of interest. >open device It isn't something you can open. >x device A long rod with a microphone at the back of it. You can whisper commands into the microphone and it will make your target follow your every command... Mostly. The mysterious device is currently switched off. >w Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >n Hallway It's still dark, but less dark than it was when you were back in the damp basement. (You suppose, that you're still in some kind of basement, but it doesn't feel very basementy to you.) The walls have a very strange zigzagging pattern to them. It's a little disorienting. You can just faintly make out the sound of a single cricket chirping. To the south is the security door that leads back to the basement. Further north is a stairwell to... somewhere? You really don't have much of an idea of where you are. >n Going round and round and round the creaky wooden stairs has a somewhat hypnotic effect. After some time, you reach the top, at... The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. Oh, well, you won't be here for long! Leave this filthy place and walk northwards to sweet, sweet, juicy freedom! A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, a pen, and a name plate. >read sign "YOU LOSE IT, YOU BUY IT! Late fee = $5 per day, lost book fee = 3X retail price. NO EXCEPTIONS!" Under that very friendly message is a picture of a very old and angry looking female human with glasses. >get pen Taken. >read plate The name plate reads "MS. JANICE T. FLENDLE." Under that, in a smaller font is "Chief Librarian." >x phone One of the old-fashioned rotary ones. You've actually read an article on using one of these things! Maybe you could call 911 on it, get some help with these burglars... >l The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, and a name plate. >exits From here, you can go north, south, and down. >s (first opening the sturdy door) Children's Section A large variety of colorful (but clearly worn from much use) toys and children's books are stored neatly in toy shelves. To the north is a very sturdy-looking door, that leads out into the main library area. One toy stands out in particular to you, a medium-sized toy police car. >x car Around the size of your hand. The word "POLICE" is written on both sides in blue letters. Bits of paint have been worn off, revealing the white plastic below. On the top of the car is a fake police siren. A sticker next to the siren reads "PRESS ME for LIGHTS AND SOUNDS!" >press siren You press the siren, expecting the sound to be amplified by the microphone. But the microphone doesn't do anything. You check the microphone and see that it isn't on! That was a little stupid of you... You should probably turn on the microphone. >turn on microphone You turn it on, and instead of getting a nice green light, you see absolutely nothing. Zilch. Nada. The battery is probably dead. You'll have to find a new one. >get car Taken. >l Children's Section A large variety of colorful (but clearly worn from much use) toys and children's books are stored neatly in toy shelves. To the north is a very sturdy-looking door, that leads out into the main library area. >x books Small picture books of different genres, mostly fiction. >x toys Some action figures and dolls, some cars, some trucks, some fake food. >x food You see nothing special about the food. >x dolls You see nothing special about the dolls. >n The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, and a name plate. >n You are about to exit the library and head into town when you see something concerning. Two burglars on the other side of the street, attempting to break into a pawnshop. They would almost certainly see you. If only there was some way to scare them off... >i You are carrying: a police car a pen a dead battery the microphone a key a poster a contraption you made to get the key off of the guard's neck >l The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, and a name plate. >search desk On the desk are a hostile-looking sign, a telephone, and a name plate. >open phone It isn't something you can open. >l The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, and a name plate. >d Hallway It's still dark, but less dark than it was when you were back in the damp basement. The walls have a very strange zigzagging pattern to them. It's a little disorienting. You can just faintly make out the sound of a single cricket chirping. To the south is the security door that leads back to the basement. Further north is the stairwell leading up to the library. >listen The faint chirping sound is quite calming. >s Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >x keypad It has a pretty black sheen and 10 buttons on it for each number. >open keypad It isn't something you can open. >l Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >e Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >x device A long rod with a microphone at the back of it. You can whisper commands into the microphone and it will make your target follow your every command... Mostly. The mysterious device is currently switched off. >open device It isn't something you can open. >get microphone You already have that. >get device No way! You don't even fully know what it does... Seems like a bad idea to you. >l Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >open computer It isn't something you can open. >open mouse You can't see any such thing. >l Weapons and Gadgetry Room Wide shelves of probably illegal weaponry and fancy gadgets cover the walls. Near the back is a high-quality mahogany desk, covered in papers. On the desk is a computer. And then, of course, there's the exit to the west, but why would you ever want to leave such a wonderful place? One particular mysterious looking device is on the shelves. >open gadgets No way. You don't even want to touch those things, after what happened. Besides, there's probably some kind of anti-theft alarm on them. >search desk You find nothing of interest. >x desk Mahogany and well made. It has a drawer that you could open, if you like. >open drawer You open the drawer, revealing a battery, a paper clip, and a business card. >get battery (the battery) Taken. >put battery in microphone (the battery in the microphone) You open the latch and put the battery inside. >get clip Taken. >read card Insane Inventions! MARVIN SMITH -- CEO, CFO, CTO, Consultant, Professional Inventor! Phone: 555-231-2929 Email: marvin@insaneinventions.web >get card Taken. >n You can't go that way. The only way to go is west. >w Damp Basement The basement your captors have put you in is badly lit, but you can still make out some things with your very sensitive Bigfoot eyes. To the north is a very sturdy looking security door that probably leads out of this basement. There's a keypad on the door, you think you'll need a four digit code to unlock it. To the south is what looks like some kind of meeting place. To the west is a room filled with boxes. To the east you can see a room filled with weapons on shelves. The guard assigned to watch you sits on a chair. He's doing quite the bang-up job at that, considering that he's totally asleep. Your cage lies in a corner of the room, wide open. >n Hallway It's still dark, but less dark than it was when you were back in the damp basement. The walls have a very strange zigzagging pattern to them. It's a little disorienting. You can just faintly make out the sound of a single cricket chirping. To the south is the security door that leads back to the basement. Further north is the stairwell leading up to the library. >n The Library It's quite smaller than you expected. There are rows of bookshelves sorted by category. In the corner of the room, a stairwell goes down to the basement. A sign with a crude (but charming) drawing of a few boxy small humans in bright colors rests over a sturdy-looking door to the south. The exit is to the north. The Hallway is down the stairwell. A large wooden desk with a chair is perfectly positioned in front to aid incoming visitors. On the library desk is a hostile-looking sign, a telephone, and a name plate. >read card Insane Inventions! MARVIN SMITH -- CEO, CFO, CTO, Consultant, Professional Inventor! Phone: 555-231-2929 Email: marvin@insaneinventions.web >dial I didn't understand that sentence. >call marvin (on the telephone) You dial the number on the business card. "Hello?" you hear. "What are you doing, calling me at this late hour? Don't you have better things to do?" You try to ask him for some inventing advice, but it just comes out as incomprehensible moaning. "Come on! Get a darned life! Good night to you! Kids these days, always prank calling..." They hang up. >* lol (Noted.) >turn on microphone The microphone is already on, no need to do that. >press car You press the siren. It immediately lights up and starts ringing loudly, the microphone amplifying the sound. "IT'S THE POLICE! SCRAM!!!!" you hear one of the burglars say. They run off into the distance... You start to rejoice! You can finally go home! Until you hear a noise that makes your blood curdle... "OH LORDY CRAP, WHERE'S BIGFOOT?!?" you hear the guard shout furiously. "THAT MANGY BEAST! HE ESCAPED! I'LL KILL THAT DAMMED BASTARD!!" If life had some kind of "SAVE" command, which you could use to create a snapshot in time that you could return to later in case of regrets, perhaps with a matching "RESTORE" command, you would probably use it around now. You better run, or find some other way to deal with this... [Your score has just gone up by three points.] >save Ok. >n (first opening the exit door) Town The Moon glows gloriously in the sky. A few human buildings line the street. You take in the fresh night air! At last, you are truly, finally free! Now, the only thing you really need to do is get back home. Your Bigfoot instincts (and your eyes) tell you that the forest is somewhere to the east. Just keep on going east. >e Getting Closer You can see the trees just a little distance away. Keep on heading east! Don't stop, under any circumstances... You hear the guard coming towards you. "Ha ha, I've nearly got you!" He's close. Better get going quick! >e Even Closer The trees surrounding the town are larger and larger now. Everything has been tuned out now. There is only you, the ground, and home. Keep on going east. The guard is still too close for comfort. Don't stop running! >e The Edge of Edge's Valley You have now reached the edge of the town. You can see the "YOU ARE LEAVING EDGE'S VALLEY" sign right in front of you. Just a little bit further and you will be free! The guard is still too close for comfort. Don't stop running! >e Finally. Freedom. You made it. It took so much effort, but you did it. You made it back to the forest. You quietly and gracefully slip into your favorite sleeping spot, the other Bigfoots blissfully unaware of your little misadventure. You'll never tell them. (BONUS: +10 POINTS. Congrats! The other Bigfoots will never know...) The Edge's Valley Bigfoot Society are furious. They try to show the other residents of the town the blurry pictures they took of you as "evidence" for the existence of Bigfoot, but like usual, nobody believes them. Eventually, people stop going to the meetings, and it just kind of fizzles out... You think you've learned a valuable lesson from this experience: don't get mixed up with humans. You mostly try to follow that rule, but on occasion you get tempted... *** The End *** In that game you scored 28 out of a possible 50 or so, the author of this game can't be bothered to figure out the theoretical maximum score... You did all that in 122 turns.Different endings can potentially net you more points, so try replaying and finding a different way to escape!. Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > script off Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > quit