Start of a transcript of Eat the Eldritch An interactive cruise to the end of the world by Olaf Nowacki Release 1 / Serial number 230928 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N) ----- Type HELP if you need help to play this game. Type ABOUT if you want to know who worked on this game. Type SHIPBOARD DIRECTIONS OFF if you prefer to use compass directions for moving. Identification number: //6D0E12F3-5D06-4CE9-A5DA-CC21030A6567// Interpreter version 1.3.6 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson >* OK intriguing set up! (Noted.) >about Eat the Eldritch Everybody's got a hungry something. The characters in this story are fictional and none of what is described here actually happened. It better have not. Credits The cover illustration is by Annette Köhn. The song at the end of the game is "Star Ocean" by Rainer Torres - many thanks for his kind permission to use it in the game. I would like to sincerely thank everyone who was brave enough to test an unfinished version of this game and give me feedback on it: Andrew Schultz, Francesco Ariis, Patrick Amelung and Saskia Eckhardt. Likewise many thanks to David Welbourne, gadzoks, Jade, J.P. Tuttle, keltena, Knight Otu and Pinkunz from Club Floyd, who provided early feedback. Thanks also to Jacqueline Ashwell, for organizing ClubFloyd and making them available for beta testing. Thanks to Harumi for her feedback on all things Japanese. Thanks to deepl.com wich I used extensivly in finding the right words. A German (and earlier) version of this game was released at the 12th IF Grand Prix in April 2023 with the title "Fischstäbchen". Many thanks to Christian Werner, Hannes Schüller, Heiko Spiess, Martin Oehm, StJohnLimbo and Stefan Hoffmann for their very detailed and constructive feedback on this! It has encouraged me to heavily revise a lot of things. This game was written November 2022 to September 2023 by Olaf Nowacki. Please send your very welcome feedback and transcripts to me at olaf.nowacki@gmail.com! >help In this game, you control your character (Captain Jun Do) via commands that you type after the >. There are abbreviations for the most used commands. This includes the ones to move your character around. This story takes place on a ship and therefore uses nautical directions: F (fore), A (aft), P (port), S (starboard), U (up) and D (down). ? F ? ?U P ? S ? A ? ?D (If you prefer to use the cardinal directions (NSWE), you can set this with the command SHIPBOARD DIRECTIONS OFF.) Some of the most important commands consist of only one word. These include walking around or Z (WAIT - let some time pass) or L (LOOK - show the room description again). Most commands however consist of a verb and an object, like X it (examine something, e.g. X THE KEY). Finally, there are also commands with two objects (e.g. PUT THE KEY INTO THE HOLE). The VERBS command shows you a list of useful commands (warning, spoiler!). The best thing is to just write what you want to do. You can't go wrong and the game will tell you if it doesn't understand something. For your orientation, it's good to draw a map while you play. It's best to make a note of the name of each room, what objects are in it, and what other rooms the exits lead to. If you don't enjoy mapping or if you get lost: on each floor there is a plan in the staircase, which shows the rooms on this floor in a simplified way. You can view it with "x plan" (but only in the staircase). And now have fun! >* Convenient to have those maps! (Noted.) >score You have so far scored 0 out of a possible 55, in 1 turn. >i You are carrying: a key >x key This is the ignition key for the fish processing plant. >x me You are Jun Do, captain of the fish processing vessel Tataki. >l Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >x window The window spans the full width of the bridge and is curving aft and tilting forward. It provides the fullest possible view of the upper deck and surrounding sea, just in case the captain wants to look through it. >look through window Through the window you have a very good view over almost the whole Tataki. The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look, dividing the world into orange surfaces and meaningful shadows. Everywhere forward and to the sides you see water, water and nothing but water under the cloudy night sky. Behind the railing it is at least twenty meters down to the water's edge. This is where the catch would normally be kept before it is processed, but unfortunately you haven't caught anything yet. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. But at least Rudolf Carter is not sitting on the upper deck again with his carpet and praying. Somehow you can't stand that, even if he should pray for fish. Night is falling. The sun has already sunk behind the horizon, but the clouds high up in the sky still get some light from it. They look gloomy and threatening, but the sea below is smooth as glass. [You achieved "See through".] [Type ACHIEVEMENTS to see a list of all your accomplishments so far.] >* hmm, Rudolf Carter sounds Lovecrafty but he's Muslim? Also our PC seems a little jerky (Noted.) >achievements So far you have achieved: See through. >* separate from score (Noted.) >l Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >x console Many different displays and control elements are lurking in the console (and of some you know neither meaning nor function). There's the nautical chart (which is quite useless at the moment because the Tataki is at Point Nemo right now). Considerably more interesting is the fish finder, a sonar to find schools of fish. But really, the heart of any bridge is the helm. Even if, strictly speaking, this one is not part of the console on this ship. [You achieved "Doing captaincy".] >x chart The nautical chart in the console is a monitor that replaced the old paper version a few years ago. Currently, it is boring and featureless, being completely blue. However, it is not an operating system error, but because the Tataki circles around Point Memo, the point of greatest inaccessibility. Point Nemo lies in the Pacific Ocean and is the place farthest from any land mass on the entire planet. And that's where the Tataki is right now. 1400 nautical miles to the nearest coast. The monitor of the nautical chart is embedded in the console with a slightly raised frame. [You achieved "Point Nemo".] >x helm The Tataki has several years more on the hump than you yourself and the steering wheel is accordingly old-fashioned. It is made of real wood, with handles and spokes, resting freely on a pedestal, as on old sailing ships. A compass is set into the top of the pedestal. >x compass This is an old-fashioned compass, with a magnetized needle that can rotate freely, set into the top of the pedestal. It shows that the Tataki is heading north-east. Your belly growls. >x scan It's just a simple button with the label "SCAN". >push it When you press the button, the display of the fish finder flashes once. A few seconds later a horizontal line on it moves from bottom to top while the screen rebuilds. No beep. You should still check the screen in case something did change. >x screen The largest and most important part of the fish finder is a blue screen. On it, small white dots show how many fish were in the area of half a nautical mile around the Tataki during the last measurement. The more white, the larger the fish population. Sadly, the last scan did not yield a better result. The screen of the fish finder is still completely blue. Not a single white dot, which would represent fish around the ship, can be seen on it. But this is no reason to give up. Below it is a button labelled "SCAN". [You achieved "Search for fish".] >* OK let's get food (Noted.) >l Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >aft Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. You can't work when you're hungry like this. >x plan On the wall hangs a sign showing the layout of this deck: B R ??? I ? D ? ????? F G ???BDG? P ? S E ????? A ? ? D ????? ????? E ? ????Cpt? C ????? ????? K >* ooh nice (Noted.) >s Captain's Cabin Your cabin is no better than that of the other workers on board. Having not employed stewards for years due to cutbacks, it's not very clean. At least yours has a wide window that looks out onto the stern of the Tataki and the ocean beyond. From your bunk you can see the starry sky if it's not too cloudy or you're too tired. Most of the time both is the case. The exit is port. A speargun mounted on a board hangs on the wall. It is about as decorative as a stuffed fish. >* that's sad (Noted.) >x window Through the large window you can see the round stern of the Tataki. Behind it is the endless Pacific Ocean with the wake cut into it by the ship like a scar. Above it is the even more endless sky, shrouded in clouds, through which now and then the full moon looks down on you. >x sky Thick black clouds pass by in the sky above you and it looks stormy, although there is complete calm down here. Every now and then the full moon, which is right above you, peeks through big holes in the cloud cover and then reflects on the lonely surface of the sea. >x ocean The surface of the sea is as smooth as glass. Every now and then the full moon is reflected in it when a hole tears open in the moving cloud cover above you. You should check the kitchen. >x moon The moon couldn't be fuller and when it appears between the clouds it bathes the Tataki and the whole ocean in a pale light that is so bright you could read books in it. >look through window You find nothing of interest. >* good depth of implemetnation overall, though maybe could redirect that last one? (Noted.) >x gun The speargun has the shape of an elongated pistol. Presumably, it is supposed to bring some atmosphere into the otherwise very sober room. It is securely bolted to the board with metal brackets. Screwed tight with, yes, these must be Torx screws. In the speargun is an arrow. >take it Not a chance as long as this thing is bolted to the board. >x arrow The arrow has a very sharp point with strong barbs. At the other end there is an eyelet, presumably to attach a rope. Your belly growls. >take it You take the arrow out of the speargun. >l Captain's Cabin Your cabin is no better than that of the other workers on board. At least yours has a wide window that looks out onto the stern of the Tataki and the ocean beyond. Your bunk is messy and it's even worse in the dark hole underneath. The exit is port. A speargun mounted on a board hangs on the wall. >x board This is a dark stained wooden board with simple ornaments on the edge. It has a hinge on the port side, which is screwed to the wall. On the board is a speargun (empty). >x bunk Your bunk is enclosed by three walls, as is common on ships, with one open wide side. Your bedding is messy because you don't bother to lay it down smoothly yourself. And there's a black gap under the bed that provides fuel for nightmares. >open board It isn't something you can open. You can't work when you're hungry like this. >make bed That's not a verb I recognise. >look under bed You slowly bend down and cautiously peek under your bunk, anticipating something grim. And there it is: dirty tableware, which was banished there eons ago. You look at it suspiciously and it looks back with hostility. >* eek (Noted.) >x tableware You see no details since the tableware is hidden in the dark, but it's probably a minimal set of a plate and a fork. >take it Anxiously, you stretch your arm into the dark maw beneath your bunk. Finally, you feel the cold dead surface of the plate, grab it and pull it out. There is still a sticky fork on the plate. You take both. [Your score has just gone up by two points.] >i You are carrying: a plate a fork an arrow the ignition key of the processing plant >x fork The fork is dirty. An indefinable goo sticks to it. Your belly growls. >x plate The plate is dirty. It looks like a small miniature meadow is growing on it, but it's probably mold. >* eek (Noted.) >p Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >d Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >x plan On the wall hangs a sign showing the layout of this deck: U ????? P ?????UPD? P ????? E ? R F ????? ????? ? P ? S ?CRL???KTC? ? A ????? ????? D ? ? E ????? ????? C ?? ?? ?RCC? K ????? ????? >f Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. You should check the kitchen. >x chairs These chairs are a pain in the ass. Literally. >x tv There is a sales program on the TV. Always is. And, what do they offer? They offer puppies for sale. You're thinking about whether this might be something for you. >* eek (Noted.) >turn on tv The TV is already on, it can't be any more on. >turn off tv Impossible, the TV remote control has not been seen for ages. >s Galley This is the kitchen, or "Kombüse" as Rudolf Carter would say. This is his domain, and you don't know your way around here at all anymore because he moved everything around. Carter only hired on just before departure, since the old ship's cook had to be committed to a mental facility for having a nervous breakdown. But where is he hiding? Sitting on his carpet on the upper deck again? He's got to fix you some food, but first you've got to find him. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. What you can't see is a refrigerator. It has disappeared. Port is the crew lounge and the cook's cabin is aft. A calendar is hanging on the wall. Your belly growls. >* I'm a little suspicious of Carter! (Noted.) >* Also what drove the last cook mad? Not great! (Noted.) >x cooker The large cooker is suspended freely swinging in two axes, so you can cook even in a rough sea. On it is a large frying pan. >open it It isn't something you can open. >* Oh weird (Noted.) >x pan The frying pan is fairly large with a high rim and made of cast iron. >take it The large frying pan was either welded to the stove, melted to it or stuck by burnt-on food residues. In any case, it does not move. Otherwise, it might have disappeared along with the other kitchen utensils. >l Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. What you can't see is a refrigerator. It has disappeared. Port is the crew lounge and the cook's cabin is aft. A calendar is hanging on the wall. You have to think of that old movie with Michael Caine: "Get Carter". >x shelves A good part of the walls are covered with shelves. Cooking utensils and canned food have completely disappeared from them. Instead, they are now full of books. Only in one compartment there are jars with spices. >* the prompts are maybe a little aggressive but help stay on track (Noted.) >x spices You look a little closer at the spice jars. The names on them don't mean much to you: Daphne mezereum, yew, meadow saffron, giant hogweed, laburnum, deadly nightshade - isn't that poisonous? It certainly sounds like it. Hopefully Carter knows what he is doing. >x nightshade The names on them don't mean much to you: Daphne mezereum, yew, meadow saffron, giant hogweed, laburnum, deadly nightshade. >take it You detach the calendar and a safe is revealed in the wall behind it. Oh right, the safe -- you almost forgot it existed. Well, the calendar is not going to reattach... hopefully Carter won't be mad. >* oh weird (Noted.) >x calendar You flip through the calendar. It's new (i.e. from this year) and has pictures of cooking utensils with cute puppies. Or cute puppies with cooking utensils. As always, a matter of perspective. That Carter's got to be somewhere. >x safe The safe is recessed flat into the wall and does not protrude a bit. The knob in the middle of the safe door is also recessed. >x knbo You can't see any such thing. >oops knob The knob is just the right size to be turned easily to the left and right with thumb and forefinger. It has grooves so that the fingers do not slip, but otherwise no markings, no numbers or anything. It can also be pressed in a bit, then it pops back. >push knob The knob pops back out. Nothing else happens. This must have been the wrong combination. >turn knob left You turn the knob to the left and it makes a fine click that you rather feel than hear. >g You turn the knob to the left and it makes a fine click that you rather feel than hear. >turn knob right You turn the knob to the right and it makes a fine click that you rather feel than hear. >push knob The knob pops back out. Nothing else happens. This must have been the wrong combination. >l Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. What you can't see is a refrigerator. It has disappeared. Port is the crew lounge and the cook's cabin is aft. A safe is embedded in the wall. >x books These are cookbooks. At least that's what you assume, what else would a cook have for books? They look very old and worn. Maybe Carter likes to cook medieval recipes as a hobby? >read books You pull one of the books off the shelf and look inside. Hmm, funny letters. Don't look like anything you've seen before. And the illustrations are rather creepy. Like from a surgeon's manual of the 9th century. >g You won't learn to cook with these strange books - and that's not your job aboard this ship anyway. >* intriguing (Noted.) >x dishwasher The dishwasher is a big old appliance for a professional kitchen and has no buttons to operate it. Currently it is open. >look in it The dishwasher is empty. >close it You close the dishwasher and it immediately starts washing everthing in it, which is nothing at the moment. >open it Not possible, it opens by itself when it's done. You have to think of that old movie with Michael Caine: "Get Carter". >l Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. What you can't see is a refrigerator. It has disappeared. Port is the crew lounge and the cook's cabin is aft. A safe is embedded in the wall. >x fridge There is nothing to examine. A refrigerator was here, but it no longer is. You know it very well, you have helped yourself to something from it often enough. Where did it go? Cui bono? You don't, that's for sure. [You achieved "Funky cold".] >* weird (Noted.) >z You wait a long while for the purging of the dishwasher to end. Then at last: With a "clack", it opens. It has finished rinsing. >put plate and fork in dishwasher plate: Done. fork: Done. >close dishwasher You close the dishwasher and it immediately starts washing everthing in it, which are a fork and a plate at the moment. That Carter's got to be somewhere. >z You wait a long while for the purging of the dishwasher to end. Then at last: With a "clack", it opens. It has finished rinsing. >x plate The plate is clean. >take it Taken. >x fork The fork is clean. >take it Taken. You have to think of that old movie with Michael Caine: "Get Carter". >p Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >f Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. This is where the catch would normally be kept before it is processed, but unfortunately you haven't caught anything yet. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A life saver ring hangs on the railing. >x chute From the outside, the chute looks like one of those modern tents people use to climb the Himalayas or hike to the North Pole. But of course, the whole thing is made of solid steel and a bit bigger, too. In the steep front is a large opening behind which the conveyor belt begins. >enter chute You climb through the opening onto the conveyor belt. It's totally slippery and without being able to hold on to anything, you frantically slide down towards the fish processing plant. Fish Processing Hall (on the conveyor belt) Faster and faster you slither down the conveyor belt, without much control over your ride. At this speed you can hardly see more of your surroundings than blurry streaks. >* er hopefully this is OK (Noted.) >x streaks You can't see any such thing. >x belt Faster and faster you slither down the conveyor belt, without much control. So examining the conveyor belt will probably have to wait until your frantic ride is over! That Carter's got to be somewhere. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. You slam hard against the intake of the fish processing plant and just manage not to touch the blades. Thank God the shredder is not shredding at the moment. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. An otherworldly silence permeates the scene. The dark floor gleams oily and in some places shallow puddles have formed on it. It feels sticky with each step you take. The smacking sound of lifting a foot echoes back and forth between the metal walls for seconds afterwards. This is not a place for a health department surveyor. Rather, it seems like you're inside a giant whale. A very possibly dead whale. Or something between not yet dead and already rotting. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: shut down) here. >x plant The fish processing plant is essentially a black box so large that it reaches the ceiling. The end of the conveyor belt connects to the intake of the plant, which resembles a shredder for garden waste. You know that inside the plant, the fish material is pressed into molds, breaded and placed in large crates - all done automatically. The crates come out at the output near the door to the cold storage hall, so they can be quickly stowed away and deep-frozen. Apart from a plain control panel, the plant surface has no further standout features. The plant is currently shut down. >* handy and terrifying! (Noted.) >x panel Mounted on it slightly above head height is a large lever (pointing downward). Below that, at about chest height, is a button, and next to it is a small hole on the control panel. >x hole An inconspicuous little hole not even a centimetre in diameter. The edge around it is somewhat scratched. Your belly growls. >put key in hole You put the ignition key of the processing plant into the small hole. >turn it You turn the key, but nothing happens. The key returns automatically to its initial position. >push button You press the button, but nothing obvious happens. Nothing obvious happens. >pull lever The lever is already pulled to the down position. >push lever You push the big lever on the processing plant to the up position. The processing plant now emits a low-frequency hum. You have to think of that old movie with Michael Caine: "Get Carter". >turn key You turn the ignition key of the processing plant and the low-frequency hum of the plant is briefly joined by a wild whirring and clattering from various places on the inside. The plant can now be started. >push button As you press the button, you hear the screech and rumble of the conveyor belt that has started moving. And the intake's blades are spinning at high speed, making a high-pitched whirring sound. [Your score has just gone up by two points.] >* whee! (Noted.) >* i'm sure this will be useful later (Noted.) >l Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >enter plant That's not something you can enter. >i You are carrying: a fork a plate a calendar an arrow Your belly growls. >x intake The intake of the processing plant is round and slightly smaller in diameter than your outstretched arms. Arranged like a funnel, it contains rollers with rotating blades that not only chop up everything, but also ensure that everything that follows is also pulled inside. >touch intake You feel nothing unexpected. >* eek! (Noted.) >put calendar in intake The calendar belongs to Rudolf Carter and you should have already given it back to him. But admittedly, this would be a good place to dump the thing. >g The calendar belongs to Rudolf Carter and you should have already given it back to him. But admittedly, this would be a good place to dump the thing. >drop it Dropped. That Carter's got to be somewhere. >take it Taken. >l Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >put arrow in intake Do not forget that the plant is not a waste recycling system. Besides, the arrow isn't trash either. Sooner or later you might need it. >l Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >x lamps The lamps swinging back and forth remind you of something... Yes, of sea grass swaying in the waves. Looking at the ceiling, the world spins in your head as if you were upside down underwater, looking at the bottom of the sea. Like a floater, slain by the shadows fighting on the wall. You have to think of that old movie with Michael Caine: "Get Carter". >l Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >f Opening the insulation door makes a loud munching sound. This is followed by a sucking in of warmer air, as if the next hall were under negative pressure. It sucks you in with it and after you the door, which closes like massive jaws hitting together. Cold Storage Hall You are standing at the entrance of the cold storage hall. It is as large as the processing hall behind you, but many times longer (up to the bow of the Tataki). You know that, but you can't see it. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. You feel the biting cold not only on your face and hands. It creeps straight under your clothes, as if trying to devour you. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. Something shadowy is coming towards you in this mist. It looks like a creature with many waving arms rolling this way. But the closer it gets, the clearer and smaller its outline becomes, and only when it comes to a stop a meter in front of you do you realize that it is Rudolf Carter, the ship's cook. His hair is long and tousled and looks like he's the drummer from an 80's hard rock band who reached into an electrical outlet during an explosion. Finally you have found him! When you're hungry you just can't think straight. Better ask Carter right away for something to eat. >* oh hey, what are you doing down here! (Noted.) >x carter Rudolf Carter is a tall and lean man with long black hair. It is ragged, as if his head has just been in an explosion; his eyes are dusky and restless. He is the cook aboard the Tataki and refers to himself as "der Smutje". Doesn't sound like it would get you a star in the Michelin Guide, but he insists that's the proper German term for his job. And German smut food sounds credible, after all. The most striking thing about him is his hands, or rather his fingers. They are thick and swollen and their skin looks like brittle scabs. The comparison may be disgusting, but they actually look like fried fish sticks and when he uses them, you're afraid they'll crumble. >* that's a nice gross detail (Noted.) >give calendar to carter "Uh, sorry... I took the calendar off the wall and it won't go back on..." you stammer, contrary to your usual demeanor. Carter looks annoyed as he wordlessly takes his calendar. Good that you've settled that. [You achieved "At least honest".] >ask carter about books You ask him about his books. He frowns and asks, "What about my books?" "They look very old. Are those cookbooks?" you inquire. "Uh... yeah, sure... cookbooks... Yeah, you could say that! Of course, old cookbooks. But hard to understand... if you don't know anything about cooking. Not for beginners." It seems like Carter has no interest in talking about this issue any deeper. >ask carter about fish "Mr. Carter," you say, "I'm starving. I won't survive the night like this. Please, make me something to eat, will you?" He turns his head so strangely, as if looking at you with his ear. "No problem, Captain, getting right on it!" he replies, grinning and waving his disfigured fingers in front of your face: "Pick what you want from the fridge. I'll prepare it for you, Capt'n." "Yeah, the fridge... I was going to ask where that one went anyway." He spreads his arms and spins in circles with his face upturned like a grim Mary Poppins clone, "It's all around you, Captain, can't you see it?" Somewhat perplexed, you look to your right and left into the mist of the empty cold storage hall. He's already gliding away, calling over his shoulder, "I'll be in der Kombüse, Käpt'n." Rudolf Carter goes aft to the fish processing hall. [Your score has just gone up by two points.] >l Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >f You take a step forward. Hesitantly, you turn around. The door is no longer visible and it is really cold in here. In the Mist You're standing in the cold. There are white wafts of fog around you in every direction. You can't even make out where the light is coming from. The ground is slippery and you have to be careful not to lose your balance. You should really hurry up. You won't last long in this cold. >save Ok. >f You walk disoriented in some random direction. Suddenly you bump your foot against something. You lean down and see a package of frozen food. >x food It is a large package of frozen fish sticks. Just the Tataki label on it, that must be something that you have caught yourself. It can't be from this cruise, who knows how old it is? You're just not dressed for this temperature. The cold bites and you can hardly move your fingers, not to mention your toes. >take it You pick up the package of frozen fish sticks. Now quickly get out of here and give it to Carter so he can cook something edible out of it. >a You walk disoriented in some random direction. Your body starts trembling and you have no control over it. If you don't get out of here soon, then... >a You walk disoriented in some random direction. >a You walk disoriented in some random direction. Your legs no longer obey you. Instead of continuing to walk, they buckle and you hit the ground, unable to catch yourself with your hands. Your temple hits the icy ground, but instead of the expected pain you feel only numbness. Something warm flows onto the floor in front of your eyes. It is your own blood, which quickly freezes and glues you to the ground. When you finally lose consciousness it is like a release, as if you sink into sleep with great fatigue. *** DEADLY END: Frozen *** That was way too soon. Get up and do it right this time. Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >* ok interesting (Noted.) >i You are carrying: a fork a plate an arrow >* nice rewind (Noted.) >l Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >x mist You can't see any such thing. >x ground You can't see any such thing. >* can I leave a trail (Noted.) >mark wall That's not a verb I recognise. >n Compass directions only make sense on board as long as it is a matter of steering the vessel. When it comes to directions ON the ship, port, starboard, aft and fore are used. But of course you already know that, you are the captain after all. [For your convenience you can type SHIPBOARD DIRECTIONS OFF if you want to use compass directions instead.] >f You take a step forward. Hesitantly, you turn around. The door is no longer visible and it is really cold in here. In the Mist You're standing in the cold. There are white wafts of fog around you in every direction. You can't even make out where the light is coming from. The ground is slippery and you have to be careful not to lose your balance. You should really hurry up. You won't last long in this cold. >a You walk disoriented in some random direction. Suddenly you bump your foot against something. You lean down and see the package of frozen fish sticks again. >take food Taken. You're just not dressed for this temperature. The cold bites and you can hardly move your fingers, not to mention your toes. >a You walk disoriented in some random direction. >a You walk disoriented in some random direction. Your body starts trembling and you have no control over it. If you don't get out of here soon, then... >a You walk disoriented in some random direction. >a You walk disoriented in some random direction. Your legs no longer obey you. Instead of continuing to walk, they buckle and you hit the ground, unable to catch yourself with your hands. Your temple hits the icy ground, but instead of the expected pain you feel only numbness. Something warm flows onto the floor in front of your eyes. It is your own blood, which quickly freezes and glues you to the ground. When you finally lose consciousness it is like a release, as if you sink into sleep with great fatigue. *** DEADLY END: Frozen *** That was way too soon. Get up and do it right this time. Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >a You brace yourself against the door, which unwillingly gives way. When you have it open a little, the warmer air from next door flows towards you and tries to wash you back into the cold. You have to muster all your strength to finally get the door open enough to squeeze through against the current. And when you're finally through, it slams shut again, as if it were trying to bite off one of your limbs. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >a Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >x plan On the wall hangs a sign showing the layout of this deck: P ????? R ?CSH? O ????? C ? E ????? S ?FPH? S ????? I ? N ????? ????? G ?? ????CRD? ? ????? ????? D E F C P ? S K A >* any cardigans around? (Noted.) >s Dim Corridor A dim corridor runs from fore to aft here. To port and starboard are a total of seven doors that lead to the crew members' cabins. The staircase is port. >x doors These are the cabins of the American ship workers. You find them fishy and can't understand why management hired people from Massachusetts. It's probably because they work for low pay. Supposedly they're all brothers or something. Someone painted something like characters on the doors with red paint. That is in violation of the company rules. >* eek (Noted.) >x characters Graffity on board, outrageous. You stand in the middle and slowly turn in a circle to grasp the whole extent. There are little squiggles and stuff, but at the core it looks like this: <<<<<>< And what does that even mean? >* hmm combo maybe? (Noted.) >s Solid steel plates prevent you from going in that direction. >open doors You rattle on one of the cabin doors, but it is locked. >p Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. So you always take a little breather after a few turns. Up the stairs lead back to the processing deck. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >l On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the... ohhh! Here is only the door to the storage depot? Then it's still forever down to the engine deck! On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. Aft is the door to the storage depot. >a Well, you'd have to get the door to the storage depot open first. >open door You pull on the door with all your strength and it doesn't move a millimeter. How many times have you tried to get the door to the storage depot open since you lost the key to it? Twenty times? >g You pull on the door with all your strength and it doesn't move a millimeter. How many times have you tried to get the door to the storage depot open since you lost the key to it? Twenty-one times? >* lol (Noted.) >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. [You achieved "Getting (not) to the bottom of it".] On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >* phew! (Noted.) >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >u ???? the engine deck, you go back up. Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >* Those ???s maybe should display differenlty? (Noted.) >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >x plan On the wall hangs a sign showing the layout of this deck: U ????? P ?????UPD? P ????? E ? R F ????? ????? ? P ? S ?CRL???KTC? ? A ????? ????? D ? ? E ????? ????? C ?? ?? ?RCC? K ????? ????? >f Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >s Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. Port is the crew lounge and the cook's cabin is aft. Rudolf Carter reads intently in one of his many books. When he notices that you are watching him, he gives you a vicious look, then nods in the direction where the calendar is missing, and then frowns at you again. Finally, he turns back to his book. A safe is embedded in the wall. >a Rudolf Carter's Cabin Rudolf Carter's cabin is very small and surprisingly tidy. His bed is very neat and there are no things lying around. There is a closet and a porthole. The exit is fore. Carter's pentagonal rug is standing in a corner, carefully rolled up. >x rug Upon closer inspection, it appears to be an unusual carpet. No idea what material it is made of. The filigree symbols and ornaments seem very old and strange, but at the same time make the impression that they are in motion. A very interesting optical illusion. Which background it might have, when he sits down on it on the upper deck and sings these strange songs? Probably a religious ritual, or prayers. But what religion, you couldn't say. >take it That would be going too far! In fact, you shouldn't even be in Carter's cabin. >open it That would be going too far! In fact, you shouldn't even be in Carter's cabin. >l Rudolf Carter's Cabin Rudolf Carter's cabin is very small and surprisingly tidy. His bed is very neat and there are no things lying around. There is a closet and a porthole. The exit is fore. Carter's pentagonal rug is standing in a corner, carefully rolled up. >x closet The same wardrobe as in the cabins of the other staff on board. You wonder if it's as tidy in there, too. >open it That would be going too far! In fact, you shouldn't even be in Carter's cabin. >x bed The sheet and blanket on the bed look very very neat. In total contrast to his appearance. >look under bed Even under the bed it is clean, not even the smallest dust bunny. What is wrong with this man? >f Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. Port is the crew lounge and the cook's cabin is aft. Rudolf Carter reads intently in one of his many books. When he notices that you are watching him, he gives you a vicious look, then nods in the direction where the calendar is missing, and then frowns at you again. Finally, he turns back to his book. A safe is embedded in the wall. >ask carter about crew You ask him about the workers. He absentmindedly replies, "Good lads, I hatched them myself." "You hatched them???" you ask, stunned. "Uh, figuratively speaking, of course!" he hastily amends. It seems like Carter has no interest in talking about this issue any deeper. >p Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >f Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. This is where the catch would normally be kept before it is processed, but unfortunately you haven't caught anything yet. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A life saver ring hangs on the railing. >x spotlight The spotlight sits small and lost above the door that leads inside to the crew lounge. It gives creepy shadows to the door and only illuminates a small part of the upper deck, leaving the rest in semi-darkness. >turn on spotlight It isn't something you can switch. >move spotlight It is fixed in place. >p Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >a Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >d Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >f Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >s Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. Port is the crew lounge and the cook's cabin is aft. Rudolf Carter reads intently in one of his many books. When he notices that you are watching him, he gives you a vicious look, then nods in the direction where the calendar is missing, and then frowns at you again. Finally, he turns back to his book. A safe is embedded in the wall. >turn knob left You turn the knob to the left and it makes a fine click that you rather feel than hear. >g You turn the knob to the left and it makes a fine click that you rather feel than hear. >g You turn the knob to the left and it makes a fine click that you rather feel than hear. >g You turn the knob to the left and it makes a fine click that you rather feel than hear. >g You turn the knob to the left and it makes a fine click that you rather feel than hear. >turn knob right You turn the knob to the right and it makes a fine click that you rather feel than hear. >turn knob left You turn the knob to the left and it makes a fine click that you rather feel than hear. >push knob You hesitate. Why the safe is in the kitchen, of all places, you never understood. What could be in it? Truffles? Dr. Fred's contract? The secret recipe for the Krabby Patties? You have no idea. You press the knob. With a click! the safe opens. [Your score has just gone up by five points.] >* yay! (Noted.) >open safe That's already open. >look in safe In the safe is a bottle with clear liquid. >x bottle The transparent bottle contains a clear liquid. It could be mistaken for water, but a smell test reveals the rice aroma of sake. It is at room temperature, just right for drinking! >take it Taken. >drink it You only drink sake when there's something to celebrate. >f Solid steel plates prevent you from going in that direction. >p Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >a Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >u Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >push button You can't see any such thing. >f Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >push button Once more you press the scan button. This display beside it flashes briefly and after what feels like a long moment, the screen rebuilds from bottom to top. >x screen Sadly, the last scan did not yield a better result. The screen of the fish finder is still completely blue. Not a single white dot, which would represent fish around the ship, can be seen on it. But this is no reason to give up. Below it is a button labelled "SCAN". >a Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >d Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >d Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >u You go back up to the Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >f Toward the bow, the stairswell opens into a huge hall, and a ladder leads down into the depths. You turn to descend backwards and feel stares on the back of your neck. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >* OK maybe there's something else to be done (Noted.) >i You are carrying: a bottle of sake a fork a plate an arrow >f Once more the isolation door sucks you in and spews you into the Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >x lamps The lamps as such are not recognizable. In the fog, they are only a pale glimmer, like a bright spot on a white paper. >i You are carrying: a bottle of sake a fork a plate an arrow >* not sure how to navigate back (Noted.) >hint That's not a verb I recognise. >help In this game, you control your character (Captain Jun Do) via commands that you type after the >. There are abbreviations for the most used commands. This includes the ones to move your character around. This story takes place on a ship and therefore uses nautical directions: F (fore), A (aft), P (port), S (starboard), U (up) and D (down). ? F ? ?U P ? S ? A ? ?D (If you prefer to use the cardinal directions (NSWE), you can set this with the command SHIPBOARD DIRECTIONS OFF.) Some of the most important commands consist of only one word. These include walking around or Z (WAIT - let some time pass) or L (LOOK - show the room description again). Most commands however consist of a verb and an object, like X it (examine something, e.g. X THE KEY). Finally, there are also commands with two objects (e.g. PUT THE KEY INTO THE HOLE). The VERBS command shows you a list of useful commands (warning, spoiler!). The best thing is to just write what you want to do. You can't go wrong and the game will tell you if it doesn't understand something. For your orientation, it's good to draw a map while you play. It's best to make a note of the name of each room, what objects are in it, and what other rooms the exits lead to. If you don't enjoy mapping or if you get lost: on each floor there is a plan in the staircase, which shows the rooms on this floor in a simplified way. You can view it with "x plan" (but only in the staircase). And now have fun! >* or maybe let's try verbs (Noted.) >verbs Below you will find a list of commands that you can use in this game (without the ones for moving). It is a selection and not all of them are necessary to win the game. close it drink it eat it examine it enter it exit flip it give it to name insert it into that jump look look through it look under/behind it open it push it search it shoot it at that take it talk to name talk to name about that (talking to a person about a certain topic) tie it to that think about that (thinking about a certain topic) turn it turn it left/right unscrew it with that untie it wait wake up wear it >think about I only understood you as far as wanting to think. >think about me You'd rather not think about yourself. >wake up You straighten up and rub your eyes. You turn your head to the right, to the left, and notice how tense your neck is. Gradually you return to the present, where you sit at your computer and where the monitor lights up your face. Thank goodness this is just an adventure game. >* phew! (Noted.) >l Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >sleep You're tired as hell, but sleeping isn't an option right now. >think about fish Even though you work on a fish processing vessel you don't usually think about food. Unless you are hungry. >think about carter Carter is a strange guy. Actually, he doesn't appear to be a sailor. >think about fridge You miss the days when you could sneak into the kitchen to grab something from the fridge. >think about hall Suddenly you think HALL. Hm. Why? >warm That's not a verb I recognise. >think As long as you're that hungry, it's hard for you to think about anything but food. >* Ah I see I missed an object, oops! Went down the chute too quick (Noted.) >f You take a step forward. Hesitantly, you turn around. The door is no longer visible and it is really cold in here. In the Mist You're standing in the cold. There are white wafts of fog around you in every direction. You can't even make out where the light is coming from. The ground is slippery and you have to be careful not to lose your balance. You should really hurry up. You won't last long in this cold. >a You walk disoriented in some random direction. >undo In the Mist [Previous turn undone.] >undo Cold Storage Hall [Previous turn undone.] >a Once more you brace yourself against the door, which unwillingly gives way. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >u You try to climb onto the conveyor belt, but the rollers are extremely slippery and spin away from under your feet. So you have to give up after a short but very funny looking attempt. >a Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >u Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >u Solid steel plates prevent you from going in that direction. >f Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >d Solid steel plates prevent you from going in that direction. >p You open the bulkhead and climb out into the night. As you descend the metal stairs you notice that the expected light sea breeze is not there. Instead, the air is eerily still and feels way too warm. Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. This is where the catch would normally be kept before it is processed, but unfortunately you haven't caught anything yet. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A life saver ring hangs on the railing. >x ring The life saver ring looks quite weathered. Most likely it hasn't been used for a long time, which is a good thing. Most likely it hasn't been replaced for a long time, which is kind of not so good. Attached to it is a long rope. >take it You take the life saver ring of the railing. [You achieved "And it floats, floats, floats".] >x rope A thin and very light, but at the same time (you hope) extremely strong nylon rope. Although looking pretty aged, it's still surprisingly flexible. On one side it is inseparably connected to the life saver ring. >take rope You already have that. >untie rope The loose end is not tied to anything. And the other cannot be detached. >d Below you is the fish processing deck, but the way to get there is through the main building (or down the chute, if you're a fish). >a Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >d Solid steel plates prevent you from going in that direction. >a Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >d Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >f The staircase here leads in only two directions: up and down. >u You go back up to the Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >f Toward the bow, the stairswell opens into a huge hall, and a ladder leads down into the depths. You turn to descend backwards. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >f Once more the isolation door sucks you in and spews you into the Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet. Fore is only white mist. >tie rope to door You knot the loose end of the rope to the door handle. >f You take a step forward. Hesitantly, you turn around. The door is no longer visible and it is really cold in here. But then you see the rope disappearing into the fog behind you. Knowing that you can find your way back to the door by pulling on it gives you a bit warmer feeling. In the Mist You're standing in the cold. There are white wafts of fog around you in every direction. You can't even make out where the light is coming from. The ground is slippery and you have to be careful not to lose your balance. The rope on the life saver ring disappears behind you in the mist. You should really hurry up. You won't last long in this cold. >f You walk disoriented in some random direction. >x foot You can't see any such thing. >x food You can't see any such thing. >w Compass directions only make sense on board as long as it is a matter of steering the vessel. When it comes to directions ON the ship, port, starboard, aft and fore are used. But of course you already know that, you are the captain after all. [For your convenience you can type SHIPBOARD DIRECTIONS OFF if you want to use compass directions instead.] You're just not dressed for this temperature. The cold bites and you can hardly move your fingers, not to mention your toes. >a You walk disoriented in some random direction. >return What do you want to return to? >go to hall Which do you mean, Fish Processing Hall or the Cold Storage Hall? >fish processing hall To do this, you would first have to find the exit. Your body starts trembling and you have no control over it. If you don't get out of here soon, then... >follow rope That's not a verb I recognise. >x rope The rope hangs on the life saver ring and dangles from there into the fog. Since you tied it to the door handle, you only have to pull the rope to get back there. >pull rope Pulling and winding it piece by piece, you follow the rope until you arrive at the door to the cold storage hall, where it is tied to the door handle. Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet, with the rope of the life saver ring attached to it. Fore is only white mist. >a Because the rope is still tied to the door handle, you just leave the life saver ring in the cold storage hall. Once more you brace yourself against the door, which unwillingly gives way. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >f Once more the isolation door sucks you in and spews you into the Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet, with the rope of the life saver ring attached to it. Fore is only white mist. >i You are carrying: a bottle of sake a fork a plate an arrow >take rope Taken. >f You take a step forward. Hesitantly, you turn around. The door is no longer visible and it is really cold in here. But then you see the rope disappearing into the fog behind you. Knowing that you can find your way back to the door by pulling on it gives you a bit warmer feeling. In the Mist You're standing in the cold. There are white wafts of fog around you in every direction. You can't even make out where the light is coming from. The ground is slippery and you have to be careful not to lose your balance. The rope on the life saver ring disappears behind you in the mist. You should really hurry up. You won't last long in this cold. >p You walk disoriented in some random direction. Suddenly you bump your foot against something. You lean down and see the package of frozen fish sticks again. >take food Taken. You're just not dressed for this temperature. The cold bites and you can hardly move your fingers, not to mention your toes. >pull rope Pulling and winding it piece by piece, you follow the rope until you arrive at the door to the cold storage hall, where it is tied to the door handle. Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet, with the rope of the life saver ring attached to it. Fore is only white mist. [Your score has just gone up by five points.] >* phew! (Noted.) >a Because the rope is still tied to the door handle, you just leave the life saver ring in the cold storage hall. Once more you brace yourself against the door, which unwillingly gives way. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between, swaying in the opposite direction to the Tataki's movement. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >a Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >open food It isn't something you can open. >a Solid steel plates prevent you from going in that direction. >x food It is a large package of frozen fish sticks. Just the Tataki label on it, that must be something that you have caught yourself. It can't be from this cruise, who knows how old it is? >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >f Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >s Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. Port is the crew lounge and the cook's cabin is aft. Rudolf Carter reads intently in one of his many books. When he notices that you are watching him, he gives you a vicious look, then nods in the direction where the calendar is missing, and then frowns at you again. Finally, he turns back to his book. A safe is embedded in the wall. >give food to carter He takes the package and while examining it, he lifts his chin as if he were wearing reading glasses. "Fischstäbchen!" He lowers his head as if he were looking at you over the rim of his imaginary reading glasses and says lecturingly, "That's German for fish sticks." He looks at the package again, "Well, you've picked out some real fine food, I must say! Let me get started, then." You thought Carter had been reading all along before. But now the pan behind him suddenly starts sizzling with hot oil, while he still holds the package in his hand and smiles at you. [Your score has just gone up by two points.] >read What do you want to read? >books You won't learn to cook with these strange books - and that's not your job aboard this ship anyway. Carter's doing stuff. You hope he is cooking. It's a bit like watching a magician at work. >x carter Rudolf Carter is a tall and lean man with long black hair. It is ragged, as if his head has just been in an explosion; his eyes are dusky and restless. The most striking thing about him is his hands, or rather his fingers. They are thick and swollen and their skin looks like brittle scabs. The comparison may be disgusting, but they actually look like fried fish sticks and when he uses them, you're afraid they'll crumble. Meanwhile, Rudolf Carter pours the contents of the package into the frying pan, where it immediately sizzles and steams. >x pan The frying pan is fairly large with a high rim and made of cast iron. In the frying pan are food and boiling hot oil. Your eyes bulge: Carter turns the food in the pan. With his bare fingers. In the boiling oil. Ghastly. Doesn't he feel pain?!? No wonder his hands look the way they do. >x food Which do you mean, the package of frozen fish sticks or food? >food Which do you mean, the package of frozen fish sticks or food? >* oops (Noted.) You can't see any such thing. >i You are carrying: a bottle of sake a fork a plate an arrow Without saying a word, Carter goes aft into his cabin. What about your food now? Hrm. What a flake. The food is still sizzling in the pan. Does it really have to keep frying? It already looks pretty done. And you really have a monster appetite. >eat What do you want to eat? >food The food is still swimming in the boiling oil. You have to get it out before you can eat it. >take food Using the fork, you fish the food out of the simmering oil and place it on your plate. >eat it You look at what you have on your plate. The food is, well, still fish sticks. Actually, you had hoped that he would conjure up something great out of it with all his fuss, but it's still just fish sticks. How disappointing. Perfectly normal fish sticks indeed: Light brown to yellowish breaded, 90 mm long, 26 mm wide and 11 mm high. As required by law. If anyone knows that, it's you. You're so hungry that you devour your meal in no time. The portion is so big that you're no longer hungry afterwards. Quite the opposite. Now back to work. [Your score has just gone up by five points.] >* progress! (Noted.) >a Rudolf Carter's Cabin Rudolf Carter's cabin is very small and surprisingly tidy. His bed is very neat and there are no things lying around. There is a closet and a porthole. The exit is fore. >* oh where'd he go? (Noted.) >x porthole A small porthole on the starboard side to look out to sea. It's too small to stick your head through, but it can't be opened anyway. You flinch slightly as a biting alarm suddenly sounds from a speaker hidden in the ceiling. >f Galley This is the kitchen. The large cooker occupies most of the center of the kitchen. You can also see lots of shelves and a dishwasher here. Port is the crew lounge and the cook's cabin is aft. A safe is embedded in the wall. The biting alarm continues to sound from a speaker hidden in the ceiling. >* eek! (Noted.) >p Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. The biting alarm continues to sound from a speaker hidden in the ceiling. >drink sake You only drink sake when there's something to celebrate. The biting alarm continues to sound from a speaker hidden in the ceiling. >a Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. The biting alarm continues to sound from a speaker hidden in the ceiling. >u Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. The biting alarm continues to sound from a speaker hidden in the ceiling. >f Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. The nautical chart in the console beckons for attention, flashing and beeping annoyingly. You'd better look for the cause of the alarm right away. >x alarm A nasty noise that seems to be coming from the flashing chart. >x chart The nautical chart in the console is a monitor. Currently it is flashing like hell. In the center is a small ship symbol representing the Tataki and pointing to the north-east. To the left of it, an ever-increasing circle is displayed, which will soon touch the ship icon. The monitor of the nautical chart is embedded in the console with a slightly raised frame. The nautical chart continues to flash frantically, beeping annoyingly. >save Ok. >x helm The Tataki has several years more on the hump than you yourself and the steering wheel is accordingly old-fashioned. It is made of real wood, with handles and spokes, resting freely on a pedestal, as on old sailing ships. A compass is set into the top of the pedestal. The nautical chart continues to flash frantically, beeping annoyingly. >push button Once more you press the scan button. This display beside it flashes briefly and after what feels like a long moment, the screen rebuilds from bottom to top. The nautical chart continues to flash frantically, beeping annoyingly. >x screen Sadly, the last scan did not yield a better result. The screen of the fish finder is still completely blue. Not a single white dot, which would represent fish around the ship, can be seen on it. But this is no reason to give up. Below it is a button labelled "SCAN". The nautical chart continues to flash frantically, beeping annoyingly. >x chart The nautical chart in the console is a monitor. Currently it is flashing like hell. In the center is a small ship symbol representing the Tataki and pointing to the north-east. To the left of it, an ever-increasing circle is displayed, which will soon touch the ship icon. The monitor of the nautical chart is embedded in the console with a slightly raised frame. The nautical chart continues to flash frantically, beeping annoyingly. >* hmm is that a big fish? Or Cthulhu? (Noted.) >look through window Through the window you have a very good view over almost the whole Tataki. The upper deck looks normal, but there's something wrong with the sea. You can feel that even if it weren't for the annoying alarm. The nautical chart continues to flash frantically, beeping annoyingly. >x sea Although the surface of the sea is smooth as glass, it looks very ominous right now. Every now and then, the full moon is reflected in it when a hole opens up in the moving cloud cover above you. Your intuition tells you that nothing good is going to happen. The nautical chart continues to flash frantically, beeping annoyingly. Something irritates your eye and you look through the panorama window. Despite the almost nocturnal sky, you can see the horizon quite well. It is higher in one direction than in the others. You know exactly what that means: a tsunami. >turn helm The helm is meant to turn it, but the direction really matters. Left or right, that makes a difference. The nautical chart continues to flash frantically, beeping annoyingly. >turn left You must name something more substantial. The beeping of the nautical chart suddenly stops. The resulting silence sounds even more terrifying. >turn helm left You turn the steering wheel to the left and the ship changes its course sluggishly in the same direction. The compass shows that the Tataki is heading north now. You have not managed to align the ship perpendicularly to the approaching wave. Calmly, as if in slow motion, the ship rises and rises until the wave crest slowly turns it on its side and then finally swallows it completely. The huge ship behaves in the tremendous force of the water like a tin can under a steamroller. Admittedly, the comparison doesn't fit. But it sounds brutal, and to you it feels something like that. Together with the Tataki, you sink into your cold, wet grave. *** DEADLY END: Capsizing *** That's kind of depressing, isn't it? It wasn't even your fault. At least not intentionally. We'll just keep this to ourselves and pretend it didn't happen, okay? But really, put the Tataki on the right course this time. Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. It is the central piece on the bridge and obviously the captain stands in front of it and operates it. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >x chart The nautical chart in the console is a monitor. Currently it is flashing like hell. In the center is a small ship symbol representing the Tataki and pointing to the north. To the left of it, an ever-increasing circle is displayed, which will soon touch the ship icon. The monitor of the nautical chart is embedded in the console with a slightly raised frame. The nautical chart continues to flash frantically, beeping annoyingly. >turn helm left You turn the steering wheel to the left and the ship changes its course sluggishly in the same direction. The compass shows that the Tataki is heading north-west now. The nautical chart continues to flash frantically, beeping annoyingly. >g You turn the steering wheel to the left and the ship changes its course sluggishly in the same direction. The compass shows that the Tataki is heading west now. The nautical chart continues to flash frantically, beeping annoyingly. >x chart The nautical chart in the console is a monitor. Currently it is flashing like hell. In the center is a small ship symbol representing the Tataki and pointing directly to the growing circle west of it, which will soon touch the ship icon. The monitor of the nautical chart is embedded in the console with a slightly raised frame. The nautical chart continues to flash frantically, beeping annoyingly. >z This is true Zen. In times of hectic and stress, when important things have to be done immediately, to take a step back and just breathe deeply. Breathe in. And very slowly breathe out again. Breathe in. And very slowly breathe out again. The biting alarm suddenly stops. The resulting silence sounds even more terrifying. Here comes the wave. As if in slow motion, the bow of the ship rises and rises until it reaches the crest of the wave. The ship leans forward and it feels like it is taking a deep breath. Then the Tataki tips head over heels. Falling faster and faster, finally plunging into the depths with brute force. It hits the water's surface and a huge wave surges over the upper deck and even the main building. You hold on to the helm with all your strength, but are still smashed against the console and to the ground and lose consciousness. [You achieved "Surviver".] The Void The big nothing. Seeing nothing, feeling nothing, thinking nothing, being nothing. [Your score has just gone up by five points.] >* oops typo (surviver vs. survivor) (Noted.) >* That thing about being "perpindicular" is potentially pretty confusing for folks hwoh don't know boat stuff (Noted.) >* Since that's actually the worst position to be in (Noted.) >x me Here you are nothing. But a nothing with a something in the ear. Hang on a minute! There is something stuck in your ear! >x ear (the something) You try to look at the thing in your ear, but can't turn your head far enough. Something happens. >take something You grab the thing by the part sticking out of your ear and pull. And pull and pull. The thing is quite long and pulling it out feels strange. The last part makes a smacking sound. Then you hold it in front of your eyes: it's a screwdriver. I think I see something emerging. Do you see it too? >* eek (Noted.) >x screwdriver A very well made screwdriver, probably an old German make. A Torx. Say, you and me, is that the same person? ... Rudolf? Rudi, is that you? ... Hello, is there anyone? >x rudolf You can't see any such thing. >l Just like before. The big nothing. Seeing nothing, feeling nothing, thinking nothing, being nothing. >x carter You can't see any such thing. >talk to carter You can't see any such thing. >yell That's not a verb I recognise. >shout I didn't understand that sentence. >say hello (to yourself) All this has no meaning here. I knew it! Look, we're on the Bridge (sort of) That's the bridge - sort of. Everything looks different somehow and things dissolve into nothing if you look longer. You see the large window pane, but only out of the corner of your eye so it doesn't disappear. The stairwell is aft, you know that without seeing it. >look through window All this has no meaning here. >a You go aft to the stairwell, but there is no stairwell, just a hole in the floor, endlessly deep. It goes all the way through the earth, you can see stars on the other side. You jump over it and land in Your Cabin (sort of) Your cabin looks like a dark and dirty cave and it's quite appropriate to omit details in the description of the sight. The only thing that looks exactly like in your cabin is the speargun on the wall. The bridge is fore. >* yeah wanted that (Noted.) >unlock speargun What do you want to unlock the speargun with? >screwdriver Indeed, the screws are quite easy to loosen with the screwdriver. Just as you finish and want to take the speargun off the board, all of it dissolves into thin air before your eyes. [Your score has just gone up by five points.] >l Your Cabin (sort of) Your cabin looks like a dark and dirty cave and it's quite appropriate to omit details in the description of the sight. The bridge is fore. >take gun You can't see any such thing. >i You have a screwdriver in your ha... hm... You have a screwdriver, but you have no hands. Whatever. >* no arrow, huh -- hopefully that's not a problem! (Noted.) >f You leave your sordid cave and jump back over the abyss, back to the Bridge (sort of) That's the bridge - sort of. Everything looks different somehow and things dissolve into nothing if you look longer. You see the large window pane, but only out of the corner of your eye so it doesn't disappear. The stairwell is aft, you know that without seeing it. >x window You look through the big window and wait for it to disappear at any moment. But it doesn't. It's nice to know that not everything here is super transient. You peer down at the upper deck of the Tataki. But the Tataki is a huge, fat worm, like an earthworm inflated ten thousand times. With dark holes in it, where big eyes occasionally appear, staring up at you and quickly disappearing when noticed. The sky above the Tataki is rich yellow and the sea is dark purple. Someone walks on the wormy upper deck and when he passes a hole, an eye appears and looks after him. It's so lulling here... I probably shouldn't get used to it. >* this is not awesome (Noted.) >l Bridge (sort of) That's the bridge - sort of. Everything looks different somehow and things dissolve into nothing if you look longer. You see the large window pane. The stairwell is aft, you know that without seeing it. >p You are going port. A white whale swims by and is already gone the next moment. >x whale You can't see any such thing. >a Once more you jump over the abyss into Your Cabin (sort of) Your cabin looks like a dark and dirty cave and it's quite appropriate to omit details in the description of the sight. The bridge is fore. >x cave You can't see any such thing. >take all There are none at all available! >f You leave your sordid cave and jump back over the abyss, back to the Bridge (sort of) That's the bridge - sort of. Everything looks different somehow and things dissolve into nothing if you look longer. You see the large window pane. The stairwell is aft, you know that without seeing it. >open window All this has no meaning here. >exit Interesting idea... Do I really want to get out of here? And if so, how? But actually it's quite cozy, isn't it? >g Interesting idea... Do I really want to get out of here? And if so, how? But actually it's quite cozy, isn't it? Was there anything else I wanted to do? What I should do? What I had to? Shoobel-dee-doo? >think *** Run-time problem P39: Attempt to say a snippet value which is currently invalid: words 2 to 2. A good place for Zen. It is easy to think of nothing. >* oops (Noted.) >l Bridge (sort of) That's the bridge - sort of. Everything looks different somehow and things dissolve into nothing if you look longer. You see the large window pane. The stairwell is aft, you know that without seeing it. >break window All this has no meaning here. >x window You peer down at the upper deck of the Tataki. But the Tataki is a huge, fat worm, like an earthworm inflated ten thousand times. With dark holes in it, where big eyes occasionally appear, staring up at you and quickly disappearing when noticed. The sky above the Tataki is rich yellow and the sea is dark purple. Someone walks on the wormy upper deck and when he passes a hole, an eye appears and looks after him. >talk What do you want to talk? >* "talk to" (Noted.) You can't see any such thing. >x worm You can't see any such thing. >enter You must supply a noun. >exit Interesting idea... Do I really want to get out of here? And if so, how? But actually it's quite cozy, isn't it? >out Interesting idea... Do I really want to get out of here? And if so, how? But actually it's quite cozy, isn't it? >sleep I can't. Have you ever felt tired while dreaming? >wake Good idea. No sense in staying here forever. You slowly open your eyes. Your sensory perceptions are coming back and you feel as if you have been overrun by a tsunami. Oh, wait... Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. You get up slowly. Your whole body hurts. With your eyes still a bit woozy, you look through the large window front. The sea is smooth as glass again, as if nothing had happened. Also, it seems that the Tataki has survived the collision with the wave without much damage. And as you slowly regain your focus, you discover something on the upper deck that shouldn't be there: Rudolf Carter, sitting unchanged on his carpet and swinging his arms through the air as before. He can't possibly have survived the tsunami on that spot without being flushed away! But there is also something else, in front of the horizon, but what, you can not see in the darkness. >* nice (Noted.) >x carter Rudolf Carter is a tall and lean man with long black hair. It is ragged, as if his head has just been in an explosion; his eyes are dusky and restless. The most striking thing about him is his hands, or rather his fingers. They are thick and swollen and their skin looks like brittle scabs. They look like fried fish sticks and that's probably because he also loves to hold them in simmering oil once in a while, as you discovered. At the moment Rudolf Carter ist again on the upper deck sitting on his pentagonal rug and... well, what is he doing there? Meditating? Or praying? He bends his arms in an unnatural way while singing painful melodies. Although, actually, you can't call that melodies. The other day you altered the course to see if he would align himself with Mecca again. But he didn't, and you have no idea where Mecca is anyway. >think You're not in the right mood now to just think about everything and nothing. There is something out there on the ocean. What, you can't tell, but apparently the Tataki is heading right for it. >x compass The compass shows that the Tataki is heading west. You squint your eyes and try to grasp what it really is out there. It doesn't seem like a cloud. An island? Yes, probably an island, what else could it be. But you're here at Point Nemo, there's no land mass far and wide. The tsunami! That must be it! A seaquake, a tectonic plate shift! That pushed the sea floor up, lifting a new island out of the ocean! You must urgently change course, otherwise the Tataki will run aground! >turn helm left You turn the steering wheel to the left, but the ship does not respond. Apparently, the Tataki took more damage from the tsunami than you thought. >turn helm right You turn the steering wheel to the right, but the ship does not respond. It's not possible to repair this here on the bridge. You'll have to go down to the engine room. >a Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >d Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >d Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. GR!RRR!DREE!EEE!GGG!GRRR!OOO!OO!O!D..D..D... Accompanied by a long and deafening rumble, a jolt and a tremor goes through the ship, as if the Berghain's sound system was deliberately driven far beyond its limits and you witnessed its destruction. Without question, the Tataki has run aground. However, it didn't sound like tearing metal and you can hope that the hull is still intact. By your judging, the ship has not been grounded on stone, but on something rubber-like. >* Berghain? Is that an artifact from the German version? (Noted.) >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the... ohhh! Here is only the door to the storage depot? Then it's still forever down to the engine deck! On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. Aft is the door to the storage depot. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >a The staircase here leads in only two directions: up and down. >u You go back up. Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the... ohhh! Here is only the door to the storage depot? Then it's still forever down to the engine deck! On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. Aft is the door to the storage depot. >a Well, you'd have to get the door to the storage depot open first. >open door You pull on the door with all your strength and it doesn't move a millimeter. How many times have you tried to get the door to the storage depot open since you lost the key to it? Twenty-two times? >i You are carrying: a bottle of sake a fork a plate an arrow >a Well, you'd have to get the door to the storage depot open first. >a Well, you'd have to get the door to the storage depot open first. >a Well, you'd have to get the door to the storage depot open first. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >d You go down even lower. At some point the door to the engine room must appear behind the next bend. But the way seems incredibly long this time. >u You go back up. Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >u Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >s Captain's Cabin Your cabin is no better than that of the other workers on board. At least yours has a wide window that looks out onto the stern of the Tataki and the ocean beyond. Your bunk is messy and it's even worse in the dark hole underneath. The exit is port. A speargun mounted on a board hangs on the wall. >take gun Taken. >put arrow in gun You put the arrow into the speargun and pull the rubber band taut so that it is ready to be shot. >p Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >f Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. A look through the window makes you realize what the Tataki is stranded on here. This is not an island born out of the sea by an undersea earthquake, this is a something. This something does not move and yet seems to breathe, deep and heavy. This something lies there like a mountain, composed of shimmering endless sausages, oily like intestines, but with hair and dark glittering balls in them that look like the eyes of a bloated spider. This something gives off an indescribable strange scent, you can even smell it all the way into the bridge. A scent not of the sea, salt and seaweed, nor of rotten wood or decaying floaters, but rather of burnt steel and vomited cinnamon. And at the top of this something-mountain, is a thing, a creature of which you don't want to know who or what created it. It's not sitting there either, it's part of it. It's the head of it, or maw, or eyes, or intestinal outlet, and it's probably all of those at the same time. It's full of blind black eyeballs that look at you without seeing anything, full of flickering sausage shag that form a circle, a funnel, a giant maw that sucks you in, sucks you up, sucks you out, but leaves you alive and become part of this obnoxious, repugnant thing-something-mountain. It's fascinating, you really don't see that every day. And as you look at this thing-something in a daze, one of these sausage-tentacle intestines rises on the port side of the Tataki and begins to move across the upper deck in eratic convulsions, like the tail of an annoyed cat. >* this is excitingly messed up -- Cthulhian, but not played out! (Noted.) >p Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A giant worm sweeps apparently aimless across the upper deck. The pentagonal rug lies unrolled in the middle of the upper deck. Rudolf Carter sits on it and does strange gestures with his hands. >x worm The giant worm must be at least forty or fifty meters long, since the part that protrudes over the railing alone measures a good twenty. At its thickest point, it is certainly over two meters strong. Its skin shimmers purple and is covered with thick hairs or perhaps other smaller tentacles. Between them sit sporadic black shiny spheres of varying sizes, which are probably eyes. Most of them are located at the slender tip of the giant worm, which flaps restlessly back and forth. >* eek (Noted.) >x carter Rudolf Carter is a tall and lean man with long black hair. It is ragged, as if his head has just been in an explosion; his eyes are dusky and restless. The most striking thing about him is his hands, or rather his fingers. They are thick and swollen and their skin looks like brittle scabs. They look like fried fish sticks and that's probably because he also loves to hold them in simmering oil once in a while, as you discovered. At the moment Rudolf Carter ist again on the upper deck sitting on his pentagonal rug and... well, what is he doing there? Meditating? Or praying? He bends his arms in an unnatural way while singing painful melodies. Although, actually, you can't call that melodies. The other day you altered the course to see if he would align himself with Mecca again. But he didn't, and you have no idea where Mecca is anyway. >talk to carter You ask him about the fish processing plant. "I don't know anything about it. That's not in my purview, Captain," he replies absently. It seems like Carter has no interest in talking about this issue any deeper. >ask carter about worm You ask him about the worm. He makes the gesture, with his thumb and index finger at the kissing mouth and says, "Goooter Wooorm! Good worm. Mellow, tasty! Yummy!" >* yeah I figured (Noted.) >x monster It rises out of the water like a sinister mountain, barely standing out against the dark sky, but it seems to touch the clouds. It is not a mountain and not made of stone. Instead, it looks as if it were made of maggots and worms, magnified a thousand times, with eyes inside. Only from the periphery do you perceive its movement, a crawling, wriggling and squirming. But where you look, it seems as motionless as a rock. You know the old stories, you know its name, but you don't want to say it - primarily for fear of copyright lawsuits. >* Oh come on, Lovecraft stuff is out of copyright! (Noted.) >shoot worm What do you want to shoot the giant worm at? >shoot arrow What do you want to shoot the arrow at? >worm You shoot at a thick part of the giant worm, but the arrow skids off its oily skin and lands clattering on the upper deck. >take arrow Taken. >x head You can't see any such thing. >x worm The giant worm must be at least forty or fifty meters long, since the part that protrudes over the railing alone measures a good twenty. At its thickest point, it is certainly over two meters strong. Its skin shimmers purple and is covered with thick hairs or perhaps other smaller tentacles. Between them sit sporadic black shiny spheres of varying sizes, which are probably eyes. Most of them are located at the slender tip of the giant worm, which flaps restlessly back and forth. >x ti You can't see any such thing. >x tip The tip of the giant worm is covered all over with black shiny eyeballs. In between, small tentacles protrude like wormy hairs and flap around just as aimlessly as the larger parent. [You achieved "The tip of madness".] >shoot arrow at tip That certainly works better when the arrow is in the speargun. >put arrow in gun You put the arrow into the speargun and pull the rubber band taut so that it is ready to be shot. >shoot arrow at tip With a dull smack, the arrow bores into one of the black eyes at the tip of the giant worm. The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. >take arrow That seems to be a part of the tip of the worm. The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. >take worm Is there something wrong with your eyes? Or have you gone crazy now? That thing is huge, how are you going to take it with you? The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. Now it is really desperate and whipping it around like crazy. After a short time, the arrow comes loose and falls clattering onto the upper deck. But it almost worked! Maybe the arrow needs to be upgraded somehow? >take arrow Taken. >x it The arrow has a very sharp point with strong barbs. At the other end there is an eyelet, presumably to attach a rope. >* aha, a harpoon! (Noted.) >a Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >a Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >d Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >f Toward the bow, the stairswell opens into a huge hall, and a ladder leads down into the depths. You turn to descend backwards. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >f Once more the isolation door sucks you in and spews you into the Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet, with the rope of the life saver ring attached to it. Fore is only white mist. >take rope Taken. >a Because the rope is still tied to the door handle, you just leave the life saver ring in the cold storage hall. Once more you brace yourself against the door, which unwillingly gives way. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >f Once more the isolation door sucks you in and spews you into the Cold Storage Hall You are standing at the entrance of the cold storage hall. Thick fog hangs in the air and makes the hall seem infinitely large. The widely spaced lamps hanging from the ceiling look like hazy will-o'-the-wisps. Your breath steams when you exhale, and the ground at your feet crunches like trampled snow with every step. Aft is the insulation door that leads back to the processing hall. In the foggy air, it is barely visible, with only the odd door handle sticking out like a large eyelet, with the rope of the life saver ring attached to it. Fore is only white mist. >take rope Taken. >tie rope to arrow Impossible, the rope is already tied to the door handle. >untie rope You untie the rope from the door handle. >a Once more you brace yourself against the door, which unwillingly gives way. For a while you stand there shivering and rubbing your arms until the warmth finally returns to your body. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >tie rope to arrow You tie the loose end of the rope to the eye of the speargun arrow. [Your score has just gone up by two points.] >a Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >u Bridge Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The bridge is fore, the captain's cabin starboard and the staircase leads down. >f Bridge The Tataki has a large panorama window that runs across the entire front width of the bridge. Below is the console, with many displays, instruments and, of course, the helm. On the port side is a bulkhead that leads out onto the stairs that go down to the upper deck. Aft is a doorway to the central stairwell. >p Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A giant worm sweeps apparently aimless across the upper deck. The pentagonal rug lies unrolled in the middle of the upper deck. Rudolf Carter sits on it and does strange gestures with his hands. >shoot tip with arrow That certainly works better when the arrow is in the speargun. >put arrow in speargun You put the arrow into the speargun and pull the rubber band taut so that it is ready to be shot. >shoot tip with arrow You walk as close as you dare to the wagging end of the giant worm. Your hands shake as you aim the speargun, knowing this might well be your last shot. You pull the trigger. The arrow whizzes away, dragging the rope behind it. With a dull smack, it bores through one of the black eyes deep into the flesh at the tip of the giant worm. And you still hold the other end of the rope with the life preserver in your hands. The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. [Your score has just gone up by five points.] >put preserver in chute You can't see any such thing. >x chute From the outside, the chute looks like one of those modern tents people use to climb the Himalayas or hike to the North Pole. But of course, the whole thing is made of solid steel and a bit bigger, too. In the steep front is a large opening behind which the conveyor belt begins. The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. >undo Upper Deck [Previous turn undone.] >put work in chute You can't see any such thing. >put worm in chute Yes... a good way to get rid of the worm. But you can't just shove it in there. It's too big for that and you don't want to touch it either. The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. >i You are carrying: a life saver ring (with a rope attached which is tied to the arrow) a speargun a bottle of sake a fork a plate The giant worm swings its tip back and forth. Obviously, it is not happy with the arrow stuck in it. Now it is really desperate and whipping it around like crazy. But instead of coming loose, the rope wraps itself around the tip of the giant worm, knotting itself in the process, so that the arrow is now stuck all the tighter. And after a while, the worm finally calms down again. >put ring in chute You are the boss here and can basically do what you want. On the other hand, you don't want the life saver ring to get damaged. >pull ring You pull on the rope, but can't counter the force of the giant worm. >pull rope You pull on the rope, but can't counter the force of the giant worm. >a As you leave, the worm makes a jerky movement in the other direction and pulls the live saver ring out of your hand. Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >f Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A giant worm sweeps apparently aimless across the upper deck. The pentagonal rug lies unrolled in the middle of the upper deck. Rudolf Carter sits on it and does strange gestures with his hands. You can also see a life saver ring here. >take ring Taken. >put ring on carter Putting things on Rudolf Carter would achieve nothing. >throw ring overboard I only understood you as far as wanting to throw the life saver ring. >throw ring Dropped. >take it Taken. >put rope in chute You are the boss here and can basically do what you want. On the other hand, you don't want the rope to get damaged. >x chute From the outside, the chute looks like one of those modern tents people use to climb the Himalayas or hike to the North Pole. But of course, the whole thing is made of solid steel and a bit bigger, too. In the steep front is a large opening behind which the conveyor belt begins. >enter chute You climb through the opening onto the conveyor belt. It's totally slippery and without being able to hold on to anything, you frantically slide down towards the fish processing plant. Fish Processing Hall (on the conveyor belt) Faster and faster you slither down the conveyor belt, without much control over your ride. At this speed you can hardly see more of your surroundings than blurry streaks. You cling to the life saver ring, pulling the rope on it behind you. Then there is tension on the rope and out of the corner of your eye you see that you have managed to pull the giant worm tip into the processing hall. [Your score has just gone up by five points.] >* this may have been a bad idea (Noted.) >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. You slide against the intake of the machine. Its rotating blades greedily embrace you. The pain lasts only briefly, because after a few seconds you are dead. *** DEADLY END: Minced *** How inconvenient! If only one could turn back time! Let's just pretend that we can. >l Fish Processing Hall (on the conveyor belt) Faster and faster you slither down the conveyor belt, without much control over your ride. At this speed you can hardly see more of your surroundings than blurry streaks. >pull rope Faster and faster you slither down the conveyor belt, without much control. So pulling the rope will probably have to wait until your frantic ride is over! >i Faster and faster you slither down the conveyor belt, without much control. So taking inventory will probably have to wait until your frantic ride is over! >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Fish Processing Hall [Previous turn undone.] >undo Upper Deck [Previous turn undone.] >a As you leave, the worm makes a jerky movement in the other direction and pulls the live saver ring out of your hand. Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >d Solid steel plates prevent you from going in that direction. >a Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >d Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >d On the stairs to the engine deck The staircase down to the engine deck is higher than the others; sometimes it seems endless. Up the stairs lead back to the processing deck. >u You go back up to the Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >f Toward the bow, the stairswell opens into a huge hall, and a ladder leads down into the depths. You turn to descend backwards. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the plant is drowned out by the aggressive screech of the sharp cutting knives waiting at the plant's intake to snatch flesh, tear it to pieces, and gulp it down for further digestion. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. You can see the fish processing plant (status: running) here. >turn off plant It isn't something you can switch. >push button The conveyor belt stops immediately and a short time later the whirring of the blades also fades away, and they come to a stop again. >a Processing Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. Fore is an big opening, behind which a ladder leads to the fish processing facility and the cold storage hall beyond it. Starboard is a passage to the crew quarters. The stairs lead up and down. >u Upper Deck Staircase An oppressively narrow metal staircase connects the individual decks of the main building and the hull. On the wall is an exit plan. The crew lounge is fore and the staircase leads up and down. >f Crew Lounge A bare and featureless room where the crew can spend their free time. Odd that no one is here. Uncomfortable chairs stand at ugly tables; a TV hangs from the ceiling in one corner, showing a Portuguese shopping channel without sound. Aft of here is the stairwell. The kitchen is starboard. A clunky iron door leads fore to the upper deck. >p Solid steel plates prevent you from going in that direction. >f Upper Deck The large upper deck is enclosed by a chunky metal railing and a small spotlight above the door in the deckhouse gives everything a contrasting look. The chute through which the fish are transported to the lower deck is the only feature that sticks out of the flat upper deck like a misshapen bulge. Aft is the main building that goes across the whole width of the Tataki. A clunky iron door in it leads inside to the crew lounge, and on the port side is a stairway that leads up to the bridge. A giant worm sweeps apparently aimless across the upper deck. The pentagonal rug lies unrolled in the middle of the upper deck. Rudolf Carter sits on it and does strange gestures with his hands. You can also see a life saver ring here. >take ring Taken. >enter chute You climb through the opening onto the conveyor belt. It's totally slippery and without being able to hold on to anything, you frantically slide down towards the fish processing plant. Fish Processing Hall (on the conveyor belt) Faster and faster you slither down the conveyor belt, without much control over your ride. At this speed you can hardly see more of your surroundings than blurry streaks. You cling to the life saver ring, pulling the rope on it behind you. Then there is tension on the rope and out of the corner of your eye you see that you have managed to pull the giant worm tip into the processing hall. [Your score has just gone up by five points.] >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. >z Faster and faster you slither down the conveyor belt, without much control over your ride. It's probably best to wait until you've reached the bottom. You slam hard against the intake of the fish processing plant and just manage not to touch the blades. Thank God the shredder is not shredding at the moment. Fish Processing Hall The windowless hall in which the fish processing plant ekes out its existence is a good 20 meters high. A conveyor belt winds through the hall from the upper deck down to the floor. About a dozen lamps hang on long cables from the ceiling in between. They spread a yellowish light where they shine and unpleasantly vivid shadows where they do not. The monotonous hum of the fish processing plant gives the hall a certain anticipatory suspense, as if something weighty is about to happen. Aft is a ladder set into the wall that leads up to the stairwell. Fore is a large insulation door; it is the entrance to the cold storage hall. The giant worm protrudes into the hall and it seems as if it is curiously looking around. You hold the life saver ring in your hands, on which is the rope, the other end of which is in turn knotted to the arrow, which is firmly stuck in the tip of the worm. Sometimes the rope is slack when the tip is looking at you, or taut to pulling strongly when the tip wants to go the other way. You feel a bit like you are walking a Great Dane. But don't start naming the worm now. You can also see the ship workers and the fish processing plant (status: ready) here. >push button As you press the button, you hear the screech and rumble of the conveyor belt that has started moving. And the intake's blades are spinning at high speed, making a high-pitched whirring sound. >x ring The life saver ring looks quite weathered. Attached to it is a long rope. >i You are carrying: a life saver ring (with a rope attached which is tied to the arrow) a speargun a bottle of sake a fork a plate >pull rope You pull on the rope, but can't counter the force of the giant worm. >z You let some time pass. >z You let some time pass. >z You let some time pass. >z You let some time pass. >put ring in plant You stand in front of the intake of the plant and glance over your shoulder at the giant worm. At the moment when it leans over to you curiously and the rope is completely slack, you throw the life saver ring into the intake of the processing plant. As you would expect, the sharp blades greedily eat through the Styrofoam, sending white crumbs flying. The intake shoves everything into itself, and next comes the rope. Its fibers splinter apart, but it doesn't tear. Piece by piece it moves into the thick hungry belly of the machine. If the giant worm was still curious at the beginning, its resistance now becomes great and greater the harder the rope tightens. Finally, the tip is only a few centimeters away from the rattling blades. It seems as if the shiny black eyeballs are staring at it as if mesmerized. Then the blades start to tear the tip inside and into tiny pieces. Slowly and evenly, the giant worm is pulled inside by the apparatus. A thin black liquid splashes around, spreading a damp mist; and a greenish-yellow sauce runs viscously down the edges, clumping and leaving slime trails. [Your score has just gone up by five points.] >x sauce You can't see any such thing. >* very gross (Noted.) >x plant The fish processing plant is essentially a black box so large that it reaches the ceiling. The end of the conveyor belt connects to the intake of the plant, which resembles a shredder for garden waste. You know that inside the plant, the fish material is pressed into molds, breaded and placed in large crates - all done automatically. The crates come out at the output near the door to the cold storage hall, so they can be quickly stowed away and deep-frozen. Apart from a plain control panel, the plant surface has no further standout features. The plant happily works away and transforms the worm into a new state, which is: fish sticks. >x sticks You can't see any such thing. >z You let some time pass. Okay, let's call it a day. And now would be a good opportunity to toast the good catch with a sip of sake! >drink sake Sure, there is still a lot to do, but it will take at least three days to fill the holds with fish sticks anyway. Enough time to take care of the steering gear. The only unanswered question is how to get the Tataki back into the water. You'll probably have to process the worms under the keel first and foremost until she's ready to cruise again. But that's really another story. You sip some sake from the bottle and drink to the goddesses of water, seas and oceans. *** FIN *** That is not dead which can eternal lie, Until fish fingers of it we will fry. You finished this game in 470 turns. You collected 10 achievements (out of 27). You died 3 times, discovering 2 out of 7 individual deaths. Also you went 74 meters down in your futile attempt to reach the engine deck. The cover illustration is by Annette Köhn. The song at the end of the game is "Star Ocean" by Rainer Torres - many thanks for his kind permission to use it in the game. I would like to sincerely thank everyone who was brave enough to test an unfinished version of this game and give me feedback on it: Andrew Schultz, Francesco Ariis, Patrick Amelung and Saskia Eckhardt. Likewise many thanks to David Welbourne, gadzoks, Jade, J.P. Tuttle, keltena, Knight Otu and Pinkunz from Club Floyd, who provided early feedback. Thanks also to Jacqueline Ashwell, for organizing ClubFloyd and making them available for beta testing. Thanks to Harumi for her feedback on all things Japanese. Thanks to deepl.com wich I used extensivly in finding the right words. A German (and earlier) version of this game was released at the 12th IF Grand Prix in April 2023 with the title "Fischstäbchen". Many thanks to Christian Werner, Hannes Schüller, Heiko Spiess, Martin Oehm, StJohnLimbo and Stefan Hoffmann for their very detailed and constructive feedback on this! It has encouraged me to heavily revise a lot of things. This game was written November 2022 to September 2023 by Olaf Nowacki. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to look at the symbols on the unrolled rug. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to read the calendar after washing it. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to look behind the board in your cabin. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to give Rudolf Carter his calendar back after washing it. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to take the calandar off the wall while Carter is present. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Well, you could try to look at the symbols on the unrolled rug. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > * fun! Curious what i missed Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > * NB the game didn't tell me I got the last five points Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? >