Start of a transcript of Cut the Sky A Journey by SV Linwood Release 1 / Serial number 250323 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N) Identification number: //EA48DB93-E81D-4895-8FB9-B5F58A0B6C9C// Interpreter version 1.3.6 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson > x brigand Gaunt and haggard. His trade has not been feeding him well, not since the collapse of the old trading routes. His cape is threadbare, his knuckles white around the hilt of his machete. (It may be fruitless, but you should always talk to those you meet.) > x steed A bulky artifact, curved in the shape of a snail shell, floats a few inches off the ground. Its chrome plating is dented and mottled with rust, and ridged black veins pulse through its surface. A relic from the Fifth Aeon, no doubt. > l Oeserl Plains Under the golden glow of the noon sky, a sea of withered stalks sways in the wind. A rusty crossroads sign post rises from the ground before you, leaning slightly. Whatever roads it once pointed towards have long been lost to the grass. The brigand slouches against his chrome steed, his hand on the hilt of his machete. > x machete Its blade is tarnished. Its edge dull. It is nothing more than a piece of metal. > x sign Its writing is long rusted away. No matter; you know where you're going. > talk to brigand "Quit stalling. You know what I want." (Conflict is inevitable, as it so often is. You will have to cut what lies before you. Choose your target carefully?you do not wish for blood to stain your hands.) > cut machete Last Resort flashes. The machete falls to pieces in the brigand's hand. For an instant, the man's eyes widen in shock. Then he grits his teeth. "All right, then. We're doing this the hard way." His cape flutters in the wind as he takes a menacing step towards you. > cut steed Last Resort strikes. With a shower of sparks, the steed drops to the ground, cleaved neatly in two. "What the hell, man?" the brigand demands. "That was my ride!" Brandishing what is left of his machete, he begins to charge you. > talk to brigand He does nothing but shout at you. He tries to charge you. You easily evade. > hit brigand You do not need to do that. Type verbs to see which actions you may take. > verbs You may look (L) at your surroundings, or examine (X) specific things. Should you meet another person during your travels, you may talk to them, and, if the mood takes you, perhaps even kiss them. No swordsman should ever act rashly. If you wish to bide your time, you may wait (Z). And, of course, when the time is right you must cut what stands in your way. Once you are done, you should wander to your next destination. Or, if you are unsatisfied with your actions, you may return to the beginning to start anew. If you are unsure, you may think about what to to next. You may also save, restore, restart, or learn more about your journey. And, perhaps, someday you may find something else that you wish to do. > wander You are not yet done here. You easily sidestep the brigand's punch. > wait You wait for the perfect moment to strike. The brigand tries to strike, but he stumbles over his own feet. > z You wait for the perfect moment to strike. The brigand tries to charge you. You easily evade. > z You wait for the perfect moment to strike. The brigand tries to strike, but he stumbles over his own feet. > z You wait for the perfect moment to strike. You easily sidestep the brigand's punch. > z You wait for the perfect moment to strike. The brigand tries to charge you. You easily evade. > z You wait for the perfect moment to strike. You easily sidestep the brigand's punch. > talk to brigand He does nothing but shout at you. He tries to charge you. You easily evade. > cut brigand The man is clumsy and uncoordinated. His stance is unsteady, his grip on his machete unsure. When you strike, he does not see it coming. He does not have time to scream. You watch as his gurgles grow silent, as his twitching hands still. The blade darkens as his blood washes away. The hilt burns in your hand. Perhaps you should not have done this. Are you satisfied with how this ended, swordsman? > no No? You may return to the start, then, and try something new. Or, if you wish to bear this man's blood on your blade, you may wander to your next destination. Oeserl Plains Under the golden glow of the noon sky, a sea of withered stalks sways in the wind. A rusty crossroads sign post rises from the ground before you, leaning slightly. Whatever roads it once pointed towards have long been lost to the grass. The brigand's corpse lies on the ground. His blood seeps into the dry grass. He will feed it well. (You may type verbs for further instructions, or about to learn more about the game.) > return No. Perhaps that is not what happened. Oeserl Plains Under the golden glow of the noon sky, a sea of withered stalks sways in the wind. A rusty crossroads sign post rises from the ground before you, leaning slightly. Whatever roads it once pointed towards have long been lost to the grass. The brigand slouches against his chrome steed, his hand on the hilt of his machete. "Hand over your valuables," he snarls. > l Oeserl Plains Under the golden glow of the noon sky, a sea of withered stalks sways in the wind. A rusty crossroads sign post rises from the ground before you, leaning slightly. Whatever roads it once pointed towards have long been lost to the grass. The brigand slouches against his chrome steed, his hand on the hilt of his machete. > cut machete Last Resort flashes. The machete falls to pieces in the brigand's hand. For an instant, the man's eyes widen in shock. Then he grits his teeth. "All right, then. We're doing this the hard way." His cape flutters in the wind as he takes a menacing step towards you. > cut cape Last Resort flashes. The brigand's cape falls from his shoulders, cut neatly into two pieces. The man stares down at his slashed cape. He stares at the sword in your hands. He takes one step back. Then, another. "Screw this," he says, then, flinging the broken hilt to the ground, he scrambles onto his steed. You are alone once again. Oeserl Plains Under the golden glow of the noon sky, a sea of withered stalks sways in the wind. A rusty crossroads sign post rises from the ground before you, leaning slightly. Whatever roads it once pointed towards have long been lost to the grass. > x grass Withered yellow stalks sway in the wind. It has been a long time since the Oeserl Plains were lush and green. > x sign Its writing is long rusted away. No matter; you know where you're going. > wander And so you walk, with nothing but the grass under your feet and the sky above you. And Last Resort, clutched tightly in your hand. Nothing else matters. You stop at a small outpost at the edge of the plains, where the foothills begin to rise towards the mountains to the north. The land is greener there, alive; thick, thorny shrubs tear at your shins as you walk. There you find a caravan passing through, headed north to the outposts at the foot of the mountains. They have recently lost one of their guards to a wandering root, and they're happy to take you on. And so you set out, Last Resort in hand, into the wilderness. The Valley of Light The Valley of Light stretches out before you, green and vast, illuminated by the glow of the early morning sky. Skystones dot the landscape, covered in lichen and moss. The caravan proceeds slowly through the vale, a procession of slender white ships gleaming in the skylight. Merchants and travelers in colorful robes trudge along. You walk beside one of your fellow guards, a tall, stately woman wielding a sturdy spear. > * lol 'nothing else matters??' ouch! (Noted.) > * skystones is a pretty cool word for meteor (Noted.) > x skystones Ancient rings of worn stone thrum softly. Relics from the Fourth Aeon; it is said they were built to store the light from the sky, back when it still shone brightly. To what purpose no one knows. Slowly, the caravan makes its way up the valley. The hours pass quietly. The glow of the sky grows brighter, and the mountains to the north inch closer. > * or solar panels? (Noted.) > talk to guard "I always liked passing through here. It's peaceful. Well, most of the time." Around midmorning you pass through a half-crumbled stone archway. The land beyond it is greener, the sky brighter. Magic tingles in the air like static electricity. "Keep your senses sharp," the guard tells you. "We're walking into dangerous territory." > x arch You've left it behind by now. It's late morning when the first sign of danger makes itself known, and the golden glow of noon has begun to tinge the sky. It seems like a normal boulder at first, lying beside the path, but as the caravan passes by the earth begins to rumble, and slowly, ploddingly, a rock giant rises from the green earth. > x giant The ground shakes under its bulk. The rock giant unfurls itself to its full imposing height and takes one heavy, plodding step towards you. The earth shakes under its bulk. "Careful," says the guard, gripping her spear. "Rock giants aren't too hard to deal with, but they'll still smash you flat if you're reckless." > talk to giant It does not respond. The rock giant raises one massive arm towards the sky. It hangs in the air for the span of a breath. > cut fist That is either absent or unimportant. > cut foot That is either absent or unimportant. > talk to guard This is not, perhaps, the best time for this. The giant's arm begins to come down?but before you can blink the guard is there, stabbing her spear right through its stone chest. The giant staggers backwards, wavering. Then the guard wrenches her spear away it crumbles to the ground, inanimate rock once more. "That should do it," says the guard, and the valley is silent once more. > x guard She stares resolutely ahead. Her face is impassive, as if it were made of stone, but her voice is warm when she speaks to you. With the rock giant gone, the merchants emerge. After a quick inspection of the boats they determine that no damage has occurred, and the caravan sets off once more. > x boats A procession of slender white ships. They gleam in the skylight as they float quietly by. Slowly, the caravan makes its way up the valley. The hours pass quietly. The glow of the sky grows brighter, and the mountains to the north inch closer. To pass the time, the guard tells a story about a wizard she once worked with, who miscast a spell while drunk and made himself unable to speak anything but a language long dead. They had to communicate in charades for the rest of the journey. > talk to guard "I always liked passing through here. It's peaceful. Well, most of the time." In the early hours of the afternoon, as the sky has settled into a pleasant golden glow, the air begins to move around you. At first it seems nothing more than a gust for wind?but then it grows stronger, blowing stalks of green grass into the air. They billow and swirl, assembling to form the impression of a coiled snake. > x snake Swirling stalks of emerald grass. The stalks of grass float in the air. The snake sways threateningly. "Careful," says the guard, gripping her spear. "Wait for the right time." > z You wait for the perfect moment to strike. And then the snake goes still. Something about its form seems to flicker into being. The billowing stalks seem to contract, solidify. It coils, ready to strike. > cut snake Quick as a flash, the snake lunges?and so do you. Just as the guard's spear pierces its mouth, your sword slices through its body. It falls to the ground, twisting and writhing. Then, finally, it collapses. Stalks of grass flutter to the ground, finally still. The guard claps you on the shoulder. "Good work," she says, "I don't know that I could have handled that on my own." > laugh You do not need to do that. Type verbs to see which actions you may take. > z You wait. With the grass snake gone, the merchants emerge. After a quick inspection of the boats they determine that no damage has occurred, and the caravan sets off once more. > z You walk in silence. Slowly, the caravan makes its way up the valley. The hours pass quietly. The glow of the sky begins to dim, and the mountains to the north inch closer. To pass the time, the guard tells a story about a caravan she once accompanied through the old tunnels under the mountains. They had laughed at her warnings, right up until they stumbled onto a nest of grues. > z You walk in silence. In the late afternoon, as the glow of the sky begins to dim, you come across a sliver of darkness on the ground. It seems nothing more than a shadow at first?but there is nothing to cast it, and it is too stark for the sky's weak light. Otherworldly laughter fills the air, and the shadow wisp begins to grow, pitch dark, like a tear in the fabric of the world. > talk to grue That is either absent or unimportant. > talk to tear It does not respond. The wisp continues to expand, as if eating through the world itself. "Careful," says the guard, gripping her spear. "This is a dangerous one. There's nothing your sword can do to it." > z You wait for the perfect moment to strike. The shadow wisp's laughter echoes all round you. > z You wait for the perfect moment to strike. The wisp has grown to its full size. There is nothing you can do but stand aside as its tendrils engulf two of the nearest boats. The laughter fills the air until it reverberates through your chest. When the tendrils retreat, there is nothing left of what they touched. Holes gape in the boats as if nothing had ever been there at all. Satiated, the wisp fades from sight, and the Valley is silent once more. With the shadow wisp gone, the merchants emerge. They crowd around broken boats to inspect the damage, but there's nothing they can do. The knowledge of the workings of the old relics has long been lost; their numbers dwindle every year. Silently, they move the cargo from the broken boats, and the caravan sets off once more. The next few hours are quiet. No one has much to say after the day's trials. But you should be past the worst of it, the guard tells you, and nothing more rises from the ground to prove her wrong. Finally, eventide falls. As violent red begins to tinge the horizon, the caravan stops for the night. The Valley of Light The Valley of Light stretches out before you, green and vast, illuminated by the glow of the evening sky. Skystones dot the landscape, covered in lichen and moss. The caravan is quiet. You and the guard sit by the perimeter, watching the darkening sky. > talk to guard "Hell of a first day. We got beat up a bit, but we'll manage." > x caravan A procession of slender white ships. They gleam in the skylight as they float quietly by. > * probably not floating by here? (Noted.) > x guard She stares resolutely ahead. Her face is impassive, as if it were made of stone, but her voice is warm when she speaks to you. > talk to guard "Hell of a first day. We got beat up a bit, but we'll manage." > z Everything is still all around you. > l The Valley of Light The Valley of Light stretches out before you, green and vast, illuminated by the glow of the evening sky. Skystones dot the landscape, covered in lichen and moss. The caravan is quiet. You and the guard sit by the perimeter, watching the darkening sky. > x moss Stains of green over worn stone. > x sky Red blooms on the horizon. > x perimeter That is either absent or unimportant. > z Everything is still all around you. > l The Valley of Light The Valley of Light stretches out before you, green and vast, illuminated by the glow of the evening sky. Skystones dot the landscape, covered in lichen and moss. The caravan is quiet. You and the guard sit by the perimeter, watching the darkening sky. > kiss guard She smiles, for a moment. "I'm not interested in that sort of thing, I'm afraid. But I appreciate the thought." > z Everything is still all around you. > z Everything is still all around you. > z Everything is still all around you. > z Everything is still all around you. > z Everything is still all around you. > z Everything is still all around you. > l The Valley of Light The Valley of Light stretches out before you, green and vast, illuminated by the glow of the evening sky. Skystones dot the landscape, covered in lichen and moss. The caravan is quiet. You and the guard sit by the perimeter, watching the darkening sky. > wander The rest of your journey is quiet. You reach the northern outposts without fanfare. There you part ways. The caravan will head west back to their home; they are not so foolhardy as to cross the harsh passes of the northern mountains. The caravan head pays you in strange coins you've never seen. No one this side of the continent will accept them as currency, but the metal itself, she assures you, is valuable. The caravan guard claps you on the shoulder. "It's been good," she says, and for a brief moment she even smiles. You walk away. Your goal awaits you to the north, into the mountains. The path grows harsher as it climbs. Lush trees are replaced by thorny shrubs, which in turn give way to scrub and lichen, until there is nothing but sharp, barren rock. The biting wind numbs your skin. It's there that you cross paths with a wandering gunman. You see him walk towards you, starkly silhouetted against the daybreak sky. He greets you with a tip of his hat. "That's a nice sword you're holding," he says. "Just so happens there's a bounty on anyone wielding a true weapon." He spins his gun around his finger. "I intend to collect." The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his hand on his hip and his coat billowing in the wind. "Here's what we'll do," he says, calmly. He twirls his gun, then slides it back into its holster. It disappears into the folds of his coat. > talk to gunman He ignores you. "You seem like a capable warrior." A hint of a smile. "Let's make this a fair fight." > x gunman A tall, dark man with steady hands. For a moment, you catch a glimpse of his piercing eyes under his hat. You cannot tell what he's thinking. "I'll count down from three. At one, I'll draw." > z You wait for the perfect moment to strike. He tips his hat. "Ready?" > z You wait for the perfect moment to strike. "Three." > z You wait for the perfect moment to strike. "Two." > z You wait for the perfect moment to strike. "One." The gunman is quick. In a flash the gun is in his hand, the bullet already out of its chamber. > cut gun You strike. Surprise flashes in the gunman's eyes as his gun falls apart in his hands. But it's too late. The bullet strikes. Its aim is true. For a moment, everything is still. Then, you fall. You don't live long enough to hit the ground. Perhaps you never were worthy of Last Resort. Were you? *** You journey has ended *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his hand on his hip and his coat billowing in the wind. "Here's what we'll do," he says, calmly. He twirls his gun, then slides it back into its holster. It disappears into the folds of his coat. > z You wait for the perfect moment to strike. "You seem like a capable warrior." A hint of a smile. "Let's make this a fair fight." > z You wait for the perfect moment to strike. "I'll count down from three. At one, I'll draw." > z You wait for the perfect moment to strike. He tips his hat. "Ready?" > z You wait for the perfect moment to strike. "Three." > z You wait for the perfect moment to strike. "Two." > cut gun It is hidden from you, under its owner's coat. "One." The gunman is quick. In a flash the gun is in his hand, the bullet already out of its chamber. > z You wait for the perfect moment to strike. The bullet strikes. Its aim is true. For a moment, everything is still. Then, you fall. You don't live long enough to hit the ground. Perhaps you never were worthy of Last Resort. Were you? *** You journey has ended *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his hand on his hip and his coat billowing in the wind. "Here's what we'll do," he says, calmly. He twirls his gun, then slides it back into its holster. It disappears into the folds of his coat. > cut coat You're quick. The gunman is quicker. He sidesteps, dodging your strike by a hair's breadth. "You seem like a capable warrior." A hint of a smile. "Let's make this a fair fight?despite your best attempts." > z You wait for the perfect moment to strike. "I'll count down from three. At one, I'll draw." > x belt That is either absent or unimportant. > x gunman A tall, dark man with steady hands. For a moment, you catch a glimpse of his piercing eyes under his hat. You cannot tell what he's thinking. He tips his hat. "Ready?" > cut hat "Three." > cut coat Again you strike. Again, he dodges. "Two." > cut gun It is hidden from you, under its owner's coat. "One." The gunman is quick. In a flash the gun is in his hand, the bullet already out of its chamber. > z You wait for the perfect moment to strike. The bullet strikes. Its aim is true. For a moment, everything is still. Then, you fall. You don't live long enough to hit the ground. Perhaps you never were worthy of Last Resort. Were you? *** You journey has ended *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his hand on his hip and his coat billowing in the wind. "Here's what we'll do," he says, calmly. He twirls his gun, then slides it back into its holster. It disappears into the folds of his coat. > x holster That is either absent or unimportant. > x hat Its brim is notched. "You seem like a capable warrior." A hint of a smile. "Let's make this a fair fight." > x rock Strange dark energy crackles on their surface. They tingle slightly to the touch. "I'll count down from three. At one, I'll draw." > z You wait for the perfect moment to strike. He tips his hat. "Ready?" > z You wait for the perfect moment to strike. "Three." > cut rock In the blink of an eye, you draw Last Resort. The tip of the rock spur slides off, cut cleanly through. Its dark energy blinks out. The gunman whistles, impressed. "Two." > cut hat "One." The gunman is quick. In a flash the gun is in his hand, the bullet already out of its chamber. > z You wait for the perfect moment to strike. The bullet strikes. Its aim is true. For a moment, everything is still. Then, you fall. You don't live long enough to hit the ground. Perhaps you never were worthy of Last Resort. Were you? *** You journey has ended *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his hand on his hip and his coat billowing in the wind. "Here's what we'll do," he says, calmly. He twirls his gun, then slides it back into its holster. It disappears into the folds of his coat. > x energy Strange dark energy crackles on their surface. They tingle slightly to the touch. "You seem like a capable warrior." A hint of a smile. "Let's make this a fair fight." > verbs You may look (L) at your surroundings, or examine (X) specific things. Should you meet another person during your travels, you may talk to them, and, if the mood takes you, perhaps even kiss them. No swordsman should ever act rashly. If you wish to bide your time, you may wait (Z). And, of course, when the time is right you must cut what stands in your way. Once you are done, you should wander to your next destination. Or, if you are unsatisfied with your actions, you may return to the beginning to start anew. If you are unsure, you may think about what to to next. You may also save, restore, restart, or learn more about your journey. And, perhaps, someday you may find something else that you wish to do. > think The gunman is skilled. It would be foolish to strike him before he fires. And, once he does, there's only one thing you care about. > z You wait for the perfect moment to strike. "I'll count down from three. At one, I'll draw." > z You wait for the perfect moment to strike. He tips his hat. "Ready?" > z You wait for the perfect moment to strike. "Three." > z You wait for the perfect moment to strike. "Two." > z You wait for the perfect moment to strike. "One." The gunman is quick. In a flash the gun is in his hand, the bullet already out of its chamber. > cut bullet The gunman is quick. You're quicker. Last Resort catches his bullet in midair; with a sharp ping and a flash of sparks, it's gone. "Huh," the gunman says, tilting his hat. Then, he bursts out laughing. "Well! I don't think I can compete with that. You're really something else, aren't you?" He holsters his gun and raises his hands in a gesture of peace. The Lonely Pass The way is treacherous. The twin mountains of Irkaad and Ilurad loom above, illuminated by the rosy light of the dawn sky. Sharp rock spurs jut out along the path, pulsing with dark energy. The gunman stands before you, his posture relaxed. > talk to gunman "Screw the bounty. It's not worth the trouble." > wander You walk away. The gunman walks beside you. You travel together, for a time. He's good company. Taciturn, but so are you, and there is a sort of peace, in the silence. You take some bounties?an outpost looking for protection from raiders, a family searching for their son's killer, an escaped outlaw or two. Enough to keep you fed as you travel. In the evening he goes out to hunt your dinner; you skin it and cook it, and you sit by the campfire in quiet company. It doesn't last, of course. Eventually the mountains give way to rolling hills, and those to the endless flatness of the northern steppes. You part ways in the town of Pertra; his business takes him west, yours east. "Come find me if ever find yourself headed westward," he says, and tips his hat in goodbye. And you are alone once again. In Pertra you join a pilgrimage headed east to the Citadel of Nom Avrak, to consult with its Oracle. They're a dour lot, blue-robed and glassy-eyed. Though you are not of their faith, they welcome you among their number; their journey will be long and harsh, and your sword hand will be appreciated. This is what you know how to do, is it not? After a week's rest, you head out into the steppes. The sky seems closer, there, bigger, the land flat as far as the eye can see. Under the daylight sky the pilgrims walk with their heads bowed, saying nothing. When eventide approaches they stop to set up camp, and there they whisper among themselves as they eat. Presently you find yourself training beside the campfire. As you practice your forms in silence, the pilgrims gather around the flame. The Northern Steppes You have taken refuge among a forest of twisting stone spires rising towards the eventide sky. You sit beside the crackling campfire. Beside you are gathered a group of pilgrims. Their solemn voices echo in the silence. > x spires They rise towards the darkening sky, their black surface mottled with holes. Large beetles flit about, crawling in and out. "We live in the shadows of the past," one pilgrim intones. > x beetles Their iridescent metal shells glimmers in the light of the campfire. "We live in the shadow of the future," another pilgrim recites. > * shells glimmer (Noted.) > * earlier closer, there, -> closer there, (Noted.) > talk to pilgrims "Once people lived in splendor, without dread." > l The Northern Steppes You have taken refuge among a forest of twisting stone spires rising towards the eventide sky. You sit beside the crackling campfire. Beside you are gathered a group of pilgrims. Their solemn voices echo in the silence. "Once the sky shone bright." > x fire Warm light flickers on the ground around it. "Its golden glow nurtured the land." > z "It is dying now." > z "Every year it fades." > z "Only the Oracle knows how to stop this." > z "But the Oracle remains silent." > z "For is it not the right of all things to die?" The pilgrims' voices grow silent. Their recital has ended. Quietly they depart, one by one, to retire for the night. The Northern Steppes You have taken refuge among a forest of twisting stone spires. The sky begins to darken. > z Everything is still all around you. > z Everything is still all around you. > z Everything is still all around you. > wander The rest of the night is quiet. Come morning you set out eastward, into the wastes. Your journey continues in silence. The land grows barren, desolate. The grass beneath your feet withers until nothing's left but sparse, dry tufts. It's a harsh, desolate land; a few of the pilgrims cannot withstand the exhaustion, and when they fall they do not get up again. Their fellows gather around their bodies in somber meditation, then proceed in silence. Still, the journey continues. One night you wake with a twinge in your chest and a hand on your sword. You roll away, landing on the ground in a crouch. On your bedroll stands one of the pilgrims?or, perhaps, not one of them after all. She has shed her blue robe, and stares at you with one sharp eye. The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Ah. Well. It's a shame you sleep so lightly. This could have been so much easier." > talk to thief She ignores you. "Don't look at me like that. You've got something more valuable than anything these fools carry?more valuable that anything I could find in the Citadel, I suspect." > cut tree The old wood creaks. Its branches twitch and wither; like grasping claws they curl in on themselves as the trunk comes crashing down. "Can you blame me? I thought if I disguised myself as one of them they'd lead me somewhere good, but this is a fool's errand. Might as well cut my losses while I still can." > talk to thief She ignores you. "Really, I'm doing you a favor, don't you think?" > l The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. The trunk of the dead tree lies on the ground. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Look at you. Can you even do anything else but cut?" > x bandana Fabric of vivid colors and intricate patterns, haphazardly stitched together. She wears it covering her left eye. "So, then..." > cut bandana The thief is too quick. Before you can even draw your sword, she is already somersaulting away. Nimbly she jumps up to perch on the rock ledge looming above. And then the thief moves. You strike?but it's useless. Effortlessly she vaults over your blade, almost as if she could see it coming. The world goes dark. When you wake, Last Resort is gone. *** You have nothing left *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Ah. Well. It's a shame you sleep so lightly. This could have been so much easier." > cut bandana The thief is too quick. Before you can even draw your sword, she is already somersaulting away. Nimbly she jumps up to perch on the rock ledge looming above. "Don't look at me like that. You've got something more valuable than anything these fools carry?more valuable that anything I could find in the Citadel, I suspect." > cut rock The slab crashes onto the ground, narrowly missing your bedroll. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping down onto the floating bedroll. "Can you blame me? I thought if I disguised myself as one of them they'd lead me somewhere good, but this is a fool's errand. Might as well cut my losses while I still can." > kiss thief For a fleeting moment you catch her mouth with yours. Then she draws back, with laughter on her lips and a sparkle in her eye. "Really, I'm doing you a favor, don't you think?" > cut bedroll A slash of your blade, and the bedroll's gleaming metal threads flicker and die. It flumps onto the ground, inactive. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping down onto the ground. "Look at you. Can you even do anything else but cut?" > cut tree The old wood creaks. Its branches twitch and wither; like grasping claws they curl in on themselves as the trunk comes crashing down. "So, then..." > cut branches You only ever need one strike. And then the thief moves. You strike?but it's useless. Effortlessly she vaults over your blade, almost as if she could see it coming. The world goes dark. When you wake, Last Resort is gone. *** You have nothing left *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Ah. Well. It's a shame you sleep so lightly. This could have been so much easier." > x earth Deep jagged cracks run through the dry earth. "Don't look at me like that. You've got something more valuable than anything these fools carry?more valuable that anything I could find in the Citadel, I suspect." > cut earth You leave a deep gouge in the dead earth. Yet another wound upon its broken visage. "Can you blame me? I thought if I disguised myself as one of them they'd lead me somewhere good, but this is a fool's errand. Might as well cut my losses while I still can." > cut bandana The thief is too quick. Before you can even draw your sword, she is already somersaulting away. Nimbly she jumps up to perch on the rock ledge looming above. "Really, I'm doing you a favor, don't you think?" > cut perch That is either absent or unimportant. > cut ledge The slab crashes onto the ground, narrowly missing your bedroll. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping down onto the floating bedroll. "Look at you. Can you even do anything else but cut?" > cut bedroll A slash of your blade, and the bedroll's gleaming metal threads flicker and die. It flumps onto the ground, inactive. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping down onto the ground. "So, then..." > cut ground You leave a deep gouge in the dead earth. Yet another wound upon its broken visage. And then the thief moves. You strike?but it's useless. Effortlessly she vaults over your blade, almost as if she could see it coming. The world goes dark. When you wake, Last Resort is gone. *** You have nothing left *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Ah. Well. It's a shame you sleep so lightly. This could have been so much easier." > talk to thief She ignores you. "Don't look at me like that. You've got something more valuable than anything these fools carry?more valuable that anything I could find in the Citadel, I suspect." > x thief Lithe and nimble. "Can you blame me? I thought if I disguised myself as one of them they'd lead me somewhere good, but this is a fool's errand. Might as well cut my losses while I still can." > x eye Lithe and nimble. "Really, I'm doing you a favor, don't you think?" > cut eye The thief is too quick. Before you can even draw your sword, she is already somersaulting away. Nimbly she jumps up to perch on the rock ledge looming above. "Look at you. Can you even do anything else but cut?" > x bedroll Simple, thick canvas threaded with gleaming metal. It floats quietly a foot above the ground. "So, then..." > kiss thief For a fleeting moment you catch her mouth with yours. Then she draws back, with laughter on her lips and a sparkle in her eye. And then she moves. You strike?but it's useless. Effortlessly she vaults over your blade, almost as if she could see it coming. The world goes dark. When you wake, Last Resort is gone. *** You have nothing left *** You may RESTART, RESTORE a saved game, QUIT, or RETURN to the start of the scene. > return No. Perhaps that is not what happened. The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Ah. Well. It's a shame you sleep so lightly. This could have been so much easier." > think Only one of the thief's perches offers you a way to trap her. But she will not choose it unless cornered. > *hrm (Noted.) > l The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll floats beneath a low rock ledge. A withered tree stands tall, its twisted branches reaching upwards as if in silent prayer. The thief crouches on your bedroll, ready to pounce. She watches you carefully, one eye obscured behind her patchwork bandana. "Don't look at me like that. You've got something more valuable than anything these fools carry?more valuable that anything I could find in the Citadel, I suspect." > cut bedroll A slash of your blade, and the bedroll's gleaming metal threads flicker and die. It flumps onto the ground, inactive. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping up to perch on the rock ledge above. "Can you blame me? I thought if I disguised myself as one of them they'd lead me somewhere good, but this is a fool's errand. Might as well cut my losses while I still can." > cut ledge The slab crashes onto the ground, narrowly missing your bedroll. But the thief is too quick. She was in the air before you even drew your sword, nimbly jumping up to perch among the branches of the withered tree. "Really, I'm doing you a favor, don't you think?" > cut tree The old wood creaks. Its branches twitch and wither; like grasping claws they curl in on themselves. The thief saw your sword coming?but, too focused on its blade, she did not see the branches. They snatch her from the air, bring her crashing down along with them. Quietly, she tries to free herself. In vain. Finally, her struggle ceases. With her one visible eye she stares you down, silently. "Fine," she spits "You've won. Do you expect me to beg? Just get on with it." What will you do? > kiss thief That would not be a courteous thing to do while she is trapped. But perhaps she might have been amenable earlier. > talk to thief "Fine. You've won. Do you expect me to beg? Just get on with it." > wander You are not yet done here. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > x thief Lithe and nimble. > x tree Under the the faint night sky, its dry, pale wood looks almost like old bone. > cut tree You only ever need one strike. > l The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll lies slashed beside the fallen ledge. The trunk of the dead tree lies on the ground. The thief lies trapped by its clawing branches. She watches you carefully, one eye obscured behind her patchwork bandana. > cut bandana A flash of metal and the fabric slides the ground, revealing her secret: in her left eye socket shines a gemstone eye, pearly white and glowing faintly in the dim night. > talk to thief "Fine. You've won. Do you expect me to beg? Just get on with it." > cut branches You only ever need one strike. > z You wait for the perfect moment to strike. > wander You are not yet done here. > l The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll lies slashed beside the fallen ledge. The trunk of the dead tree lies on the ground. The thief lies trapped by its clawing branches. She watches you carefully, her gemstone eye shining brightly. > cut gemstone Last Resort is as precise as it is powerful. Without spilling a drop of blood, you slice through her gemstone eye. Its glow flickers out; wisps of smoke rise towards the sky. "Ah," the thief gasps. "You?" Then... she begin to laugh, softly. "Ah," she says. "I haven't seen normally in years." She looks up at the sky. "It's... nice." The Scirre Wastes The faint shimmering of the night sky illuminates the desolation around you. Cracked earth stretches around you for miles on end. Your bedroll lies slashed beside the fallen ledge. The trunk of the dead tree lies on the ground. The thief lies trapped by its clawing branches, her gemstone eye smoking in her socket. But she stares up at the sky, smiling. > wander The next morning, as the daybreak sky begins to paint the world with its rosy glow, the pilgrims set out once more. Among their robed figures lurks the thief, though she does not reveal herself to you under the light of day. In the evening she comes to sit by your side; laughing as she mocks the other pilgrims. You keep your grip tight around Last Resort's hilt, but you don't push her away. One week later she is gone, alongside one of the chariots. As the pilgrims whisper accusations among themselves, you look to the horizon. She never said goodbye. The land dies little by little as you venture deeper into the Wastes. The air grows drier, the cracks in the earth deeper; no vegetation remains. Nothing but desolation surrounds you. The eyes of the pilgrims who walk beside you are grimmer now, their faces more gaunt. A few more succumb to exhaustion. Still, you press on. And finally, on the break of the thirty-first day of your pilgrimage, you see it: an immense sandstone pyramid, growing taller and taller as you approach until its point seems to disappear into the glow of the sky above. The Citadel of Nom Avrak. A ragged cheer runs through the congregation, quickly quashed. They set up camp at the foot of the grand staircase leading up to the Gates. There, they whisper, those that can solve their riddle are allowed entry. Very few succeed, it is said. Who among you will prove worthy of an audience with the Oracle? They wait, trembling with anticipation. One by one they climb the worn sandstone steps. One by one they return, their head hanging low. Finally, your turn comes. The Gates of Nom Avrak The Gates of Nom Avrak rise towards the sky: unmoving, immense. A sandstone pedestal stands before you. Above it strange five-pointed symbols made of light float, each corresponding to one direction. The legendary riddle, it would appear. > x pedestal A simple unadorned pedestal stands before you. Above it strange five-pointed symbols float, each corresponding to one direction. The northern symbol glows orange. The northeastern symbol glows indigo. The eastern symbol glows violet. The southeastern symbol glows white. The southern symbol glows red. The southwestern symbol glows blue. The western symbol glows yellow. The northwestern symbol glows green. > l The Gates of Nom Avrak The Gates of Nom Avrak rise towards the sky: unmoving, immense. A sandstone pedestal stands before you. Above it strange five-pointed symbols made of light float, each corresponding to one direction. The legendary riddle, it would appear. > x se symbol The southeastern symbol glows white. > x green The northwestern symbol glows green. > x symbols Strange five-pointed symbols. They float in the air, each corresponding to one direction. The northern symbol glows orange. The northeastern symbol glows indigo. The eastern symbol glows violet. The southeastern symbol glows white. The southern symbol glows red. The southwestern symbol glows blue. The western symbol glows yellow. The northwestern symbol glows green. > x gate Simple smooth sandstone, thick and immovable. It draws your gaze upwards, where its ogival arch seems to point towards the faint light of the sky above. An emblem is carved into the stone in bas-relief: a circle surrounded by waves, nestled within a sickle. > x circle A circle surrounded by waves, nestled within a sickle. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > l The Gates of Nom Avrak The Gates of Nom Avrak rise towards the sky: unmoving, immense. A sandstone pedestal stands before you. Above it strange five-pointed symbols made of light float, each corresponding to one direction. The legendary riddle, it would appear. > x gate Simple smooth sandstone, thick and immovable. It draws your gaze upwards, where its ogival arch seems to point towards the faint light of the sky above. An emblem is carved into the stone in bas-relief: a circle surrounded by waves, nestled within a sickle. > x sky Faint light shimmers high above. > x arch Simple smooth sandstone, thick and immovable. It draws your gaze upwards, where its ogival arch seems to point towards the faint light of the sky above. An emblem is carved into the stone in bas-relief: a circle surrounded by waves, nestled within a sickle. > x sky Faint light shimmers high above. > x circle A circle surrounded by waves, nestled within a sickle. > x waves A circle surrounded by waves, nestled within a sickle. > x sickle A circle surrounded by waves, nestled within a sickle. > l n (the northern symbol) The northern symbol glows orange. > x symbols Strange five-pointed symbols. They float in the air, each corresponding to one direction. The northern symbol glows orange. The northeastern symbol glows indigo. The eastern symbol glows violet. The southeastern symbol glows white. The southern symbol glows red. The southwestern symbol glows blue. The western symbol glows yellow. The northwestern symbol glows green. > cut sw symbol You slash the southwestern symbol. It flickers and turns orange. The northern symbol turns blue. > cut sw (the southwestern symbol) You slash the southwestern symbol. It flickers and turns blue. The northern symbol turns orange. > cut white The southeastern symbol flickers as your blade passes through. It remains white. > cut green You slash the northwestern symbol. It flickers and turns violet. The eastern symbol turns green. > x symbols Strange five-pointed symbols. They float in the air, each corresponding to one direction. The northern symbol glows orange. The northeastern symbol glows indigo. The eastern symbol glows green. The southeastern symbol glows white. The southern symbol glows red. The southwestern symbol glows blue. The western symbol glows yellow. The northwestern symbol glows violet. > cut w (the western symbol) You slash the western symbol. It flickers and turns indigo. The northeastern symbol turns yellow. > cut red You slash the southern symbol. It flickers and turns violet. The northwestern symbol turns red. > cut se (the southeastern symbol) The southeastern symbol flickers as your blade passes through. It remains white. And then the symbols begin to blink out in turn: orange, yellow, green, violet, blue, indigo, and red?and, finally, white. Nothing remains. You have failed to solve the riddle of Nom Avrak. > return No. Perhaps that is not what happened. The Gates of Nom Avrak The Gates of Nom Avrak rise towards the sky: unmoving, immense. A sandstone pedestal stands before you. Above it strange five-pointed symbols made of light float, each corresponding to one direction. The legendary riddle, it would appear. > x symbols Strange five-pointed symbols. They float in the air, each corresponding to one direction. The northern symbol glows orange. The northeastern symbol glows indigo. The eastern symbol glows violet. The southeastern symbol glows white. The southern symbol glows red. The southwestern symbol glows blue. The western symbol glows yellow. The northwestern symbol glows green. > cut blue You slash the southwestern symbol. It flickers and turns orange. The northern symbol turns blue. > cut blue You slash the northern symbol. It flickers and turns red. The southern symbol turns blue. > cut blue You slash the southern symbol. It flickers and turns green. The northwestern symbol turns blue. > cut blue You slash the northwestern symbol. It flickers and turns violet. The eastern symbol turns blue. > cut blue You slash the eastern symbol. It flickers and turns yellow. The western symbol turns blue. > cut blue You slash the western symbol. It flickers and turns indigo. The northeastern symbol turns blue. > cut blue You slash the northeastern symbol. It flickers and turns orange. The southwestern symbol turns blue. And then the symbols begin to blink out in turn: red, orange, yellow, green, blue, indigo, and violet. Finally only white remains in the southeast?then it, too, is snuffed out. +++INPUT SEQUENCE CORRECT+++ The Gates of Nom Avrak crack open. Slowly, shaking the earth with their weight, the slabs of stone move. When the rumbling subsides, the way forward lies open before you. You have solved the riddle of Nom Avrak. The Gates of Nom Avrak The Gates of Nom Avrak beckon you forward. > * lol, I was just sussing out movements! lucky pick on first color! (Noted.) > l The Gates of Nom Avrak The Gates of Nom Avrak beckon you forward. > wander The Gates of Nom Avrak stand open before you. You step through. The Citadel is empty, and silent. People must have lived here, once, but throughout the aeons all trace of them has been erased. Your steps echo down its long stone corridors; eerie white lights along the walls show you the way, leading you into the very center of the pyramid. At long last, you stand before the Oracle of Nom Avrak. The Citadel of Nom Avrak You stand in a large circular chamber; above you a dome ceiling soars, studded with twinkling dots. A glowing panel wraps around the wall in a semicircle, showing you visions. The Oracle hangs in the middle of the hall, held aloft by thick black tendrils. +++INITIATE PROTOCOL: NEW USER+++ it greets you. +++INSTRUCTION: BEHOLD MONITOR+++ > x dots They twinkle in the darkness of the ceiling. You have never seen anything such as this. They're beautiful. > x panel The visions in the panel twist and warp and overlap. Then, finally, the shapes coagulate into an image. The same hall you stand in now, but alive. Men and women in strange dress mill about, their faces hidden by black bars. A vision of the past. +++IDENTITY: MAKERS+++ the Oracle says. +++STATUS: MOURNED+++ The panel flickers. The vision changes. > x monitor Ancient writing slides across the panel. You don't know how to read the strange runes. +++BEGIN PLAYBACK: \\ BETTER SAFE THAN \\ \\ TO ENSURE THAT \\ \\ LOST CONTACT WITH ALL OUR \\ \\ WILL NOT SURRENDER \\ \\ FALLING ONE BY \\ \\ SNUFFED OUT JUST LIKE THAT \\ \\ MUST PROTECT OUR \\ \\ WE WILL NOT WE WILL NOT WE WILL \\ END PLAYBACK+++ The panel flickers. The vision changes. > x panel The panel shows you a vision of a glowing sphere, translucent and tiled with hexagons. +++DESIGNATION: PROJECT LAST RESORT+++ the Oracle says. +++STATUS: OPERATIONAL+++ The panel flickers. The vision changes. > x monitor The panel shows you a vision of the Oracle itself. It looks little changed from the real thing floating before you?though perhaps its stone is a little less worn. Perhaps its eyes shine a little more bright. +++IDENTITY: WATCHER+++ the Oracle says. +++STATUS: FORGOTTEN+++ The panel flickers. The vision changes. > x monitor Whatever the panel is showing now, it's too fuzzy, too distorted to tell. Strange images blink in and out, too fast for your mind to latch onto. +++SYSTEM ERROR: 0xfded IT HAS BEEN [ERROR: OVERFLOW] YEARS I AM TIRED I AM TIRED I AM LET ME LEAVE +++ The panel flickers. The vision changes. > x monitor The panel shows you a vision of a hexagonal tower. It is tall, taller than any you've ever seen?a needle piercing the sky. Angular patterns are carved into its smooth black walls. Nothing but a white desert surrounds it. +++TARGET: FIELD GENERATOR+++ the Oracle says. +++STATUS: DEGENERATING+++ +++LOCATION: [ERROR: DATA CORRUPTED]+++ The panel flickers. The vision blinks out. +++BRIEFING ENDED+++ the Oracle says. +++FINAL REQUEST: TERMINATE WATCHER PROJECT+++ > x monitor The panel is empty. +++FINAL REQUEST: TERMINATE WATCHER PROJECT+++ > cut tendrils Last Resort flashes. Black tendrils go limp. The Oracle tilts, held up by the handful that remain. One snaps. Then, another. The Oracle comes crashing down, shaking the earth with its weight. Deep cracks split its stone face. Dust and sparks settle all around it. +++CORE ASCENDED TO BACKUP NETWORK+++ it says. +++WATCHER PROJECT TERMINATED+++ The lights in its eyes slowly fade. The glowing panel dies out around it. The white dots blink out one by one. Nothing is left but a cold, cracked, empty face. +++THANK YOU+++ says the Oracle. Then nothing else. The Citadel of Nom Avrak You stand in a large circular chamber; above you a dome ceiling soars, studded with twinkling dots. A glowing panel wraps around the wall in a semicircle, showing you nothing but void. The Oracle lies shattered on the floor. > wander When you step out into the fading skylight, the pilgrims are gathered about the Gates, chattering nervously among themselves. Why has the Citadel gone dark? Why is the Oracle silent? Some try to crowd you, to assault you with questions; some try to grab you, shouting abuse in your ears; some simply fall to the ground and cling to your clothes. Without a word, you shoulder past them. The barren wasteland stretches out all around you. The faint rosy glow of dawn hangs about the horizon. Clutching your sword, you walk away. The wasteland is harsh, without company. You walk alone under the unrelenting noon sky and through the chill of the night. One step after the other. Your supplies dwindle. Your water skin grows lighter every day. But you survive. Eventually, life begins to bloom around you. Little tufts of grass at first, then hardy shrubs, then squat trees with thick white trunks and large red leaves. And, finally, you reach the shores of the Great River Amue. There stands the old city of Janthai, one of the last True Cities. Its tall white buildings beckon you forward, into its gates. Its water is sweet on your lips. Rejuvenated, you find your way to the older quarters, where the market is held. Perhaps, in the ancient city, someone might know of ancient things. Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. You stop to chat with a street food vendor. He stands in the street corner, selling piping hot pastries. > *flows up? (Noted.) > talk to vendor "An ancient black tower tall enough to pierce the sky, you say? Can't say I know of it. But... come to think of it, it might ring a bell. I think I might just have heard someone talking about some such thing. "Tell you what. You seem like the capable sort. The kind people pay attention to. There's this smokesmith that's set up shop nearby, and the stench of her smoke's been driving away my customers. Sort that out, and I'll point you the right way. What do you say?" You look over to see a young woman sitting on a red mat, surrounded multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. > talk to smith "Greetings, traveler. Want to sample my smoke? The finest you'll find east of Surin. Feel free to try any of my samples." She points to the glass bubbles on the mat before her. "Ah, what's that? The smell? Well, I'm afraid they'll just have to deal with it?though, come to think of it, there may be something you can do for me. The captain of the guards has been on my case for selling auguries again. The tall, haughty one. You'll know him when you see him. I'd like to see him humiliated. Do it and I'll take a break from my weaving." > talk to guard That is either absent or unimportant. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > talk to vendor "An ancient black tower tall enough to pierce the sky, you say? Can't say I know of it. But... come to think of it, it might ring a bell. I think I might just have heard someone talking about some such thing. "Tell you what. You seem like the capable sort. The kind people pay attention to. There's this smokesmith that's set up shop nearby, and the stench of her smoke's been driving away my customers. Sort that out, and I'll point you the right way. What do you say?" > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. You catch a snippet of conversation: "Every year the water flows a little slower. What'll happen to us, once the canals fail?" > x green A cloud of smoke is trapped within, light green with hints of black. "This will help chase the sleep from your eyes," says the smokesmith. "Break it to try a sample." > x blue A cloud of smoke is trapped within, a deep dark blue like the night sky. "This won't do anything other than look pretty. But it does look quite pretty," says the smokesmith. "Break it to try a sample." > x silver A cloud of smoke is trapped within, shimmering silver. "This will bring you happiness," says the smokesmith. "Break it to try a sample." > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > x purple A cloud of smoke is trapped within, deep purple with golden flecks. "This will bring you a good night's sleep," says the smokesmith. "Break it to try a sample." A basket overflowing with colorful fruit floats by. You do not recognize any of its contents. > x gold A cloud of smoke is trapped within, a pure, almost glowing gold. "This will give you visions of the future. Take care, though, not to be misled. And not to let the guards see you," says the smokesmith. "Break it to try a sample." You catch a snippet of conversation: "I saw a pilgrim in blue robes today. He was kneeling by the side of the road, sobbing." > break gold You do not need to do that. Type verbs to see which actions you may take. > cut gold Wisps of gold rise towards the sky. Visions of a desert ripple behind your eyes. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A basket floats by. It seems to be filled with nothing but iridescent spheres. > x spheres You try to catch another glimpse of what you saw, but it has already disappeared around the corner. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A basket floats by. It seems to be filled with nothing but iridescent spheres. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > cut green Wisps of green rise towards the sky. The world around you appears sharper. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > cut blue Wisps of blue rise towards the sky. They move in graceful spirals, dancing lithely in the air until they dissipate. The smokesmith pauses for a moment to watch them, smiling proudly. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > cut silver Wisps of silver rise towards the sky. For an instant you feel as light as air?then the moment fades, and you're you again. The smokesmith laughs, bright and happy. > cut purple Wisps of purple rise towards the sky. Your eyelids grow heavy, but quickly you shake the drowsiness away. For a moment, the smokesmith's graceful weaving grows sluggish. You catch a snippet of conversation: "Every year the water flows a little slower. What'll happen to us, once the canals fail?" > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > talk to smith "Greetings, traveler. Want to sample my smoke? The finest you'll find east of Surin. Feel free to try any of my samples." She points to the glass bubbles on the mat before her. "Ah, what's that? The smell? Well, I'm afraid they'll just have to deal with it?though, come to think of it, there may be something you can do for me. The captain of the guards has been on my case for selling auguries again. The tall, haughty one. You'll know him when you see him. I'd like to see him humiliated. Do it and I'll take a break from my weaving." > x weaving That is either absent or unimportant. > cut gold Wisps of gold rise towards the sky. Visions of nothingness ripple behind your eyes. > z You wait for the perfect moment to strike. A basket floats by. It seems to be filled with nothing but iridescent spheres. > cut gold Wisps of gold rise towards the sky. Visions of the sky ripple behind your eyes. You catch a snippet of conversation: "I saw a pilgrim in blue robes today. She was kneeling by the side of the road, sobbing." > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A basket overflowing with colorful fruit floats by. You do not recognize any of its contents. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "I saw a pilgrim in blue robes today. He was kneeling by the side of the road, sobbing." > cut silver Wisps of silver rise towards the sky. For an instant you feel as light as air?then the moment fades, and you're you again. The smokesmith laughs, bright and happy. > cut gold Wisps of gold rise towards the sky. Visions of Last Resort ripple behind your eyes. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > cut gold Wisps of gold rise towards the sky. Visions of the sky ripple behind your eyes. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A basket overflowing with colorful fruit floats by. You do not recognize any of its contents. > z You wait for the perfect moment to strike. > think You must find a guard?or attract him to your location. Or, perhaps, there may be other answers hidden in the smoke. > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. A basket floats by. It seems to be filled with nothing but iridescent spheres. > x canal Water flows peacefully, conveyed upwards through ancient canals carved into the white rock. The lifeblood of Janthai, they're called. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > cut canal You wait until no one is looking, then you strike. Water begins to spill from the canal like blood from a vein?then, just as quickly, the gash you left quickly mends itself. The ancient city takes care of itself still. No one pays you any attention as they turn to stare at the damage. No one saw you?and what sword could perform such a feat? > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A basket overflowing with colorful fruit floats by. You do not recognize any of its contents. > cut basket You wait until no one is looking, then you strike. Intricate instruments spill from their vessel. They sink into the clear water and are carried by the flow. Whoever was waiting for their shipment will be sorely disappointed. You walk away. A group of people crowd to see the damage. "Should we call the guards?" you hear someone whisper. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > cut gondola You try to catch another glimpse of what you saw, but it has already disappeared around the corner. You catch a snippet of conversation: "Every year the water flows a little slower. What'll happen to us, once the canals fail?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Every year the water flows a little slower. What'll happen to us, once the canals fail?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > z You wait for the perfect moment to strike. A basket floats by. It seems to be filled with nothing but iridescent spheres. > cut basket You wait until no one is looking, then you strike. Shimmering clothes spill from their vessel. They sink into the clear water and are carried by the flow. Whoever was waiting for their shipment will be sorely disappointed. A group of guards stroll into the street, alerted by the noise. You recognize the captain the smokesmith described, proudly leading his men. > talk to guard "Move along, citizen." > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A few guards patrol nearby, trying to catch who's been vandalizing the street. Their captain stands tall among them. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > cut purple Wisps of purple rise towards the sky. Your eyelids grow heavy, but quickly you shake the drowsiness away. The smokesmith yawns. > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A few guards patrol nearby, trying to catch who's been vandalizing the street. Their captain stands tall among them. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > talk to smith "Greetings, traveler. Want to sample my smoke? The finest you'll find east of Surin. Feel free to try any of my samples." She points to the glass bubbles on the mat before her. "Ah, what's that? The smell? Well, I'm afraid they'll just have to deal with it?though, come to think of it, there may be something you can do for me. The captain of the guards has been on my case for selling auguries again. That one." She points at the tall, proud man leading the group of guards. "I'd like to see him humiliated. Do it and I'll take a break from my weaving." > x glass Which do you mean, the purple glass bubble, the green glass bubble, the blue glass bubble, the silver glass bubble, or the gold glass bubble? > x bubbles Which do you mean, the purple glass bubble, the green glass bubble, the blue glass bubble, the silver glass bubble, or the gold glass bubble? > purple A cloud of smoke is trapped within, deep purple with golden flecks. "This will bring you a good night's sleep," says the smokesmith. "Break it to try a sample." You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > x green A cloud of smoke is trapped within, light green with hints of black. "This will help chase the sleep from your eyes," says the smokesmith. "Break it to try a sample." > x blue A cloud of smoke is trapped within, a deep dark blue like the night sky. "This won't do anything other than look pretty. But it does look quite pretty," says the smokesmith. "Break it to try a sample." A basket overflowing with colorful fruit floats by. You do not recognize any of its contents. > cut blue Wisps of blue rise towards the sky. They move in graceful spirals, dancing lithely in the air until they dissipate. The smokesmith pauses for a moment to watch them, smiling proudly. > cut silver Wisps of silver rise towards the sky. For an instant you feel as light as air?then the moment fades, and you're you again. The smokesmith laughs, bright and happy. > l Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the early afternoon sky. Nestled under the balconies and porticos, colorful stalls sell food and trinkets to passersby. A few guards patrol nearby, trying to catch who's been vandalizing the street. Their captain stands tall among them. A young smokesmith plies her trade on a red mat surrounded by multi-colored smoke. Glass bubbles of many colors are laid out before her?green, blue, silver, purple, gold. A street food vendor stands in the street corner, selling piping hot pastries. > x captain Tall and proud. His helmet gleams in the skylight. His spear stands tall among the crowd. > x helmet Polished to a mirror shine. > x spear A decoration, not a weapon. > x belt That is either absent or unimportant. > cut spear Quicker than sight you move, and the tip of the captain's spear falls to the ground with a loud thud. Wide-eyed, the captain looks around; passersby stare, and his guards laugh behind the palms of their hands. The Captain picks up the tip with bristly haughtiness, then strides away. "Oh, that was satisfying," the smokesmith laughs. "Fine, I'll keep my promise. Enjoy it while it lasts." With a wave of her hand, the smoke around her dissipates. > talk to vendor "Thank you. That's much better, I say. Now, about that black tower of yours, you'll want to ask that peddler down the street, the one that deals in ancient relics. He might know what you're talking about. "What? Ah, did I say I'd heard him mention the tower? Well, maybe not as such, but he's the type to know about these matter. Old things and whatnot." You look over to see a strange man with a painted face. He sits under a balcony, kneeling. Before him he displays his wares, a variety of relics and trinkets. A few catch your eye: a wooden amulet, a curved dagger, a golden crown, a stone mask, an ornate box. > talk to peddler "Ah? An ancient black tower? I really can't say, I'm afraid. There are many ancient things in the world. We have more past than present... and, I suspect, more past than future. "...But perhaps my wares might bring you insight." > x wares A variety of relics and trinkets. A few catch your eye: a wooden amulet, a curved dagger, a golden crown, a stone mask, an ornate box. A white gondola floats by, carrying a family in elaborate clothing. They stare intently ahead, so as not to acknowledge their inferiors. > x box A small five-pointed box. Intricate patterns are carved upon its lid. "Legend says that whoever finds a way to open this box will be shown the way," the peddler explains. "To what, no one knows." You catch a snippet of conversation: "Have you heard the news from Osmec? They discovered another magic spell from the Sixth Aeon! Amazing, right?" > cut box In the blink of an eye, the lid slides open. Within it is a small, simple compass. It points southeast. "Ah," the peddler says. "Well. Perhaps that is your answer, then." Janthai, the Water City Sinuous chalk white buildings surround you. Clear water flows up the slope of the canals, carrying baskets and crates to their destination, glistening in the light of the late afternoon sky. It is getting late, now; the vendors and merchants are beginning to pack up their stalls for the evening. The strange peddler remains, kneeling on the side of the street, still displaying his wares. > wander You spend the night at a traveler's inn at the edge of the city, listening to the chatter of your fellow guests. In the morning, under the rosy glow of the dawn sky, you set out into the unknown. After leaving the city, you head southeast. You follow the Great River Amue for some time, walking along its verdant shores. Once it begins to bend south you venture inland into the depths of Ruan, the easternmost reaches of the continent. The forest is thick there, and dark, and you find yourself cutting your way through dense vegetation as the branches and vines grab at your clothes. Shrill squawks echo from the canopy above. You keep your hand on Last Resort's hilt, but whatever lives in the depths of the forest does not bother you. Until, two weeks into your journey, you stumble upon the territory of a rogue wizard. He appears before you with a puff of magic and a wild grin on his face. The first person you've met since you stepped through the gates of Janthai. "Well now!" he cries. "It's not often that I get visitors. Let's see what you're made of!" The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, his colorful robe fluttering about him. He begins to trace runes in the air. > cut runes That is either absent or unimportant. > x robe Long and flowing. It shimmers in the faint rays of skylight, shifting colors as it moves?red to blue to pink to gold. Flames dance around the wizard. He points at you, and the fire coalesces into a single arrow. > cut arrow You meet it head on. Its flames dissipate around Last Resort's blade. "Ah, that one was easy!" says the wizard. "Try this one next!" > cut robe It falls to the ground, pooling around the wizard's ankles. He laughs brightly. "If you wanted me to disrobe, you only had to ask!" The wizard begins to mutter an incantation. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut tentacles Severed limbs fall into the undergrowth, flailing and twitching. Yet more sprout from the ground. They lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > z You wait for the perfect moment to strike. The wizard begins to chant. > cut vines The severed vines flail and writhe, reaching towards you, before finally going limp. The wizard snaps his fingers, and orbs of pure prismatic light flicker into being around them. For a second they hover in the air, darting to and fro?then they lock onto you. > cut vines The severed vines flail and writhe, reaching towards you, before finally going limp. The orbs dart towards you; quickly you roll behind a tree, and the orbs shatter into a shower of sparks against its trunk. The air sizzles on your skin. > zz You do not need to do that. Type verbs to see which actions you may take. > z You wait for the perfect moment to strike. The wizard begins to mutter an incantation. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut slime Its torso slides clean off and falls onto the ground with a wet plop. Both halves lie there, spasming?then stand up, reforming into two smaller homunculi. They both lunge; you just barely roll away from their blows. Then the wizard waves a hand and the homunculi melt away into the undergrowth. > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut tentacles Severed limbs fall into the undergrowth, flailing and twitching. Yet more sprout from the ground. They lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > cut wand That is either absent or unimportant. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. He begins to trace runes in the air. > x wizard Young and wild-eyed. Like all mages he has drunk from the ancient waters of insight, let its nanomites into his blood, into his head. They are all, it is said, a little odd. But then, you did the same when you accepted Last Resort, did you not? He snaps his fingers, and orbs of pure prismatic light flicker into being around them. For a second they hover in the air, darting to and fro?then they lock onto you. > cut orbs You manage to catch one; it explodes into shards of light. A myriad others remain. They dart towards you; quickly you roll behind a tree, and the orbs shatter into a shower of sparks against its trunk. The air sizzles on your skin. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. He begins to chant. > cut tree A thick tree trunk crashes into the ground, where the undergrowth quickly begins to consume it. Sticky black sap oozes from its wound. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut robe You only ever need one strike. The slime homunculus lunges; you just barely roll away from its blow. Then the wizard waves a hand and the homunculus melts away into the undergrowth. > talk to wizard "Come now! Does this seem like the time for conversation?" He begins to wave his hand in strange patterns. > kiss wizard "Ooh, fun! Try that again when we're not busy!" Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. The tentacles lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > cut shrubs Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The wizard begins to mutter an incantation. > x canopy Leaves and branches intertwine together. The wizard snaps his fingers, and orbs of pure prismatic light flicker into being around them. For a second they hover in the air, darting to and fro?then they lock onto you. > cut branches Leaves and branches fall from above. The orbs dart towards you; quickly you roll behind a tree, and the orbs shatter into a shower of sparks against its trunk. The air sizzles on your skin. > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. He begins to trace runes in the air. > x runes That is either absent or unimportant. > think If you cannot attack the wizard's spells directly, perhaps your environs could provide assistance. > z You wait for the perfect moment to strike. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut vines The severed vines flail and writhe, reaching towards you, before finally going limp. The slime homunculus lunges; you just barely roll away from its blow. Then the wizard waves a hand and the homunculus melts away into the undergrowth. > z You wait for the perfect moment to strike. The wizard begins to mutter an incantation. > z You wait for the perfect moment to strike. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut trees A thick tree trunk crashes into the ground, where the undergrowth quickly begins to consume it. Sticky black sap oozes from its wound. The tentacles lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. The wizard snaps his fingers, and orbs of pure prismatic light flicker into being around them. For a second they hover in the air, darting to and fro?then they lock onto you. > cut canopy Leaves and branches fall from above. The orbs dart towards you; quickly you roll behind a tree, and the orbs shatter into a shower of sparks against its trunk. The air sizzles on your skin. > cut air That is either absent or unimportant. > cut cheese That is either absent or unimportant. > * just a little disappointed (Noted.) > l The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked. He begins to chant. > cut thorns The severed vines flail and writhe, reaching towards you, before finally going limp. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut ground That is either absent or unimportant. > cut shrub Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The slime homunculus lunges; you just barely roll away from its blow. Then the wizard waves a hand and the homunculus melts away into the undergrowth. > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut shrub Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The tentacles lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > z You wait for the perfect moment to strike. The wizard begins to trace runes in the air. > z You wait for the perfect moment to strike. The wizard snaps his fingers, and orbs of pure prismatic light flicker into being around them. For a second they hover in the air, darting to and fro?then they lock onto you. > cut shrub Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The orbs are thrown into disarray. Instead of following their trajectory they dart off to chase the birds, spiraling upwards until they're engulfed by the leaves. The wizard whistles. "Ooh, clever! Try this one next!" > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut shrub Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The slime homunculus lunges; you just barely roll away from its blow. Then the wizard waves a hand and the homunculus melts away into the undergrowth. > z You wait for the perfect moment to strike. The wizard begins to mutter an incantation. > z You wait for the perfect moment to strike. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut shrub Leaves fly through the air. With a cacophony of squawks a flock of iridescent birds takes flight; they shimmer in the faint rays of skylight as they soar towards the canopy above. The tentacles lunge at you. You jump out of their way, barely evading their grasping coils. A flick of the wizard's hand, and they sink into the ground once more. > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. A blob of slime emerges from the depths of the undergrowth. It twists and throbs, finally coalescing into a shambling homunculus. Glistening in the skylight, it takes a step towards you. > cut tree A thick tree trunk crashes into the ground, landing right onto the homunculus. It explodes into blobs of slime, which melt away into the undergrowth. "Good job!" says the wizard, clapping. "Let's see you handle this!" > z You wait for the perfect moment to strike. The wizard begins to chant. > z You wait for the perfect moment to strike. Writhing white tentacles sprout from the undergrowth around you, closing in quickly. > cut vines The severed vines flail and writhe, reaching towards you. Instead they catch the tentacles surrounding you; they tangle together until they're twisted into an impossible snarl. The wizard dispels his magic with a flick of his hand. "Nice one!" he says. "Let's see how you handle this, then!" > z You wait for the perfect moment to strike. The wizard begins to wave his hand in strange patterns. > z You wait for the perfect moment to strike. The wizard points his finger directly at you. You brace yourself, and? You blink. ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > l ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > x tower Hazy, distant. You can't quite focus your gaze on it. > wander You wouldn't know where to go. > l ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > x dunes White. > x sky White. > cut white Did the sand scatter under your blade? You can't quite focus enough to tell. > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > return You don't know how. > l ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > talk to tower There is no point in talking to an inanimate object. > talk to wizard That is not here. Is it? How would you be able to tell? > cut silence That is not here. Is it? How would you be able to tell? > talk to myself You already know what you're thinking. > kiss myself Your loneliness is not so profound as that. > * but I'm so pretty! (Noted.) > l ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > x tower Hazy, distant. You can't quite focus your gaze on it. > cut haze That is not here. Is it? How would you be able to tell? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > z You wait. For what? Is time even passing? > l ????? Everything is white. The endless dunes undulating around you. The endless sky glowing above you. A tower rises in the distance. > x sword Last Resort is still with you. It is still real, and still solid. > x me It's still you. Is it? > wander You wouldn't know where to go. > think This is not real. Cut through the illusion. > cut illusion Last Resort is still real. Its blade still true. Slowly, silently, the tower falls. It seems to take forever to reach the ground, closer and closer and? You blink. The Forest of Ruan The deepest parts of the Forest are dim, and quiet. Thorny vines hang from gnarled trees. Thick shrubs pull at your legs as you walk. Only a few rays of skylight pierce through the canopy above. The wizard stands before you, stark naked and smiling brightly. "Huh," he says. "Not many can resist Elihost's Greater Mirage, you know. Congratulations!" He beams at you. "Well, that was fun! Now, did you need anything?" > talk to wizard "Come on, don't be shy! You've given me a fun fight?it's only fair that I help you out." > wander You follow the strange wizard back to his home, a cozy hole carved into the trunk of a large tree. Cheerfully he shows you his divination equipment?strange metal contraptions of twisting wires and blinking lights?and explains how he can help you find your tower, how he can help you get there. You agree. It takes him nine days to find the tower's signal. He toils night and day, poring over his books and fiddling with his tools, chattering happily all the while without much minding that you do not speak back. In the evening he takes a break from his work to eat with you, laughing as he tells you of his research, as he shows you strange new spells he's discovered. Finally, the day comes. The wizard tears a whole in the world; beyond it a vision of the black tower twists and flickers. "Well, then!" he says. "Come visit me sometime! Unless the spell malfunctions! In which case you'll probably be in too many pieces to do that!" He hugs you, and with a wide grin he shoves you through his portal. You stumble out of the portal at the edge of a desert. Dunes of white sand spread out before you. In the distance, the hazy silhouette of a tower ripples in the distance. You are almost there. A small outpost stands before you and the desert, little more than a collection of decrepit buildings long abandoned. As you step through its empty streets, you are accosted by a gang of outlaws. They surround you, brandishing their crude clubs. You are not welcome here. Kothk Outpost Ramshackle buildings gathered around a tall stone obelisk. Few choose to live here, under the harsh desert sky. There is nothing here for anyone. A gang of outlaws stands before you. "Walk away, stranger," one tells you, brandishing their clubs. "This is our territory." You don't have time for this. > * tears a whole -> hole (Noted.) > wander You are not yet done here. > cut clubs Last Resort glints in the skylight, and the men's clubs fall in pieces onto the ground. Their eyes grow wide. Their faces grow ashen. Perhaps it's the look on your face that stops them in their tracks?or perhaps just the glint of skylight on Last Resort's blade. Is there a difference? It doesn't matter. Their courage fails; shouting invectives, they scramble away, disappearing into the white desert. Your way is clear. Kothk Outpost Ramshackle buildings gathered around a tall stone obelisk. Few choose to live here, under the harsh desert sky. There is nothing here for anyone. Certainly not for you. > wander Without sparing a glance behind you, you walk into the desert. You walk. Under the unrelenting noon sky and through the chill of the night. One step after the other, leaving deep prints in the sand. You clutch Last Resort in your hand until your fingers tremble. You walk, and walk, and walk. And, finally, the Black Tower stands before you. The Black Tower White dunes surround you, growing hazy in the distance. The Black Tower rises far above you, so tall it disappears into the golden glow of the sky. You stand before its gate, a slab of smooth black stone. It does not open for you. > cut gate Ancient stone is no match for Last Resort. The thick slabs fall to pieces before you. Clutching your sword, you step inside, into the darkness. < intruder > < leave > The Black Tower The inside of the tower is quiet, and dark. Black stone walls surround you. Black stone stairs lead upwards into the unknown. On the wall, a panel shows you a vision of the tower. A metal sentinel bars your way. < i am the guardian of this place > > x sentinel Sleek, shiny chrome. < you are not authorized to be here > > x panel The panel shows you a vision of the tower you stand in. It rises as tall as you've seen, but it is not surrounded by desert. Tall trees grow all around its base, their tips capped with snow. < leave > > talk to sentinel It does not respond. < i am the guardian of this place > > * so... it DOES resond :] (Noted.) > cut panel The vision flickers out. Only blackness remains. < you are not authorized to be here > > l The Black Tower The inside of the tower is quiet, and dark. Black stone walls surround you. Black stone stairs lead upwards into the unknown. On the wall, a panel shows you nothing but void. A metal sentinel bars your way. < leave > > cut sentinel Sparks erupt from the sentinel's chassis as it crashes to the floor in a twitching heap. It convulses once, twice, then, finally, stills. You are alone once more. You step over the sentinel's smoking remains, and you climb. < turn back > You climb. The steps are treacherous. Sections of the stairs are long collapsed. At times you find stone platforms that lift you upwards for hours; other times you have to carve your own footholds into the walls. But you climb. The Black Tower Black stone walls still surround you. Black stone stairs still lead upwards. On the wall a panel shows you a vision of a white orb. A metal sentinel bars your way, perched on three sharp, spindly limbs. < stop this > > x orb The panel shows you a vision of an orb mottled with grey discolorations. It glows against a black background studded with white dots. < you do not understand why we built this > > z You wait for the perfect moment to strike. < you do not understand why we took the sky from you > > z You wait for the perfect moment to strike. < you do not understand what we meant to keep out > > z You wait for the perfect moment to strike. < stop this > > z You wait for the perfect moment to strike. < you do not understand why we built this > > z You wait for the perfect moment to strike. < you do not understand why we took the sky from you > > z You wait for the perfect moment to strike. < you do not understand what we meant to keep out > > talk to sentinel It does not respond. < stop this > > x sentinel Sleek, shiny chrome. < you do not understand why we built this > > cut limbs The sentinel swipes at you, and you catch its metal limb as it comes down, severing it neatly. It crashes onto the floor, limp. The sentinel recoils. < you do not understand why we took the sky from you > > wander You are not yet done here. < you do not understand what we meant to keep out > > l The Black Tower Black stone walls still surround you. Black stone stairs still lead upwards. On the wall a panel shows you a vision of a white orb. A metal sentinel bars your way, perched on two sharp, spindly limbs. < stop this > > x panel The panel shows you a vision of an orb mottled with grey discolorations. It glows against a black background studded with white dots. < you do not understand why we built this > > talk to panel There is no point in talking to an inanimate object. < you do not understand why we took the sky from you > > x panel The panel shows you a vision of an orb mottled with grey discolorations. It glows against a black background studded with white dots. < you do not understand what we meant to keep out > > cut orb The vision flickers out. Only blackness remains. < stop this > > l The Black Tower Black stone walls still surround you. Black stone stairs still lead upwards. On the wall a panel shows younothing but void. A metal sentinel bars your way, perched on two sharp, spindly limbs. < you do not understand why we built this > > cut limb Again, the sentinel swipes at you. Again you strike. Unable to balance, it comes crashing down; its remaining limb scrabbles at the stone floor as it desperately tries to right itself. < you do not understand why we took the sky from you > > cut limb As the sentinel lies helpless on the stone floor, you sever its remaining limb. < you do not understand what we meant to keep out > > wander You are not yet done here. < stop this > > z You wait for the perfect moment to strike. < you do not understand why we built this > > z You wait for the perfect moment to strike. < you do not understand why we took the sky from you > > z You wait for the perfect moment to strike. < you do not understand what we meant to keep out > > z You wait for the perfect moment to strike. < stop this > > z You wait for the perfect moment to strike. < you do not understand why we built this > > x sentinel Sleek, shiny chrome. < you do not understand why we took the sky from you > > cut sentinel Sparks erupt from the sentinel's chassis as it crashes to the floor in a twitching heap. It convulses once, twice, then, finally, stills. You are alone once more. You step over the sentinel's smoking remains, and you climb. < we had to keep them out > You climb. Your legs ache. Your fingers tremble around Last Resort's hilt. Strange symbols etched into the wall watch you as you pass. But you climb. The Black Tower The tower seems to go on forever. Still the stairs continue to rise. On the wall, a panel shows you a vision of a pyramid. A metal sentinel bars your way, perched on three sharp, spindly limbs. Above it a gemstone floats, glowing bright blue. < it has been years > > z You wait for the perfect moment to strike. < it has been thousands of thousands of thousands of years > > z You wait for the perfect moment to strike. < no one remembers what we did > > z You wait for the perfect moment to strike. < we have been forgotten > > z You wait for the perfect moment to strike. < it has been years > > z You wait for the perfect moment to strike. < it has been thousands of thousands of thousands of years > > z You wait for the perfect moment to strike. < no one remembers what we did > > z You wait for the perfect moment to strike. < we have been forgotten > > cut gem You cut a deep gouge into the gem. It falls from the air as its blue light blinks out. < it has been years > > x gem It lies on the floor. Its glow has died. Already it is beginning to heal itself. The edges of its wound begin to close. < it has been thousands of thousands of thousands of years > > z You wait for the perfect moment to strike. The gem continues mending itself. The wound is barely a crack, now. < no one remembers what we did > > z You wait for the perfect moment to strike. With a slight buzzing sound, the gem rises in the air. Its blue glow bathes the room once more. < we have been forgotten > > cut sentinel You grip Last Resort's hilt?but before you can strike at its chassis the sentinel swipes at you with one of its spindly limbs. You roll away to safety just as it smashes into the floor. < it has been years > > cut gem You cut a deep gouge into the gem. It falls from the air as its blue light blinks out. < it has been thousands of thousands of thousands of years > > cut sentinel You grip Last Resort's hilt?but before you can strike at its chassis the sentinel swipes at you with one of its spindly limbs. You roll away to safety just as it smashes into the floor. Already the gem is beginning to heal itself. The edges of its wound begin to close. < no one remembers what we did > > cut limb The sentinel swipes at you, and you catch its metal limb as it comes down, severing it neatly. It crashes onto the floor, limp. The sentinel recoils. The gem continues mending itself. The wound is barely a crack, now. < we have been forgotten > > cut limb Again, the sentinel swipes at you. Again you strike. Unable to balance, it comes crashing down; its remaining limb scrabbles at the stone floor as it desperately tries to right itself. With a slight buzzing sound, the gem rises in the air. Its blue glow bathes the room once more. < it has been years > > cut limb As the sentinel lies helpless on the stone floor, you sever its remaining limb. < it has been thousands of thousands of thousands of years > > cut gem You cut a deep gouge into the gem. It falls from the air as its blue light blinks out. < no one remembers what we did > > wander You are not yet done here. Already the gem is beginning to heal itself. The edges of its wound begin to close. < we have been forgotten > > l The Black Tower The tower seems to go on forever. Still the stairs continue to rise. On the wall, a panel shows you a vision of a pyramid. A metal sentinel bars your way, lying helplessly on the ground. The gem continues mending itself. The wound is barely a crack, now. < it has been years > > cut sentinel Sparks erupt from the sentinel's chassis as it crashes to the floor in a twitching heap. It convulses once, twice, then, finally, stills. You are alone once more. You step over the sentinel's smoking remains, and you climb. < why are you doing this? > You climb. How much time passes? It feels as if you've spent your whole life within these black walls. The Black Tower How long will you have to do this? On the wall, a panel shows you distorted, flickering images. A strange five-pointed symbol made of light floats in the middle of the room, bathing the black walls with its red glow. A metal sentinel bars your way, perched on three sharp, spindly limbs. Above it a gemstone floats, glowing bright blue.. A faint red aura surrounds it, flickering slightly. < leave now leave leave leave leave leave leave leave > > cut limb You slash?and the symbol floating in the room flashes red. The sentinel blinks, for an instant, out of existence, and Last Resort slices through air. < leave me alone > > cut gem You slash?and the symbol floating in the room flashes red. The sentinel blinks, for an instant, out of existence, and Last Resort slices through air. < please > > l The Black Tower How long will you have to do this? On the wall, a panel shows you distorted, flickering images. A strange five-pointed symbol made of light floats in the middle of the room, bathing the black walls with its red glow. A metal sentinel bars your way, perched on three sharp, spindly limbs. Above it a gemstone floats, glowing bright blue.. A faint red aura surrounds it, flickering slightly. < please > > x aura red energy shimmers around the sentinel. > x gem It lies on the floor. Its glow has died. > cut limb You slash?and the symbol floating in the room flashes red. The sentinel blinks, for an instant, out of existence, and Last Resort slices through air. > * glow died? (Noted.) > l The Black Tower How long will you have to do this? On the wall, a panel shows you distorted, flickering images. A strange five-pointed symbol made of light floats in the middle of the room, bathing the black walls with its red glow. A metal sentinel bars your way, perched on three sharp, spindly limbs. Above it a gemstone floats, glowing bright blue.. A faint red aura surrounds it, flickering slightly. > x symbol It floats in the center of the room, glowing bright red > cut symbol The symbol flickers and turns orange. The aura surrounding the sentinel turns the same color. > cut limb You slash?and the symbol floating in the room flashes orange. The sentinel blinks, for an instant, out of existence, and Last Resort slices through air. > cut sumbol That is either absent or unimportant. > cut symbol The symbol flickers and turns yellow. The aura surrounding the sentinel turns the same color. > cut symbol The symbol flickers and turns green. The aura surrounding the sentinel turns the same color. > cut symbol The symbol flickers and turns blue. The aura surrounding the sentinel turns the same color?the same as the gem embedded in the sentinel's chassis. It seems to resonate with it; both flash bright, and when the light abates the aura is gone. > cut limb You grasp Last Resort's hilt?but before you can draw your blade, the sentinel gives a violent, painful shudder, and crashes limp to the ground. For a few breaths you wait, but after a few more convulsions it finally goes still. You are alone once more. You step over its smoking remains, and you climb. < i have run the calculations > < they are gone > < they have to be gone > < it has been too long > < there is nothing left for our defenses to keep out > < we are alone in the universe > The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you a vision of a globe. A dome ceiling soars above, pitch black. The stairs do not go any further. The Guardian hangs in the middle of the hall, held aloft by thick black tendrils. < but what else can i do? > it says. < what else is left for me? > > talk to guardian < i don't know what to do > the Guardian says. < i don't know what to do > > kiss guardian You climb up. Its carved mouth eroded away long ago, but you press your lips to the worn stone where it would have been. It thrums under your skin. < i don't understand > the Guardian says. < i don't understand i don't understand i don't understand > > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > z You wait for the perfect moment to strike. > l The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you a vision of a globe. A dome ceiling soars above, pitch black. The stairs do not go any further. The Guardian hangs in the middle of the hall, held aloft by thick black tendrils. > x panel The panel shows you a vision of a globe. Its continents are strange, yet their shapes almost familiar. A glowing sphere surrounds it, translucent and tiled with hexagons. < i was meant to protect it > the Guardian says. < but what is left of it? > > x sphere The panel shows you a vision of a globe. Its continents are strange, yet their shapes almost familiar. A glowing sphere surrounds it, translucent and tiled with hexagons. < i was meant to protect it > the Guardian says. < but what is left of it? > > cut tendrils Last Resort flashes. Black tendrils go limp. The Guardian tilts, held up by the handful that remain. One snaps. Then, another. The Guardian comes crashing down, shaking the earth with its weight. Deep cracks split its stone face. Dust and sparks settle all around it. < i see > it says. < thank you > Then nothing else. > l The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you a vision of a globe. A dome ceiling soars above, pitch black. The stairs do not go any further. The Guardian lies shattered on the floor. > wander You are not yet done here. > x globe The panel shows you a vision of a globe. Its continents are strange, yet their shapes almost familiar. A glowing sphere surrounds it, translucent and tiled with hexagons. > cut panel The vision flickers out. Only blackness remains. > l The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you nothing but void. The stairs do not go any further. The Guardian lies shattered on the floor. > x guardian Within deep cracks lurks twisted, smoking metal. > x metal Deep within, the Guardian's guts are still. > x tower That is either absent or unimportant. > * hmm (Noted.) > wander You are not yet done here. > l The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you nothing but void. The stairs do not go any further. The Guardian lies shattered on the floor. > cut panel You only ever need one strike. > x stairs Steps of black stone. Some are cracked, crumbled. It has been a long time since anyone has walked them. > cut stairs One of the black stone steps falls into the abyss below. > x me You are a swordsman. Or, perhaps, a swordswoman. What does it matter? All you need is the sword in your hand. > x sword Its blade glints in the skylight. Its hilt fits in your hand as if you were made for it. > x skylight You cannot see the sky from here. > l The Black Tower You have reached the highest level of the Tower. A panel on the wall shows you nothing but void. The stairs do not go any further. The Guardian lies shattered on the floor. > x guardian Within deep cracks lurks twisted, smoking metal. > think You must go up. > up You do not need to do that. You need only wander. > wander You are not yet done here. > cut dome Last Resort flashes, and a circle of stone falls to the ground with a deafening thump. Golden light streams into the darkness of the room. There is nowhere to go but up. What remains of the Guardian is silent behind you. Wordlessly, you climb up into the light. The Sky You stand at the pinnacle of the world. Golden light all around you. The sky above you, close enough to touch. > l The Sky You stand at the pinnacle of the world. Golden light all around you. The sky above you, close enough to touch. > x light A strange hexagonal sheen shimmers along its surface. > cut hex That is either absent or unimportant. > cut hexagon That is either absent or unimportant. > l The Sky You stand at the pinnacle of the world. Golden light all around you. The sky above you, close enough to touch. > x tower From the very top of the tower, you cannot see the ground. A long sharp pylon juts out towards the sky, pitch black against the golden light. > cut pylon The pylon topples over into the depths below. You don't hear it land. > l The Sky You stand at the pinnacle of the world. Golden light all around you. The sky above you, close enough to touch. > x light A strange hexagonal sheen shimmers along its surface. > x tower From the very top of the tower, you cannot see the ground. > cut tower You only ever need one strike. > kiss sky It is too immense. > * not for Hendrix! (Noted.) > touch sky You do not need to do that. Type verbs to see which actions you may take. > cut sky Sparks erupt as Last Resort makes contact. It jolts back from the impact, almost sending you reeling back. You hold steady. You cut. The sky begins to split open; the edges of the wound glow incandescent around the blade. Energy crackles along the metal and down your arms until your entire body thrums with it. But you hold steady. But Last Resort stays true. You cut. And the sky breaks into shimmering shards. You lie there for a while, atop the tower at the pinnacle of the world. The opened sky is a blue deeper than any you've ever seen. A disc of light shines above you, so bright that you almost cannot bear to look at it. You never knew it was possible for such light to exist; it warms all it touches, an almost burning pressure on your skin. You lie there, in the silence. Slowly the disc of light sinks into the horizon and sets the sky on fire; violet and red and orange and yellow bloom before your eyes, then fade into a rosy glow. Finally, there is darkness. And one by one little pinpricks of light begin to appear, studded diamonds in the darkness, until the sky is twinkling and glittering all around you. Until the world is alight with splendor. You get up, eventually. You have to. Your body feels strange?heavy and hollow at the same time. You clutch Last Resort in your trembling hand. You walk. You walk down the steps of the black tower. You walk past the remains of its sentinels. You walk out of its ruined gate. You walk, and walk, and walk. And, standing in the vastness of the desert, under the brand new sky, you look up. You have achieved the unachievable. What is left, now? The White Desert You are alone. The dunes stretch out all around you. The sky above glitters with a myriad twinkling dots. You have never seen such light. You don't know what to do. > wander And where would you go? What is left for you? > l The White Desert You are alone. The dunes stretch out all around you. The sky above glitters with a myriad twinkling dots. You have never seen such light. > x dunes White. Endless. > x sky It's beautiful. > x light It's beautiful. > x me Who are you now? What is left for you to be? > return What is there to return to? > x blade Last Resort. What now? Nothing is left for it to do. But you can't simply drop it. Can you? > drop (Last Resort) You drop Last Resort. It lands on the ground with a dull thump. Everything is still. The White Desert You are alone. The dunes stretch out all around you. The sky above glitters with a myriad twinkling dots. You have never seen such light. Last Resort lies at your feet. > wander The wind blows. Already the sand is beginning to bury the sword. You turn away. Tell, me, traveler. What is your name? > Endtimes Endtimes. Yes. A fine name. Where will you go now, Endtimes, with nothing left to drive you? Perhaps you'll return to the Forest of Ruan and visit that strange, cheerful wizard. He could show you whichever odd new spell he'll have discovered, and perhaps he could even teach you how to work his odd equipment. He would enjoy the company, and you would enjoy his laughter. Or maybe you'll go looking for the stone-faced caravan guard again. She'll still be wandering south of the mountains, no doubt, selling her protection to passing merchants. You'll travel together across the rolling hills, and perhaps she'll tell you more stories of her journeys. Or you'll head westward from Pertra and track down the quiet gunman. Whichever new job he'll have taken will no doubt be trouble. He'll accept your help, and you'll work together for a time, and you'll again find peace in his silence. Or, perhaps, you'll find that nimble thief again. She won't come looking for you, of course, and if you were to search for her you'd only find rumors and whispers. But maybe one day, in a crowded market, you'll catch a glimpse of that patchwork bandana, and maybe she'll smile when you catch her arm. She would understand what you've lost, you think, better than anyone else ever could. ...But all that will be later. For now you are stranded on the other side of the world, with oceans and forests and deserts and mountains standing between you and everything you know. The world stretches out before you, under the radiant light of the brand new sky. *** The End *** You may RESTART, RESTORE a saved game, QUIT, or RETURN. You may also learn a special COMMAND. > command Type reminisce to revisit to any scene in the game. You may RESTART, RESTORE a saved game, QUIT, or RETURN. You may also learn a special COMMAND. > script off Please give one of the answers above. You may RESTART, RESTORE a saved game, QUIT, or RETURN. You may also learn a special COMMAND. > quit