Alas, for what have I to other thee ? — Chill halls of mind, dank rooms of memory Where thou shalt dwell with woes and thoughts infirm; This rumor-throngèd citadel of Sense, Trembling before some nameless imminence; And fellow-guestship with the glutless Worm. - C.A.S. * * * The woman in the sabertooth pelt is the first to speak. "I am P'teqwk, first among warriors. By blood-oath I am bound to defend Queen Eyhb and her nameless glacier-realm. Though I command no magics, I am known as the greatest hunter in Eyhb's domain. The axe I wield is of star-iron: Nineteen Throats is its name, until it kills again." Next, the boy wearing a monk's tunic: "I am Mattin, a knight in thrall to the Vampire King. I am trained in every art of sortilege and witchcraft, the domination over and casting out of dæmons, the merciless techniques of the Inquisitors, and the prediction of the future. This spiked mace is named Redfell. It bears seven sacred blessings and six baleful curses, and may kill any creature that may die." Everyone turns to you. Deep breath. "My name is Ebenezabeth," you say. "I'm here at the request of Poseidon, King of Atlantis. I can travel to different places by looking at fire. I have this revolver." You raise it for them to see. "It doesn't have a name, though." The last in the circle is the cyberwight. "I am Qidnaret, knight of Alkhex, Cybermancer-King of Ud Zbete—Alkhex, who gave me life. I adore my liege beyond speech, and would be both knight and partner to him." Qidnaret lowers his head. "But love between cybermancer and cyberwight is forbidden. Thus I serve Alkhex in silence, and reveal nothing of my feelings." He looks up. "My beamsword is called Heartblazer. It's built into my arm." He demonstrates, and the rest of you nod. "Listen!" P'teqwk barks. "The werewolf Imrath has come unstuck in time. His ravages threaten all our masters' kingdoms. We are assembled in these Woods to hunt and slay him." The Little Match Girl in the Court of Maal Dweb A weird fairy-tale by Hans Christian Andersen, with apologies to Clark Ashton Smith Release 1 / Serial number 241103 / Inform 7 v10.1.2 Vorple version 4.0.1 Camp "To our task!" cries P'teqwk; she and Mattin hurry away. Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret remains seated, apparently deep in thought. >transcript Start of a transcript of: The Little Match Girl in the Court of Maal Dweb A weird fairy-tale by Hans Christian Andersen, with apologies to Clark Ashton Smith Release 1 / Serial number 241103 / Inform 7 v10.1.2 Vorple version 4.0.1 Inform 7 v10.1.2 Identification number: //8424D42C-5FC5-44EA-848C-8D01DD87DE02// Interpreter version 2.1.6 / VM 3.1.2 >x qidnaret The hardware covering the cyberwight's body conceals most signs of decay. There's nothing of the revenant in his expression, however—his eyes glitter with constant thought; his lips are pursed in careful concern. >talk to qidnaret "Are you okay?" Qidnaret nods. "I'm using abjective association to predict Imrath's likely mode of attack. We'll be ready for him, assuming there's a finite solution for this set of equations." The monitor in his chest begins displaying an endless stream of numbers, letters, and more arcane symbols. You nod helplessly. "You should keep an eye out in the meantime," he says. The display blinks out. "I predict it'll take all four of us to take Imrath down." >x self You're a little girl of seventeen, with flaxen curls and a revolver. P'teqwk and Mattin and Qidnaret are real warriors. Nothing you've done comes close to their accomplishments. Why are you here? Because Poseidon asked you for help. >x revolver On the side of your revolver are engraved the words "For My Friend, Ebenezabeth - Samuel Colt." >look Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret still sits before the fire, apparently deep in thought. >n Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. A shape emerges from the far side of the thicket—it's Mattin. >x mattin There's a crimson glint in Mattin's eye, quite a different color from the nearby torch. It must be some night-vision spell. A series of sigils is embroidered down the back of his cloak. Some of them you've seen before, in churches; others give you an inexpressible queasy feeling. His right hand is never far from the handle of his spiked mace. >talk to mattin It seems inappropriate to ask, but you have to know: "You can see the future?" "Some of it," he says. "I suppose you want me to read your fortune?" You nod meekly. "It would be my pleasure, once Imrath is laid low—except I didn't bring my cards on this excursion." "Oh," you say. >look Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. If not for the torch standing at the edge, you might have fallen in. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. Without turning her head, she waves you forward. >x log The huge log is slowly decaying; the torchlight catches sinuous furrows in the damp wood. >talk to p'teqwk P'teqwk raises a hand to silence you, sniffs the air. "We're safe for the moment," she says. "What did you want to ask me?" "How do you know so much about Imrath?" She nods. "He attacked my homeland first—only because my home is many thousands of years earlier than yours. With careful scrying, Queen Eyhb's wizards were able to discern that the werewolf had traveled through time to attack us, and so sent a summons into the future, to his other victims." >n Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >s Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >s Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >x sky If the sky is indeed above you, it is a sky without stars. >sw Ruin A torch stands over a toppled marble column. The way back is northeast. >x column The column seems to block the path—if it really is a path. >i You are carrying: your revolver >x torch You focus on the flickering fire, and it ushers you away... Diablito, Texas Main Road Wind whistles down the dusty street. The stars are out. A tiny child watches you from a doorway, eyes wide—until her parent pulls her away, shuts the door. All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. (To return, you need only wake up.) >n North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >x church The way this church is falling apart, you don't need a sign to tell you to stay outside. >w Sheriff's Office The sheriff leans over his desk, running his fingers through his thinning hair. The holding cell behind him is empty. >talk to sheriff The sheriff is not pleased to see you. "You oughta be home in bed, missy." "I'm hunting a werewolf," you tell him. He rolls his eyes. "Then you're stupider than anybody in town. Well, have it your own way, little girl." And he turns away. >e North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >e Saloon The barman is slumped over his bar—not drunk, just fed up with one thing after another. The only other person here is the corpse face-down on the floor. >x corpse A cold body, oozing blood. "I'll take care of it in the morning," the bartender promises. The dead man's hand clutches a single poker card. >x card The Three of Diamonds, crumpled somewhat by rigor mortis. >take card You take the poker card. >talk to barman "Are you okay, sir?" He shakes his head. "You have no idea." >w North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >s Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >s South End of Town The only place that's open down here is the blacksmith's shop to the west. >w Blacksmith The blacksmith makes a show of putting away his tongs so he can give you his full attention. The forge behind him keeps the place warm and friendly-feeling, even if everything is covered in soot. >talk to blacksmith "Good evening," you say. "My name is Ebenezabeth Scrooge. I'm hunting the werewolf, Imrath." "Good evening yourself, Ebenezabeth Scrooge! My name is Melchor Rodríguez Calderón. I'm not brave enough to hunt any werewolf, but apparently I'm foolish enough to keep my business open when a werewolf is stalking the town. Have you seen him yourself?" "Not yet." "Well, good luck. If there's any way I can help, just let me know." >e South End of Town The only place that's open down here is the blacksmith's shop to the west. >n Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >wake up You close your eyes, and let yourself return to The Woods Ruin A torch stands over a toppled marble column. The way back is northeast. >ne Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >n Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >x torch You gaze into the burning torch, and it carries you to... Rachlew Girls' School Hallway The rows of lockers are interrupted by a steel gate drawn across the corridor, cutting you off from the rest of the school. The air is cold and still. The lights are out; the only illumination shines through the plate glass doors at the east end of the hall. A door to the north is labeled "Gymnasium." To the south, "Wood Shop." >s (first opening the wood shop door) (first unlocking the wood shop door) You lack a key that fits the wood shop door. >n (first opening the gym door) Gymnasium The room is huge, and your footfalls on the hardwood echo conspicuously, no matter how quietly you step. Exercise mats are strewn across the floor—not in any places where it'd be convenient to walk. One exit lies to the south; another, seemingly a long walk away, to the east. Tall letters are painted on the north wall: "FIGHT ON, RACHLEW SASSIES." A girl in fleece pajamas lurks in the southeast corner. >x mats The mats must have been arranged in a neat grid at first. >talk to girl (the girl in fleece pajamas) She gives you a little nod to tell you you're okay. "My name is Ebenezabeth," you tell her. "I'm looking for Imrath, the werewolf." "He's around here somewhere. I'm Jemiraldina," she says. And then it occurs to her: "We're both five syllables." >ask girl for key (You can't see that, or it's not implemented.) >e Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. A strawberry-blonde girl stands near the north door. She excitedly waves you over. "Who are you? What are you doing here?" "My name is Ebenezabeth Scrooge. I'm hunting the werewolf, Imrath." "Perfect. I'm Karen Preduski, captain of the dance team. We locked ourselves in here for overnight practice—but then we got a call about a werewolf. So we're just hanging around, waiting to get eaten." She exhales ruefully. "We could maybe defend ourselves, if we could get inside the equipment locker." She knocks hopelessly on the steel door. "But they don't trust students with the combo." "I hope I can help," you tell her. >s (first opening the south door) Hallway Streaks of snow speed past the plate glass doors to the east, blue-white on blue-white. Nothing else is visible in the blizzard. The hallway continues to the west, toward a steel gate. A door to the north bears the label "Locker Room," and a door to the south reads "Music Lab." A girl in a puffy jacket stands nearby, staring into the snow. >talk to girl (the girl in the puffy jacket) She looks you over. "You don't go to this school." "No. My name's Ebenezabeth. I'm looking for—hunting—Imrath, the werewolf." "He's out there," she says, nodding at the blizzard. "And we're locked in here. I'm Privacy, by the way." "It's very nice to meet you." >x privacy The sheer volume of her jacket above her coffee-stirrer legs makes her look a little top-heavy and a little ridiculous. But her expression is deadly serious. She gives you a little nod. >s (first opening the music lab door) Music Lab The chairs and music stands are pushed into the corners of the room; four sleeping bags are rolled out on the floor around an LED lantern. A few instruments are on display in a glass case. A pengfolk girl paces the room, clicking her beak distractedly. >x lantern The lantern is turned off. There's enough ambient light in here to get around, barely. >x instruments Which do you mean, the piccolo, the mbira, the violin, or the melodica? >x piccolo A tiny black flute. >x mbira A handheld keyboard with metal tines. >x violin This violin is much newer than yours. >x melodica A plastic keyboard with a mouthpiece. >talk to pengfolk girl "You shouldn't be wandering around," she says. "There's a werewolf on the loose." "I've been assigned to hunt it down," you tell her. "It'll be fine. My name's Ebenezabeth." "Alma," she says, and she gives you a weak flippershake. >turn on lantern The lantern flicks on for just an instant. The batteries are dead. >take lantern That seems to belong to these girls. >x sleeping bags The mismatched sleeping bags are arranged in an X, heads pointing at the LED lantern in the middle. >x case The instruments in the display case are carefully maintained, artfully arranged. The case itself is closed. In the display case are a piccolo, an mbira, a violin, and a melodica. >look Music Lab The chairs and music stands are pushed into the corners of the room; four sleeping bags are rolled out on the floor around an LED lantern. A few instruments are on display in a glass case. Alma paces the room, clicking her beak distractedly. >n Hallway Streaks of snow speed past the plate glass doors to the east, blue-white on blue-white. Nothing else is visible in the blizzard. The hallway continues to the west, toward a steel gate. A door to the north bears the label "Locker Room," and a door to the south reads "Music Lab." Privacy is standing guard here. >n Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. Karen is still stationed by the north door. >n (first opening the steel door) (first unlocking the steel door) You lack a key that fits the steel door. >x shower booths One of these showers was recently in use; the others are completely dry. >search shower One of these showers was recently in use; the others are completely dry. >turn on shower You don't need a shower right now. >w Gymnasium The room is huge, and your footfalls on the hardwood echo conspicuously, no matter how quietly you step. Exercise mats are strewn across the floor—not in any places where it'd be convenient to walk. One exit lies to the south; another, seemingly a long walk away, to the east. Tall letters are painted on the north wall: "FIGHT ON, RACHLEW SASSIES." Jemiraldina lurks in the southeast corner. >s Hallway The rows of lockers are interrupted by a steel gate drawn across the corridor, cutting you off from the rest of the school. The air is cold and still. The lights are out; the only illumination shines through the plate glass doors at the east end of the hall. A door to the north is labeled "Gymnasium." To the south, "Wood Shop." >s (first opening the wood shop door) (first unlocking the wood shop door) You lack a key that fits the wood shop door. >pick lock (That's not for you to carry around.) >e Hallway Streaks of snow speed past the plate glass doors to the east, blue-white on blue-white. Nothing else is visible in the blizzard. The hallway continues to the west, toward a steel gate. A door to the north bears the label "Locker Room," and a door to the south reads "Music Lab." Privacy is standing guard here. >wake up You close your eyes, and let yourself return to The Woods Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You gaze into the flame, and it takes you away... Crescent Beach, Oregon Hideaway The sun has set; now the sky is gloomy purple, giving way to blackness. Sheer walls of rock surround this patch of gray sand, protecting it from the waves for the moment. The rocks give way and the beach opens up to the north. >x sky It's getting darker every minute. Better hurry. >n Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >x splotches Gouts of something black and viscous spatter the the beach. The waves have yet to wash them away. >touch splotches You'd rather not. >x tent A lopsided tent, apparently homemade. >enter tent Shadowy Tent A female figure lies sprawled over a grimy rug, black liquid dripping from her lips. >talk to figure "Ma'am? Can you hear me?" She blinks. >x liquid (You can't see that, or it's not implemented.) >x rug This rug has spent too much time at the beach. A Tarot card is tucked under one corner. >x tarot card The card depicts a man carrying several swords. >take card (the Tarot card) You take the Tarot card. >i You are carrying: two playing cards: a Tarot card a poker card your revolver >exit Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >n Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. You catch sight of a clawed pawprint in the sand—just before a wave wipes it away. >x tent It looks a bit like a circus tent. The flap is pinned open. >enter tent Fragrant Tent A man with wild red hair and a pointy red goatee sits behind a battered folding table. He throws open his arms as you enter. "Welcome to Archie's barter tent! Come on in, throw off the shackles of capitalism, trade some neat stuff for some neat stuff!" "You shouldn't stay here," you tell him. "There's a werewolf on the loose." "Yes. I can't do anything about that—except be terrified, which I already am. I have nowhere to run, see? What I'm really doing right now is hiding, like a coward. In my barter tent! Come on in!" On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >talk to archie "Here's how it works," Archie says, since you didn't ask. "Bring me something neat. If I like it, you can have any one thing from the table. Simple!" >i You are carrying: two playing cards: a Tarot card a poker card your revolver >x ganesha The elephant-headed god sits crosslegged on a silk pillow; a rat crouches at his feet. Part of his crown has broken off, revealing the white plaster beneath. >x incense Just a polished piece of wood, with a slot for an incense stick (currently empty). >exit Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >s Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >s Hideaway The sun has set; now the sky is gloomy purple, giving way to blackness. Sheer walls of rock surround this patch of gray sand, protecting it from the waves for the moment. The rocks give way and the beach opens up to the north. >wake up You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >give cards to mattin (Unfortunately, for reasons beyond our control, you can't use multiple objects with that particular verb.) >show poker card to mattin "Will these work?" you ask, holding up your stack of cards. "For reading my fortune?" He looks them over. "Perhaps. But I would need more cards than this—and we must complete our mission first." You nod. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You gaze into the flickering fire, and it ushers you away... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >x sky The stars are out. No moon. >x pole There's something at the top of the pole. >shake pole That's not a verb I recognize. >x top of pole I only understood you as far as wanting to examine the thing at the top. >x top You can't make out its shape against the sky. >s Hillside The grassy field spreads out around you. You're too exposed. Anything can see you out here. The chapel is up the hill to the north. >n Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >sw Southwest Cliff The grass gives way to bare stone as you reach the precipice. Pillars of rock lean precariously, not quite separated from the cliff. The lights of a village glow in the bottom of the valley. The chapel is some distance to the northeast. >x pillars One colossal stone seems poised to tumble into the valley at the slightest provocation. >shoot pillar You have no desire to harm the southwest cliff. >ne Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >e East Cliff The top of a wild rock formation: Below, a dense forest, a dark valley. The chapel is back to the west. >x formation The hill breaks up into a loose collection of boulders, buttressed by thick woods. >up The path leads west. >w Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >i You are carrying: two playing cards: a Tarot card a poker card your revolver >shoot top You can't do much more than look from down here. >shoot pole You have no desire to harm the pole. >shoot top of pole I only understood you as far as wanting to shoot the thing at the top. >yes, please do that That was a rhetorical question. That's not a verb I recognize. >wake up You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >s Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret still sits before the fire, apparently deep in thought. >x fire Only a few fingers of flame curl around the blackened logs—but they welcome you readily, and carry you away... Kumamoto University Hospital Waiting Room Midnight. The only light comes from the holographic aquarium, bathing you and the rows of chairs in uncanny ultrapink. The reception desk is unattended, and the passage to the west is open. >x aquarium Flickering koi swim across the walls, into the air, through your outstretched hand. They don't seem to notice you. >x desk All the windows are empty. Now Serving: Nobody. >w Nurses' Station No nurse on duty. Just a pair of scrubs, hanging over the counter like it was thrown there. A huge clock hangs on the wall behind the counter. There's a light down the hallway to the west. Tick. >search scrubs You find nothing of interest. Tick. >x clock It's just after midnight. Tick. >take batteries from clock (You can't see that, or it's not implemented.) >take clock (That's not for you to carry around.) Tick. >w Corridor The light is coming from inside the ward on the south side of the hallway. The door hangs open. >x door There's a light on in there. >s Ward A dozen beds are crammed into this ward, all occupied. Some of the patients' arms and legs are restrained. All of them seem to be awake. All of their eyes are completely black. The way out is north. A man in a gray shirt and black necktie crosses the room slowly, looking you over. "You're not supposed to be here," he says, "but from your being here I can infer that your heart is in the right place. You're a very brave, very resourceful little girl. It would be in each of our best interests to cooperate with the other." "Then we should become introduced," you say, bowing gently. "My name is Ebenezabeth Scrooge. It's a pleasure to meet you." He blinks. "My apologies, Miss Scrooge. I didn't realize I was speaking out loud. I am Shinji Haida, a private investigator. The hospital has hired me to explain what has happened to these people, and, if possible, cure their condition. But I have nowhere to begin." "There's a werewolf on the loose," you tell him. "Imrath." Shinji rubs his chin. "I have heard many anecdotes along these lines, but there is little I can extract from such evidence. I need hard data." >talk to shinji You tell Shinji as much as you know about Imrath. He shakes his head. "I'm afraid none of that meaningfully alters my current understanding of the case. The entire issue remains abstract. What I need is documentary evidence, ideally with some account of a victim both before and after the onset of their affliction." >n Corridor The light is coming from inside the ward on the south side of the hallway. The door hangs open. The nurses' station is down the hall to the east. >e Nurses' Station No nurse on duty. Just a pair of scrubs, hanging over the counter like it was thrown there. A huge clock hangs on the wall behind the counter. There's a light down the hallway to the west. The waiting room is east. Tick. >e Waiting Room Just after midnight. The only light comes from the holographic aquarium, bathing you and the rows of chairs in uncanny ultrapink. The reception desk is unattended, and the passage to the west is open. >wake up You close your eyes, and let yourself return to The Woods Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret still sits before the fire, apparently deep in thought. >w Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >x torch You gaze into the flame, and it carries you to... Ulysses Colles Lava Tube You recognize the dull xanthous sky at once. You're back on Mars. A steep slope of rusty stone, the flank of a long-dead volcano, rises to the west. At its base, the opening of a lava tube has been hastily barricaded with a row of plastic barrels. A trail around the volcano leads southwest. >move barrels The barrels won't move. They're full of sand or something. >x volcano The truncated point of the cinder cone stands out sharply against the dusty sky. >sw Crater On the south side of the volcano, an impact crater cuts into the Martian surface. The trail curves northeast around the volcano and northwest toward a domed building. A stone standing at the lip of the crater has a sheet of printer paper taped to it. >read paper Battered and discolored by dusty winds, the paper reads: "WHOSO FILLETH THIS CRATER WITH POTABLE WATER IS RIGHTWISE EMPEROR OF ALL MARS." >x crater The pit is perhaps a quarter mile in diameter; its deepest point might be fifty feet down. Its interior is nearly featureless—a smooth basin of unglazed terra cotta. >s The path leads northeast and northwest. >nw You approach the building and pass through the airlock without difficulty. Lounge Couches are ripped open, the refrigerator's door is torn off; mingled pieces of broken furniture, board games, and spoiled food cover the floor. Paths through the station lead east and west. The way out is southeast. >x fridge The refrigerator door was pulled off its hinges and flung across the room; everything inside was thrown to the floor. All that's left inside are stains. >x board games There's no point trying to sort out all the wreckage; it's all you can do to find a clear path from room to room. An intact Uno card catches your eye. >take uno card You take the Uno card. >w Medical Lab You're no expert, but this facility looks woefully underequipped. The shelves and cupboards are mostly empty. There's only one sink. The way out is east. On the top shelf is a binder labeled CAVE REPORT. A woman is strapped to a bed nearby. >read cave report The top shelf is too high for you to reach. >talk to woman You approach her slowly. "Ma'am?" She doesn't respond—She just starts flailing against her restraints, groaning piteously. But she can't keep it up for long, and at last she stops. >x woman Her mouth is wide open, her breath is raspy. Her eyes are completely black. >x sink A simple hospital-style sink with hot and cold taps. >turn on tap You turn the tap. Nothing happens. >turn off tap You turn the tap. Still nothing. >x cupboards The cupboard doors aren't quite transparent, but you can tell there's not much in any of them. >e Lounge Couches are ripped open, the refrigerator's door is torn off; mingled pieces of broken furniture, board games, and spoiled food cover the floor. Paths through the station lead east and west. The way out is southeast. >e Office Whatever ravaged the lounge doesn't seem to have found its way here. A plastic folding table serves for a desk, covered in arcane scientific documents. Taped to the wall is a map of Mars. The way out is west. A cheap office chair stands nearby. >x map The map takes in the entire planet of Mars, but its owner might have preferred something more specialized; all the little notes and markings are crowded into a small segment of the western hemisphere. >x chair A computer chair on plastic casters, the bare minimum of professionalism. >take chair You can't carry this chair around, but you could push it from place to place. >push chair w Lounge Couches are ripped open, the refrigerator's door is torn off; mingled pieces of broken furniture, board games, and spoiled food cover the floor. Paths through the station lead east and west. The way out is southeast. The office chair stops rolling. A man staggers out of the airlock. He pulls off his helmet, revealing a mop of greasy hair—then he turns and stares at you, with black, empty eyes. He steps toward you. Your hand touches your revolver. please don't make me kill this man, please He trudges closer. Your hand is drawing your weapon. The man shoves you out of the way; he takes a few more steps, then collapses on a mangled couch. He coughs a couple times, then spits a wad of black stuff at the wall. >talk to man "Sir?" He doesn't seem to notice you. >push chair west Medical Lab You're no expert, but this facility looks woefully underequipped. The shelves and cupboards are mostly empty. There's only one sink. The way out is east. On the top shelf is a binder labeled CAVE REPORT. A woman is strapped to a bed nearby. The office chair stops rolling. >stand on chair You carefully climb on top of the chair. The more weight you put on it, the more it wiggles. >take cave report You take the CAVE REPORT binder. >step down That's not a verb I recognize. >get off of chair (You can't see that, or it's not implemented.) >e (first getting off the office chair) The chair wobbles sickeningly as you lower yourself—easy does it—to the floor. Lounge Couches are ripped open, the refrigerator's door is torn off; mingled pieces of broken furniture, board games, and spoiled food cover the floor. Paths through the station lead east and west. The way out is southeast. The greasy-haired man is sprawled over one of the couches, staring at the ceiling with his black eyes. >w Medical Lab You're no expert, but this facility looks woefully underequipped. The shelves and cupboards are mostly empty. There's only one sink. The way out is east. A cheap office chair stands nearby. A woman is strapped to a bed nearby. >read cave report A black binder. The spine says "CAVE REPORT." The cover is closed. >open binder You open the CAVE REPORT binder. >read binder The first page in the binder reads: 27 Libra 219 After instruments confirmed that the cave at the east foot of the volcano was stable, Kovac and Pedrosa volunteered to explore it on foot. After a few minutes, they left communications range, in which case they had been instructed to turn around immediately and retrace their steps to the entrance. They didn't turn around immediately. Instead they remained out of communications range for about half an hour. When we picked up their signal again, they didn't respond to any of our transmissions. We had to rely on instruments to establish that they were moving back toward the cave entrance, however slowly. When they exited we found them in essentially a catatonic state. Kovac completely ignored us, except to express discomfort when we tried to check her vitals; Pedrosa was similarly unresponsive until he refused medical attention by shoving Nesbit across the lounge. Both of them exhibited the same physiological symptoms. A black fluid covers the entirety of both eyes (we can't determine whether it impedes their vision). After any sort of exertion they start coughing up black mucus, which might be the same substance covering their eyes. Very difficult to make any close observations. They ignore spoken requests and respond violently to being touched. There's more on the next page. >turn page 28 Libra 219 Managed to restrain Kovac and Pedrosa. At Gunning's suggestion, we sent a drone into the cave rather than investigate in person. After about ten minutes of fruitless searching the drone got stuck on a rock. I told Gunning not to go in and get it. Nothing we've tried on Kovac or Pedrosa has done anything to alleviate their conditions. There's more on the next page. >turn page 1 Tula 219 With considerable difficulty we loaded Kovac and Pedrosa into the rover, and Gunning drove them to Charters Station, where they have a proper medical facility. Without the rover, Nesbit and I are trapped and helpless. The situation is very worrying. But we'll be fine as long as we're careful. LATER - Nesbit went into the cave, came back eyes black, drooling black spit. Fortunately I can analyze the records of her vitals against the feed from her camera. First I have to restrain Nesbit There's more on the next page. >turn page 2 Tula 219 At 04:09 in the feed she says "there's something in here," she moves her flashlight, and then there's a drastic change in brain activity. Too fast for anything to have physically affected her. It must have happened in the instant that she saw whatever it was. There's probably an image of it in the video feed. I can't predict whether it'll have the same effect when viewed indirectly. The possibility that there's some useful information on the tape isn't worth the risk. I just have to stop myself from watching the video until Gunning gets back from Charters. That's the last page. >wake up You close your eyes, and let yourself return to The Woods Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >e Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret still sits before the fire, apparently deep in thought. >x fire Only a few fingers of flame curl around the blackened logs—but they welcome you readily, and carry you away... Kumamoto University Hospital Waiting Room Just after midnight. The only light comes from the holographic aquarium, bathing you and the rows of chairs in uncanny ultrapink. The reception desk is unattended, and the passage to the west is open. >w Nurses' Station No nurse on duty. Just a pair of scrubs, hanging over the counter like it was thrown there. A huge clock hangs on the wall behind the counter. There's a light down the hallway to the west. The waiting room is east. Tick. >w Corridor The light is coming from inside the ward on the south side of the hallway. The door hangs open. The nurses' station is down the hall to the east. >s Ward A dozen beds are crammed into this ward, all occupied. Some of the patients' arms and legs are restrained. All of them seem to be awake. All of their eyes are completely black. The way out is north. Shinji paces past the beds, rubbing his chin. >show binder to shinji "You might find this useful," you say, handing Shinji the binder. He flips through it quickly. "Yes, very much. This explains a great many things," he mutters. "I don't know yet how I may put this information into action. These Martian dates are from roughly a century ago. I can't imagine how she came by this document. That isn't relevant to this investigation. I ought to thank her somehow." "You're thinking out loud again, Mister Haida." "Ah. I apologize. But I think I ought to thank you somehow. Please accept this." He hands you an oblong plastic thing. >x thing Three components fold out of the plastic lump: a magnifying lens, a dusty brush, and a pair of tweezers. "The brush is chemically treated to dust for fingerprints," Shinji explains. "The other functions are obvious, I'm sure." >take thing You already have that. >i You are carrying: a junior detective kit three playing cards: an Uno card a Tarot card a poker card your revolver >wake up You close your eyes, and let yourself return to The Woods Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >talk to qidnaret You lean over Qidnaret. He isn't breathing. Do cyberwights breathe? "Are you okay?" "I'm awful," he sighs. His black eyes don't catch the firelight. "You're awful, too." >n Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >talk to mattin "Who is the Vampire King?" Mattin glances around cautiously. "In these Woods, so far as I know, there are no vampires, and no Vampire King. But in the age from which I hail, the king of all vampires is called Akerbeltz. Sometimes he claims to be half-devil; sometimes he claims to be the Antichrist. I know only that we who serve him need not fear his depredations." "Then you're not a vampire yourself?" you ask. He shakes his head ruefully. "I killed a vampire, once," you say. "I feel terrible about it." Now Mattin frowns. "I find that very hard to believe." >x torch You stare into the torchlight, and it ushers you away... Crescent Beach, Oregon Hideaway The sun has set; now the sky is gloomy purple, giving way to blackness. Sheer walls of rock surround this patch of gray sand, protecting it from the waves for the moment. The rocks give way and the beach opens up to the north. >n Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >examine splotches with lens I only understood you as far as wanting to examine the black splotches. >use lens on splotches (first taking the magnifying lens) That seems to be a part of the junior detective kit. >examine splotches Gouts of something black and viscous spatter the the beach. The waves have yet to wash them away. >enter tent Shadowy Tent A female figure lies sprawled over a grimy rug, black liquid dripping from her lips. >x woman Her eyes are black and empty. She doesn't seem to be breathing—until she rasps horribly, and another trickle of black slime falls from her mouth. >x rug This rug has spent too much time at the beach. >exit Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >n Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >enter tent Fragrant Tent Archie sits behind his battered folding table, smiling unconvincingly. On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >x tie A turquoise cabochon serves as a fastener for a short leather cord. >x scarf A long brown scarf. Obviously handmade. >x bowl The edges of the small bowl are painted with a simple design of repeating trefoils. >exit Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >wake up You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You stare into the burning torch, and it carries you to... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >enter chapel Darkness It is pitch black. "Who's there?" a panicked voice calls. "My name is Ebenezabeth. I'm hunting the werewolf, Imrath." "Oh," says the voice. "That's very foolish of you." >talk to voice "What's your name? What are you doing here?" "Rupert," the voice answers. "I'm hiding from the same werewolf you claim to be hunting. I should have known better than to come to this cursed hill at night." "What hill is this?" "This is the Walberla, little girl! A fortress full of devils once stood on this very spot—but Saint Walpurga cast it down into Hell. Then she compelled the demons to build this church. And as payment for their labors, every May-Eve, the fiends have free reign over the hill. That was only three nights ago! This werewolf must be one of their number, a straggler. Not even Walpurga can force him back into the Pit!" >exit Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >x pole There's something at the top of the pole. >x top You can't make out its shape against the sky. >s Hillside Open space, nothing to hide behind. You're not safe. The chapel is up the hill to the north. >look Hillside Open space, nothing to hide behind. You're not safe. The chapel is up the hill to the north. >wait Time passes. >n Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >sw Southwest Cliff The grass gives way to bare stone as you reach the precipice. Pillars of rock lean precariously, not quite separated from the cliff. The lights of a village glow in the bottom of the valley. The chapel is some distance to the northeast. >down That would be very dangerous. >x precipice (You can't see that, or it's not implemented.) >push pillar You're not so perverse. >ne Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >e East Cliff The top of a wild rock formation: Below, a dense forest, a dark valley. The chapel is back to the west. >down The path leads west. >w Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >wake up You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >x torch You stare into the flame, and it ushers you away... Rachlew Girls' School Hallway Streaks of snow speed past the plate glass doors to the east, blue-white on blue-white. Nothing else is visible in the blizzard. The hallway continues to the west, toward a steel gate. A door to the north bears the label "Locker Room," and a door to the south reads "Music Lab." Privacy is standing guard here. >s Music Lab The chairs and music stands are pushed into the corners of the room; four sleeping bags are rolled out on the floor around an LED lantern. A few instruments are on display in a glass case. Alma paces the room, clicking her beak distractedly. >talk to alma "You're hunting the werewolf all by yourself?" "There are three other knights on the job," you tell her. "Oh. That's good." She doesn't seem entirely reassured. >dust case You sweep your fingerprinting brush over the display case, coating it in sparkling dust. Various fingerprints appear on its surface. Someone—or some ones—has been touching this. >talk to alma "I'm going to stay here," Alma says. "I'm not a hunter." "That's fine. The other knights and I will take care of it." >x case The instruments in the display case are carefully maintained, artfully arranged. The case itself is closed. In the display case are a piccolo, an mbira, a violin, and a melodica. >open case You open the display case. >dust piccolo You sweep your brush over the piccolo, coating it in sparkly dust. But no fingerprints appear. >dust mbira You sweep your brush over the mbira, coating it in sparkly dust. But no fingerprints appear. >dust violin You sweep your brush over the violin, coating it in sparkly dust. But no fingerprints appear. >dust melodica You sweep your brush over the melodica, coating it in sparkly dust. But no fingerprints appear. >play violin You need to focus on your mission. >take violin You have a violin at home. >take mbira You don't know how to play the mbira. >take melodica You don't know how to play the melodica. >take piccolo You don't know how to play the piccolo. >close case You close the display case. >look Music Lab The chairs and music stands are pushed into the corners of the room; four sleeping bags are rolled out on the floor around an LED lantern. A few instruments are on display in a glass case. Alma paces the room, clicking her beak distractedly. >n Hallway Streaks of snow speed past the plate glass doors to the east, blue-white on blue-white. Nothing else is visible in the blizzard. The hallway continues to the west, toward a steel gate. A door to the north bears the label "Locker Room," and a door to the south reads "Music Lab." Privacy is standing guard here. >n Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. Karen is still stationed by the north door. >talk to karen "How are you doing?" "Crummy. I gotta find a way into the equipment room." She kicks the door. "Do you got a blowtorch?" You shake your head. >x steel door Next to the door is a keypad. The door itself is closed. >dust keypad You sweep your brush over the keypad, covering it in glittering dust. Numerous fingerprints appear, but almost all of them are on the 8 button. Karen whistles, impressed. >enter code (You can't see that, or it's not implemented.) >press 8 You push the 8 button. >press 8 You push the 8 button. >press 8 You push the 8 button. >press 8 You push the 8 button again. The steel door whirs for a second, then pushes itself open. "Aces!" Karen squeals. "Let's get in there!" Then she regains some composure. "After you," she says. >n Equipment Room Basketballs, lacrosse sticks, tennis rackets, footballs, golf clubs, yoga mats, volleyballs, clay pigeons, boxing gloves, rugby balls, jump ropes, and bowling pins fill the shelves. The thing that immediately sticks out to you is the grappling hook. Karen doesn't seem to have followed you in—but a few moments later, you see why: She's brought along Privacy, Alma, and Jemiraldina. "Okay, Sassies!" Karen says, and the dancers stand at attention. "Arm yourselves!" Each of the girls grabs a different blunt or pointed implement from the shelves before filing out of the room. Karen gives you a quick salute as she leaves. >take grappling hook You take the grappling hook. >i You are carrying: a grappling hook a junior detective kit three playing cards: an Uno card a Tarot card a poker card your revolver >wake up You close your eyes, and let yourself return to The Woods Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You closely watch the flickering fire, and it takes your hand... Crescent Beach, Oregon Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >wake up You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You closely watch the torchlight, and it takes you away... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >use grappling hook on top The thing at the top isn't able to receive things. >use grappling hook with top I didn't understand that sentence. >hook top You don't really need to grapple onto the thing at the top. >take top You can't do much more than look from down here. >x grappling hook A heavy-duty four-pointed hook, attached to a long coil of nylon cord. >THROW HOOK AT TOP You don't really need to grapple onto the thing at the top. >x top You can't make out its shape against the sky. >climb pole The pole is too narrow to climb. >wake up You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >x torch You focus on the flickering fire, and it takes you away... Rachlew Girls' School Equipment Room Basketballs, lacrosse sticks, tennis rackets, footballs, golf clubs, yoga mats, volleyballs, clay pigeons, boxing gloves, rugby balls, jump ropes, and bowling pins fill the shelves. >x shelves You cast an eye over the shelves, but nothing else of immediate use presents itself. >s Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. Karen is still stationed by the north door. >talk to karen "We're ready for that scumbag werewolf now. Don't you worry." You shake your head. "You have to be careful. If you just look at him, he'll—" She pats your head. "Calm down, Ebeneezy. We'll figure something out." >wake up You close your eyes, and let yourself return to The Woods Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >s Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >x torch You focus on the burning torch, and it ushers you away... Ulysses Colles Medical Lab You're no expert, but this facility looks woefully underequipped. The shelves and cupboards are mostly empty. There's only one sink. The way out is east. A cheap office chair stands nearby. A woman is strapped to a bed nearby. >wake up You close your eyes, and let yourself return to The Woods Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >sw Ruin A torch stands over a toppled marble column. The way back is northeast. >x torch You closely watch the flame, and it carries you to... Diablito, Texas Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >s South End of Town The only place that's open down here is the blacksmith's shop to the west. >w Blacksmith The blacksmith seems happy to have some company. The forge behind him keeps the place warm and friendly-feeling, even if everything is covered in soot. >talk to blacksmith "Do you know anything about the werewolf?" "Not really," Melchor says. "He's supposed to be one ugly son of a gun, though. Is that useful information?" "Maybe?" >e South End of Town The only place that's open down here is the blacksmith's shop to the west. >n Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >n North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >x sign The way this church is falling apart, you don't need a sign to tell you to stay outside. >enter church You have no doubt this church would collapse on top of you if you so much knocked on the door. >w Sheriff's Office The sheriff leans over his desk, running his fingers through his thinning hair. The holding cell behind him is empty. >x desk The sheriff's desk has eight or ten drawers, several of which seem to be stuck half-open. >talk to sheriff "Anything you could tell me about the werewolf would be very helpful." He huffs. "I bet it would, if I knew anything! But I'm as empty-handed as anybody else." >e North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >e Saloon The barman is slumped over his bar—not drunk, just fed up with one thing after another. The only other person here is the corpse face-down on the floor. >talk to barman "Can I help with anything?" He looks at you helplessly. "Just—go live your life, little girl. Try to be happy. Okay?" "Okay." >dust corpse You sweep your fingerprinting brush over the corpse, coating it in sparkling dust. Various fingerprints appear on its surface. Someone—or some ones—has been touching this. >w North End of Town The church at the end of the street is condemned, says the sign. But the sheriff's office to the west has its door open, and there's a light on in the saloon to the east. >s Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >wake up You close your eyes, and let yourself return to The Woods Ruin A torch stands over a toppled marble column. The way back is northeast. >ne Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >e Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >talk to qidnaret "Qidnaret?" He doesn't respond. >help qidnaret I only understood you as far as wanting to help. >x fire Only a few fingers of flame curl around the blackened logs—but they welcome you readily, and carry you away... Kumamoto University Hospital Ward A dozen beds are crammed into this ward, all occupied. Some of the patients' arms and legs are restrained. All of them seem to be awake. All of their eyes are completely black. The way out is north. Shinji is leaning against the wall. >talk to shinji Shinji only shakes his head at you. >n Corridor The light is coming from inside the ward on the south side of the hallway. The door hangs open. The nurses' station is down the hall to the east. >e Nurses' Station No nurse on duty. Just a pair of scrubs, hanging over the counter like it was thrown there. A huge clock hangs on the wall behind the counter. There's a light down the hallway to the west. The waiting room is east. Tick. >dust clok (You can't see that, or it's not implemented.) >dust clock You sweep your brush over the huge clock, coating it in sparkly dust. But no fingerprints appear. Tick. >e Waiting Room Just after midnight. The only light comes from the holographic aquarium, bathing you and the rows of chairs in uncanny ultrapink. The reception desk is unattended, and the passage to the west is open. >search desk You find nothing of interest. >search chairs There is nothing on the chairs. >wake up You close your eyes, and let yourself return to The Woods Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >n Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >talk to p'teqwk "Is this Imrath's home?" you ask. "It is possible. His stench is everywhere. And what other realm should a beast of his nature call home, if not the Woods outside of time?" "Is that where we are?" P'teqwk closes her eyes. "Yes, little girl." > I beg your pardon? >n Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >x torch You closely watch the flame, and it ushers you away... Xiccarph Ledge The outcropping gives you barely enough room to stand. By the meager light of two crescent moons, you take in your surroundings: Below, a vast labyrinth stretches beyond your vision. Above, the cliff face joins imperceptibly with the crenellations of a black fortress. >x fortress The highest parts of the cliff have clearly been cut according to some architectural scheme. A balcony or the top of a tower is up there. >up You don't have the goatlike agility (or, failing that, the specialized equipment) it would take to scale this sheer and sharp-edged cliff. >grapple cliff You don't really need to grapple onto the ledge. >down The labyrinth is at least a hundred feet below—and you can't see a safe place to take even one step down. >grapple down You must name something more substantial. >grapple ledge You don't really need to grapple onto the ledge. >*omg what does this hook even do? That's not a verb I recognize. >x moons Neither of these moons are familiar to you, and the stars beyond are not the stars of Earth. >x labyrinth The labyrinth is formed from dull stone, gleaming metal, and unrecognizable plants. You can't discern any symmetries or repetitions in its structure. >e You appear to be stuck. >i You are carrying: a grappling hook a junior detective kit three playing cards: an Uno card a Tarot card a poker card your revolver >wake up You close your eyes, and let yourself return to The Woods Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >s Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >s Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >n Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You stare into the flickering fire, and it takes your hand... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >wake You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You gaze into the flame, and it takes you away... Crescent Beach, Oregon Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >s Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >s Hideaway The sun has set; now the sky is gloomy purple, giving way to blackness. Sheer walls of rock surround this patch of gray sand, protecting it from the waves for the moment. The rocks give way and the beach opens up to the north. >grapple walls You don't really need to grapple onto the rock walls. >wake up You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >s Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >w Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >x torch You gaze into the torchlight, and it takes you away... Ulysses Colles Medical Lab You're no expert, but this facility looks woefully underequipped. The shelves and cupboards are mostly empty. There's only one sink. The way out is east. A cheap office chair stands nearby. A woman is strapped to a bed nearby. >e Lounge Couches are ripped open, the refrigerator's door is torn off; mingled pieces of broken furniture, board games, and spoiled food cover the floor. Paths through the station lead east and west. The way out is southeast. The greasy-haired man is sprawled over one of the couches, staring at the ceiling with his black eyes. >se Crater On the south side of the volcano, an impact crater cuts into the Martian surface. The trail curves northeast around the volcano and northwest toward a domed building. A stone standing at the lip of the crater has a sheet of printer paper taped to it. >ne Lava Tube You recognize the dull xanthous sky at once. You're back on Mars. A steep slope of rusty stone, the flank of a long-dead volcano, rises to the west. At its base, the opening of a lava tube has been hastily barricaded with a row of plastic barrels. A trail around the volcano leads southwest. >grapple barrels You don't really need to grapple onto the lava tube. >climb barrels Little is to be achieved by that. >x slope The truncated point of the cinder cone stands out sharply against the dusty sky. >up The rocky slope looks like a dangerous climb (and you don't see anything worth investigating at the top). >sw Crater On the south side of the volcano, an impact crater cuts into the Martian surface. The trail curves northeast around the volcano and northwest toward a domed building. A stone standing at the lip of the crater has a sheet of printer paper taped to it. >x stone Battered and discolored by dusty winds, the paper reads: "WHOSO FILLETH THIS CRATER WITH POTABLE WATER IS RIGHTWISE EMPEROR OF ALL MARS." >wake You close your eyes, and let yourself return to The Woods Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >sw Ruin A torch stands over a toppled marble column. The way back is northeast. >grapple column You don't really need to grapple onto the toppled marble column. >climb over column That would be a bit dangerous. >ne Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >n Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >x torch You stare into the torchlight, and it ushers you away... Rachlew Girls' School Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. Karen is still stationed by the north door. >wake You close your eyes, and let yourself return to The Woods Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You closely watch the flickering fire, and it ushers you away... Crescent Beach, Oregon Hideaway The sun has set; now the sky is gloomy purple, giving way to blackness. Sheer walls of rock surround this patch of gray sand, protecting it from the waves for the moment. The rocks give way and the beach opens up to the north. >n Beach A canvas tent is pitched as far as possible from the water. The beach abruptly ends behind it, at the foot of a steep hill covered in pine trees. Tall rocks cut the beach off to the south, but you know of a little alcove down that way. The sand stretches northward, interrupted by a procession of black splotches. >n Beach A striped tent stands at the north end of the beach, where the terrain becomes too rocky for further exploration. The rest of the beach is south. >enter You must supply a noun. >enter tent Fragrant Tent Archie sits behind his battered folding table, smiling unconvincingly. On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >show grappling hook to archie Archie shakes his head. "That there is a weapon of war, little girl. We don't deal in such things at Crystal Beach." "This is Crescent Beach," you remind him. He blinks. "Well, same difference." >talk to archie "Here's how it works," Archie says, as if he hadn't already explained this. "Bring me something neat. If I like it, you can have any one thing from the table. Simple!" >wake You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >talk to mattin "We need to focus on destroying Imrath," says Mattin, "but after that, I'll gladly read your fortune, if you can find me an appropriate pack of cards." >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You closely watch the torchlight, and it carries you to... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >grapple chapel You don't really need to grapple onto the chapel. >grapple pole You don't really need to grapple onto the pole. >s Hillside Open space, nothing to hide behind. You're not safe. The chapel is up the hill to the north. >s It would be safer to return to the north. >s It would be safer to return to the north. >s It would be safer to return to the north. >s It would be safer to return to the north. >n Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >e East Cliff The top of a wild rock formation: Below, a dense forest, a dark valley. The chapel is back to the west. >grapple rocks You don't really need to grapple onto the rock formation. >down The path leads west. >climb down rocks Little is to be achieved by that. >x forest Anything could be lurking down there. >x valley Just an expanse of darkness under the stars. >request assistance from the variety of fiends that are lurking in the valley That's not a verb I recognize. >help (On Xiccarph, throw the grappling hook.) >wake You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk is standing very still, staring into the blackness of the woods. >n Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >x torch You stare into the burning torch, and it takes your hand... Xiccarph Ledge The outcropping gives you barely enough room to stand. By the meager light of two crescent moons, you take in your surroundings: Below, a vast labyrinth stretches beyond your vision. Above, the cliff face joins imperceptibly with the crenellations of a black fortress. >throw grappling hoook I only understood you as far as wanting to throw the grappling hook. >throw grappling hook You heave the hook at the top of the cliff. It falls short, cracks against the stone, almost collides with your skull as it falls to your feet. So you try again—and the hook arcs over the crenellations, catches on something, refuses to be pulled back down. It's stuck. >climb You put hands to the nylon cord and begin pulling yourself up. Balcony This is only the outer wall of an immense stronghold; a narrow archway leads inside. You have a better view of the labyrinth from this cozy platform, and might even be able to see beyond the maze (if indeed there is anything beyond the maze) if it weren't the middle of the night (if indeed this is the middle of the night). The end of your grappling hook is well and truly hooked into the railing. >in Wall A narrow walkway encircles the verdant courtyard below. Stairs lead down into the garden from the archway where you stand. >down You carefully make your way down the stairs. Courtyard A pebbled path between the stairs and columned portico wends past blossoms of constantly changing color; bushes with metallic, serrated leaves; weblike trees with branches entwining and disentangling as if each limb possessed its own will. Each specimen must have been brought here from a different biome, if not a different planet. There is no unifying principle to their curation, only an unearthly consonance in their arrangement, serving to reveal by degrees the centerpiece of the collection: a woman, or a creature in a woman's shape, growing from between the vermilion petals of a massive flower. >talk to woman She has the alluring features of a nymph or sylph; her skin is white as milk—a striking contrast, where her hips emerge from scarlet petals. But in place of hands, her arms end in long, serpentine tendrils; and there is a hunger in her eyes. You can tell that this creature is some manner of vampire. "Then you are perpicient beyond your years, little girl." A deep voice behind you: "And exceedingly skillful, to have penetrated this sanctum, evading my simian guards, my iron servitors: indeed, the entirety of my subtle and perilous maze." You turn to face a tall man in sober garments, fixing you with dark emerald eyes. "I am Maal Dweb, ruler of Xiccarph. You call yourself Ebenezabeth Scrooge. You present an interesting diversion from my accustomed tedium, and so I will suffer you to live. Come inside." You find yourself following him through the portico's columns. Court of Maal Dweb Three lofty braziers illumine the yawning hall with mingled red and green and amber radiance, each hue overpowering and submitting to its others by slow turns. Blue and purple tapestries overlie the cyclopean walls, concealing their most distant corners in abstruse shadows. The throne of Maal Dweb, a siege of carven ebony inlaid with orichalc, overlooks the alabaster colonnade and the garden beyond. A hemicircular table stands some distance from the throne, where only the doleful light of the green brazier can reach. "My clairvoyance grants me some understanding of your mission," Maal Dweb intones. "I see now why your exertions have led you to my palace. I will explain. "In the deep caverns of Ulassa (another planet under my suzerainty), there existed two wizards—each supremely powerful, by their own reckoning, even if their combined puissance would match only a fraction of my own. An obscure and ancient enmity divided the sorcerers, and they had chosen to expend their unnaturally extended lifespans in the pursuit of each other's destruction. They allowed hatred to control their bodies, to blind them to all other interests, and so could go on battling for years at a time, without food or sleep. "At last, the magic that vibrated continuously between them, augmented by their mutual and supernormal abhorrence, took on a form and life of its own; and as its substance was of absolute hatred, so its appearance was one of utter ugliness. The enchanters (one of whom, I note, was humanoid in form; the other, lupine) were, despite all their auguries, incapable of predicting this turn of events. They saw immediately and yet too late the vacuity of their undertakings, and were stricken by the realization unto a state of nihilistic catatonia. "Even so singular an episode as this was beneath my notice—am I not Maal Dweb, ruler of six planets and all their moons?—and not until the beast emerged from his subterrene and began his riot across Ulassa's surface did I stoop to intervene." He pauses. "At a certain exit from my labyrinth stands a silver drawbridge, and a formless breach in conventional geometry, opening on extradimensional non-space. By careful computation I may lower this drawbridge into the aperture such that its opposing terminus comes to rest at any point in the physical universe that interests me. To travel to Ulassa by means of this mechanism would take mere minutes. "However, having predicted a certain volatility in the wolf-thing's nature, and not wishing to lose the creature in the supracosmic gulf spanned by my silver bridge, I traveled to Ulassa via mere physical space. I pursued the creature, who called himself Imrath; with a minor effort I fettered him; and I transported him without incident back to my fortress, preparatory to a careful analysis of his unique nature. "Soon after my return, however, he escaped his confinement and found his way to the silver bridge, which at that time, for reasons that do not concern you, was calibrated for a connection with the spatiotemporal vicinity of your Earth. I cannot accept any blame for Imrath's escape; rescuing the people of Ulassa demanded such haste as precluded the moments of calculation that would have revealed more effective means of restraint. "Regardless, it is clear that Imrath must be annihilated rather than studied. Have you fought any monsters like him?" "Well, once, I killed a vampire—but I had Poseidon's trident then." You feel Maal Dweb probing your mind for the necessary context. "I understand. A weapon of equal or greater consecration will be sufficient to destroy Imrath. But in order to land the killing blow, you necessarily must first lay eyes upon the creature—and for a being without my mental fortitude, to view Imrath directly is to fall victim to his ghastliness. I can, however, forge for you a pair of goggles, such as will obscure your vision enough to blunt the most injurious effects of his appearance. You need only bring me a block of translucent corundum, about this size." He holds his thumb and forefinger some eight inches apart. A thought occurs to you. "Maal Dweb," you say, "if you don't mind my asking: Why don't you destroy Imrath yourself?" He sighs. "The destruction of Imrath is well within my ability; I have even, by way of idle self-amusement, contrived a means by which I could effect his undoing without setting foot outside this fortress. However, my direct interference in the affairs of your race would have subtle consequences of the sort which, however remote, I am reluctant to invite upon myself." "I see," you say. "You see only shadows, Ebenezabeth Scrooge. Concern yourself with procuring a holy weapon, and the necessary quantity of translucent corundum. I would be grateful for the distraction afforded by your unlikely success." >wait Time passes. >wake You close your eyes, and let yourself return to The Woods Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >s Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >x torch You focus on the flame, and it takes your hand... Rachlew Girls' School Locker Room These lockers are smaller and more stylish than the ones out in the hall. At the north end of the room, past a row of shower booths, is a broad steel door; less imposing exits lie south and west. Karen is still stationed by the north door. >wake You close your eyes, and let yourself return to The Woods Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You focus on the torchlight, and it carries you to... Crescent Beach, Oregon Fragrant Tent Archie sits behind his battered folding table, smiling unconvincingly. On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >wake You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >w Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >s Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >x torch You focus on the flame, and it ushers you away... Ulysses Colles Crater On the south side of the volcano, an impact crater cuts into the Martian surface. The trail curves northeast around the volcano and northwest toward a domed building. A stone standing at the lip of the crater has a sheet of printer paper taped to it. >wake You close your eyes, and let yourself return to The Woods Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >sw Ruin A torch stands over a toppled marble column. The way back is northeast. >x torch You stare into the torchlight, and it takes your hand... Diablito, Texas Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >wake You close your eyes, and let yourself return to The Woods Ruin A torch stands over a toppled marble column. The way back is northeast. >ne Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >n Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You gaze into the burning torch, and it takes you away... Kirchehrenbach, Bavaria East Cliff The top of a wild rock formation: Below, a dense forest, a dark valley. The chapel is back to the west. >in The path leads west. >enter chapel You can't do much more than look from over here. > I beg your pardon? >w Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >enter chapel Darkness It is pitch black. "Are you still there?" asks Rupert. > I beg your pardon? >talk to rupert "Do you have a light?" Rupert asks. "A candle, a match? Anything?" "I'm afraid not," you say. >wake You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >talk to mattin "We need to focus on destroying Imrath," says Mattin, "but after that, I'll gladly read your fortune, if you can find me an appropriate pack of cards." >x torch You stare into the burning torch, and it takes you away... Crescent Beach, Oregon Fragrant Tent Archie sits behind his battered folding table, smiling unconvincingly. On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >x votive candle The Virgin of Guadalupe is painted in vivid colors on the side of this tall candle. A small, steady flame burns at the top. >xx owl That's not a verb I recognize. >x owl This owl, woven from hemp cord, is essentially two-dimensional. Its eyes are little wooden beads. >help (You've met someone who would be interested in the figurine.) >i You are carrying: a junior detective kit three playing cards: an Uno card a Tarot card a poker card your revolver >*what figurine? That's not a verb I recognize. >wake You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You closely watch the flame, and it carries you to... Kirchehrenbach, Bavaria Darkness It is pitch black. "Are you still there?" asks Rupert. >exit Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >x pole There's something at the top of the pole. >help (Give the figurine to Archie.) >*what figurine?? That's not a verb I recognize. >i You are carrying: a junior detective kit three playing cards: an Uno card a Tarot card a poker card your revolver >drop figurine (You can't see that, or it's not implemented.) >wake You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >s Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >x torch (You can't see that, or it's not implemented.) > I beg your pardon? >x fire Only a few fingers of flame curl around the blackened logs—but they welcome you readily, and carry you away... Kumamoto University Hospital Waiting Room Just after midnight. The only light comes from the holographic aquarium, bathing you and the rows of chairs in uncanny ultrapink. The reception desk is unattended, and the passage to the west is open. >x aquarium Flickering koi swim across the walls, into the air, through your outstretched hand. They don't seem to notice you. >take figurine (You can't see that, or it's not implemented.) >w Nurses' Station No nurse on duty. Just a pair of scrubs, hanging over the counter like it was thrown there. A huge clock hangs on the wall behind the counter. There's a light down the hallway to the west. The waiting room is east. Tick. >w Corridor The light is coming from inside the ward on the south side of the hallway. The door hangs open. The nurses' station is down the hall to the east. >wake You close your eyes, and let yourself return to The Woods Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >w Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >n Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >n Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >x torch You focus on the torchlight, and it ushers you away... Xiccarph Court of Maal Dweb Three lofty braziers illumine the yawning hall with mingled red and green and amber radiance, each hue overpowering and submitting to its others by slow turns. Blue and purple tapestries overlie the cyclopean walls, concealing their most distant corners in abstruse shadows. Maal Dweb is seated on his throne, a siege of carven ebony inlaid with orichalc, overlooking the alabaster colonnade and the garden beyond. A hemicircular table stands some distance from the throne, where only the doleful light of the green brazier can reach. >take figurine An oblong head with leering tongue and ravenous teeth, carved from reddish stone. "A small investigation, not entirely satisfactory," Maal Dweb explains. "You may make a souvenir of it, if you wish." You take the jasper figurine. >*I don't see a figurine in that description, I'm honestly not sure what happened here You seem to want to talk to someone, but I can't see whom. >wake You close your eyes, and let yourself return to The Woods Pit A torch stands at the edge of a broad ditch. Even in the torchlight, it's too dark to see the other side. The way back is south. >s Log Paths from the north, east, and south meet here. A burning torch stands on one side of the crossroads; a fallen log lies on the other. P'teqwk sits straddling the log, listlessly hacking at the rotten wood. >e Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >x torch You focus on the flickering fire, and it carries you to... Crescent Beach, Oregon Fragrant Tent Archie sits behind his battered folding table, smiling unconvincingly. On the table are a Ganesha statue, a macrame owl, a votive candle, a copper bowl, a scarf, an incense burner, and a bolo tie. >give figurine to archie "Oh!" says Archie. "That's something interesting, I must say!" He turns it over and over in his hands. "It's cosmic, is what it is! All right, take anything you want." And he plunks the figurine on the table—right at the edge of his side. "Any one thing, I mean." >x bowl The edges of the small bowl are painted with a simple design of repeating trefoils. >x burner Just a polished piece of wood, with a slot for an incense stick (currently empty). >x candle The Virgin of Guadalupe is painted in vivid colors on the side of this tall candle. A small, steady flame burns at the top. >take candle "An excellent choice!" Archie says. You take the votive candle. >wake You close your eyes, and let yourself return to The Woods Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin is pacing around the thicket, always looking out into the darkness. >e Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >x torch You focus on the flickering fire, and it takes you away... Kirchehrenbach, Bavaria Outside a Chapel A lonely chapel on a hill, saddled between two hilltops to the east and southwest. A spindly pole stands near the church, lit only by starlight. A path leads south down the hill. >enter chapel Inside the Chapel Behind a simple altar stands a statue of Saint Walpurga, flanked by her brothers. Near the exit is a basket for donations. Rupert is cowering next to the altar. >give candle to rupert You're not sure you should leave the candle here. "It's dangerous just to look at Imrath. It's safer if you can't see," you tell him. "That's easy for you to say!" Rupert cries. "I've been in the dark for hours, cold and lonely. Every sound makes my heart jump. The tiniest bit of light and warmth would be more comfort to me than you can imagine. If you give me that candle—" He fumbles around with his clothes. "I'll give you this." He holds up a silver crucifix on a chain. "Surely, if you're a good Catholic, the Savior will protect you just as much as would the Blessed Mother!" You purse your lips. "I'm a Lutheran." "Even more, then! Please, little girl!" With a great sigh, you hand over the candle, and accept the crucifix. He holds the flame close to his face. "Oh, thank you, thank you, thank you!" >x basket In the donation basket is a Jass card. >take jass card You take the Jass card. >x jass card On the back is an intricate floral design; the front bears a simple design of six leaves. >x crucifix A silver image of Jesus on the Cross, hung on a delicate chain. It's heavier than it looks. >wake You close your eyes, and let yourself return to The Woods Gully The path ends abruptly at a dry creek bed. A torch stands at the edge. The way back is west. >w Thicket A torch stands at the edge of a thick cluster of trees, crowded with scraggly bushes. Paths lead to the east, south, and west. Mattin sits leaning against a bush, his hood tangled in the branches. >s Camp Four small tents are huddled around the campfire, a dim circle of warmth in the darkness. The forest is thick, and there's no sign of any starlight above. You can just make out a pair of paths leading north and west. Qidnaret is lying on the ground, dangerously close to the fire. >w Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing, exposing you to anything lurking outside. Paths between the trees lead north, east, and southwest. >sw Ruin A torch stands over a toppled marble column. The way back is northeast. >x torch You focus on the burning torch, and it takes you away... Diablito, Texas Main Road All the windows are dark, curtains drawn. The street is empty. But there are some awake-looking buildings at the north and south ends of town. >s South End of Town The only place that's open down here is the blacksmith's shop to the west. >w Blacksmith The blacksmith seems happy to have some company. The forge behind him keeps the place warm and friendly-feeling, even if everything is covered in soot. >talk to blacksmith "Can you make bullets?" "Um," says Melchor. "Let me see your weapon." He inspects your Colt. "Say, this is nice. Where'd you get this?" "New Jersey." "Ah. Well, lead balls are easy enough, but I have to point out that this firearm is already loaded." He hands it back to you. "Yes. But I was thinking of asking you to make some bullets out of something specific." >talk to melchor "I can make you bullets out of anything that'll melt," Melchor says. "You just provide the raw materials." >i You are carrying: a crucifix a junior detective kit your revolver four playing cards: a Jass card an Uno card a Tarot card a poker card >give crucifix to melchor "Can you make me some bullets from this?" You hold up the necklace. Melchor gapes at you. "I can't melt down an image of the Savior Himself!" He crosses himself at the very idea. "I need a holy weapon to destroy Imrath," you tell him. "This is the only way I can stop him." The blacksmith sighs. "If that's what it takes. Give it here, little girl. Caramba—I don't want to think about the penance the Padre will give me for this..." Melchor goes on wincing and muttering until the crucifix is melted; after that, he loosens up a little, and the process doesn't take much longer. "There you go, little warrior." He presents the silver balls to you on a cotton sheet. You set to loading your weapon right away. "Thank you, Melchor. When you make your confession, tell the Padre that what you did helped many, many people." "Assuming you actually accomplish anything." "Well, yes." >wake You close your eyes, and let yourself return to The Woods Ruin A torch stands over a toppled marble column. The way back is northeast. >ne Clearing The one place in the Woods where you ought to be able to see the sky. A torch burns at the center of the clearing. Paths between the trees lead north, east, and southwest. Imrath is here. His jaw hangs slackly on his chest, black phlegm flowing over diseased fangs, over suppurating lips. His eyes are fixed on yours. If something so vile can exist, if this is real, then what's the point? Perception The grimy colonnade overlooks a broad pool, choked with oil. Nothing is reflected in its surface; the sky is empty. A chilly wind whines between the columns. Obvious exits are EAST and SOUTH. >e Decision She's hemmed in by interminable stacks of linked gears, pins and springs and ratchets all jammed with black slime. High above, stone faces lean down, watching with shadowed eyes. Exits are SOUTH and WEST. >i She is carrying nothing. >x self She sees nothing special about herself. >s Emotion Empty bottles line the walls, their contents spilled over the oily floor. Exits are NORTH, WEST, and DOWN. A crystal violin sits undisturbed on its plinth at the center of the chamber. >play violin Why bother? >take violin Why bother? >down Desire The furnace is cold. Chains hang limply from the cell doors; the only sound is the whistling wind. Exits are UP and DOWN. >down She won't go any deeper. >x chains Usually one or another occupant is banging on a door, demanding or pleading for release. Black oil seeps under the cell doors. >x furnace Nothing is burning in the furnace, and a chill is over the entire castle. >light furnace She doesn't have a safe way of doing that. >up Emotion Empty bottles line the walls, their contents spilled over the oily floor. Exits are NORTH, WEST, and DOWN. A crystal violin sits undisturbed on its plinth at the center of the chamber. >x violin The instrument, like its bow, is completely transparent. Its angles refract and perhaps magnify whatever she sees through it. The oil has not touched it. >take violin Why bother? >w Memory Frigid wind slashes at her face. Snow is piling up in the corner; filthy slush and sticky oil cover the floor. Exits are NORTH and EAST. A few bundles lie half-buried in the snow. >x bundles She doesn't want to think about it. >n Perception The grimy colonnade overlooks a broad pool, choked with oil. Nothing is reflected in its surface; the sky is empty. A chilly wind whines between the columns. Exits are EAST and SOUTH. >e Decision She's hemmed in by interminable stacks of linked gears, pins and springs and ratchets all jammed with black slime. High above, stone faces lean down, watching with shadowed eyes. Exits are SOUTH and WEST. >x faces She recognizes the faces. None of them seem pleased, or proud. Oh well. >s Emotion Empty bottles line the walls, their contents spilled over the oily floor. Exits are NORTH, WEST, and DOWN. A crystal violin sits undisturbed on its plinth at the center of the chamber. >perceive That's not a verb I recognize. >listen She hears the wind. >touch violin The silent violin feels cold. Cold like a broken promise. >take violin Why bother? >down Desire The furnace is cold. Chains hang limply from the cell doors; the only sound is the whistling wind. Exits are UP and DOWN. >touch chains The cell doors feel normal. >open door They aren't something she can open. >x chains Usually one or another occupant is banging on a door, demanding or pleading for release. Black oil seeps under the cell doors. >bang on doors No response. >up Emotion Empty bottles line the walls, their contents spilled over the oily floor. Exits are NORTH, WEST, and DOWN. A crystal violin sits undisturbed on its plinth at the center of the chamber. >w Memory Frigid wind slashes at her face. Snow is piling up in the corner; filthy slush and sticky oil cover the floor. Exits are NORTH and EAST. A few bundles lie half-buried in the snow. >touch bundles She doesn't want to think about it. >touch oil It feels completely normal. >n Perception The grimy colonnade overlooks a broad pool, choked with oil. Nothing is reflected in its surface; the sky is empty. A chilly wind whines between the columns. Exits are EAST and SOUTH. Maal Dweb is here. >talk to maal dweb She doesn't feel like talking to him. "But I will talk to you notwithstanding," Maal Dweb intones. "Your failure to defeat the wolf-thing Imrath has soured whatever entertainment I could derive from observation of your efforts. Were I not so wise, I might consider allowing pity to cloud my judgment long enough to offer you some token of assistance. "Yet I am Maal Dweb, the all-rational; and the frailty of sentiment is long purged from my heart. Therefore I bestow upon you a curse instead: a quantum of my infinite weariness, the ennui engendered by my centuries of omnipotence." She feels its weight on her before he's finished speaking. But he stands there, staring, for a long moment afterward. Then he fades into the shadows. >e Decision She's hemmed in by interminable stacks of linked gears, pins and springs and ratchets all jammed with black slime. High above, stone faces lean down, watching with shadowed eyes. Exits are SOUTH and WEST. >s Emotion Empty bottles line the walls, their contents spilled over the oily floor. Exits are NORTH, WEST, and DOWN. A crystal violin sits undisturbed on its plinth at the center of the chamber. >take violin She takes the crystal violin. She is so bored. >play violin Just because there's nothing else to do, she raises the fragile instrument to her chin; she lifts the crystalline bow. She plays whatever stupid notes come naturally to her. It sounds fine. As she goes on playing, she hears something she likes. So she sticks with that. She thinks she can hear where the music wants to go, and she keeps playing until it gets there. It's beautiful. And when she hits just the right note, a spark flies from the crystal bow, and it lands in the black oil, and a tongue of flame kicks up. She doesn't care; she's busy playing. The fire spreads quickly. You might expect her to start playing faster, but that's not what the music wants to do. Now the flames are climbing up around her skirt, dancing ecstatically. She keeps her eyes closed, listens to the violin, lets it tell her where they're going. She plays until the entire castle is engulfed in flames—and she goes on playing until all the oil has burned away. * * * Imrath is surprised to see you getting to your feet. "Well, it doesn't matter," he rasps. "It's still pointless. Everything's pointless." "Not everything." You take careful aim. "Just you." Bang. The bullet pierces Imrath's loathsome form, and he shrivels into a cinder, lost at once in the darkness of the Woods. *** The End *** With that, the exciting part of this story is over. You may RESTART, RESTORE a saved game, or QUIT; but if you would rather keep playing, you may enter the command POSTGAME. >postgame All right.