The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. >about This game was created for a class in the Applied Game Design program associated with the Center for Learning through Games and Simulations at Central Michigan University. The first assignment in the class was, as a worldbuilding exercise, to map out an area for Parsely, a tabletop RPG meant to imitate text adventure games. I got a little carried away and decided to make an actual adventure game instead. Unfortunately, this means I had to throw a game together in two weeks—or in fact really only in one week, since I sort of procrastinated and didn't start till the second week. (And I hadn't used TADS or any other text adventure authoring system in literally decades and had to reacquaint myself with the system.) Still, while there were a lot of very rough edges, I got it done. Shortly after creating the game, I found about about the Spring Thing competition and figured I may as well enter. Sure, the game was rough, but it was playable, and anyway the deadline was still a few weeks away so I had time to refine it and improve it. Or so I thought, but as it turned out I was swamped with work and had very little free time to work on the game, so I didn't manage to get nearly as much done as I'd have liked to. There's a lot more I would have done with it had I had the time—I wanted to implement more scenery objects and interactions, give the characters more responses to the players' actions and conversation topics, add some environmental events for color, give custom instructions rather than the default TADS instructions, and much more... but still, the game is playable as is, so I guess it'll have to do. Oh... and obviously, having been, once again, mostly thrown together in one week, this game has not undergone extensive testing, so there may be (and very likely are) some bugs... yeah, more testing is another thing I definitely would have done if I'd had more time. I may expand the game later; right now it's very short, and while it does have an ending, it's one that feels kind of more like an ending of the first part of a story than the ending of the whole story. But if I do, that'll be much later. Still, I hope what's here is at least somewhat amusing. One thing worth noting: There should be no way in this game to reach a dead end or get into an unwinnable situation. In particular, don't worry that you may need to restart because you missed something important during the first few turns of the game—I promise you didn't. Unless there's something I overlooked, there's no way to lock yourself out of winning. >x me You look the same as usual. >l Sidewalk You are on the sidewalk on the south side of a small residential side street. The street continues to the east and west. A chain-link fence separates the yard of the house to the south from the sidewalk you're on. A streetlamp illuminates the area. >i You are empty-handed. Suddenly a smaller woman runs in from the west, pursued by a taller woman who seems to be holding some kind of staff. >x small woman The smaller woman seems to have a slight greenish cast to her skin, and her eyes are a strange shade of bright yellow. She's wearing what appears to be some sort of blue jumpsuit in an odd style, and a round red brooch on a chain around her neck. She's not paying any attention to you; right now she seems to be entirely focused on escaping the taller woman chasing her. As she runs, the smaller woman touches the brooch on her chest and a shimmering purple oval appears in the air next to you. It looks like some sort of magical portal. She runs directly toward the portal, the other woman still in pursuit. >x tall woman The taller woman has an almost inhumanly ethereal apparance; you'd almost swear she's glowing slightly. She has a narrow face with high cheekbones and piercing violet eyes. She's wearing some sort of uniform, though it's not one you recognize. She's not paying any attention to you; right now she seems to be entirely focused on catching the smaller woman she's chasing. As she dashes toward the portal, the shorter woman accidentally jostles you, knocking you into the portal ahead of her... T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. A magical portal hangs in the air here. >x portal This shimmering translucent oval is about two meters tall and a meter wide, with pulsing concentric bands of various shades of purple and pink. It hangs in the air without visible support. Through it you can faintly see the street where you were moments ago. The shorter woman emerges from the portal and disappears down the hallway to the north, followed by the taller woman. The portal shimmers, shrinks, and vanishes. >x graffiti You're not sure exactly what medium was used to paint the graffiti; it doesn't seem like paint as you know it, but whatever it is it apparently comes in many lurid colors. As for the graffiti itself, it seems to be in a language you're unfamiliar with. >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x brackets Metal brackets screwed into the wall hold the rusty pipe in place. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. >x faucet The faucet is at the end of a metal pipe that continues to the south. It has a red knob on the top. >x drain It's just a metal plate with holes in it, set into the floor. >x knob This small red knob protrudes from the top of the faucet. It looks like you can turn it. >turn knob The only direction the knob will turn is counterclockwise. You give the knob one full turn. >x drain It's just a metal plate with holes in it, set into the floor. >x faucet The faucet is at the end of a metal pipe that continues to the south. It has a red knob on the top. >x knob This small red knob protrudes from the top of the faucet. It looks like you can turn it. >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. >x platform The platform is maybe a meter square and seems to be made of a solid block of stone. It's raised maybe half a centimeter above the floor. >x energy The word “energy” is not necessary in this story. (If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.) >x mushrooms These growths of green fungus, shaped and sized like human fingers, cover much of the west wall. >take mushroom You tear off a piece of the fingerlike green fungus. There's still plenty left. >eat mushroom (the fingerlike piece of green fungus) Eating strange fungi you find in a mysterious corridor and know nothing about strikes you as a bad idea. >* sad, we're not mario mario or luigi mario or their friends Comment recorded. >stand on platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. >l Near Metal Wall (standing on the platform) This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. >exits on The list of exits will now be shown in both the status line and in each room description. >l Near Metal Wall (standing on the platform) This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South, East >n (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You try to walk through the purple energy, but not only does it give you a nasty shock, but it seems to be an impenetrable barrier. >e You can’t go that way. >l Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South >n You try to walk through the purple energy, but not only does it give you a nasty shock, but it seems to be an impenetrable barrier. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. Obvious exits: East, West >x mushrooms fingerlike piece of green fungus: This is a growth of green fungus, shaped and sized like a human finger. purple mushrooms: These bright purple fungi grow on long, pale stalks. >take purple shrooms The word “shrooms” is not necessary in this story. >take purple mushroom As you try to take one of the purple mushrooms, it releases a load of spores. Most of the spores fall straight down, but some of them form a cloud around the mushroom. When they get on your hand, they burn like acid, and you draw back your hand in pain. >x spore The word “spore” is not necessary in this story. >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x knob This small red knob protrudes from the pipe. It looks like you can turn it. >turn knob The only direction the knob will turn is clockwise. You give the knob one full turn. >x knob This small red knob protrudes from the pipe. It looks like you can turn it. >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x brackets Metal brackets screwed into the wall hold the rusty pipe in place. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x opening A few meters up, an opening in the north wall seems to lead into a perpendicular, elevated passage. There's no obvious way up there. >jump You jump a little, and land back where you started. >jump to opening You see no to opening here. >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >x nest The nest is a collection of various bits, mostly scraps of cloth and leather but also some wire and what looks like bone, all assembled together into a round shape with a depression in the middle. Something seems to glint inside, but it's hard to see what. A squat red creature currently lounges in the nest, eyeing you suspiciously. The squat creature is standing in the nest. >x creature The squat red creature is about the size of a sheep, and looks something like a toad and something like a bulldog, with maybe a touch of eel.It is standing in the nest. >wave at creature The word “wave” is not necessary in this story. >talk to creature The squat creature does not respond. >a portal The squat creature does not respond. >t portal The squat creature does not respond. >give green mushroom to creature The creature doesn't appear interested in that. >i You are carrying a fingerlike piece of green fungus. >take creature The squat creature won’t let you do that. >l By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x knob This small red knob protrudes from the pipe. It looks like you can turn it. >turn knob The knob seems like it should be able to turn, but it's stuck. Maybe it's rusted in place. >x glow The word “glow” is not necessary in this story. >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >x shelves You see no shelves here. >x mushroom Which mushroom do you mean, the fingerlike piece of green fungus, or the patches of glowing mushrooms? >x glowing mushroom Patches of brightly glowing white mushrooms grow in patches on the west wall. The mushrooms are round and smooth, and the largest of them are as big as your hand. >take glowing mushroom You tear off a glowing mushroom. There's still plenty left. >eat glowing mushroom (the plucked glowing mushroom) Eating strange fungi you find in a mysterious corridor and know nothing about strikes you as a bad idea. >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >w Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >x fungi fingerlike piece of green fungus: This is a growth of green fungus, shaped and sized like a human finger. plucked glowing mushroom: You see nothing unusual about it. porous fungi: These pale gray porous fungi look like giant sponges stuck to the walls. They're each about the size of your head. >take porous fungi You're pretty sure if you tried to take one of the porous fungi it would fall apart in your hands. >w When you're about halfway up the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid back down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >s (first opening the small door) You don't see any obvious way to do that. >x door To the south is a small door made apparently of the same stone as the wall, and blending in with the wall so well you almost didn't notice it.It’s closed. >knock door The word “knock” is not necessary in this story. >tap door The word “tap” is not necessary in this story. >touch door You feel nothing out of the ordinary. >push door Pushing on the small door has no effect. Either it pulls open or it's locked or latched from the other side. >pull door There's no knob or anything to get a grip on. Even if there were, the door may be locked or latched from the other side. >attack door You cannot attack that. >touch glowing mushroom to door The story doesn’t understand that command. >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >i You are carrying a fingerlike piece of green fungus and a plucked glowing mushroom. >give glowing mushroom to creature The creature doesn't appear interested in that. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >put green fungus in door You can’t put anything in the small door. >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West > I beg your pardon? >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >x dust You see nothing unusual about it. >take dust There's no way to collect the scattered spores from the rough surface of the ground. >take purple As you try to take one of the purple mushrooms, it releases a load of spores. Most of the spores fall straight down, but some of them form a cloud around the mushroom. When they get on your hand, they burn like acid, and you draw back your hand in pain. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >x door The brass door blocking the south passage is cast with a pattern that at first seems abstract but on closer inspection depicts a grinning, grotesque face. It's closed, and there is no doorknob or other obvious way to open it.It’s closed. >x face You see no face here. >knock on door The word “knock” is not necessary in this story. >touch door You feel nothing out of the ordinary. >push door Pushing on the brass door has no effect. Either it pulls open or it's locked or latched from the other side. >pull door There's no knob or anything to get a grip on. Even if there were, the door may be locked or latched from the other side. >x ladder The wooden ladder looks more grown than made, its rungs and struts all of a piece with no obvious nails or joinings. It doesn't seem to be attached to the wall, but rests against one wall of the pit, leading down into the darkness below. >x pit The pit is a square maybe a meter on a side, its walls made again of the same set stone as the corridor. A wooden ladder rests against one wall of the pit, leading down into the darkness below. >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >x doorway The doorway isn't much more than an opening in the set stone wall >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >x fungus Which fungus do you mean, the fingerlike piece of green fungus, the plucked glowing mushroom, or the growths of red shelf fungus? >x red shelf These half-disks of red shelf fungus, some of them as big as your hand, grow all over the western wall. >take red shelf You tear off a piece of the red shelf fungus. There's still plenty left. >eat red shelf (the piece of red shelf fungus) Eating strange fungi you find in a mysterious corridor and know nothing about strikes you as a bad idea. >listen to noise The word “noise” is not necessary in this story. >listen You hear nothing out of the ordinary. >e East End of Corridor You are at the east end of a mold-encrusted stone corridor that continues to the west. To the north is what appears to be some sort of prison cell, separated from the corridor by metal bars. There is a large lock set in the side of the cell door. A large hypodermic needle lies on the floor at the far corner of the cell. A man is lying in the cell, facing away from you. Obvious exits: North, West >x man The man is barefoot and dressed in little more than rags. He is standing in the cell. Since he's facing away from you, you can't see his features, but from his build you'd guess he's a relatively young adult. The slight movement of his thorax does seem to show he's breathing, so apparently he's not dead, just asleep or unconscious. His most disquieting feature is that he seems to have a long, ratlike tail. >x cell The prison cell blah blah A large hypodermic needle lies on the floor at the far corner of the cell. The man is standing in the cell. >* placeholder description? Comment recorded. >x needle This hypodermic needle is about the size of your finger. You definitely wouldn't want to be stabbed with this thing. It's currently empty. >take needle The hypodermic needle is on the other side of the cell bars. >x cell The prison cell blah blah A large hypodermic needle lies on the floor at the far corner of the cell. The man is standing in the cell. >x lock You see no lock here. >talk to man He's either sleeping or unconscious. >shout at man The story doesn’t understand that command. >yell You scream as loud as you can. The man shakes his head and slowly rolls over. He sits up, looks around, and then, noticing you, he stands up and walks to the front of the cell. "Haven't seen you here before. Who are you and what do you want? Are you with the Gnats?" >no The man relaxes slightly. "All right, so you're not with the Gnats. Then who are you and what are you doing here?" >t myself You tell the ragged man about yourself and how you arrived here through the portal. "Ah, so you got here by accident, eh? And I suppose you want to get back home. Well, I think we can help each other out. You help me get out of this cell, and I'll help you get back home. Sound good?" >yes The man does not respond. >a cell "Yeah, the lock on this cell isn't exactly high quality, and I could get out of here pretty easy if I had the right tools... but I don't. I don't need much, just something long and thin, like a needle or a bobby pin. You got anything like that?" >t needle The man does not respond. >i You are carrying a fingerlike piece of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. "The sooner I can get out of this cell, the sooner I can help you get home," the man says. >give man green fungus "That doesn't seem too helpful" >w West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >s Machine Room Aside from the doorway to the north, the only notable feature of this room is a strange machine against the south wall. The machine gives off a loud humming sound. Obvious exits: North >x machine This strange machine is just under a meter tall, squat and cylindrical with bulging sides. Various knobs and protrusions cover its surface, with no discernible pattern, and a number of ducts connect it to the walls. A hatch on the top looks like it may open. The machine is vibrating slightly with a loud humming sound. >x hatch It’s closed. >open hatch It looks like the hatch ought to open, but you can't get a good grip on it. You may need something like a screwdriver to pry it open. >x knobs Knobs and bumps are arranged seemingly randomly all over the machine's sides. >x ducts You see nothing unusual about it. >turn knobs They're not that kind of knob; they're just protrusions of the machine's surface and there doesn't seem to be any way to move or manipulate them. >attack machine You cannot attack that. >touch machine You feel nothing out of the ordinary. >pull machine The mysterious machine cannot be moved. >pull knobs They're not that kind of knob; they're just protrusions of the machine's surface and there doesn't seem to be any way to move or manipulate them. >listen You hear nothing out of the ordinary. >climb machine That is not something you can climb. >n West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >i You are carrying a fingerlike piece of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >x graffiti You're not sure exactly what medium was used to paint the graffiti; it doesn't seem like paint as you know it, but whatever it is it apparently comes in many lurid colors. As for the graffiti itself, it seems to be in a language you're unfamiliar with. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >turn knob The only direction the knob will turn is clockwise. You give the knob one full turn. >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South >put green fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >i You are carrying a plucked glowing mushroom and a piece of red shelf fungus. >put glowing mushroom on platform You place the plucked glowing mushroom on the platform, but nothing happens. Perhaps the plucked glowing mushroom isn't heavy enough to set off the triggering mechanism. >put red shelf on platform You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. >take green Which green do you mean, the fingerlike piece of green fungus, or the growths of fingerlike green fungus? >take growths You tear off a piece of the fingerlike green fungus. There's still plenty left. >put fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >take growths You tear off a piece of the fingerlike green fungus. There's still plenty left. >put fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >take growths You tear off a piece of the fingerlike green fungus. There's still plenty left. >put fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >i You are empty-handed. >l Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are four fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. Obvious exits: North, South >take growths You tear off a piece of the fingerlike green fungus. There's still plenty left. >put fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >take growths You tear off a piece of the fingerlike green fungus. There's still plenty left. >put fungus on platform You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >s (first opening the brass door) You don't see any obvious way to do that. >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >turn knob The only direction the knob will turn is counterclockwise. You give the knob one full turn. >take dust There's no way to collect the scattered spores from the rough surface of the ground. >take shroom The word “shroom” is not necessary in this story. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >x north (the opening in the north wall) A few meters up, an opening in the north wall seems to lead into a perpendicular, elevated passage. There's no obvious way up there. >climb wall Which wall do you mean, the south wall, or the north wall? >climb north Which north do you mean, the opening in the north wall, or the north wall? >climb north wall That is not something you can climb. >climb up opening That is not something you can climb. >n You can’t go that way. >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >search nest As you approach the nest, the creature growls and bares its teeth, which are surprisingly long and nasty-looking. You think better and back off. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >turn knob The knob seems like it should be able to turn, but it's stuck. Maybe it's rusted in place. >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >x brackets Metal brackets screwed into the wall hold the rusty pipe in place. >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >s (first opening the small door) You don't see any obvious way to do that. >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >n You can’t go that way. >w Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >x puffy These pale gray porous fungi look like giant sponges stuck to the walls. They're each about the size of your head. >take puffy fungi You're pretty sure if you tried to take one of the porous fungi it would fall apart in your hands. >x pipe The rusty pipe runs along te wall at about waist level. It's attached to the wall by metal brackets. >w When you're about halfway up the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid back down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >help The story doesn’t understand that command. >i You are empty-handed. >x me You look the same as usual. >hint Sorry, this story doesn’t have any built-in hints. >credits Created by Alun Clewe. >about This game was created for a class in the Applied Game Design program associated with the Center for Learning through Games and Simulations at Central Michigan University. The first assignment in the class was, as a worldbuilding exercise, to map out an area for Parsely, a tabletop RPG meant to imitate text adventure games. I got a little carried away and decided to make an actual adventure game instead. Unfortunately, this means I had to throw a game together in two weeks—or in fact really only in one week, since I sort of procrastinated and didn't start till the second week. (And I hadn't used TADS or any other text adventure authoring system in literally decades and had to reacquaint myself with the system.) Still, while there were a lot of very rough edges, I got it done. Shortly after creating the game, I found about about the Spring Thing competition and figured I may as well enter. Sure, the game was rough, but it was playable, and anyway the deadline was still a few weeks away so I had time to refine it and improve it. Or so I thought, but as it turned out I was swamped with work and had very little free time to work on the game, so I didn't manage to get nearly as much done as I'd have liked to. There's a lot more I would have done with it had I had the time—I wanted to implement more scenery objects and interactions, give the characters more responses to the players' actions and conversation topics, add some environmental events for color, give custom instructions rather than the default TADS instructions, and much more... but still, the game is playable as is, so I guess it'll have to do. Oh... and obviously, having been, once again, mostly thrown together in one week, this game has not undergone extensive testing, so there may be (and very likely are) some bugs... yeah, more testing is another thing I definitely would have done if I'd had more time. I may expand the game later; right now it's very short, and while it does have an ending, it's one that feels kind of more like an ending of the first part of a story than the ending of the whole story. But if I do, that'll be much later. Still, I hope what's here is at least somewhat amusing. One thing worth noting: There should be no way in this game to reach a dead end or get into an unwinnable situation. In particular, don't worry that you may need to restart because you missed something important during the first few turns of the game—I promise you didn't. Unless there's something I overlooked, there's no way to lock yourself out of winning. >commands The word “commands” is not necessary in this story. >info The word “info” is not necessary in this story. >instructions The story is about to show a full set of instructions, designed especially for people who aren’t already familiar with interactive fiction. The instructions are lengthy; would you like to proceed? (Y is affirmative) > y Entering Commands You’ve probably already noticed that you interact with the story by typing a command whenever you see the “prompt,” which usually looks like this: > Knowing this much, you’re probably thinking one of two things: “Great, I can type absolutely anything I want, in plain English, and the story will do my bidding,” or “Great, now I have to figure out yet another heinously complex command language for a computer program; I think I’ll go play Minesweeper.” Well, neither extreme is quite true. In actual play, you’ll only need a fairly small set of commands, and the commands are mostly in ordinary English, so there’s not very much you’ll have to learn or remember. Even though that command prompt can look intimidating, don’t let it scare you off — there are just a few simple things you have to know. First, you’ll almost never have to refer to anything that isn’t directly mentioned in the story; this is a story, after all, not a guessing game where you have to think of everything that goes together with some random object. For example, if you’re wearing a jacket, you might assume that the jacket has pockets, or buttons, or a zipper — but if the story never mentions those things, you shouldn’t have to worry about them. Second, you won’t have to think of every conceivable action you could perform. The point of the game isn’t to make you guess at verbs. Instead, you’ll only have to use a relatively small number of simple, ordinary actions. To give you an idea of what we mean, here are some of the commands you can use: LOOK AROUND INVENTORY GO NORTH (or EAST, SOUTHWEST, and so on, or UP, DOWN, IN, OUT) WAIT TAKE THE BOX DROP THE DISK LOOK AT THE DISK READ THE BOOK OPEN BOX CLOSE BOX LOOK IN THE BOX LOOK THROUGH WINDOW PUT FLOPPY DISK INTO BOX PUT BOX ON TABLE WEAR THE CONICAL HAT TAKE OFF HAT TURN ON LANTERN LIGHT MATCH LIGHT CANDLE WITH MATCH PUSH BUTTON PULL LEVER TURN KNOB TURN DIAL TO 11 EAT COOKIE DRINK MILK THROW PIE AT CLOWN ATTACK TROLL WITH SWORD UNLOCK DOOR WITH KEY LOCK DOOR WITH KEY CLIMB THE LADDER GET IN THE CAR SIT ON THE CHAIR STAND ON THE TABLE STAND IN FLOWER BED LIE ON THE BED TYPE HELLO ON COMPUTER LOOK UP BOB IN PHONE BOOK ASK WIZARD ABOUT WAND ASK WIZARD FOR POTION TELL WIZARD ABOUT DUSTY TOME SHOW SCROLL TO WIZARD GIVE WAND TO WIZARD YES (or NO) Most of the verbs you’ll need to complete the story are shown above; there might be a few additional commands you’ll need from time to time as well, but they’ll follow the same simple format as the commands above. A few of these commands deserve some more explanation. LOOK AROUND (which you abbreviate to LOOK, or even just L) shows the description of the current location. You can use this if you want to refresh your memory of your character’s surroundings. INVENTORY (or just I) shows a list of everything your character is carrying. WAIT (or Z) just lets a little time pass in the story. Abbreviations You’ll probably use a few commands quite a lot, so to save typing, you can abbreviate some of the most frequently-used commands: LOOK AROUND can be shortened to LOOK, or merely L INVENTORY can be simply I GO NORTH can be written NORTH, or even just N (likewise E, W, S, NE, SE, NW, SW, U for UP and D for DOWN) LOOK AT THE DISK can be entered as EXAMINE DISK or simply X DISK WAIT can be shortened to Z ASK ABOUT (topic) can be abbreviated to A (topic) TELL ABOUT (topic) can be entered as T (topic) A Few More Command Details When you’re entering commands, you can use capital or small letters in any mixture. You can use words such as THE and A when they’re appropriate, but you can omit them if you prefer. You can abbreviate any word to its first six letters, but if you choose not to abbreviate, the story will pay attention to everything you actually type; this means, for example, that you can abbreviate SUPERCALIFRAGILISTICEXPIALIDOCIOUS to SUPERC or SUPERCAL, but not to SUPERCSDF. Travel At any given time in the story, your character is in a “location.” The story describes the location when your character first enters, and again any time you type LOOK. Each location usually has a short name that’s displayed just before its full description; the name is useful when drawing a map, and the short name can help jog your memory as you’re finding your way around. Each location is a separate room, or a large outdoor area, or the like. (Sometimes a single physical room is so large that it comprises several locations in the game, but that’s fairly rare.) For the most part, going to a location is as specific as you have to get about travel; once your character is in a location, the character can usually see and reach everything within the location, so you don’t have to worry about where exactly your character is standing within the room. Once in a while, you might find that something is out of reach, perhaps because it’s on a high shelf or on the other side of a moat; in these cases, it’s sometimes useful to be more specific about your character’s location, such as by standing on something (STAND ON TABLE, for example). Traveling from one location to another is usually done using a direction command: GO NORTH, GO NORTHEAST, GO UP, and so on. (You can abbreviate the cardinal and vertical directions to one letter each — N, S, E, W, U, D — and the diagonal directions to two: NE, NW, SE, SW.) The story should always tell you the directions that you can go when it describes a location, so you should never have to try all the unmentioned directions to see if they go anywhere. In most cases, backtracking (by reversing the direction you took from one location to another) will take you back to where you started, although some passages might have turns. Most of the time, when the story describes a door or passageway, you won’t need to open the door to go through the passage, as the story will do this for you. Only when the story specifically states that a door is blocking your way will you usually have to deal with the door explicitly. Manipulating Objects You might find objects in the story that your character can carry or otherwise manipulate. If you want to carry something, type TAKE and the object’s name: TAKE BOOK. If you want to drop something your character is carrying, DROP it. You usually won’t have to be very specific about exactly how your character is supposed to carry or hold something, so you shouldn’t have to worry about which hand is holding which item or anything like that. It might sometimes be useful to put one object inside or on top of another, though; for example, PUT BOOK IN SHOPPING BAG or PUT VASE ON TABLE. If your character’s hands get full, it might help to put some items being carried into a container, much as in real life you can carry more stuff if it’s in a bag or a box. You can often get a lot of extra information (and sometimes vital clues) by examining objects, which you can do with the LOOK AT command (or, equivalently, EXAMINE, which you can abbreviate to simply X, as in X PAINTING). Most experienced players get in the habit of examining everything in a new location right away. Interacting with Other Characters Your character may encounter other people or creatures in the story. You can sometimes interact with these characters. You can talk to other characters by asking or telling them about things in the story. For example, you might ASK WIZARD ABOUT WAND or TELL GUARD ABOUT ALARM. You should always use the ASK ABOUT or TELL ABOUT phrasing; the story won’t be able to understand other formats, so you don’t have to worry about thinking up complicated questions like “ask guard how to open the window.” In most cases, you’ll get the best results by asking about specific objects or other characters you’ve encountered in the story, rather than about abstract topics such as MEANING OF LIFE; however, if something in the story leads you to believe you should ask about some particular abstract topic, it can’t hurt to try. If you’re asking or telling the same person about several topics in succession, you can save some typing by abbreviating ASK ABOUT to A, and TELL ABOUT to T. For example, once you’re talking to the wizard, you can abbreviate ASK WIZARD ABOUT AMULET to simply A AMULET. This addresses the question to the same character as in the last ASK or TELL. You can also interact with other characters using physical objects. For example, you might be able to give something to another character, as in GIVE MONEY TO CLERK, or show an object to someone, as in SHOW IDOL TO PROFESSOR. You might also be able to fight other characters, as in ATTACK TROLL WITH SWORD or THROW AXE AT DWARF. In some cases, you can tell a character to do something for you. You do this by typing the character’s name, then a comma, then the command you want the character to perform, using the same wording you’d use for a command to your own character. For example: >ROBOT, GO NORTH Keep in mind, though, that there’s no guarantee that other characters will always obey your orders. Most characters have minds of their own and won’t automatically do whatever you ask. Time Time passes in the story only in response to commands you type. This means that nothing happens while the story is waiting for you to type something. Each command takes about the same amount of time in the story. If you specifically want to let some extra time pass within the story, because you think something is about to happen, you can type WAIT (or just Z). Saving and Restoring You can save a snapshot of your current position in the story at any time, so that you can later restore the story to the same position. The snapshot will be saved to a file on your computer’s disk, and you can save as many different snapshots as you’d like (to the extent you have space on your disk, anyway). It might be possible for your character to be killed in the story, or for you to find your character in an impossible situation where you won’t be able to complete the story. So, you should be sure to save your position from time to time so that you won’t have to go back too far if this should happen. To save your position, type SAVE at the command prompt. The story will ask you for the name of a disk file to use to store snapshot. You’ll have to specify a filename suitable for your computer system, and the disk will need enough free space to store the file; you’ll be told if there’s any problem saving the file. You should use a filename that doesn’t already exist on your machine, because the new file will overwrite any existing file with the same name. You can restore a previously saved position by typing RESTORE at any prompt. The story will ask you for the name of the file to restore. After the computer reads the file, everything in the story will be exactly as it was when you saved that file. Undo Even if you haven’t saved your position recently, you can usually take back your last few commands with the UNDO command. Each time you type UNDO, the story reverses the effect of one command, restoring the story as it was before you typed that command. UNDO is limited to taking back the last few commands, so this isn’t a substitute for SAVE/RESTORE, but it’s very handy if you find your character unexpectedly in a dangerous situation, or you make a mistake you want to take back. Some Other Special Commands The story understands a few other special commands that you might find useful. AGAIN (or just G): Repeats the last command. (If your last input line had several commands, only the last single command on the line is repeated.) INVENTORY (or just I): Shows what your character is carrying. LOOK (or just L): Shows the full description of your character’s current location. EXITS: Shows the list of obvious exits from the current location. EXITS ON/OFF/STATUS/LOOK: Controls the way the game displays exit lists. EXITS ON puts a list of exits in the status line and also lists exits in each room description. EXITS OFF turns off both of these listings. EXITS STATUS turns on just the status line exit list, and EXITS ROOM turns on only the room description lists. OOPS: Corrects a single misspelled word in a command, without retyping the entire command. You can only use OOPS immediately after the story tells you it didn’t recognize a word in your previous command. Type OOPS followed by the corrected word. QUIT (or just Q): Terminates the story. RESTART: Starts the story over from the beginning. RESTORE: Restores a position previously saved with SAVE. SAVE: Saves the current position in a disk file. SCRIPT: Starts making a transcript of your story session, saving all of the displayed text to a disk file, so that you can peruse it later or print it out. SCRIPT OFF: Ends a transcript that you started with SCRIPT. UNDO: Takes back the last command. SAVE DEFAULTS: Saves your current settings for things like NOTIFY, EXITS, and FOOTNOTES as defaults. This means that your settings will be restored automatically the next time you start a new game, or RESTART this one. RESTORE DEFAULTS: Explicitly restores the option settings you previously saved with SAVE DEFAULTS. Unknown Words The story doesn’t pretend to know every word in the English language. The story might even occasionally use words in its own descriptions that it doesn’t understand in commands. If you type a command with a word the story doesn’t know, the story will tell you which word it didn’t recognize. If the story doesn’t know a word for something it described, and it doesn’t know any synonyms for that thing, you can probably assume that the object is just there as a detail of the setting, and isn’t important to the story. Ambiguous Commands If you type a command that leaves out some important information, the story will try its best to figure out what you mean. Whenever it’s reasonably obvious from context what you mean, the story will make an assumption about the missing information and proceed with the command. The story will point out what it’s assuming in these cases, to avoid any confusion from a mismatch between the story’s assumptions and yours. For example: >TIE THE ROPE (to the hook) The rope is now tied to the hook. The end of the rope nearly reaches the floor of the pit below. If the command is ambiguous enough that the story can’t safely make an assumption, you’ll be asked for more information. You can answer these questions by typing the missing information. >UNLOCK THE DOOR What do you want to unlock it with? >KEY Which key do you mean, the gold key, or the silver key? >GOLD Unlocked. If the story asks you one of these questions, and you decide that you don’t want to proceed with the original command after all, you can just type in a brand new command instead of answering the question. Advanced Command Formats Once you get comfortable with entering commands, you might be interested to know about some more complex command formats that the story will accept. These advanced commands are all completely optional, because you can always do the same things with the simpler formats we’ve talked about so far, but experienced players often like the advanced formats because they can save you a little typing. Using Multiple Objects at Once In most commands, you can operate on multiple objects in a single command. Use the word AND, or a comma, to separate one object from another: TAKE THE BOX, THE FLOPPY DISK, AND THE ROPE PUT DISK AND ROPE IN BOX DROP BOX AND ROPE You can use the words ALL and EVERYTHING to refer to everything applicable to your command, and you can use EXCEPT or BUT (right after the word ALL) to exclude specific objects: TAKE ALL PUT ALL BUT DISK AND ROPE INTO BOX TAKE EVERYTHING OUT OF THE BOX TAKE ALL OFF SHELF ALL refers to everything that makes sense for your command, excluding things inside other objects matching the ALL. For example, if you’re carrying a box and a rope, and the box contains a floppy disk, typing DROP ALL will drop the box and the rope, and the floppy will remain in the box. “It” and “Them” You can use IT and THEM to refer to the last object or objects that you used in a command: TAKE THE BOX OPEN IT TAKE THE DISK AND THE ROPE PUT THEM IN THE BOX Multiple Commands At Once You can put multiple commands on a single input line by separating the commands with periods or the word THEN, or with a comma or AND. For example: TAKE THE DISK AND PUT IT IN THE BOX TAKE BOX. OPEN IT. UNLOCK THE DOOR WITH THE KEY. OPEN IT, THEN GO NORTH. If the story doesn’t understand one of the commands, it will tell you what it couldn’t understand, and ignore everything after that on the line. A Few Tips Now that you know the technical details of entering commands, you might be interested in some strategy pointers. Here are a few techniques that experienced interactive fiction players use when approaching a story. EXAMINE everything, especially when you enter a new location for the first time. Looking at objects will often reveal details that aren’t mentioned in the broader description of the location. If examining an object mentions detailed parts of the object, examine them as well. Make a map, if the story has more than a few locations. When you encounter a new location for the first time, note all of its exits; this will make it easy to see at a glance if there are any exits you haven’t explored yet. If you get stuck, you can scan your map for any unexplored areas, where you might find what you’re looking for. If the story doesn’t recognize a word or any of its synonyms, the object you’re trying to manipulate probably isn’t important to the story. If you try manipulating something, and the story responds with something like “that isn’t important,” you can probably just ignore the object; it’s most likely just there as scenery, to make the setting more detailed. If you’re trying to accomplish something, and nothing you do seems to work, pay attention to what’s going wrong. If everything you try is met with utter dismissal (“nothing happens” or “that’s not something you can open”), you might simply be on the wrong track; step back and think about other ways of approaching the problem. If the response is something more specific, it might be a clue. “The guard says ‘you can’t open that here!’ and snatches the box from your hands” — this might indicate that you have to get the guard to leave, or that you should take the box somewhere else before you open it, for example. If you get completely stuck, you might try setting aside the current puzzle and working on a different problem for a while. You might even want to save your position and take a break from the game. The solution to the problem that’s been thwarting your progress might come to you in a flash of insight when you least expect it, and those moments of insight can be incredibly rewarding. Some stories are best appreciated when played over a period of days, weeks, or even months; if you’re enjoying the story, why rush through it? Finally, if all else fails, you can try asking for help. A great place to go for hints is the Usenet newsgroup rec.games.int-fiction. >l Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >w Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >cover nose The word “cover” is not necessary in this story. >e When you're about halfway down the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >w Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >x floor The floor is made of the same closely set stones as the walls, and is similarly covered with mold and moisture. >x mold The word “mold” is not necessary in this story. >x moisture The word “moisture” is not necessary in this story. >x walls west wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. east wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. north wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. south wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. >e When you're about halfway down the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >x walls west wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. east wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. north wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. south wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >x walls west wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. east wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. north wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. south wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. >x creature The squat red creature is about the size of a sheep, and looks something like a toad and something like a bulldog, with maybe a touch of eel.It is standing in the nest. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >x walls south wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. north wall: High on the north wall, a bit out of your reach, is a large opening that seems to lead into a perpendicular passage on a higher level. A rusty pipe runs against the wall, continuing to the east and west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >step on pipe The word “step” is not necessary in this story. >climb up pipe That is not something you can climb. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >x purple Which purple do you mean, the dust on the floor, or the purple mushrooms? >x purple mushrooms These bright purple fungi grow on long, pale stalks. A scattering of purple dust is spread on the floor underneath the mushrooms. >x knob This small red knob protrudes from the pipe. It looks like you can turn it. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West > I beg your pardon? >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. Obvious exits: North, South >take all platform: Taken. > I beg your pardon? >i You are carrying a platform (on which are six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus). >* uh oh Comment recorded. >stand on platform You can’t do that while you’re holding the platform. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South >pull platform Pulling the platform has no effect. >x platform The platform is maybe a meter square and seems to be made of a solid block of stone. It's raised maybe half a centimeter above the floor.On the platform are six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. >drop platform Dropped. >stand on platfrom The word “platfrom” is not necessary in this story. >oops platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. >take platform You can’t take that while you’re occupying it. >d (off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >turn knob The only direction the knob will turn is counterclockwise. You give the knob one full turn. >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >turn knob The only direction the knob will turn is clockwise. You give the knob one full turn. >turn knob The only direction the knob will turn is counterclockwise. You give the knob one full turn. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >turn knob The knob seems like it should be able to turn, but it's stuck. Maybe it's rusted in place. >i You are empty-handed. >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >n You can’t go that way. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >n You can’t go that way. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. Obvious exits: North, South >stand on platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. >take all fingerlike piece of green fungus: Taken. plucked glowing mushroom: Taken. piece of red shelf fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. >s (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >smell glowing mushroom You smell nothing out of the ordinary. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. >smell red shelf You smell nothing out of the ordinary. >smell green fungus You smell nothing out of the ordinary. >commands The word “commands” is not necessary in this story. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. >look around T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >touch graffiti You feel nothing out of the ordinary. >read graffiti Not only do you not recognize the language the graffiti is written in, you don't even recognize the alphabet. >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >e East End of Corridor You are at the east end of a mold-encrusted stone corridor that continues to the west. To the north is what appears to be some sort of prison cell, separated from the corridor by metal bars. There is a large lock set in the side of the cell door. A large hypodermic needle lies on the floor at the far corner of the cell. The ragged man stands just inside the bars of the cell, watching you closely. Obvious exits: North, West >give man red shelf "That doesn't seem too helpful" >give man glowing "That doesn't seem too helpful" >ask man about needle "Ugh, they were using that thing to inject me with drugs to make me more coöperative... I'd rather not talk about it." >man, give me needle [Runtime error: invalid datatypes for subtraction operator ] "Just bring me some thing small and sharp," the man says. "A pin, a toothpick. Anything like that." >* dunno what that error means but doesn't sound good Comment recorded. >n (first trying to open the cell door) The cell door seems to be locked. "If you run into anything you don't recognize here, you can ask me about it," the man says. "I can't guarantee I'll have any useful information, but I might." >a platform "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a energy "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a creature "Sounds like a padgrim. Yeah, they've got a vicious bite, but they're usually not too aggressive. Hungry sonovas, though." >a padgrim "Sounds like a padgrim. Yeah, they've got a vicious bite, but they're usually not too aggressive. Hungry sonovas, though." >a slick "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a floor "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a door "Yeah, the lock on this cell isn't exactly high quality, and I could get out of here pretty easy if I had the right tools... but I don't. I don't need much, just something long and thin, like a needle or a bobby pin. You got anything like that?" >a brass door "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a north wall "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a opening "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a energy "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >a portal "Yeah, that sounds like a pretty standard portal between the mortal world and here. Maybe we can find a way to open another portal for you, or maybe we can find another way to get you back. But first, I need your help getting out of this cell." >a graffiti "Yeah, maybe I can read it, but I'll have to see it. Take me to it once you get me out of this cell, and I'll tell you what it says." >pick lock The story doesn’t understand that command. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and a piece of red shelf fungus. "I know this area better than you do, so feel free to ask me about anything around here," the man says. >w West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >give red shelf (to the squat creature) The creature gobbles the fungus out of your hand and then looks up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. Obvious exits: East, West The squat creature trundles in from the east. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e The squat creature loses interest in you and trundles off to the west. East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West > I beg your pardon? >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >w Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >e When you're about halfway down the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, but then shortly lowers its head in disappointment. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >take red shelf You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >w You can’t go that way. >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >e The squat creature loses interest in you and trundles off to the west. T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >give creature red shelf The creature gobbles the fungus out of your hand and then looks up at you expectantly. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West The squat creature trundles in from the west. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South The squat creature trundles in from the south. >give creature red shelf The creature gobbles the fungus out of your hand and then looks up at you expectantly. >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South The squat creature trundles in from the south. >stand on platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. >drop red fungus You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. As the squat creature steps onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. The creature gobbles up the red fungus on the platform and then looks up at you expectantly. >n (first getting off of the platform) As soon as the squat creature steps off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height.As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You try to walk through the purple energy, but not only does it give you a nasty shock, but it seems to be an impenetrable barrier. >undo Taking back one turn: “n”. Near Metal Wall (standing on the platform) This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. A squat red creature splays here looking up at you expectantly. Obvious exits: North, South, East >drop all fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. plucked glowing mushroom: You place the plucked glowing mushroom on the platform, but nothing happens. Perhaps the plucked glowing mushroom isn't heavy enough to set off the triggering mechanism. fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. fingerlike piece of green fungus: You place the fingerlike piece of green fungus on the platform, but nothing happens. Perhaps the fingerlike piece of green fungus isn't heavy enough to set off the triggering mechanism. piece of red shelf fungus: You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. It’s already standing on the platform. The creature gobbles up the red fungus on the platform and then looks up at you expectantly. piece of red shelf fungus: You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. It’s already standing on the platform. The creature gobbles up the red fungus on the platform and then looks up at you expectantly. piece of red shelf fungus: You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. It’s already standing on the platform. The creature gobbles up the red fungus on the platform and then looks up at you expectantly. >n (first getting off of the platform) As soon as the squat creature steps off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height.As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You try to walk through the purple energy, but not only does it give you a nasty shock, but it seems to be an impenetrable barrier. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South The squat creature trundles in from the north. >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus and a plucked glowing mushroom. Obvious exits: North, South The squat creature trundles in from the south. >get on platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. >e (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You can’t go that way. >undo Taking back one turn: “e”. Near Metal Wall (standing on the platform) This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus and a plucked glowing mushroom. A squat red creature splays here looking up at you expectantly. Obvious exits: North, South, East >creature, sit The squat creature refuses your request. >n (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You try to walk through the purple energy, but not only does it give you a nasty shock, but it seems to be an impenetrable barrier. >undo Taking back one turn: “n”. Near Metal Wall (standing on the platform) This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus and a plucked glowing mushroom. A squat red creature splays here looking up at you expectantly. Obvious exits: North, South, East >e (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. You can’t go that way. >s The squat creature loses interest in you and trundles off to the south. North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. A strange, squat creature lumbers across the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West The squat creature trundles in from the north. >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s In the dark The only thing you can make out in the darkness is the doorway to the north, the room beyond which is very faintly lit. You can hear a humming noise coming from somewhere nearby. Obvious exits: North >l In the dark The only thing you can make out in the darkness is the doorway to the north, the room beyond which is very faintly lit. You can hear a humming noise coming from somewhere nearby. Obvious exits: North >get fungus You see no fungus here. >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. On the platform are six fingerlike pieces of green fungus and a plucked glowing mushroom. Obvious exits: North, South >stand on platform As you step onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. > take all fingerlike piece of green fungus: Taken. plucked glowing mushroom: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. fingerlike piece of green fungus: Taken. >s (first getting off of the platform) As soon as you step off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >d You can’t go that way. >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >s Machine Room Aside from the doorway to the north, the only notable feature of this room is a strange machine against the south wall. The machine gives off a loud humming sound. Obvious exits: North >n West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >get red shelf You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. > I beg your pardon? > I beg your pardon? >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. > I beg your pardon? >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >n You can’t go that way. >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West > I beg your pardon? >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and ten pieces of red shelf fungus. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >give creature red shelf The creature gobbles the fungus out of your hand and then looks up at you expectantly. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West The squat creature trundles in from the west. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South The squat creature trundles in from the south. >n The squat creature loses interest in you and trundles off to the south. Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >w You can’t go that way. >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >give creature fungus Which fungus do you mean, the plucked glowing mushroom, a piece of red shelf fungus, or a fingerlike piece of green fungus? >give creature red shelf The creature gobbles the fungus out of your hand and then looks up at you expectantly. >search nest As you approach the nest, the creature growls and bares its teeth, which are surprisingly long and nasty-looking. You think better and back off. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >n You can’t go that way. The squat creature loses interest in you and trundles off to the west. >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. A strange, squat creature lumbers across the floor. Obvious exits: East, West The squat creature trundles off to the west. >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lumbers across the floor. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e The squat creature loses interest in you and trundles off to the west. East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >give creature red fungus The creature gobbles the fungus out of your hand and then looks up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >give creature red fungus The creature gobbles the fungus out of your hand and then looks up at you expectantly. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West The squat creature trundles in from the west. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South The squat creature trundles in from the south. >n The squat creature loses interest in you and trundles off to the south. Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >s (first opening the brass door) You don't see any obvious way to do that. >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >get red shelf You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. > I beg your pardon? >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >g You tear off a piece of the red shelf fungus. There's still plenty left. >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >w The squat creature gets out of the nest. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West The squat creature trundles in from the east. >w The creature fornlornly watches you leave, apparently not interested in trying to make its way up the steep slope. Sloping Passage The stone corridor is inclined steeply here, rising from east to west at almost a forty-five degree angle. The floor is slick enough you're having trouble keeping your footing. Both sides of the corridor are lined with head-sized growths of puffy, porous fungi. Above the fungi against the north wall is a rusty pipe, running at the same angle as the corridor floor and ceiling. Obvious exits: East, West >e When you're about halfway down the sloping corridor the porous fungi along the sides suddenly emit huge clouds of spores. You suddenly feel drowsy, and as you try to continue along the corridor you find it harder and harder to stay awake... until you find yourself waking up at the bottom of the slope, having apparently slid down in your sleep. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >w The squat creature gets out of the nest. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West The squat creature trundles in from the east. >s Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South The squat creature trundles in from the north. >creature, attack door The squat creature refuses your request. The squat creature loses interest in you and trundles off to the north. >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. A strange, squat creature lumbers across the floor. Obvious exits: South, East, West The squat creature trundles off to the east. >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lumbers across the floor. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West The squat creature trundles in from the east. >s The squat creature loses interest in you and trundles off to the east. Storeroom This small room may once have been a storeroom, but the shelves that line the east and west walls are now empty except for some large, brightly glowing mushrooms that sprout on the wall among the western shelves. A doorway opens in the wall to the north, while to the south a small door is almost hidden in the wall. Obvious exits: North, South >n Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >drop red shelf The creature gobbles up the red fungus on the floor and then looks up at you expectantly. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West The squat creature trundles in from the west. >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West The squat creature trundles in from the west. >drop red shelf The creature gobbles up the red fungus on the floor and then looks up at you expectantly. >n North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South The squat creature trundles in from the south. >n Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, a smooth, flat metal wall replaces the fitted stone wall that makes up the rest of the corridor. A square platform in the center of the corridor is slightly elevated compared to the rest of the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South The squat creature trundles in from the south. >put red shelf on platform You place the piece of red shelf fungus on the platform, but nothing happens. Perhaps the piece of red shelf fungus isn't heavy enough to set off the triggering mechanism. As the squat creature steps onto the platform, there is a soft clicking sound and the platform lowers until it's flush with the floor. With a grinding hiss, the metal door slides upward, revealing the continuation of the corridor beyond. The creature gobbles up the red fungus on the platform and then looks up at you expectantly. >e As soon as the squat creature steps off the platform, the metal wall slides quickly down into place. The platform rises back to its initial height. Control Room This room seems to be a control room of sorts. To the west, a metal wall blocks the way back to the corridor; on the wall to its right is a large green button. Against the other three walls is a long control panel full of lights and switches. >x button This large, round, green button is located on the wall directly to the right of the metal wall. >x panel The control panel is full of unlabeled lights, dials, and switches of no obvious purpose. It's at about waist level, leaving a large gap between the control panel and the floor. At the right end of the panel, along the south wall, is a slot that appears to be a card reader. >x slot This slot at the right end of the control panel is about the right size to admit a credit card or something similar. >x switches Okay, I'm going to level with you. I didn't have time to really implement all the stuff on the control panel, but you don't need to do anything with them to complete this version of the game anyway. When and if I get around to expanding this game, there'll probably be more to do here. >* thank you for the honesty author Comment recorded. >push button The metal wall slides open, giving access to the corridor beyond. >l Control Room This room seems to be a control room of sorts. To the west, a gap in the wall leads out into the corridor; on the wall to its right is a large green button. Against the other three walls is a long control panel full of lights and switches. Obvious exits: West The metal wall to the west slides back down into place, once again blocking the way to the corridor. >push button The metal wall slides open, giving access to the corridor beyond. >hold putton The word “hold” is not necessary in this story. >hold button The word “hold” is not necessary in this story. >push button Nothing happens. The metal wall to the west slides back down into place, once again blocking the way to the corridor. >push button The metal wall slides open, giving access to the corridor beyond. >x panel The control panel is full of unlabeled lights, dials, and switches of no obvious purpose. It's at about waist level, leaving a large gap between the control panel and the floor. At the right end of the panel, along the south wall, is a slot that appears to be a card reader. The metal wall to the west slides back down into place, once again blocking the way to the corridor. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and ten pieces of red shelf fungus. >insert red shelf into slot The word “insert” is not necessary in this story. >put red shelf in slot That doesn't seem to fit in the slot. >put green fungus in slot That doesn't seem to fit in the slot. >push glowing in slot This would accomplish nothing. >put glowing fungus in slot That doesn't seem to fit in the slot. >put hand in slot The word “hand” is not necessary in this story. >touch slot You feel nothing out of the ordinary. >push finger into slot This would accomplish nothing. >take panel You can’t take that. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and ten pieces of red shelf fungus. >l Control Room This room seems to be a control room of sorts. To the west, a metal wall blocks the way back to the corridor; on the wall to its right is a large green button. Against the other three walls is a long control panel full of lights and switches. >x wall Which wall do you mean, the west wall, the east wall, the north wall, or the south wall? >x walls west wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. east wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. north wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. south wall: The walls of the corridor are made of closely set, irregularly shaped stones. They're covered with moisture and covered with crusty molds and other fungi. >* not what I pictured given the room description Comment recorded. >w You can’t go that way. >push button The metal wall slides open, giving access to the corridor beyond. >w Near Metal Wall This north-south corridor is filled to the north by what looks like some sort of crackling purple energy. To the east, the metal wall that was once there has retracted into the ceiling, leaving a gap in the wall through which you can see a room full of electronics. A square platform in the center of the corridor is currently flush with the floor. On the west wall grows a large patch of bright green finger-shaped mushrooms. Obvious exits: North, South, East The metal wall to the east slides back into place, closing the gap in the east wall. >dance on platform The word “dance” is not necessary in this story. >s North-South Corridor The corridor runs north and south here, the fungi encrusting the walls slightly denser. On the west wall a pipe extends south, ending here in a faucet with a red knob on the top. Below the faucet is a small drain on the floor. Obvious exits: North, South >s T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >throw red shelf w You need to be more specific about what to throw the piece of red shelf fungus at. >throw red shelf west You need to be more specific about what to throw the piece of red shelf fungus at. The creature loses interest in you and settles back into its nest. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >throw red shelf at creature The piece of red shelf fungus hits the squat creature without any obvious effect, and falls into the nest. >z Time passes... The creature loses interest in you and settles back into its nest. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >x nest The nest is a collection of various bits, mostly scraps of cloth and leather but also some wire and what looks like bone, all assembled together into a round shape with a depression in the middle. Something seems to glint inside, but it's hard to see what. A squat red creature currently lounges in the nest, eyeing you suspiciously. The squat creature is standing in the nest. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, and nine pieces of red shelf fungus. The creature loses interest in you and settles back into its nest. >take all nest: As you approach the nest, the creature growls and bares its teeth, which are surprisingly long and nasty-looking. You think better and back off. >w Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >drop red fungus The creature gobbles up the red fungus on the floor and then looks up at you expectantly. >w The squat creature gets out of the nest. Base of Slope This east-west corridor slopes up sharply to the west, running up at about a forty-five degree angle. To the east, the corridor remains level. A rusty pipe runs along the north wall, ascending with the slanted corridor. A red knob is attached to the pipe at the bottom of the slope. A soft glow comes from a doorway in the south wall. Obvious exits: South, East, West The squat creature trundles in from the east. >drop red fungus The creature gobbles up the red fungus on the floor and then looks up at you expectantly. >e By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. Obvious exits: East, West The squat creature trundles in from the west. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >stand on creature You can’t stand on that. The squat creature loses interest in you and trundles off to the west. >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lumbers across the floor. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >creature, go north The squat creature refuses your request. The squat creature loses interest in you and trundles off to the west. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >e You can’t go that way. >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >* rests? Comment recorded. >x ladder You see nothing unusual about it. >take ladder Taken. >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >n Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >rest ladder against shaft The word “rest” is not necessary in this story. >put ladder on shaft There’s no good surface on the shaft in the ceiling. >drop ladder Dropped. >u There's no way to climb up to the shaft. >x ladder You see nothing unusual about it. >l Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >take ladder Taken. >push ladder against shaft You see no ladder against shaft here. >drop ladder Dropped. >put ladder against shaft There doesn't seem to be any good reason to lean the ladder against that. >lean ladder on wall Which wall do you mean, the west wall, the east wall, the north wall, or the south wall? >lean ladder on north wall There doesn't seem to be any good reason to lean the ladder against that. >take ladder Taken. >u There's no way to climb up to the shaft. >climb shaft with ladder The story doesn’t understand that command. >* uhhh Comment recorded. >position ladder The story doesn’t understand that command. >commands The word “commands” is not necessary in this story. >take ladder You are already carrying the ladder. >use ladder on shaft The word “use” is not necessary in this story. >attach ladder to shaft You cannot attach that to anything. >hook ladder to shaft The word “hook” is not necessary in this story. >rest ladder on north wall The word “rest” is not necessary in this story. >attach ladder to north wall You cannot attach that to anything. >drop ladder Dropped. >undo Taking back one turn: “drop ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >ndo The word “ndo” is not necessary in this story. >undo Taking back one turn: “attach ladder to north wall”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “attach ladder to shaft”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “take ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “u”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “take ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South > I beg your pardon? >g Taking back one turn: “lean ladder on north wall”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “put ladder against shaft”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “drop ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “take ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “l”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “x ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “u”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. You see a ladder here. Obvious exits: South >g Taking back one turn: “drop ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “put ladder on shaft”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “n”. West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >g Taking back one turn: “s”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South >g Taking back one turn: “take ladder”. Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >u By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a wooden ladder leads down into a square pit. Obvious exits: North, South, Down >take ladder You pull the ladder out of the pit. >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West >w By the Nest The corridor continues east and west here, with a pipe running along the moist, fungus-covered north wall. The most salient feature of the corridor is a round nest of some sort near the south wall of the corridor, apparently built of some sort of scraps of cloth and other miscellaneous materials. A strange, squat creature lounges in the nest. Obvious exits: East, West The creature raises its head and sniffs the air as you enter, then perks up and begins looking up at you expectantly. >e The squat creature gets out of the nest. Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. Obvious exits: East, West The squat creature trundles in from the west. >put ladder on north wall You lean the ladder against the north wall. It just reaches the ledge of the opening above. >u The squat creature loses interest in you and trundles off to the west. Ledge This ledge overlooks a corridor below, and forms the south end of a corridor that continues to the north. A ladder against the wall descends into the lower corridor. On the west wall grows a large patch of cup-shaped yellow fungi. Obvious exits: North, Down >x yellow fungi The yellow fungu growing in patches on the west wall are shaped like small cups. >take yellow You tear off a small yellow cup. There's still plenty left. >g You tear off a small yellow cup. There's still plenty left. >eat yellow (the detached cup) Eating strange fungi you find in a mysterious corridor and know nothing about strikes you as a bad idea. >* grr, shaking my fist Comment recorded. >n Upper corridor This corridor runs north and south, though to the north it's blocked by a pair of wooden doors. A small shelf is located about shoulder level on the east wall. On the shelf is a strange coin. Obvious exits: North, South >x coin This small, thin coin is made of some greenish metal you don't recognize. It's not quite round, with twelve flat sides, and it bears on one side an unfamiliar face that looks slightly inhuman and on the other what may be a stylized castle. >take coin Taken. >x door These doors are made of some kind of fine-grained wood—at least you think it's wood, though you don't know of any sort of wood that particular shade of faint cerulean. The doors seem to open in the middle, but at the moment they're firmly closed. There is a large keyhole on the right-hand door, near the seam between them.They’re closed. >x shelf The shelf is not much more than a plank of wood attached to the wall. At least, maybe it's wood; it's some kind of fibrous substance, anyway, but its odd lilac color doesn't look like any sort of wood you know. >x keyhole This large keyhole has an odd, almots organic shape. >knock door The word “knock” is not necessary in this story. >open door The wooden doors seem to be locked. >pull door The wooden doors cannot be moved. >push door The wooden doors cannot be moved. >s Ledge This ledge overlooks a corridor below, and forms the south end of a corridor that continues to the north. A ladder against the wall descends into the lower corridor. On the west wall grows a large patch of cup-shaped yellow fungi. Obvious exits: North, Down >d Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. A ladder leaning against the north wall leads up to the ledge of the opening. Obvious exits: East, West, Up >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a square pit leads into darkness below. Obvious exits: North, South >n T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West > I beg your pardon? >w East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >w Beneath the Opening The ceiling is much higher in this section of the corridor, and you can see an opening in the north wall a few meters above. The corridor continues to the east and west. A rusty pipe runs along the north wall. A ladder leaning against the north wall leads up to the ledge of the opening. Obvious exits: East, West, Up >take ladder Taken. >e East-West Corridor The corridor continues east and west, still made of set stone and with every surface covered by mold and other fungi. A rusty metal pipe runs along the north wall at about waist high, with a red knob in the center. On the south wall grows a fair-sized patch of bright purple mushrooms. A scattering of purple dust is spread on the floor underneath the mushrooms. Obvious exits: East, West >e T junction You are in a T junction of damp corridors. The walls, floor, and ceiling alike are all apparently assembled of rough and irregular stones of various sizes, glistening with moisture and covered with mold and other fungi, a few of the fungal growths giving off just enough of a faint glow to allow you to see in what would otherwise be pitch darkness. Passages run west, north, and south, all made of the same kind of stonework. A rusty metal pipe runs along the corner of the wall at about waist height, extending along the north wall of the west passage and the west wall of the north passage. The east wall is covered in colorful graffiti. Obvious exits: North, South, West >s By The Pit This north-south corridor is made of fungus-covered set stone. The southern passage is blocked to the south by a large brass door, with no doorknob or other obvious way to open it. In the center of the floor a square pit leads into darkness below. Obvious exits: North, South >drop ladder down pit You see no ladder down pit here. >drop ladder Dropped. >d If you jump into the pit you're likely to break your neck. >take ladder Taken. >drop ladder down You see no ladder down here. >drop ladder Dropped. >push ladder down This would accomplish nothing. >rest ladder on pit The word “rest” is not necessary in this story. >put ladder in pit You lower the ladder into the pit. >d Below the Shaft You are in a small room below a shaft leading to a corridor above. Though the walls are similar to those in the corridor above, they lack the glowing fungi there; this room is pitch black except for the faint light that comes through the shaft above. A ladder rests against the side of the shaft, allowing passage upward. Aside from the shaft, the only obvious exit is a dark doorway to the south. Obvious exits: South, Up >s West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >s Machine Room Aside from the doorway to the north, the only notable feature of this room is a strange machine against the south wall. The machine gives off a loud humming sound. Obvious exits: North >x machine This strange machine is just under a meter tall, squat and cylindrical with bulging sides. Various knobs and protrusions cover its surface, with no discernible pattern, and a number of ducts connect it to the walls. A hatch on the top looks like it may open. The machine is vibrating slightly with a loud humming sound. >open hatch It looks like the hatch ought to open, but you can't get a good grip on it. You may need something like a screwdriver to pry it open. >i You are carrying six fingerlike pieces of green fungus, a plucked glowing mushroom, seven pieces of red shelf fungus, two yellow fungal cups, and a strange coin. >x coin This small, thin coin is made of some greenish metal you don't recognize. It's not quite round, with twelve flat sides, and it bears on one side an unfamiliar face that looks slightly inhuman and on the other what may be a stylized castle. >bite coin The word “bite” is not necessary in this story. >touch coin The coin is cold to the touch, and oddly feels almost... slimy? >smell coin You smell nothing out of the ordinary. >open hatch with coin Wedging the coin into the gap at the edge of the hatch, you manage to pry it open. >x hatch It’s open. >enter hatch That is not something you can enter. >put yellow fungus in hatch Done. >put green fungus in hatch Done. >put red shelf in hatch Done. >close hatch Closed. >x machine This strange machine is just under a meter tall, squat and cylindrical with bulging sides. Various knobs and protrusions cover its surface, with no discernible pattern, and a number of ducts connect it to the walls. A hatch on the top looks like it may open. The machine is vibrating slightly with a loud humming sound. >look in hatch (first trying to open the hatch) (with the strange coin) Wedging the coin into the gap at the edge of the hatch, you manage to pry it open. Beneath the hatch is a compartment that seems to be filled with black oil. >x oil It's impossible to tell how deep the oil goes, but there seems to be a significant quantity of it. >touch oil You feel nothing out of the ordinary. >drink oil That does not appear to be something you can drink. >take oil Even if you could fit your hands through the small hatch, you're not exactly keen on the thought of trying to scoop up oil with your bare hands. >i You are carrying a plucked glowing mushroom, five fingerlike pieces of green fungus, six pieces of red shelf fungus, a yellow fungal cup, and a strange coin. >touch glowing shroom to oil The word “shroom” is not necessary in this story. >put coin in oil You can’t put anything in the oil. >take yellow You take the yellow fungal cup. >take all fingerlike piece of green fungus: Taken. piece of red shelf fungus: Taken. >x yellow This is a small yellow cup made of fungus. >x red This is a small piece of red shelf fungus you tore off a wall. >put yellow in oil You can’t put anything in the oil. >put yellow in hatch Done. >z Time passes... >take yellow You take the yellow fungal cup. >x yellow This is a small yellow cup made of fungus. >pour oil from yellow You see no oil in the yellow fungal cup. >scoop oil The word “scoop” is not necessary in this story. >take oil with yellow You can't quite fit your hand holding the yellow fungus cup through the hatch. >m The word “m” is not necessary in this story. >n West End of Corridor A damp stone corridor leads east from here, while doorways open to the north and south. The western wall is covered with growths of a large red shelf fungus. You can hear a humming noise coming from somewhere nearby. Obvious exits: North, South, East >e East End of Corridor You are at the east end of a mold-encrusted stone corridor that continues to the west. To the north is what appears to be some sort of prison cell, separated from the corridor by metal bars. There is a large lock set in the side of the cell door. A large hypodermic needle lies on the floor at the far corner of the cell. The ragged man stands just inside the bars of the cell, watching you closely. Obvious exits: North, West "If you run into anything you don't recognize here, you can ask me about it," the man says. "I can't guarantee I'll have any useful information, but I might." >ask man about machine "That doesn't seem important right now. Help me get out of this cell, and we can talk more." >give man yellow *** YOU HAVE WON *** Would you like to RESTORE a saved position, RESTART the story, or QUIT? >* wait what how That isn’t one of the options. Would you like to RESTORE a saved position, RESTART the story, or QUIT? >undo That isn’t one of the options. Would you like to RESTORE a saved position, RESTART the story, or QUIT? >* don't see how that's related, and since there's no description idk how That isn’t one of the options. Would you like to RESTORE a saved position, RESTART the story, or QUIT? >* interesting world there and luring the red creature was fun That isn’t one of the options. Would you like to RESTORE a saved position, RESTART the story, or QUIT? >quit Thanks for playing!