Start of a transcript of Tours Roust Torus One more anagramming adventure to new lands! by Andrew Schultz Release 1 / Serial number 220413 / Inform 7 build 6G60 (I6/v6.36 lib 6/12N) Identification number: //16321C93-77BD-42E0-A734-0FEBCB8C1132// Interpreter version 1.3.5 / VM 3.1.2 / Library serial number 080126 Standard Rules version 2/090402 by Graham Nelson Tours Roust Torus Tests version 1/211030 by Andrew Schultz Trivial Niceties version 1/140928 by Andrew Schultz STS Universal version 1/211107 by Andrew Schultz Tours Roust Torus Tables version 1/220314 by Andrew Schultz Tours Roust Torus Nudges version 1/220314 by Andrew Schultz Tours Roust Torus Mistakes version 1/220314 by Andrew Schultz Bold Final Question Rows version 1/140928 by Andrew Schultz First Word Retry version 1/220325 by Andrew Schultz Undo Output Control version 3/110717 by Erik Temple Old School Verb Total Carnage version 1/181008 by Andrew Schultz Punctuation Stripper version 1/200614 by Andrew Schultz > about Tours Roust Torus is installment 3 in the Stale Tales Slate. It was originally published for Spring Thing 2022. Number one in the series was Shuffling Around, published for IFComp 2012, and number two was A Roiling Original, published for Spring Thing 2013. These should all be on itch.io. CREDITS will give thanks to people who helped in Tours Roust Torus. This includes cover art, testing and those who keep the community active and those who give general resources. ABOUT again will show technical details. >credits Direct thanks: Thanks to ClubFloyd for Beta Testing a version of this game. They worked through some parts that are much better hinted and described now. I'm worried I'll miss a few names, but there were bg, David Welbourn, Jacqueline, MoyTW, pinkunz, and Roger, among others. Thanks to individuals for some late testing. I appreciate it. Their names*: Dee Cooke, Olaf Nowacki, A Numb Scan Down. Thanks to J. J. Guest for the cover art. He's done a lot of other cool cover art, too. https://ifdb.org/viewlist?id=6qv507dlg1j4klk8 has his complete works with editorial comments. I bet if you like Tours Roust Torus, you'll like some of the games featured there, too. * Thanks to one of them for an additional anagram puzzle. If you need a hint, they've written XYZZY-nominated stuff before. General thanks: Thanks to Amanda Walker for starting the blurb thread on intfiction.org which helped me with ideas in general. Thanks to Greg Boettcher for starting the Spring Thing competition and giving me a bit of a mulligan when I entered A Roiling Original. Thanks to Aaron Reed for continuing to hold the Spring Thing competition. Thanks to wordsmith.org for so many anagrams verified and inspired. >about Tours Roust Torus is installment 3 in the Stale Tales Slate. It was originally published for Spring Thing 2022. Number one in the series was Shuffling Around, published for IFComp 2012, and number two was A Roiling Original, published for Spring Thing 2013. These should all be on itch.io. Tours Roust Torus isn't meant to be as challenging or as long as Shuffling Around or A Roiling Original. It's much smaller, and it is POLITE on the Zarfian Cruelty scale, but it does sweep up some things I wanted to, and I wanted a good-bye from the other games beyond "I hope I fixed all the bugs and added all the features I could!" I always had the sense I could fit one more game in, but I wanted it to be relatively small. And I wanted some sort of theme. I couldn't find one until I almost stumbled on it by accident. I had an idea where it would take place--a Tours Torus, for a circular map--but what was left? After all, the remaining "good" ones got bled into Roiling. I needed some relatively long words, but I didn't want them to be long for their own sake. Saying more would spoil things for Spring Thing, but the post-comp version of this game should come with a postmortem. I also wanted to fit in a non-anagram puzzle based on something I'd always wondered about. Source code for Tours Roust Torus is at https://github.com/andrewschultz/stale-tales-slate/tree/main/Tours. ABOUT again will show a big-picture overview. >about Tours Roust Torus is installment 3 in the Stale Tales Slate. It was originally published for Spring Thing 2022. Number one in the series was Shuffling Around, published for IFComp 2012, and number two was A Roiling Original, published for Spring Thing 2013. These should all be on itch.io. CREDITS will give thanks to people who helped in Tours Roust Torus. This includes cover art, testing and those who keep the community active and those who give general resources. ABOUT again will show technical details. >v Compass directions aren't really viable, here. You may try to go IN or OUT, but the main directions are A and B to move clockwise and counterclockwise around the torus. You can also skip over adjacent torus areas with AA, AAA, BB, or BBB. Note anything more than that is accepted but impractical, as AAA and BBBB are equivalent. STAT and TATS adjust whether your stat tats actually give meaningful stats. STAT twice in a row gives a bigger potential hint. >i You're traveling light. You aren't actually carrying anything. You were given some tats that may give you a stat as you guess what to anagram, where. Being out of practice, it's nice to have the choice between using assistance and showing you've still "got it," whatever "it" is. >x tat You can't see any such thing. >x tats The tats will change as you make guesses. You don't even have to examine them. You can activate them with the STAT command. >stat Your tats are now in stat-giving mode. STAT again will give even more potentially revealing stats when you make guesses. TATS will get rid of stat-giving mode. >l Ehs, Ehs This is the pseudo-west area of the torus for mapping reference. Looking inward, you see a cylinder at the center of the torus. It's very poorly defined, though. The EHs you hear make you wish you could speak something back at them. Nothing profane, but forceful enough. But there's more than one to counter. >x cylinder Man! It's blurry. You're really seeing double. Or is it actually wobbling? >she You don't need to deal with pronouns. Maybe a different sort of word. In a weird way, you feel you're halfway there, though. >sheshe The stat tats show two numbers: 3 of 6. >sheehs The stat tats show two numbers: 4 of 6. >sheesh You effectively dismiss the ehs with something more powerful. Or less powerless. The cylinder in the center of the torus contracts. No, it stops wobbling so much, so it only seems narrower. But that's good, too. Sheesh You reckon this had to be the easiest area to figure. Everything else will probably be tougher. But sometimes a mild interjection can steel you for what's ahead. [Your score has just gone up by one point.] >* ah, I get it Comment noted. If you wanted this as a command, get rid of the starting character. >score You've figured 1 of 8 areas of the Torus. You may wish to explore the whole torus to see what you might be able to do. >x cylinder Oh dear! The cylinder's not as wide as you thought, now it's started wobbling a bit. But you can't see any serious detail. >in A snarky voice admonishes you. "Ah-ah!" Just as you're about to scream "Aahh," it drops a "Ha-ha!" on you. Hmm, a bit demoralizing, but why would someone actually try to dissuade you from going to the center of the torus if nothing were there? Perhaps you should try and see everywhere on the torus. >* Endgame's there I'm guessing Comment noted. If you wanted this as a command, get rid of the starting character. >out You'd fall off the Tours Roust Torus that way. >i You're traveling light. You aren't actually carrying anything. You were given some tats that you can get a STAT from, if you want. >stat You gaze at your tats to get an extra stat from them when you try to guess what to do. >stat You gaze at your stat tats so they don't give quite such big numbers as information. >a Prep Area Let's call this the northwest area of the torus for mapping reference, though compass directions aren't reliable or necessary anywhere. The cylinder in the center seems less blurry and wobbly than when you started. You feel like you are being watched. You want to duck out and in, but not in the standard directions. >in That snarky "Ah-ah" then "Ha-ha" again! You'll need to do something special to get in, in addition to what you've changed so far. Perhaps you should try and see everywhere on the torus. >out You'd fall off the Tours Roust Torus that way. >prep You're not sure what you are prepping--a thing or an action. But once you do, things will become clearer. >prepper Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >v Compass directions aren't really viable, here. You may try to go IN or OUT, but the main directions are A and B to move clockwise and counterclockwise around the torus. You can also skip over adjacent torus areas with AA, AAA, BB, or BBB. Note anything more than that is accepted but impractical, as AAA and BBBB are equivalent. STAT and TATS adjust whether your stat tats actually give meaningful stats. STAT twice in a row gives a bigger potential hint. >stat You gaze at your tats to get an extra stat from them when you try to guess what to do. >prepper Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >prep You're not sure what you are prepping--a thing or an action. But once you do, things will become clearer. >a Grain, Grain Let's call this the northeast area of the torus for mapping reference, though compass directions aren't reliable or necessary anywhere. The cylinder in the center seems less blurry and wobbly than when you started. You feel on trial. Well, not quite, but you feel a need for acquittal for ... something. >rain again Man! You had all the right letters, you think, but they didn't come together. >stat You gaze at your stat tats so they don't give quite such big numbers as information. >rain again Man! You had all the right letters, you think, but they didn't come together. >raining rag The stat tats show two numbers: 2 of 10. >rag raining The stat tats show two numbers: 4 of 10. >rar gaining The stat tats show two numbers: 5 of 10. >rargaining The stat tats show two numbers: 5 of 10. >nargairing The stat tats show two numbers: 4 of 10. >garraining The stat tats show two numbers: 5 of 10. >grairaning The stat tats show two numbers: 5 of 10. >grai raning The stat tats show two numbers: 5 of 10. >gra raining The stat tats show two numbers: 5 of 10. >grain raing Grain is grain, to you. There's not much to be done with it as-is. >again raring The stat tats show two numbers: 5 of 10. >raring again Man! You had all the right letters, you think, but they didn't come together. >raringagain Man! You had all the right letters, you think, but they didn't come together. >raringagin The stat tats show two numbers: 2 of 10. >againrarin Man! You had all the right letters, you think, but they didn't come together. >againraring Man! You had all the right letters, you think, but they didn't come together. >gainraring The stat tats show two numbers: 3 of 10. >gainrarign The stat tats show two numbers: 1 of 10. >gainraring The stat tats show two numbers: 3 of 10. >gainrairng The stat tats show two numbers: 2 of 10. >gainraring The stat tats show two numbers: 3 of 10. >gainrraing The stat tats show two numbers: 3 of 10. >gainraring The stat tats show two numbers: 3 of 10. >rainraging The stat tats show two numbers: 3 of 10. >raigraning The stat tats show two numbers: 4 of 10. >aaigr ning Man! You had all the right letters, you think, but they didn't come together. >aigra ning Man! You had all the right letters, you think, but they didn't come together. >raigra ning The stat tats show two numbers: 4 of 10. >raigar ning The stat tats show two numbers: 4 of 10. >rairag ning The stat tats show two numbers: 5 of 10. >arrai gning The stat tats show two numbers: 10 of 10. >arraigning The grain turns into a court of law, but since you have no guilt, you are free to go. The cylinder continues to straighten up. It's barely wobbling now. Arraigning You have an area for arraigning someone bad, but you have nobody to tell you where to find said bad people. [Your score has just gone up by one point.] >l Arraigning This is the pseudo-northeast area of the torus for mapping reference. The cylinder at the center of the torus has almost completely stopped wobbling. It's a bit scorched here, the only indication this court of law was once farmland. >b Prep Area This is the pseudo-northwest area of the torus for mapping reference. The cylinder at the center of the torus has almost completely stopped wobbling. You feel like you are being watched. You want to duck out and in, but not in the standard directions. >appeare Man! You had all the right letters, you think, but they didn't come together. >appear Man! You had all the right letters, you think, but they didn't come together. >reappear You back out a bit, then reappear. The cylinder -- well, it's almost still, but you can't make anything out there, yet. Reappear You get some practice in reappearing. Maybe soon you will have someone to reappear for. [Your score has just gone up by one point.] >* whew, that was easier! Comment noted. If you wanted this as a command, get rid of the starting character. >a Arraigning This is the pseudo-northeast area of the torus for mapping reference. The cylinder at the center of the torus looks much more real now, but there's no entry. It's a bit scorched here, the only indication this court of law was once farmland. >a Meta Meat This is the east area of the torus. The cylinder at the center of the torus looks much more real now, but there's no entry. This area seems meaty, although you don't know why, or what kind of meaty. >* OK, there are clues Comment noted. If you wanted this as a command, get rid of the starting character. >teammate Someone comes along and bangs at the barrier inside. You hear a small cracking. The cylinder stops wavering. You're pretty sure you can see a door in it. Teammate Now that you have a teammate and a reason to reappear, you have a plan to brainstorm separately and then together. You figure a lot of things that make the Torus a lot more alive. It glows significantly. [Your score has just gone up by one point.] >x cylinder Now that the cylinder's stopped wavering so much, you think you see the outline of a door. >in Even if you could make it to the cylinder, the door wouldn't seem to open. It makes sense you can't just walk in, though. You still haven't figured what to do over at nothing. >a Tines Inset Let's call this the southeast area of the torus for mapping reference, though compass directions aren't reliable or necessary anywhere. The cylinder now has a fuzzy outline of a door in it.. You feel disjointed from the whole body of rooms here. >stat You gaze at your tats to get an extra stat from them when you try to guess what to do. >insensite Man! You had all the right letters, you think, but they didn't come together. >insensinte Man! You had all the right letters, you think, but they didn't come together. >instensite . Whoah! You wonder if you're brainy enough to figure this outThe stat tats show two numbers: 768 of 1023. >* Something weird with spacing here Comment noted. If you wanted this as a command, get rid of the starting character. >stat You gaze at your stat tats so they don't give quite such big numbers as information. >* Something weird with spacing here Comment noted. If you wanted this as a command, get rid of the starting character. >instensite The stat tats show two numbers: 2 of 10. >* this seems easier than the other hints? Comment noted. If you wanted this as a command, get rid of the starting character. >intensetis The stat tats show two numbers: 5 of 10. >intentesis The stat tats show two numbers: 6 of 10. >tinentesis The stat tats show two numbers: 3 of 10. >intetnesis The stat tats show two numbers: 5 of 10. >intensesit The stat tats show two numbers: 4 of 10. >intetsenis The stat tats show two numbers: 6 of 10. >tinentesis The stat tats show two numbers: 3 of 10. >intensesit The stat tats show two numbers: 4 of 10. >tinentesis The stat tats show two numbers: 3 of 10. >intensetis The stat tats show two numbers: 5 of 10. >intentesis The stat tats show two numbers: 6 of 10. >intenteiiss Man! You had all the right letters, you think, but they didn't come together. >intenteiss The stat tats show two numbers: 6 of 10. >intentsise The stat tats show two numbers: 5 of 10. >intenteiss The stat tats show two numbers: 6 of 10. >intentsies The stat tats show two numbers: 7 of 10. >intensites The stat tats show two numbers: 7 of 10. >intinsetes The stat tats show two numbers: 5 of 10. >intensites The stat tats show two numbers: 7 of 10. >intesnites The stat tats show two numbers: 8 of 10. >intesyines Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >intestines You find the guts to turn the place into something more gross, but manageable. The cylinder clears up some more. Yes, that's definitely a door. And you can see a handle on it. You think!. Intestines Okay, so there are intestines next to a stomach. You probably need a bit of luck to get things working. But you've made a good start. [Your score has just gone up by one point.] >l Intestines This is the pseudo-southeast area of the torus for mapping reference. The door to the cylinder at the center of the torus is better defined now. You are just glad you don't have to deal with digestive juices or anything here. >a Pechan Pechan Let's call this the south area of the torus for mapping reference, though compass directions aren't reliable or necessary anywhere. The door to the cylinder at the center of the torus is better defined now. Oh, a pechan is an odd word for stomach. You may need luck to solve the secret of this room. Some skill, maybe, but enough skill so your luck matters. >chance Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >chance ppehan The stat tats show two numbers: 0 of 12. >happenchance You suddenly find a lucky way to look at this area of the torus. Or was it lucky? After all, you made a lot of educated guesses, and eventually, one had to hit. Well now! A rainbow-like path appears to lead you to the center cylinder from here, as well as everywhere else you visited. But you don't trust it yet. You sense there's just a bit more to do here. Happenchance The Torus seems more alive now that the intestines are not just near the pechan/stomach but, by some, err, happenchance, they seem to connect and perform some vital organ function. [Your score has just gone up by one point.] >* Hmm is that really a word? Like happenstance is but not sure this is. Still I got this way earlier than others! Comment noted. If you wanted this as a command, get rid of the starting character. >a Latte, Latte This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. The cylinder at the center of the torus now seems to have doors with handles. But there is no way to approach it. Coffee certainly makes folks chatty, you know. >* lotta ts Comment noted. If you wanted this as a command, get rid of the starting character. >tattletale Someone comes along and mentions how ridiculous it is to have that many coffee shops so close to each other. Suddenly, everyone believes it! Some coffee shops decide to become something with a little more variety. The path to the center of the torus grows firmer. You try to rush inward, but something invisible bounces you back. Perhaps there's one more thing to do. Strange. You seem to have figured out every area of the torus. Tattletale Aha! Now that you have summoned a tattletale and arraigning, the tattletale tattles, and you have somewhere to send the perpetrators, whoever they are, to justice. [Your score has just gone up by one point.] A voice booms "Noon? No! No!" It's quite direct, and it makes you lose yourself in mazy thinking. But there must be a simple, effective way to push back! >a Sheesh This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. That voice once again booms "Noon? No! No!" It's quite direct, and it makes you lose yourself in mazy thinking. But there must be a simple, effective way to push back! >no Just the opposite. And I don't mean saying yes. That voice once again booms "Noon? No! No!" It's quite direct, and it makes you lose yourself in mazy thinking. But there must be a simple, effective way to push back! >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON. Sheesh seems as good a place to start as any others. The ground beneath you in Sheesh seems to brighten up as you make your decision. You feel confident that if you don't do things right, you'll have another try. [NOTE: since the map of Tours Roust Torus is circular, you can use the verbs 0 and 1 to track the rooms as numbers to make things a bit easier, here.] >1 Now the initial room when you type ON is given a value of one. >a Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >aa You race around a bit. You notice Reappear (2) doesn't light up as you run past it. Arraigning (3) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now somewhat lit. You have covered Sheesh (1) and Arraigning (3). >aa Intestines (5) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now moderately lit. You have covered Sheesh (1), Arraigning (3) and Intestines (5). >aa Tattletale (7) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now slightly more than half lit. You have covered Sheesh (1), Arraigning (3), Intestines (5) and Tattletale (7). >aaa As you go back to the Arraigning section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Arraigning. But there seems to be nothing to stop you from going ON and trying again. Your legs feel less jumpy now, too. You can go A and B if you want to plot things out, or whatever. Arraigning This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Tattletale (7) [Previous turn undone.] >aa Reappear (2) This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. The torus is now very lit. You have covered Sheesh (1), Reappear (2), Arraigning (3), Intestines (5) and Tattletale (7). >aa Teammate (4) This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. The torus is now almost fully lit. You have covered Sheesh (1), Reappear (2), Arraigning (3), Teammate (4), Intestines (5) and Tattletale (7). >aa The interior of the Torus shudders, but nothing conclusive happens. Perhaps you took an easy way to touch all the rooms. The whole torus dims. But there seems to be nothing to stop you from going ON and trying again. Happenchance This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. >in You're still blocked from entering the center of the torus. Perhaps you need to try going ON again. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aa You race around a bit. You notice Tattletale (2) doesn't light up as you run past it. Sheesh (3) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now somewhat lit. You have covered Sheesh (3) and Happenchance (1). >b Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >aaa Teammate (6) This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. The torus is now moderately lit. You have covered Sheesh (3), Teammate (6) and Happenchance (1). >bb You can't reverse direction on the torus like that. >aaaa You can't reverse direction on the torus like that. >a Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >aa As you go back to the Happenchance section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Happenchance. But there seems to be nothing to stop you from going ON and trying again. Your legs feel less jumpy now, too. You can go A and B if you want to plot things out, or whatever. Happenchance This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Teammate (6) [Previous turn undone.] >aaa Tattletale (2) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now slightly more than half lit. You have covered Sheesh (3), Teammate (6), Happenchance (1) and Tattletale (2). >aa Reappear (4) This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. The torus is now very lit. You have covered Sheesh (3), Reappear (4), Teammate (6), Happenchance (1) and Tattletale (2). >aa As you go back to the Teammate section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Teammate. But there seems to be nothing to stop you from going ON and trying again. Your legs feel less jumpy now, too. You can go A and B if you want to plot things out, or whatever. Teammate This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Reappear (4) [Previous turn undone.] >aaa Intestines (7) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now almost fully lit. You have covered Sheesh (3), Reappear (4), Teammate (6), Intestines (7), Happenchance (1) and Tattletale (2). >bb You can't reverse direction on the torus like that. >aaaaaa Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >aaaaa You can't reverse direction on the torus like that. >aaaa You can't reverse direction on the torus like that. >aaa As you go back to the Sheesh section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Sheesh. But there seems to be nothing to stop you from going ON and trying again. Your legs feel less jumpy now, too. You can go A and B if you want to plot things out, or whatever. Sheesh This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >a Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >b Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >bb You race around a bit. You notice Tattletale (7) doesn't light up as you run past it. Happenchance (6) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now somewhat lit. You have covered Sheesh (1) and Happenchance (6). >aa You can't reverse direction on the torus like that. >aaa You can't reverse direction on the torus like that. >a Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >b Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >bbb Arraigning (3) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now moderately lit. You have covered Sheesh (1), Arraigning (3) and Happenchance (6). >bb As you go back to the Sheesh section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Sheesh. But there seems to be nothing to stop you from going ON and trying again. Sheesh This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Arraigning (3) [Previous turn undone.] >bbb Tattletale (7) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now slightly more than half lit. You have covered Sheesh (1), Arraigning (3), Happenchance (6) and Tattletale (7). >bb Intestines (5) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now very lit. You have covered Sheesh (1), Arraigning (3), Intestines (5), Happenchance (6) and Tattletale (7). >bbb Reappear (2) This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. The torus is now almost fully lit. You have covered Sheesh (1), Reappear (2), Arraigning (3), Intestines (5), Happenchance (6) and Tattletale (7). >aa You can't reverse direction on the torus like that. >b Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >bb As you go back to the Tattletale section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Tattletale. But there seems to be nothing to stop you from going ON and trying again. Tattletale This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. >* Hmm, not sure I get how to manage this Comment noted. If you wanted this as a command, get rid of the starting character. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aaa You race around a bit. You notice Sheesh (2) and Reappear (3) don't light up as you run past them. Arraigning (4) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now somewhat lit. You have covered Arraigning (4) and Tattletale (1). >aaa Happenchance (7) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now moderately lit. You have covered Arraigning (4), Happenchance (7) and Tattletale (1). >aa Sheesh (2) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now slightly more than half lit. You have covered Sheesh (2), Arraigning (4), Happenchance (7) and Tattletale (1). >aa As you go back to the Arraigning section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Arraigning. But there seems to be nothing to stop you from going ON and trying again. Arraigning This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Sheesh (2) [Previous turn undone.] >aaa Teammate (5) This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. The torus is now very lit. You have covered Sheesh (2), Arraigning (4), Teammate (5), Happenchance (7) and Tattletale (1). >aaa As you go back to the Tattletale section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Tattletale. But there seems to be nothing to stop you from going ON and trying again. Tattletale This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aa You race around a bit. You notice Sheesh (2) doesn't light up as you run past it. Reappear (3) This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. The torus is now somewhat lit. You have covered Reappear (3) and Tattletale (1). >aaa Intestines (6) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now moderately lit. You have covered Reappear (3), Intestines (6) and Tattletale (1). >aaa Sheesh (2) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now slightly more than half lit. You have covered Sheesh (2), Reappear (3), Intestines (6) and Tattletale (1). >aaa Teammate (5) This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. The torus is now very lit. You have covered Sheesh (2), Reappear (3), Teammate (5), Intestines (6) and Tattletale (1). >aa Happenchance (7) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now almost fully lit. You have covered Sheesh (2), Reappear (3), Teammate (5), Intestines (6), Happenchance (7) and Tattletale (1). >aaaa You can't reverse direction on the torus like that. >aa As you go back to the Sheesh section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Sheesh. But there seems to be nothing to stop you from going ON and trying again. Sheesh This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Happenchance (7) [Previous turn undone.] >a Odd. You can't move that slowly. Moving one section over isn't really moving ON, I guess. So going A or B is out. >bb You can't reverse direction on the torus like that. >on You're already in the process of going on. >in You're in the middle of some sort of sideways dance right now. Maybe after you do it right, you can go inside. >of Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >off Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >aaa As you go back to the Reappear section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Reappear. But there seems to be nothing to stop you from going ON and trying again. Reappear This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aaa You race around a bit. You notice Arraigning (2) and Teammate (3) don't light up as you run past them. Intestines (4) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now somewhat lit. You have covered Reappear (1) and Intestines (4). >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Reappear (1) [Previous turn undone.] >aa You race around a bit. You notice Arraigning (2) doesn't light up as you run past it. Teammate (3) This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. The torus is now somewhat lit. You have covered Reappear (1) and Teammate (3). >aa Happenchance (5) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now moderately lit. You have covered Reappear (1), Teammate (3) and Happenchance (5). >aaa As you go back to the Reappear section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Reappear. But there seems to be nothing to stop you from going ON and trying again. Reappear This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Happenchance (5) [Previous turn undone.] >aa Sheesh (7) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now slightly more than half lit. You have covered Sheesh (7), Reappear (1), Teammate (3) and Happenchance (5). >aaa As you go back to the Teammate section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Teammate. But there seems to be nothing to stop you from going ON and trying again. Teammate This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Sheesh (7) [Previous turn undone.] >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Happenchance (5) [Previous turn undone.] >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Teammate (3) [Previous turn undone.] >aaa Tattletale (6) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now moderately lit. You have covered Reappear (1), Teammate (3) and Tattletale (6). >aaa Arraigning (2) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now slightly more than half lit. You have covered Reappear (1), Arraigning (2), Teammate (3) and Tattletale (6). >aaa Happenchance (5) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now very lit. You have covered Reappear (1), Arraigning (2), Teammate (3), Happenchance (5) and Tattletale (6). >aa Sheesh (7) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now almost fully lit. You have covered Sheesh (7), Reappear (1), Arraigning (2), Teammate (3), Happenchance (5) and Tattletale (6). >aaa As you go back to the Teammate section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Teammate. But there seems to be nothing to stop you from going ON and trying again. Teammate This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aa You race around a bit. You notice Intestines (2) doesn't light up as you run past it. Happenchance (3) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now somewhat lit. You have covered Teammate (1) and Happenchance (3). >aa Sheesh (5) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now moderately lit. You have covered Sheesh (5), Teammate (1) and Happenchance (3). >aa Arraigning (7) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now slightly more than half lit. You have covered Sheesh (5), Arraigning (7), Teammate (1) and Happenchance (3). >aaa As you go back to the Happenchance section, the glow emanating from it disappears. The whole torus dims. That must have been a wrong step, revisiting Happenchance. But there seems to be nothing to stop you from going ON and trying again. Happenchance This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. >undo Undoing. Note that, while there's no way to get in an unwinnable state, UNDO may save you a few moves if you go the wrong way after ON. Arraigning (7) [Previous turn undone.] >aa Intestines (2) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now very lit. You have covered Sheesh (5), Arraigning (7), Teammate (1), Intestines (2) and Happenchance (3). >aa Tattletale (4) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now almost fully lit. You have covered Sheesh (5), Arraigning (7), Teammate (1), Intestines (2), Happenchance (3) and Tattletale (4). >aa The interior of the Torus shudders, but nothing conclusive happens. Perhaps you again took an easy way to touch all the rooms. The whole torus dims. But there seems to be nothing to stop you from going ON and trying again. Reappear This is the pseudo-northwest area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. After some scouting, you know good hiding areas where you or an ally can reappear if need be. >on NOON NO NO is simple and devastating, but you found an even simpler retort to stop feeling paralyzed by it. Yes, you decide it's time to start going ON again. Maybe you'll find the right way through this time. >aaa You race around a bit. You notice Arraigning (2) and Teammate (3) don't light up as you run past them. Intestines (4) This is the pseudo-southeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You are just glad you don't have to deal with digestive juices or anything here. The torus is now somewhat lit. You have covered Reappear (1) and Intestines (4). >aa Tattletale (6) This is the southwest area of the torus. All sorts of coffee shops here! What is going on? You know it's ridiculous, but you can't bring yourself to say so. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You're glad the coffee shops are gone and that the tattletale has gotten bored of tattling to you--for the moment, at least. The torus is now moderately lit. You have covered Reappear (1), Intestines (4) and Tattletale (6). >aaa Arraigning (2) This is the pseudo-northeast area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's a bit scorched here, the only indication this court of law was once farmland. The torus is now slightly more than half lit. You have covered Reappear (1), Arraigning (2), Intestines (4) and Tattletale (6). >aaa Happenchance (5) This is the pseudo-south area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. You feel fortunate you were able to turn this into something. The torus is now very lit. You have covered Reappear (1), Arraigning (2), Intestines (4), Happenchance (5) and Tattletale (6). >aa Sheesh (7) This is the pseudo-west area of the torus for mapping reference. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. It's quiet here. You don't have to vent any more. The torus is now almost fully lit. You have covered Sheesh (7), Reappear (1), Arraigning (2), Intestines (4), Happenchance (5) and Tattletale (6). >aaa All manner of whirring seems to flow around you. The cylinder in the center of the torus lights up further. The door inside ... wherever ... flips open and closed. The path to the center looks much more solid. You take a tentative step inward on it, and this time, you're not bounced. There doesn't seem to be anything else to do. Now's probably a good time to go INSIDE. Teammate This is the east area of the torus. You can see a door swinging in and out, which would allow you into the cylinder at the center of the torus. There doesn't seem to be much to do here, so maybe you'll just want to go IN, or figure a way to. "Met? Uh, meat," you think to yourself, about the teammate you discovered here. >* Whew, there we go Comment noted. If you wanted this as a command, get rid of the starting character. >in The path to the cylinder is solid. The door blows open as you get there. You walk in and tumble down a slope. Around you, voices boom "RESTRAIN! RESTRAIN!" They are closing in! This is the end! But then they scatter. You pass out. When you wake up and take stock, things are different. You feel you've seen this place before, even though you haven't. You still can't get the voices saying "RESTRAIN!" out of your head. Who were they? Why did they leave? Wait ... wait. It makes sense now. You know where this is. The Strainer Terrains! Yes, after you dispatched Red Bull Burdell, you heard rumors. Travelers would occasionally come by from the Strainer Terrains but could not show anyone the way back. They were in no urgent danger. It just seemed like they would be a perfect ally or sibling country or whatever. You wondered how to get there, then forgot about it. But you are here now. Scene Scene You recognize this, err, scene as the mythical Strainer Terrains. It's fun. You've earned it. But how to effect that? You don't see anything here, but a voice beckons you to do more ... if you want. Or you can just figure how to move on from adventuring. >score You've figured 7 of 8 areas of the Torus. You can just go ahead and figure how to end your journey, but there are bonus puzzles if you LISTEN and do as the voice says. >listen A voice whispers DEEDED ... DEEDED ... you're torn between just figuring what to do here and moving on, because "deeded" would probably involve signing a lot of boring contracts, or just figuring how to settle in quickly. >deeded Regardless of what DEEDED may or may not mean, you think the word. You say the word. New things and people pop up. You're not sure what to do, but there's a lot to do! Oh, you can also still figure out what to do with Scene Scene. Scene Scene You recognize this, err, scene as the mythical Strainer Terrains. It's fun. You've earned it. But how to effect that? You don't see anything here, but a voice beckons you to do more ... if you want. Or you can just figure how to move on from adventuring. Some emos hang around here, disappointed they have nothing to study. Hams carry hams around here. While you guess having food is nice, maybe the sort of jokes they wish to foist off on you would be counterproductive. Maybe you can make them into something more serious, though you may just want to clear out the scene in general. You get the sense they might be tougher customers than whatever you can LISTEN to. >shamhams Hmm, the hams, hams seems to waver a bit. You must be on the right track to change the hams, hams, here. >sammash Man! You had all the right letters for the hams, hams, you think, but they didn't come together. >smashham Hmm, the hams, hams seems to waver a bit. You must be on the right track to change the hams, hams, here. >shammash The hams throw their hands up in the air. "Well, if you want someone less exciting than us, it's your life! Not that you really HAVE a life." A shammash replaces them. They look ready to get down to business, but in a helping people way, not in a "rip them off" sort of way. [Your score has just gone up by one point.] >* whew, obscure -- that was just trial and error Comment noted. If you wanted this as a command, get rid of the starting character. >l Scene Scene You recognize this, err, scene as the mythical Strainer Terrains. It's fun. You've earned it. But how to effect that? You have a few distractions here you may or may not wish to take care of before changing the scene. Some emos hang around here, disappointed they have nothing to study. >x emos It seems to be in its own little cell--well, mentally speaking, at least. Some emos, indeed! >someones Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >momeness Tours Roust Torus doesn't have a deep bench of standard verbs, though in each room, you need to find something special to do or say or think. For a general list of verbs, type VERBS. >omemoess Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >stat You gaze at your tats to get an extra stat from them when you try to guess what to do. >omemoess Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >messomeo Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >score You've gotten inside the torus. You still have to figure how to sit back and get on with your life, though you've still got some stuff you were DEEDED to clean up, if you want. You have figured 1 of 5 things here in Scene Scene. >mooseems Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >seemmoos Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >moosseem Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >seemsmoo Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >seemomso Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >emsomeso Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >mesomeso Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >somesome Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >emsmoose Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >moosseem Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >seemsmoo Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >mooseems Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >mooseems Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >emsmoose Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >seemsoom Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >some some Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >emo moose Man! You had all the right letters for some emos, you think, but they didn't come together. >moose ems Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >moose mes Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >mooe mess Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >omoe mess Hmm, some emos seems to waver a bit. You must be on the right track to change some emos, here. >* Not really getting this Comment noted. If you wanted this as a command, get rid of the starting character. >i You're traveling light. You aren't actually carrying anything. You were given some tats that you can get a STAT from, if you want. >stat You gaze at your stat tats so they don't give quite such big numbers as information. >l Scene Scene You recognize this, err, scene as the mythical Strainer Terrains. It's fun. You've earned it. But how to effect that? You have a few distractions here you may or may not wish to take care of before changing the scene. Some emos hang around here, disappointed they have nothing to study. >in You already are. >l Scene Scene You recognize this, err, scene as the mythical Strainer Terrains. It's fun. You've earned it. But how to effect that? You have a few distractions here you may or may not wish to take care of before changing the scene. Some emos hang around here, disappointed they have nothing to study. >scenescene The stat tats show two numbers: 1 of 10. The stat tats must refer to some emos. >* Do they? Comment noted. If you wanted this as a command, get rid of the starting character. >senescence Yup. That'll do it. That's all. You've found a new home, one where you don't have to do anything, but you'd like to. You made a good start at changing things right here, right now, but there's no rush. And yet the lessons you applied ruling Yorpwald will work here in the Strainer Terrains, too. You wonder if you should give your successors a call, to see if the Torus would benefit from being a part of something bigger. You can make that decision later. [Your score has just gone up by one point.] Soon after, you introduce yourself to people in the Strainer Terrains. They're glad to have met you, and they even organize a celebration! There are all sorts of foods to find and make. Yet there is one great delicacy. In the rivers float a sort of fish. You've never seen anything like it. Very exotic and tasty! But it's been impossible for anyone to catch. You get closer than anyone else, but it's so tricky, trickier even than clearing the torus and figuring what to do with everything else here. Maybe you'll find how to do so some day. Still, the celebration goes well. You're comfortable here. *** Feats! Fates-Feast! Taffetases! *** Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > rejects Here are some rejected words: HORSESHOER could have been a good one, but there was already a Hero's Shore with Shoer Osher in A Roiling Original. APPEASES is definitely a word that could've come from APSE, APSE, but it's a verb in a weird tense, so I couldn't fit it in. SALALS are an evergreen shrub, but no three-letter words make sense. A MILLIEME is, apparently, Tunisian currency, so that's too obscure. LIME and MILE would've worked so well! BILABIAL means with both lips, but I saw no connection to BAIL. GENSENGS was flagged in my words file, but NEGS and GENS didn't work. NOTIONISTS came from oints, twice, but oint is not short for ointment but rather a verb tense of smearing with oil. Some other words were neat but too abstract or obscure, or they had nothing that half-anagrammed: JIPIJAPA, SASARARA (scolding), SASSARARAS, SNIFFINESSES (finess "almost" works), SNIPPINESSES and TRISECTRICES. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > * lol I love "oint" Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > missed The only opportunities for additional points are in Senescence. You missed reps reps(PREPRESS), since since(INSCIENCES), some emos(MESOSOME) and item time(MIMETITE). You also missed a chance to have a friendly NPC help you. If you visited all the areas without solving any of the rooms, one would help you and continue to help you until you scored a point. I won't spoil it, as it's easy enough to traverse the rooms. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > * oh, cute! Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > * These are super hard so I feel OK only getting one Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see (REJ)ECTS/REJECTED words or see what you MISSED? > quit