Start of a transcript of: Noun Verb Adjective Brekekekex, koax, koax! by Rybread Release 1 / Serial number 260828 / Inform 7 v10.1.2 / D Inform 7 v10.1.2 Identification number: //// Interpreter version 1.3.7 / VM 3.1.3 Glulx Image Centering version 4 by Emily Short >look Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (closed) here. >x pull You can't see any such thing. >* i That's not a verb I recognise. >i You are carrying: LIGHT (providing light) adventure badge (being worn) >x light An embodiment of the noun light, casting a glow. It looks like a small lighter but you know better. >x badge A holographic foil that let's everyone know you are here to plunder. Well, maybe these days it's to solve a deduction mystery, click on some choices, or some other hogwash. Harrumph. At least this world has treasure. The badge seems somewhat immaterial as it covers near your chest, but your fingers go right through it. >x me As good-looking as ever. >take badge You already have that. >l Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (closed) here. >about Rybread returns. Funemployment has let me tackle Inform 7 or at least try. This adventure is really a puzzle-fest inspired by decades of ideas and a recent reread of the Renga in Blue blog. Some of those early games were brutal, but those eureka moments must have felt so sweet. I couldn't find a title I liked and there are far fewer noun/verb/adjectives than I had originally envisioned, but Counterfeit Monkey is such an inspiration! I'm on bluesky as videogame.af if you want to reach out. >credits Rybread returns. Funemployment has let me tackle Inform 7 or at least try. This adventure is really a puzzle-fest inspired by decades of ideas and a recent reread of the Renga in Blue blog. Some of those early games were brutal, but those eureka moments must have felt so sweet. I couldn't find a title I liked and there are far fewer noun/verb/adjectives than I had originally envisioned, but Counterfeit Monkey is such an inspiration! I'm on bluesky as videogame.af if you want to reach out. >look Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (closed) here. >x raod You can't see any such thing. >x road You can't see any such thing. >x model A tiny model of a white houses, all boarded up. Seems familiar. >take it That's fixed in place. >x mailbox A teeny tiny mailbox. The waif slinks off, a jingle with each step. >open box You open small mailbox, revealing leaflet. >x leaflet Welcome to text adventuring! Some quick hints: VERB NOUN is a useful way to adventure like TAKE LETTER or READ LETTER. Inventory or I will show what you are carrying. Examine or X will give you more details about something, like X LETTER. You can ASK or SHOW people about things like their name, job, or whatever you are holding or places or people you've seen. If something doesn't look important, it probably isn't. You can usually go east, west, north, south, up, uh I forget, and in and out of some things. >take leaflet Taken. >l Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >take box That's fixed in place. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >x pews You see nothing special about the pews. The coin in the status bar twinkles! >x coin You can't see any such thing. >x bar You can't see any such thing. >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. The priest looks you up and down and sees cradle of sin. He casually mentions he has an indulgence you can buy to wipe that sin away. >x curtain You see nothing special about the curtain. >move curtain It is fixed in place. >x priest (Priest) The priest is tending to his confessional. He seems to be counting some long rectangular strips of paper between eyeing you and the empty coffers. He seems quite young to be a man of the cloth. >ask prieest about job You can't see any such thing. >ask priest about job (Priest about job) A bead of sweat rolls down the priest's face as he hands you the collection plate. "Hey. I'm a priest and done all the things I need to do to be a priest is all. I'm mainly selling indulgences these days. Down to my last one. No one wants to go to hell, right?" He tugs at his collar which seems to be a clip-on. >ask priest about hell (Priest about hell) This is where sinners go. I'd rather not think about it. >ask priest about indulgences (Priest about indulgence) He waves a scrap of paper in front of you. "This is the last indulgence in the land and costs only a single coin three trimes. Spares you from hell upon death." His eyes twinkle at the word coin. >ask priest about coin (Priest about coin) "Money makes the world go round," he says with thin lips. He licks his lips. Parts his hair. "You know, for a single coin and another and another I'll sell you an indulgence. Think of it as get out of hell card." >* spacing error and typos That's not a verb I recognise. >l Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >l Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >out But you aren't in anything at the moment. >x door You can't see any such thing. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >x church You can't see any such thing. >x fence You see nothing special about the fence. >x coffin A pine coffin. New. No lid. >open it It isn't something you can open. >look in it Coffin is empty. >enter it You get into coffin. >out You get out of coffin. A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >s Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You sense a presence... where is it coming from? >x castle You can't see any such thing. >x moat You can't see any such thing. >x bridge You can't see any such thing. >x presence You can't see any such thing. >smell You take a deep sniff. Not too bad. You sense a presence... where is it coming from? >listen You hear running water. You sense a presence... where is it coming from? >sense That's not a verb I recognise. >w You can't go that way. The current causes some leaves to race under the bridge, popping out the other side in seconds. >x current You can't see any such thing. >x moat You can't see any such thing. >d I have no idea what you are talking about. >swim The current looks way too strong. You sense a presence... where is it coming from? >e You can't go that way. >se You can't go that way. The current causes some leaves to race under the bridge, popping out the other side in seconds. >nw You can't go that way. The current causes some leaves to race under the bridge, popping out the other side in seconds. >ne You can't go that way. You sense a presence... where is it coming from? >sw You can't go that way. >s Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >n Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. The current causes some leaves to race under the bridge, popping out the other side in seconds. >present What do you want to present yourself? >me What do you want to present yourself? >present present present You can't see any such thing. >present present You can't see any such thing. >present myself What do you want to present yourself? >s You can't see any such thing. >sw You can't go that way. >s Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >x carpet You sink to your ankles as you walk on it. Serious shag. >listen You hear nothing unexpected. >take carpet That's fixed in place. >search carpet You skim the surface and return empty-handed, but you feel like there could be something deep amongst the tufts. >g You skim the surface and return empty-handed, but you feel like there could be something deep amongst the tufts. >g You skim the surface and return empty-handed, but you feel like there could be something deep amongst the tufts. >g You skim the surface and return empty-handed, but you feel like there could be something deep amongst the tufts. >i You are carrying: collection plate leaflet LIGHT (providing light) adventure badge (being worn) >x plate A simple tin plate for funding the house of prayer. >* where did that come from? That's not a verb I recognise. >l Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >w You can't go that way. >e You can't go that way. >s Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >x monkey The monkey is smeared in make-up, like some grotesque clown. He's wearing a small fool's cap, and is eying the grounds for spare twinkles. He doesn't seem quite real. >ask monkey about job Maddeningly, they obviously have little interest in that! >ask monkey about myself Maddeningly, they obviously have little interest in that! >ask monkey about throne Maddeningly, they obviously have little interest in that! >x throne Long abandoned by a dead lord. His name was forbid by law, then forgotten by time, but once it was forged in fear. The kingdom now runs on socialism and trust falls, but the castle remains a heritage site. Legend has it a great treasure will be given when the lost king is restored to the throne. >enter throne That's not something you can enter. >i You are carrying: collection plate leaflet LIGHT (providing light) adventure badge (being worn) >put plate on throne Putting things on throne would achieve nothing. >w Antechamber This spartan room is a buffer between the treasury to the west. Windowless, and ill lit, with darkness sweeping in the corners, with a more regal room to the east. You can see sconce (providing light) and Guard here. >x sconce The flickering, dim, sconce offers the only illumination in the dingy antechamber. A small dial controls the flame. Sconce is currently switched on. >take it That's fixed in place. >turn dial It is fixed in place. >x dial The flickering, dim, sconce offers the only illumination in the dingy antechamber. A small dial controls the flame. Sconce is currently switched on. >turn off dial You switch sconce off. The sconce is turned off but your own light source continue to show the way. The guard turns the sconce on, while eyeing the way to the treasury. >x guard The burly guard is here to stop people from pilfering the treasury. His hands are beefy, his muscled ripped, his mustache oiled. It doesn't look like a simple feat of athleticism could stop him from his job, as he stands in the diminished light. >ask guard about job "I guard the treasury. I do a pretty job." He eyes you with disdain. >ask guard about treasury The guard breathes in, thoughtfully and speaks, "I've never even been there. I heard the greatest treasure isn't even the money but a man who understands time and turns. I've seen him emerge once or twice with a laundry basket." >w The guard blocks the way: "We don't allow visits to the treasury, especially for adventurers." >i You are carrying: collection plate leaflet LIGHT (providing light) adventure badge (being worn) >e Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >e Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >x scraps You can't see any such thing. >x paper You can't see any such thing. >x note (leaflet) Welcome to text adventuring! Some quick hints: VERB NOUN is a useful way to adventure like TAKE LETTER or READ LETTER. Inventory or I will show what you are carrying. Examine or X will give you more details about something, like X LETTER. You can ASK or SHOW people about things like their name, job, or whatever you are holding or places or people you've seen. If something doesn't look important, it probably isn't. You can usually go east, west, north, south, up, uh I forget, and in and out of some things. >x scrawled note The note in chicken scratch says the dumbwaiter in the adjoining tower has been enchanted to be a microwave. >x wizard Pointed hat, if floppy. Cigar breath. Mumbling. A wizard of sorts. Quite handsome, or his mother told him. His mind is fully-loaded Z8, a real steel-trap, but the trap has been sprung. Enjoys talking about himself in the third-person like he is doing currently. His eyes are open but white, and his lips mouth words you can't hear. >ask him about himself The handsome rogue blinks looks at you and says the very words you see right now. He suggests you also check out the library if you need help transforming any words with the machine to the east. The coin in the status bar twinkles! >ask him about words I don't think they've heard of that, specifically. >ask him about coni I don't think they've heard of that, specifically. >ask him about coins He bites his handsome lip and hisses something about that being the goal. >ask him about machine The Wizard nods, sagely, to the east and whispers about a book in the library. >e Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >w Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >ask him about library I don't think they've heard of that, specifically. >e Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >x macine You can't see any such thing. >oops machine It creaks and actually, somehow, creeks as well. It has a small indent to place an ideal. >x indent It creaks and actually, somehow, creeks as well. It has a small indent to place an ideal. >i You are carrying: collection plate leaflet LIGHT (providing light) adventure badge (being worn) >put plate in indent It doesn't work. Perhaps it wasn't (an) ideal? >put light in indent Brzzzt, LIGHT has become LITE. >take lite You already have that. >i You are carrying: LITE collection plate leaflet adventure badge (being worn) >x lite The ideal of a low calorie meal it seams. An adjective. It could be applied to something. >put lite in indent You hold the embodiment of the verb LIGHT. It quickly starts glowing and transforms back into the noun and lighter. >put lite in indent You can't see any such thing. >put ligt in indent You can't see any such thing. >put light in indent Brzzzt, LIGHT has become LITE. >take lite You already have that. >l Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >i You are carrying: LITE collection plate leaflet adventure badge (being worn) >l Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >w Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >n You can't go that way. >ne You can't go that way. >s Library A magnificent library. Most of it is under lock and key, with shelves locked, and even there, the books are chained to their shelves. One loan shelf is open, with a small placard that reads Public Library. You can see bookshelf here. >n Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >nw You can't go that way. >sw You can't go that way. >se You can't go that way. >n You can't go that way. >u Wizard's Tower Shabby bed with shabby sheets. Instead of a window there's a small hole in the wall. Though you went up to get here, there seems to be some magic at work, since the stairs only lead up. You can see dumbwaiter (empty) here. >d You could have sworn you took stairs up here, but the only stairs you see here also going up! >d You could have sworn you took stairs up here, but the only stairs you see here also going up! >x bed You see nothing special about the shabby bed. >x sheets You see nothing special about sheets. >search sheets You find nothing of interest. >l Wizard's Tower Shabby bed with shabby sheets. Instead of a window there's a small hole in the wall. Though you went up to get here, there seems to be some magic at work, since the stairs only lead up. You can see dumbwaiter (empty) here. >x hole A small hole in the wall must have been for a dumbwaiter, but now it's just a shaft that goes down. It's pretty small. >enter it That's not something you can enter. >i You are carrying: LITE collection plate leaflet adventure badge (being worn) >open it It isn't something you can open. >put plate in dumbwaiter You drop it down the dumbwaiter and hear an eerie sound radiation and then a plop as it hits the bottom floor. >enter dumbwaiter That's not something you can enter. >l Wizard's Tower Shabby bed with shabby sheets. Instead of a window there's a small hole in the wall. Though you went up to get here, there seems to be some magic at work, since the stairs only lead up. You can see dumbwaiter (empty) here. >x stairs You can't see any such thing. >u Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >u Wizard's Tower Shabby bed with shabby sheets. Instead of a window there's a small hole in the wall. Though you went up to get here, there seems to be some magic at work, since the stairs only lead up. You can see dumbwaiter (empty) here. >* hmm That's not a verb I recognise. >x hole A small hole in the wall must have been for a dumbwaiter, but now it's just a shaft that goes down. It's pretty small. >look i hole You can't see any such thing. >d You could have sworn you took stairs up here, but the only stairs you see here also going up! > I beg your pardon? >u Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >s Library A magnificent library. Most of it is under lock and key, with shelves locked, and even there, the books are chained to their shelves. One loan shelf is open, with a small placard that reads Public Library. You can see bookshelf here. >x books You can't see any such thing. >x shelf A single shelf for the peasants and the plebs. And adventurers. The public library is a single shelf. >x shelf A single shelf for the peasants and the plebs. And adventurers. >x placard You see nothing special about placard. >read it You see nothing special about placard. >take it That's hardly portable. >search shelves You find nothing of interest. >take shelf That's fixed in place. >take book Which do you mean, Can't Cant? or Mathematical Limits 3th Edition? >look in shelf You find nothing of interest. >x shelf A single shelf for the peasants and the plebs. And adventurers. >x books You can't see any such thing. >x cant You leaf through the lemon-scented pages, all blank. >read it You leaf through the lemon-scented pages, all blank. The coin in the status bar twinkles! >take it Taken. >x limits Despite the glaring typo, this book is a dry and seemingly well documented study on approaching limits in calculus, with an appendix of weird numbers. No matter how much you read you seem to never quite get to the end. You get drowsy as you read it, despite all the adventure all around you. The appendix of weird numbers starts with 70, its sum of its proper divisors are greater than the number itself, while no subset of the proper divisors can add up to be exactly the number itself. >read What do you want to read? >read limites You can't see any such thing. >read limits Despite the glaring typo, this book is a dry and seemingly well documented study on approaching limits in calculus, with an appendix of weird numbers. No matter how much you read you seem to never quite get to the end. You get drowsy as you read it, despite all the adventure all around you. The appendix of weird numbers starts with 70, its sum of its proper divisors are greater than the number itself, while no subset of the proper divisors can add up to be exactly the number itself. >take it Taken. >e You can't go that way. >w You can't go that way. >s You can't go that way. >n Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >e Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >i You are carrying: Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >put cant in machine It doesn't work. Perhaps it wasn't (an) ideal? >w Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >show cant (to Word Wizard) The wizard ignores you and your actions completely. >show limits (to Word Wizard) The wizard ignores you and your actions completely. >show mite You can't see any such thing. >show lite (to Word Wizard) The wizard snaps to brief attention and says you can learn more about that in the library and points to the south. >l Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >* huh? That's not a verb I recognise. >i You are carrying: Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >show badge (to Word Wizard) The wizard ignores you and your actions completely. >s Library A magnificent library. Most of it is under lock and key, with shelves locked, and even there, the books are chained to their shelves. One loan shelf is open, with a small placard that reads Public Library. A yellow book sits on the shelf. A thin red book, more of a pamphlet really, sits on the shelf. A messy manuscript, barely held together sits among the books. You can also see bookshelf here. >x yellow Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like a book held to a flame. >take yellow Taken. >read it Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like snakes on a head. >x red The cover shows a circle along its path there's a bear catching a fish, a bear baring a load, and a bear covering his bare nether regions. Inside the book says Atlantean technology has been studied and a breakthrough has let ideals transform from nouns to verbs to adjectives. The science is still nascent and there's little in the way of control of what you'll get. However, multiple transformations are possible with no degradation to the ideal itself. It seems like simply putting or placing a proper word on the machine is enough to make the transformation work. >take it Taken. >x yellow Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like a fish in a well. >read it Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like a fish in a well. >g Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like bent wand. >g Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like snakes on a head. >x manuscript A torn manuscript depicting a thief sent to Naraka, a realm of torment and suffering. His only act of charity in life was sparing a spider. One day a single silky tread of web shoots down to Naraka and he grasps it and starts climbing out. The manuscript abruptly ends. A more thorough glance reveals nothing. >read it A torn manuscript depicting a thief sent to Naraka, a realm of torment and suffering. His only act of charity in life was sparing a spider. One day a single silky tread of web shoots down to Naraka and he grasps it and starts climbing out. The manuscript abruptly ends. A more thorough glance reveals nothing. >take it Taken. >i You are carrying: a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >n Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >show thread (to Word Wizard) The wizard ignores you and your actions completely. >show word What do you want to show Word Wizard? >solution (Word Wizard the Well Known Solution) The wizard ignores you and your actions completely. >show transormation You can't see any such thing. >w Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >i You are carrying: a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >w Antechamber This spartan room is a buffer between the treasury to the west. Windowless, and ill lit, with darkness sweeping in the corners, with a more regal room to the east. You can see sconce (providing light) and Guard here. >x sconce The flickering, dim, sconce offers the only illumination in the dingy antechamber. A small dial controls the flame. Sconce is currently switched on. >turn off sconce You switch sconce off. It is now pitch dark in here! >w The guard blocks the way: "We don't allow visits to the treasury, especially for adventurers." It's very dark here. The guard pushes past you in the shadows and fiddles with the sconce until light is restored, and returns to blocking the way to the treasury before you could think of stumbling through it. Antechamber This spartan room is a buffer between the treasury to the west. Windowless, and ill lit, with darkness sweeping in the corners, with a more regal room to the east. You can see sconce (providing light) and Guard here. >e Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >n Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >n Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. The current causes some leaves to race under the bridge, popping out the other side in seconds. >n Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >x waif Shoeless. Hair is a non-euclidian mess. With each step, a clink. >ask waif about shoes Maddeningly, they obviously have little interest in that! >ask waif about shoe Maddeningly, they obviously have little interest in that! >ask waif about feet I don't think they've heard of that, specifically. >ask waif about waif Maddeningly, they obviously have little interest in that! >ask waif about job Maddeningly, they obviously have little interest in that! The waif slinks off, a jingle with each step. > I beg your pardon? >l Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >w Occidental Road The uh...occidental road... there's an easier word for this...ugh, I just had it. I've been saying it... Anyway, you are on the road, let's cut to the chase. Exits are east and... on the latitudes. Damn it. Also, to the south is the sound of water. You can see wandering waif here. >listen The waif hums a little song about the monkey in the moon. >x waif Shoeless. Hair is a non-euclidian mess. With each step, a clink. >sw You can't go that way. >se You can't go that way. The waif slinks off, a jingle with each step. >nw You can't go that way. >ne You can't go that way. >n You can't go that way. >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (in which is wish cØin) here. >n Occidental Road The uh...occidental road... there's an easier word for this...ugh, I just had it. I've been saying it... Anyway, you are on the road, let's cut to the chase. Exits are east and... on the latitudes. Damn it. Also, to the south is the sound of water. >w West! Of course it's west. Couldn't have gotten here without it. Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >undo Occidental Road [Previous turn undone.] >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (in which is wish cØin) here. >x coin A very old, damaged coin. It's been clipped for metal, cleaving the top, giving it the appearance of a malformed heart. In a certain light it almost glows. >take coin The shiny is tantalizingly out of reach from here. >x lite The ideal of a low calorie meal it seams. An adjective. It could be applied to something. >l Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (in which is wish cØin) here. >apply lite to well (the Well Known Solution) It's probably less caloric, but it's really hard to tell. >x well (the Well Known Solution) Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like a coin on a status bar. >x deep The well is almost completely dry. A small stream of water oozes out of a hole to the east, where the moat encircles the castle. In Deep Well is wish cØin. >take coin from bar You can't see any such thing. >l Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (in which is wish cØin) here. >enter well (the Well Known Solution) That's not something you can enter. >enter deep You get into Deep Well. It seems someone made a wish via coin. Wonder if it came true? >take coin Taken. [Your score has just gone up by one point.] >u You would have to get out of Deep Well first. >out You get out of Deep Well. Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >* easier than I thought! That's not a verb I recognise. >l Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >s You can't go that way. >e You can't go that way. >w Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >x cobbler She's squinting and mumbling, and constantly flexing her fingers, dyed with various polishes and waxes. She seems only vaguely aware of your presence. >x tools You see nothing special about the tools. >* exit east too That's not a verb I recognise. >ask cobbler about job Maddeningly, they obviously have little interest in that! > I beg your pardon? >ask cobbler about cobbler Maddeningly, they obviously have little interest in that! In the corner of the shop a small spider starts to spin a web. >ask cobbler about coin "I'm more into bartering, but you fortune hunters are all about them and the silly ranks." The Cobblers sees the spider and issues you a decree, what will you do? KILL THE SPIDER? SAVE THE SPIDER? >save spider Deftly, you palm the spider and bring it to the entrance and let it loose into the world. The Cobbler shakes her head, but seems content. >i You are carrying: wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >ask cobbler about shoe The cobbler takes the tack out of her mouth and frowns. "I make shoes. Everyone has shoes who needs them except my own kin, and now I can't finish their loafers, for one doesn't have a sole!" >* OK maybe for the waif? That's not a verb I recognise. >l Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >e Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >w Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >s You can't go that way. >w You can't go that way. >n Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >x dragons You can't see any such thing. >x dragon You see nothing special about the dragon. >x wumpus You see nothing special about the wumpus. >x orc You see nothing special about the orc. >take orc That's hardly portable. >l Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >x plaque The plaque reads: We've captured a grue and put it here. These monsters hate light and love to eat living flesh. Feeding notes: heavy meals make them sleep, while a lite snack has them yearn for more food and carnage. Despite capturing it, we aren't sure what it looks like. It might have fur or scales. DO NOT FEED*. DO NOT ENTER WITHOUT A LIGHT SOURCE. >read it The plaque reads: We've captured a grue and put it here. These monsters hate light and love to eat living flesh. Feeding notes: heavy meals make them sleep, while a lite snack has them yearn for more food and carnage. Despite capturing it, we aren't sure what it looks like. It might have fur or scales. DO NOT FEED*. DO NOT ENTER WITHOUT A LIGHT SOURCE. >save Ok. >n Darkness It is pitch dark, and you can't see a thing. You feel hear and hear horror as a shadow darker than dark closes in on you. As jaws start to snap at your vitals your adventure's badge glows intensified just a tiny bit and then suddenly you hear a whimper and the scampering of feet. >n You can't go that way. >w You can't go that way. >e You can't go that way. >s Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >w Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >x wdfw The WDFW is a marvel of technology, magic, and wishful thinking. Simply add your detergents, softeners, and/or starches into the tank and your soiled clothing into the cage, insert your coin and pray to whatever god you believe in that it comes out on the other side. Folded. >smells That's not a verb I recognise. >x machines You can't see any such thing. >smell The gentle wind keeps the area from smelling too much like chemicals or lint. >x clothes You can't see any such thing. >x basin You can't see any such thing. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >open wdwf You can't see any such thing. >n Holding Room Stub, this room is here just in case for now. *** ACHIEVEMENT UNLOCKED: THE ROOM NOT MENTIONED *** You found a room not mentioned! Persistent aren't we? >achievements That's not a verb I recognise. >w You can't go that way. >n You can't go that way. >e You can't go that way. >s Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >w You can't go that way. >s You can't go that way. >e Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >n Darkness It is pitch dark, and you can't see a thing. You feel hear and hear horror as a shadow darker than dark closes in on you. As jaws start to snap at your vitals your adventure's badge glows intensified just a tiny bit and then suddenly you hear a whimper and the scampering of feet. >s Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >e Occidental Road The uh...occidental road... there's an easier word for this...ugh, I just had it. I've been saying it... Anyway, you are on the road, let's cut to the chase. Exits are east and... on the latitudes. Damn it. Also, to the south is the sound of water. >e Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >e East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. >w Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >w Occidental Road The uh...occidental road... there's an easier word for this...ugh, I just had it. I've been saying it... Anyway, you are on the road, let's cut to the chase. Exits are east and... on the latitudes. Damn it. Also, to the south is the sound of water. >n You can't go that way. >e Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >e East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >x stone You can't see any such thing. >x vending The vending machine gives out adventurer titles based on how many coins it has received. There's also a coin return button, in pristine condition as if nobody would dare use it. The display is blank. It has received nothing. >put coin in machine (wish cØin in Title Vending Machine) The machine swallows it and reconsiders you. B.A.G. Beginning Adventurer Guy/Girl. Hint: Always check the pockets. >push return You insert a precious coin, but looks like it's already refunded as the coin drops onto the ground. The coinbox seems to be missing from the machine! >take all There are none at all available! >ake coin That's not a verb I recognise. >take coin (wish cØin) The shiny is tantalizingly out of reach from here. >l East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >i You are carrying: wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >x pockets You can't see any such thing. >x pocket You can't see any such thing. >n Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >x statues You see nothing special about the statues. The snake-haired woman has been alerted to your presence and is turning around! >s East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >n Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >x clothes You can't see any such thing. >take clothes You can't see any such thing. >x medusa You risk a glimpse and see out the corner of your eye a fetching woman who happens to have snakes for hair. There little tongues taste the air from time to time. It's almost cute. The snake-haired woman has been alerted to your presence and is turning around! >s East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >s Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (closed) and rusty lock here. >x flowers You see nothing special about the wild flowers. >x lattice You see nothing special about broken lattice. >x dirt Seems someone started digging a bit but stopped with half-hearted effort. In mound of dirt is trowel. >dig dirt You have nothing to dig with, you dig it? >take trowel Taken. >dig dirt You have nothing to dig with, you dig it? >i You are carrying: trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >dig dirt with trowel You till the dirt but fail to find anything, not even a purple earthworm. >g You till the dirt but fail to find anything, not even a purple earthworm. >g You till the dirt but fail to find anything, not even a purple earthworm. >g You till the dirt but fail to find anything, not even a purple earthworm. >g You till the dirt but fail to find anything, not even a purple earthworm. >l Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (closed) and rusty lock here. >x shed A decrepit garden shed, where the structure is held more by the integrity of the termites than the wooden fibers they consume. It's not big enough to enter but could store some tools. >open shed It seems to be locked. >x lock A, ancient, rusty lock is the only thing keeping the shed from being rived. >break lock with trowel You give the lock a big whack and it shatters into a rusty dust. A trailing wind blows the oxidized metal to the four corners. >open shed You open shed, revealing some sort of shape, hand mirror and fishing pole. >x shape Having a senior moment here... uh, it's a... well, it's sort of a...?? Does that make sense? >take shape No, no there's a better word for that. >i You are carrying: trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >take down (the sort of shape) Ah, yeah that's it. Can't believe I forgot!. I guess you can dig and go down now. >i You are carrying: some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >dig Nothing worth digging here. Dig it? >dig down (the sort of shape) Nothing worth digging here. Can you dig it? >d You can't go that way. >l Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (in which are hand mirror and fishing pole) here. >x mirror A small mirror. >take it Taken. >look in it You find nothing of interest. >x pole An old all-in-one, with a fixed lure on the hook. >take pole Taken. >n East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >e Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see wandering waif and dead adventurer here. Intrigued but scared, the waif scurries west away from death and decay. >x dead You can't see any such thing. >x adventurer (adventure badge) A holographic foil that let's everyone know you are here to plunder. Well, maybe these days it's to solve a deduction mystery, click on some choices, or some other hogwash. Harrumph. At least this world has treasure. The badge seems somewhat immaterial as it covers near your chest, but your fingers go right through it. >x dead adventurer You can't see any such thing. >l Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. Intrigued but scared, the waif scurries west away from death and decay. >take all tunic: Finders keepers rules. trousers: Finders keepers rules. wallet: Taken. dusty zØrkmid: Taken. ID card: Taken. [Your score has just gone up by one point.] >x weeds You see nothing special about the weeds. >x tunic Grey. Drab. It doesn't invite a second look. >x trousers These seem bespoke for our dear dead sod. >x pocker You can't see any such thing. >x pocket You can't see any such thing. >search trousers Trousers is empty. >l Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. >i You are carrying: ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >x card The dearly departed is one Taylor Jamie Jordan. An organ donor. >x dusty An adventure's coin then, an adventure's coin now. >x wallet A simple wallet. Lighter than you'd like. Velcro-powered. >open it It isn't something you can open. Intrigued but scared, the waif scurries west away from death and decay. >search wallet Wallet is empty. >l Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. >e Impenetrable. Even shears would have a hard time making progress here. >s Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. The time is nigh as a shaft of moonlight strikes the boulder revealing a keyhole. >save Ok. >x keyhole You can't see any such thing. >x boulder There's a very big rock here blocking the south. It looks unlike the small stones and gravel you've seen around these parts. It's quite odd, but you thought you could see the moon out of the corner of your eye. Focusing, there's nothing there but sky. >unlock it What do you want to unlock monstrous boulder with? >i You are carrying: ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >look Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. >x corn You can't see any such thing. >w You can't go that way. >s (first opening monstrous boulder) There is a keyhole. Where is the key? The keyhole disappears and the monstrous boulder reverts to its mundane, meteorite form. >e Cornfield The corn is, as they say, high as elephant's eye. So roughly 2 meters. Blissfully, this area seems to be maze-free and self-contained. A shucked corn cob lies in the field, reflecting the golden light off its golden kernels. An unshucked corn cob is here. >x cob Which do you mean, shucked corn cob or hermetically sealed corn cob? >shucked Golden pearls of corn exposed, right on the cob. The silky linings have been shed and are nowhere to see. >take corn Which do you mean, shucked corn cob or hermetically sealed corn cob? >shucked Taken. >x sealed This is a stubborn corn. The husk seems to have no opening, and its silky nature makes it hard to grasp. >take sealed Taken. >i You are carrying: hermetically sealed corn cob shucked corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >n You can't go that way. >w Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. It's quite odd, but you thought you could see the moon out of the corner of your eye. Focusing, there's nothing there but sky. >e Cornfield The corn is, as they say, high as elephant's eye. So roughly 2 meters. Blissfully, this area seems to be maze-free and self-contained. >e You can't go that way. >s You can't go that way. >en That's not a verb I recognise. >n You can't go that way. >w Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. >n Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. >n Bank of Savings and Hold The bank is spartan and dirty, with a single banker standing guard over a plinth'd lectern that contains a single coin. A bit of road can be seen to the south. A single coin sits on the lectern, watched. You can also see Banker here. >x banker For some, middle management is not just a calling, but a way of life. >ask banker about job "Banking isn't what it used to be. These days, I'm mainly security. " >ask banker about coin "We have our own coin, and it's done us very well for many generations!" >x cin You can't see any such thing. >x coin Which do you mean, money cØin, dusty zØrkmid or wish cØin? >money A lot of security has guarded this coin throughout time. On one side there's a duck, on the other top hat. >take money Not under the watchful eyes of the banker. Maybe there's a particular word or skill that will work? >i You are carrying: hermetically sealed corn cob shucked corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >s Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. Intrigued but scared, the waif scurries west away from death and decay. >w East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. >s Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >s Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >x stone Slowly but surly turning mother's natures powers into a focused force. There's a warning that improper usage can cause bodily harm or even death. >take stone That's fixed in place. >i You are carrying: hermetically sealed corn cob shucked corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) > put corn on stone Which do you mean, hermetically sealed corn cob or shucked corn cob? >sealed This corncob could win a state fair. It remains sealed without a hint of damage. >put shucked on stone The corn is pulverized into a starchy powder that you pocket. >x powder You can't see any such thing. >i You are carrying: corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >x starch It thickens, it stiffens, it starches. >apply lite to starch It's probably less caloric, but it's really hard to tell. >i You are carrying: corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole hand mirror some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >x starch It thickens, it stiffens, it starches. >l Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >w You can't go that way. >e You can't go that way. >s You can't go that way. >n Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >n East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. >n As you enter the statue garden you hear a high pitched siren, attuned to crack mirrors it seems. Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >x wardrobe You see nothing special about wardrobe. The snake-haired woman has been alerted to your presence and is turning around! >s East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. >w Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >n You can't go that way. >e You can't go that way. >w You can't go that way. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >e You can't go that way. The coin in the status bar twinkles! >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >w You can't go that way. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >i You are carrying: cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >s Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You hear a low utterance coming from beneath the bridge. >e You can't go that way. >w You can't go that way. You hear a low utterance coming from beneath the bridge. >fis That's not a verb I recognise. >fish That's not a verb I recognise. >look under brdige You can't see any such thing. >look under bridge You can't see any such thing. >put pole in moat You can't see any such thing. >x pole An old all-in-one, with a fixed lure on the hook. The current causes some leaves to race under the bridge, popping out the other side in seconds. >cast pole That's not a verb I recognise. >throw lure You can't see any such thing. >fish That's not a verb I recognise. >s Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >apply lite to carpet It's probably less caloric, but it's really hard to tell. >i You are carrying: cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >s Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >e Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >e Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >i You are carrying: cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? LITE leaflet adventure badge (being worn) >put lite in indent You hold the embodiment of the verb LIGHT. It quickly starts glowing and transforms back into the noun and lighter. >take light You already have that. >w Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >n You can't go that way. >n You can't go that way. >w Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >n Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >n Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. >w You can't go that way. >n Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >w Occidental Road The uh...occidental road... there's an easier word for this...ugh, I just had it. I've been saying it... Anyway, you are on the road, let's cut to the chase. Exits are east and... on the latitudes. Damn it. Also, to the south is the sound of water. >n You can't go that way. >w West! Of course it's west. Couldn't have gotten here without it. Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >n Dank Dark Area An unspeakable horror show surrounds you. I'll try to speak a few anyway: Viscera, gore, and other smears clot the area, with various small tunnels worming through muck. You immediately want to go back south, thankful the lights are on. You can see grue here. >x grue A horrorshow. With teeth. >x gore You see nothing special about the gore. >n You can't go that way. >ne You can't go that way. >e You can't go that way. >w You can't go that way. >nw You can't go that way. >sw You can't go that way. >se You can't go that way. >i You are carrying: LIGHT (providing light) cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >give starch to grue Grue doesn't seem interested. >give corn to grue Which do you mean, corn starch or hermetically sealed corn cob? >sealed Grue doesn't seem interested. >l Dank Dark Area An unspeakable horror show surrounds you. I'll try to speak a few anyway: Viscera, gore, and other smears clot the area, with various small tunnels worming through muck. You immediately want to go back south, thankful the lights are on. You can see grue here. >hint The books in the library offer a lot of hints. Type hint again for a new one about the meta. >hint There are 15 coins to get. And it's possible to get them all, but not likely on your first go. There's some optimization, some prior knowledge. You can technically get stuck, but would have to work at it. You can 100% get to a place where you can't get all the coins. So I'm not sure exactly how I'm defining stuck here. Type hint again for a third and final hint. And speaking of meta, one coin will need some help from the beyond. >hint The score is more and less than it seems. Type stats for some other fun stuff that might help you out. >hint The score is more and less than it seems. Type stats for some other fun stuff that might help you out. >stats TIME UNITS PASSED: 447 SCORE: 2 of 15 COINS ON YOU RIGHT NOW: 2 ROOMS SEEN: 27 of 57 NON REWARDING PUZZLES: 0/3 Cbccrq cbcpbea Tnir gur jvmneq uvf jnaq Ernq gur yrnsyrg'f frperg zrffntr The Speedrunner/Sequel-Hook ending found 0/1. >* looking at hints now That's not a verb I recognise. >score You have so far scored 2 out of a possible 15, in 447 turns. >x score SCORE: It glistens in the sun. Has it changed? There appears to be a coin embedded in the display. >take coin Which do you mean, dusty zØrkmid or wish cØin? >take coin from score You reach into the status bar and prise out the coin. The display now reads SC RE plainly. The coin is yours. >e You can't go that way. [Your score has just gone up by one point.] >w You can't go that way. >s Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >e Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >e Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >give coin to priest Which do you mean, score cØin, dusty zØrkmid or wish cØin? >all Sorry, you can only have one item here. Which exactly? >score You have so far scored 3 out of a possible 15, in 454 turns. >give score coin to priest (Priest) "Put them in the collection plate." >put coins on plate You can't see any such thing. >s You can't go that way. >s You can't go that way. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >w Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >s You can't go that way. >e You can't go that way. >s You can't go that way. >n Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >e Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >s Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You sense a presence... where is it coming from? >s Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >d You wriggle and with less effort than expected, you start to descend. Carpet Depths Diving deep into the carpet, you've pierced the crust and entered the mantle, dotted with debris of little value. Oxygen and atmosphere seem to be holding for now. You can see silver cØin and gold cØin here. >* ah figured that out on my own, forgot bout down/dig You seem to want to talk to someone, but I can't see whom. >x silver On closer inspection, it appears to not be a coin, but chocolate wrapped in silver foil. >x gold On closer inspection, it appears to not be a coin, but chocolate wrapped in gold foil. >take gold Taken. >take silver Taken. >d You can't go that way. >w You can't go that way. >u Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >* disappointing That's not a verb I recognise. >apply lite to gold You can't see any such thing. >i You are carrying: silver cØin gold cØin score cØin LIGHT (providing light) cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) > I beg your pardon? >s Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >e Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >e Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >e You can't go that way. >put lite in indent You can't see any such thing. >oops light Brzzzt, LIGHT has become LITE. >apply lite to gold And ruin perfectly good chocolate? >l Transmutation Chamber In contrast to the wizard's this room is exceedingly sterile. A single exit leads back to the wizard to the west. You can see The Machine here. >d You can't go that way. >dig Nothing worth digging here. Dig it? >e You can't go that way. >w Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >d You can't go that way. >dig Nothing worth digging here. Dig it? >u Wizard's Tower Shabby bed with shabby sheets. Instead of a window there's a small hole in the wall. Though you went up to get here, there seems to be some magic at work, since the stairs only lead up. You can see dumbwaiter (empty) here. >d You could have sworn you took stairs up here, but the only stairs you see here also going up! >u Word Wizard's Study Cluttered and chaotic, you are in a wizard's study, below the tower. Paper scraps cover most spaces, written in an awful script where no mark seems to be repeated. Exits in all the cardinals and then some. You can see hastily scrawled note and Word Wizard here. >w Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >d You can't go that way. >dig Nothing worth digging here. Dig it? >w Antechamber This spartan room is a buffer between the treasury to the west. Windowless, and ill lit, with darkness sweeping in the corners, with a more regal room to the east. You can see sconce (providing light) and Guard here. >d You can't go that way. >dig Nothing worth digging here. Dig it? >w The guard blocks the way: "We don't allow visits to the treasury, especially for adventurers." >e Throne Room It's a bit gaudy, filled with just the amount of pomp and circumstance. It seems mainly for tourists. The live-in wizard can be found to the east. To the west is the treasury, eventually. North lies the kingdom and its people. You can see throne and Monkey here. >n Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >d You wriggle and with less effort than expected, you start to descend. Carpet Depths Diving deep into the carpet, you've pierced the crust and entered the mantle, dotted with debris of little value. Oxygen and atmosphere seem to be holding for now. >u Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >n Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You hear a low utterance coming from beneath the bridge. >d Under the Bridge You stand in a dank alcove with little shoulder before the bristling moat. A small foothold gives purchase to bridge above. You can see tea candle and Master Thief here. >x candle Some sort of magic keeps it lit, warm but unable to engulf anything else. It smells, faintly and unmistakably, of lemon. >take it The thief sighs at your flagrant, unskilled pilfering, mutters, and places another tea candle down. Taken. >x thief Wispy like a shadow, the thief blends in with the vantablack darkness here, lit by the smallest of tea candles. Her occasional movements are lithe and you can imagine she could pick a pocket or stab a back with great ease and little effort. She doesn't look like she belongs here. She seems to be hiding. Not on the look out for the perfect mark, but to keep herself away from prying eyes. She eyes your shiny pin and mutters something about you maybe being able to do the job. >ask thief about thief Maddeningly, they obviously have little interest in that! >ask thief about job "Can you bite the blow? Nim the mark's tom foolery over at the beater-cases ken. I'll give you a good snack if you do." >* hrm That's not a verb I recognise. >u Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You sense a presence... where is it coming from? >n Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >d You can't go that way. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >d You can't go that way. >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >d You can't go that way. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >d You can't go that way. >i You are carrying: tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >put wish on plate You can't see any such thing. >i You are carrying: tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >put wish coin on plate You can't see any such thing. >* oh right That's not a verb I recognise. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >d You can't go that way. >x coffin A pine coffin. New. No lid. >tner coffin That's not a verb I recognise. >enter coffin You get into coffin. >close coffin It isn't something you can close. >sleep Comfy, but you aren't really sleepy. >read book Which do you mean, Mathematical Limits 3th Edition or Can't Cant?? >limit You can't see any such thing. >read limits Despite the glaring typo, this book is a dry and seemingly well documented study on approaching limits in calculus, with an appendix of weird numbers. No matter how much you read you seem to never quite get to the end. You get drowsy as you read it, despite all the adventure all around you. Reading the 3th edition has made you quite tired, especially in a prone position. You could probably even take a nap. The appendix of weird numbers starts with 70, its sum of its proper divisors are greater than the number itself, while no subset of the proper divisors can add up to be exactly the number itself. >sleep You doze for a moment, but awaken to find you can't open your eyes, you've been blinded! >open eyes Something is preventing you from opening your eyes. >feel eyes You can't see any such thing. >out You get out of coffin. Nothing can be seen in this state. >i You are carrying: tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >x eyes You can't see any such thing. >touch eyes You can't see any such thing. >take all There are none at all available! >remove coins You feel your face, and peel off a coin from your eye and then the other. You blink twice and your vision returns. [Your score has just gone up by two points.] >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >e You can't go that way. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >e East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >e Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. You can see dead adventurer here. >x orpse You can't see any such thing. >x corpse Well this is unexpected. This is without a doubt a dead adventure. They appear to be an AFGNCAAP (ageless, faceless, gender-neutral, culturally-ambiguous adventure person.) Oh, no badge! That explains it. They are wearing the standard issue tunic and trousers. >search corsep You can't see any such thing. >search corpse It has nothing. >search tunic You find nothing of interest. >search trousers Trousers is empty. >take corpse Too much dead weight. Ha. Maybe try a push or dragging? >push corpse This dead weight is too heavy to hold, but you could maybe push or shove it. Not very classy tho. >push corpse west East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >push corpse west Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. Intrigued but scared, the waif scurries west away from death and decay. >push corpse n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >push corpse n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (empty) here. >put corpse in coffin (first taking dead adventurer) Too much dead weight. Ha. Maybe try a push or dragging? >apply lite to corpse The corpse is now much lighter, more of a snack than a meal. Ha. But also, you can carry it now instead of dragging. >put corpse in coffin (first taking dead adventurer) You get ready to strain, but the body is now incredibly lite. With some effort you get the corpse into the coffin. Lucky rigor mortis hasn't set in yet! >x corpse They look restful. Death seems restful. >z Time passes. >z Time passes. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (in which is dead adventurer) here. >x corpse They look restful. Death seems restful. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >z Time passes. >z Time passes. >z Time passes. A bell strikes at the church as the dead are honored. >z Time passes. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (in which is dead adventurer) here. Someone has put coins on the corpse's eyes! >n You can't go that way. >x corpse They look restful. Death seems restful. Someone has put coins on the corpse's eyes! >take all from corpse dead eye cØin right: Finders keepers rules. dead eye cØin left: Finders keepers rules. [Your score has just gone up by two points.] >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >e East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. >n Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >ask medusa about coin You don't want to draw any attention to yourself! The snake-haired woman has been alerted to your presence and is turning around! >close eyes You shut your eyes and open your mind. You wander north and scrape your limbs on some protruding stone. Feeling around they seem to be statues. You hear a chorus of hisses, and a honeyed voice say, "Well Hello Sailor! I don't get a lot of company around these parts. What can I do ya for?" >ask medusa about job Maddeningly, they obviously have little interest in that! >ask medusa about medusa Maddeningly, they obviously have little interest in that! >ask medusa about statues Maddeningly, they obviously have little interest in that! >ask medusa about con I don't think they've heard of that, specifically. >ask medusa about coin "I've got a coin for you big person." The woman says, "That's what I was looking for in my armoire, and just your luck I found it! Here take this old thing, has only caused me heartache and woe." [Your score has just gone up by one point.] >s Nothing can be seen in this state. >open eyes You open your eyes, slowly. >s Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >i You are carrying: stone cØin dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >x stone A stone coin given by Medusa to paramours and wise fools. >s Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >n Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >w You can't go that way. >s Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >n Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >e You can't go that way. >n East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >n Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >s East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >e Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. >n Bank of Savings and Hold The bank is spartan and dirty, with a single banker standing guard over a plinth'd lectern that contains a single coin. A bit of road can be seen to the south. A single coin sits on the lectern, watched. You can also see Banker here. >take coin (money cØin) Not under the watchful eyes of the banker. Maybe there's a particular word or skill that will work? >steal it Now, that would be handy, but you don't seem to have that word yet. >s Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. >e Impenetrable. Even shears would have a hard time making progress here. >w East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >w Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >w Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >s You can't go that way. >i You are carrying: stone cØin dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >x mirror Seven years of bad luck. >s You can't go that way. >w Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >x yellow Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like coins on a dead man's eyes. if you squint. >g Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like monkey in the moon. >g Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like coins on a dead man's eyes. if you squint. >g Beneath the yellow cover which states the title A WELL KNOWN SOLUTION are just pages and pages of shapes that could be properly called glyphs. Flipping through the book, the glyphs on one page look almost like a book held to a flame. >hold book to flame Which do you mean, Mathematical Limits 3th Edition or Can't Cant?? >limits You can't see any such thing. >hold limits to flame You can't see any such thing. >hold limits to candle Lighting up literature isn't what it used to be. >hold cant to candle Slowly words appear to form on the page. It's a book of secret terms used by thieves. >read cant Words have formed, giving a small glossary of terms for thieves and ne'er-do-wells. Some really stand out:: NIM: to steal, verb BITE: To steal, archaic. MARK: Victim TOM FOOLERY: Jewelry, cockney origin KEN: House BEATERS: Shoes CASES: Hard SNACK: Share of loot >n Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >w Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >s You can't go that way. >n Holding Room Stub, this room is here just in case for now. >s Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >i You are carrying: stone cØin dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet trousers tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >x wdwf You can't see any such thing. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >x wdfw The WDFW is a marvel of technology, magic, and wishful thinking. Simply add your detergents, softeners, and/or starches into the tank and your soiled clothing into the cage, insert your coin and pray to whatever god you believe in that it comes out on the other side. Folded. >put trousers in wdfw That can't contain things. >x tank The tank is ready to accept detergent, softeners, starches and commit vile alchemy for nebulous results. >put trousers in tank Whatever magic or technology that governs the tank doesn't allow that substance into its interior. >put trousers in cage You put trousers into the cage. >i You are carrying: stone cØin dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror corn starch hermetically sealed corn cob ID card dusty zØrkmid wallet tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >put starch in tank The tank gladly accepts the starch. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >x soap You can't see any such thing. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >i You are carrying: stone cØin dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror hermetically sealed corn cob ID card dusty zØrkmid wallet tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >x wdwf You can't see any such thing. >x wdfw The WDFW is a marvel of technology, magic, and wishful thinking. Simply add your detergents, softeners, and/or starches into the tank and your soiled clothing into the cage, insert your coin and pray to whatever god you believe in that it comes out on the other side. Folded. >insert stone What do you want to insert stone cØin in? >wdfw That can't contain things. >pray Not the time nor the place. >x slot The WDFM's small slot can hold a single coin, but it seems to just drop it in the dirt, with no coin box to catch it. >put stone in slot You insert a precious coin, but looks like it's already refunded as the coin drops onto the ground. The coinbox seems to be missing from the machine! The machine whirs into life. Electricity and mana merge into some sort of hidden cleaning art. Eventually the sound dies down while the cage attempts to fold its contents and then unceremoniously drops them on the (rather dusty) ground. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. You can also see trousers (empty) and stone cØin here. >x trousers These seem bespoke for our dear dead sod. The trousers are very rigid and would be very hard to walk around in, even if they fit. >wear trousers (first taking trousers) You put on trousers. >e Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >w Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. You can also see stone cØin here. >i You are carrying: trousers (being worn) dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror hermetically sealed corn cob ID card dusty zØrkmid wallet tunic fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >put tunic in trousers You put tunic into trousers. >put stone in slot You insert a precious coin, but looks like it's already refunded as the coin drops onto the ground. The coinbox seems to be missing from the machine! >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. You can also see stone cØin here. >take tunic Taken. >put tunic in cage You put tunic into the cage. >take slot That seems to be a part of Washer Dryer Folder Machine. >take coin (stone cØin) Taken. >put stone in slot You insert a precious coin, but looks like it's already refunded as the coin drops onto the ground. The coinbox seems to be missing from the machine! >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. You can also see stone cØin here. >x tunic Grey. Drab. It doesn't invite a second look. On a closer look, the tunic seems to have an intricate, labyrinthine pattern that seems impossible to trace with your eyes as its isometric design and weave showers details that occlude others making it such a visual mess it seems drab. >g Grey. Drab. It doesn't invite a second look. On a closer look, the tunic seems to have an intricate, labyrinthine pattern that seems impossible to trace with your eyes as its isometric design and weave showers details that occlude others making it such a visual mess it seems drab. >take tunic Taken. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. You can also see stone cØin here. >take all stone cØin: Taken. >l Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. > I beg your pardon? >i You are carrying: stone cØin tunic trousers (being worn) dead eye cØin left dead eye cØin right alive cØin right alive cØin left tea candle (providing light) LITE silver cØin gold cØin score cØin cracked hand mirror hermetically sealed corn cob ID card dusty zØrkmid wallet fishing pole some sort of shape trowel wish cØin a Spider's Thread Word Transformation and You a Well Known Solution Mathematical Limits 3th Edition Can't Cant? leaflet adventure badge (being worn) >w You can't go that way. >s You can't go that way. >n Holding Room Stub, this room is here just in case for now. >n You can't go that way. >w You can't go that way. >e You can't go that way. >s Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >s You can't go that way. >w You can't go that way. >e Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >s Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >w You can't go that way. >s You can't go that way. >e Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >w Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >n Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >n Dank Dark Area An unspeakable horror show surrounds you. I'll try to speak a few anyway: Viscera, gore, and other smears clot the area, with various small tunnels worming through muck. You immediately want to go back south, thankful the lights are on. You can see grue here. >w You can't go that way. >e You can't go that way. >n You can't go that way. >s Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >e Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >n You can't go that way. >w Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >e Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. You can see wandering waif here. >n You can't go that way. >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >s You can't go that way. >e You can't go that way. >n Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. You can see wandering waif here. >e Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (in which is dead adventurer) here. >n You can't go that way. >n You can't go that way. >w You can't go that way. >e You can't go that way. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >w You can't go that way. >n You can't go that way. >s You can't go that way. >w You can't go that way. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >e You can't go that way. >en That's not a verb I recognise. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >s Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. >e You can't go that way. You sense a presence... where is it coming from? >w You can't go that way. >s Castle Foyer The foyer is very homey, with a frighteningly deep shag carpet, offering a small runway before the throne room itself to the south. The bridge, forever drawn, lies north with sound of water reminding my of my incontinence. You can see shag carpet here. >n Moat Bridge Before you to the south stands a castle. Not quite majestic, more on the humble side to be honest. But it does have a moat, one with an intense current, and a bridge you seem to be standing on. You sense a presence... where is it coming from? >n Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >d You can't go that way. >n Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >d You can't go that way. >w You slide open the confessional door and sit. Church Confessional The confessional seems rather spacious. It's almost as if sins here have such weight, mass, volume they need space to fully extend before they are purged. A voile curtain separates confessor from sinner, so sheer that anonymity of any sort is just pageantry. You can see Priest here. >n You can't go that way. >e You slide open the confessional door and stand. Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >n A Clearing for Viewing A peaceful backyard that catches equal parts breeze, shade, sun and stillness. The church is to the south, while a fence makes good neighbors in the other directions. You can see coffin (in which is dead adventurer) here. >d You can't go that way. >s Church The small wooden church has wooden pews and not much else. To the west is the confessional. A door behind the pulpit is a door leading outside, while the short and unwinding road is to the south. >s Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see small mailbox (empty) here. >e East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >d You can't go that way. >n Statue Garden Many statues dot the area, making it somewhat of a compact obstacle course if you try to go anywhere. The statues are mainly of hulking young men, and seem to vary in age with some worn and weathered, while others look like they were made yesterday. You can see Medusa here. The lady of the realm seems to be rummaging through some sort of wardrobe to the north, her back to you. However her hair seems to be a mess of snakes, and a few have turned to face you, tongues hissing, eyes like beads. The lady throws some clothes out of over her shoulder and says "Oh, where is that thing?" >d You can't go that way. The snake-haired woman has been alerted to your presence and is turning around! >s East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >s Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >d You can't go that way. >w You can't go that way. >e You can't go that way. >d You can't go that way. >s Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >d You can't go that way. >w You can't go that way. >d You can't go that way. >e You can't go that way. >e You can't go that way. >d You can't go that way. >n Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >s Mill-by-moat Name by a bard, a giant water wheel is here. It churns endlessly as the moat's magnificent current drives the millstone ready to pulverize things into a fine powder. You can see millstone here. >s You can't go that way. >e You can't go that way. >n Disused Garden The remnants of a community garden are thriving. Wild flowers run amok with weeds, bits of broken lattice with chiggers running amok. While not exactly freshly dug, there's a mound of dirt that seems more formed by human hands than by their absence. You can also see shed (empty) here. >e You can't go that way. >n East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. You can also see wandering waif here. The waif slinks off, a jingle with each step. >e Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. >d You can't go that way. >n Bank of Savings and Hold The bank is spartan and dirty, with a single banker standing guard over a plinth'd lectern that contains a single coin. A bit of road can be seen to the south. A single coin sits on the lectern, watched. You can also see Banker here. >d You can't go that way. >n You can't go that way. >e You can't go that way. >w You can't go that way. > I beg your pardon? >s Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. >s Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. It's quite odd, but you thought you could see the moon out of the corner of your eye. Focusing, there's nothing there but sky. >d You can't go that way. It's quite odd, but you thought you could see the moon out of the corner of your eye. Focusing, there's nothing there but sky. >e Cornfield The corn is, as they say, high as elephant's eye. So roughly 2 meters. Blissfully, this area seems to be maze-free and self-contained. >d You can't go that way. >n You can't go that way. >e You can't go that way. >s You can't go that way. >w Glen With seclusion comes beauty and serenity. This glen seems rarely visited, with the wild flowers untrampled and the woodland creatures hiding from your sight. Stalks of corn poke the horizon eastward, while a gigantic boulder waylays any wanderings south. Civilization's thrum can be felt to the north. Industry and all that. You can see monstrous boulder here. >s (first opening monstrous boulder) Why would you even say that? Are you optimizing? It's quite odd, but you thought you could see the moon out of the corner of your eye. Focusing, there's nothing there but sky. >w You can't go that way. >n Dead End The road ends abruptly. Guess no one has heard of a cul-de-sac. Some weeds mark the end of the road before growing into a thick, impenetrable bushel to the east. The road widens to the west, with a sloping green to the south and a building to the north with bars on the window. >w East Road The road continues east and west. You see some crumbling stone to the north, and what appears to be a garden to the south. Plugged into nothing but humming along is a vending machine of adventurer titles. >w Central Road You are on a short, dusty road made for feet, hooves and the wheels of commerce. There's a regal pull to the south, and a holy one to the north. The road itself extends the way the sun rises and sets. A tiny model of a white houses, all boarded up. Seems familia, with an equally familiar and tinier mailbox next to it. You can also see wandering waif and small mailbox (empty) here. >w Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. >d You can't go that way. >n You can't go that way. >s Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >n Occidental Road The western road. Exits are west, a very good direction, as well as east, with the sound of water to the south. You can see wandering waif here. >w Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >d You can't go that way. >n Dank Dark Area An unspeakable horror show surrounds you. I'll try to speak a few anyway: Viscera, gore, and other smears clot the area, with various small tunnels worming through muck. You immediately want to go back south, thankful the lights are on. You can see grue here. >d You can't go that way. >s Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >s Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >d You can't go that way. >w You can't go that way. >n Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >w Dry Cleaners You are at the dry cleaners, which seems to be a small machine where you insert clothing and chemicals and hope for the best. The old days of washbasins and clothes on a line blowing in the breeze have gone the way of the dodo here as people try to use the machine. It might explain the smells that seem to linger where man walks in this land. Commerce continues to the east. The WDFW is here, buzzing with machinery, magic, and mischief. >d You can't go that way. >e Monster Exhibition You seem to be in some of sort of sanitized monster exhibition as you approach the side of town reserved for commerce. Various cardboard cutouts of dragons, wumpuses (wumpi?), orcs, and other bumps in the nights are here, damaged and discolored. To the north is a small enclosure, dark and roofed. To the south you hear the sound of hammers and the smell of leather, to the west harsh chemicals, and a road picks up to the east. A plaque bare of illustrations except a cartoony arrow pointing to the north is here, accompanied by some text. >s Shoe Shoppe Ye stand in a small shoe shoppe. Alternatively, you stand in a small shoe shop. Its inventory seems exhausted. Behind the counter stands the cobbler, fidgety, eyeing her tools and resources. The place is well-worn and a bit dirty, home to bugs, grime, and shop talk. Exits are north and west. You can see Cobbler here. >x resources You can't see any such thing. >take all simple necklace: Don't think she'd like that. Some sort of old adage might work. >x necklace A simple adornment, with some sentimental value. >ask cobbler about necklace Maddeningly, they obviously have little interest in that! >waste not want not That's not a verb I recognise. >e Wishing Well Mortared stone and time have left a wishing well adjacent to the moat that encircles the castle of the realm. With no bucket nor rope, this is just a place for people to dream a little a dream. You can see Deep Well (empty) here. >quit Are you sure you want to quit? yes