Start of a transcript of: Grand Island Bank Robbery An Interactive Fiction by Mathbrush Release 11 / Serial number 260626 / Inform 7 v10.1.2 Inform 7 v10.1.2 Identification number: //77232D44-170E-4831-8F33-0957362C0218// Interpreter version 1.3.7 / VM 3.1.3 >* We have a Pretty Boy, a Baby Face, and a Junior? Our gang skews young/good looking You seem to want to talk to someone, but I can't see whom. >x me You go by Cooper "Coop" Johnson, and you're the non-descript kind of guy that blends right into the background, a talent that caught the boss's eye and got you this job. You fancy that you're an educated man, but your fellow robbers wouldn't call you an angel. >* Between this and the prominent morning star reference in the intro I'm expecting a twist That's not a verb I recognise. >* And the thing about still getting used to cars... That's not a verb I recognise. >about In this game, you can use TALK TO to talk to others. Your goal is to do what the boss wants. This game was written by mathbrush. It was beta tested by lionstooth, rh, Hidnook, Doug Egan, N. Cormier, max fog, jkj juio, andrewj, Tobias V. I. Langhoff, E. Joyce, Brett Witty, Tabitha, and Daniel Stelzer. Some testers had brilliant ideas I ended up not having time to implement. If you need a reminder about your duties, type HELP. >help To avoid giving away all the puzzles, you must ask you boss for help. HELP HOGG will give you the answer you need to find all the treasures! >* "ask you boss" -> "ask your boss" That's not a verb I recognise. >i You are carrying: some boots (being worn) >x boots Your boots are finally broken in enough to be comfortable. >l Roadside The road here at the outskirts of town is desolate and abandoned, perfect for your plan. The boss is standing next to his new Chevrolet, which is parked on the side of the road. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. Pretty Boy, Jackrabbit, Baby Face and little Junior are lined up next to the car, waiting for you to get in. >x road You can't see any such thing. >x chevy This car is much nicer than you might have expected. Hogg doesn't like to skimp on expenses. It's a brand-new Chevrolet. A trunk has been placed on the side. >x boss Hogg is the boss of the Pigiron gang. He's past his fighting prime but his numerous scars are a testament to his time as an enforcer. He's wearing a hat that's three sizes too small for him. >x hat No one has enough courage to tell Hogg how bad his tiny hat looks. Maybe he knows it looks bad, and wearing it is just a power play. Who knows? >* lol That's not a verb I recognise. >x trunk Attaching a steamer trunk to a car is a relatively new innovation. This one is strapped down tight on the side of the car. Right now, it's closed. >open trunk Junior swats your hand away. "Knock it off!" he says. >x jr You can't see any such thing. >x junior Hogg's son is a depraved man who is only kept from true evil by his inability to do much of anything. He sticks to petty sins like throwing insults or filching sweets. >talk to junior Junior looks at Hogg and says, "Pa, one of the new kids is trying to talk to me." Hogg shouts back, "Well, just be sociable, son! Say howdy." He glowers. "I don't wanna." Hogg says, "Son, now you're twenty-five, you have to grow up sometime!" Junior sighs, looks back at you, and says "Howdy." >talk to junior Junior just sulks when you try to talk to him again. >x pretty boy Pretty Boy looks like a man cursed by the gods to wander far from home, a grizzled man with short, stubby grey hair. >talk to him Pretty Boy says, "What do you want, kid? A personalized invitation? Just get in the car and we'll go." >talk to him Pretty Boy says, "What do you want, kid? A personalized invitation? Just get in the car and we'll go." >x baby face Baby Face is only sixteen, but has already learned that it's wiser to listen in the world than to speak. He's a gentle boy, and it's a shame he was dragged into all this. >talk to him Baby Face looks away, embarassed at the attention, and quietly says, "Congrats on joining the gang." >talk to him Baby Face can't think of anything to say, so he ignores you. >l Roadside The road here at the outskirts of town is desolate and abandoned, perfect for your plan. The boss is standing next to his new Chevrolet, which is parked on the side of the road. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. Pretty Boy, Jackrabbit, Baby Face and little Junior are lined up next to the car, waiting for you to get in. >x jackrabbit Jackrabbit is a frail-looking man who you've come to realize is the strongest member of the gang, in more ways than one. >talk to him "Welcome to the crew, Coop! Don't worry about anything, I'll show you the ropes. once we get there." >g "Welcome to the crew, Coop! Don't worry about anything, I'll show you the ropes. once we get there." >talk to hogg Pretty Boy puts his hand on your chest to stop you. "Now hold on a sec, you only speak to the boss when spoken to, got it?" >in You leap into the backseat, Pretty Boy takes the wheel and the rest of the robbers pile on. The engine roars to life, and Pretty Boy looks to Hogg for orders. "Get going, boys. Oh, and tell everyone at the bank, happy Valentine's Day!" He chuckles and lights up a cigar as you peel out and hit the road. The car tears down the highway like the chariot of Apollo, far away from suburban life. Soon you see the Grand Island Bridge, the longest bridge in the county. At last, you reach Grand Island Bank. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy debarks and says, "You stay out here, Coop. Junior, keep an eye on the car. Everyone else, inside with me." While you wait, Pretty Boy and the gang ransack the place like the Grecians sacking Troy. Your heart beats fast, eager for your moment of glory, while Junior just sits and whistles an annoying tune. You hear a few gun blasts and one muffled yell. At last, Pretty Boy walks out, leading a young man in black at gunpoint. The Pretty Boy's face is grim, but when he sees you looking, he brightens up and waves. "Just a second, Coop!" he says, before turning back to the man in black. "Now you keep tight and don't move, mister," he says sternly. He takes a deep breath, wiping his brow, then ambles over to the car. "Junior, keep an eye on this fella. The hostages are split up; we have eyes on most of them, but a couple are corralled in their own rooms where they can't do any harm. Just keep them away from each other." He walks into the bank, then pokes his head back outside. "Okay, Coop," he says, addressing you, "get out of the car and come on inside. We're ready for you!" That said, he withdraws again into the building. You hop out of the car. Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >save Ok. >x woods The forest, Diana's realm, lies quiet and untroubled by the impure acts of mankind. >smell You smell a mixture of fresh island air and old building. >x porch This wooden porch has recently been painted white, and it reflects the sunlight in a pleasing fashion. In fact, you see something gleaming underneath. You're sure the boss would like it. It's raised up off the ground. >x bank Grand Island Bank sweeps above you, its solid but clean architecture lending grace to the surrounding area, a veritable temple to wealth. >look under porch Bending down to look under the porch, you find an antique locket! You pocket it. A strong wind ruffles your hair. >x locket This locket is decades old. It is closed. >score You have so far scored 0 out of a possible 8, in 31 turns. >open it You open up the locket. The picture inside is quite old. It shows a young woman who looks vaguely familiar. >x woman You can't see any such thing. >x picture This locket is decades old. It is open, revealing a young woman with a rather stern expression. >close it You close the antique locket. >l Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >x widoer You can't see any such thing. >x widower The young widower is dressed in half mourning, with a black suit, lilac shoes and a hat. The suit has a heart embroidered on the lapel. >x heart The young widower's suit is clearly meant to show his state of mourning, although the lilac shoes indicate that his loss was some years ago. A heart is embroidered on the lapel. > Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >x shoes (the boots) Your boots are finally broken in enough to be comfortable. >x lilac Which do you mean, the lilac shoes or the lilac hat? >shoes The young widower's shoes are simple lilac flats, and in relatively good shape. >x hat The young widower's hat is inexpensive but very tastefully chosen. >talk to widower You try to think of what a good bank robber should say in this situation. "Don't worry, sir," you say, "this will all be over soon as long as no one raises a ruckus." He lifts languid eyes to meet yours. "You won't see me causing trouble. I've got a kid at home that needs me. Take what you want, and leave us be." >take shoes (the boots) You already have those. >take lilac shoes The boss wouldn't like it if you took that. You have to stick to the job! >take hat The boss wouldn't like it if you took that. You have to stick to the job! >take heart The boss wouldn't like it if you took that. You have to stick to the job! >l Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >smell You smell a mixture of fresh island air and old building. >x junior Hogg's son is a depraved man who is only kept from true evil by his inability to do much of anything. He sticks to petty sins like throwing insults or filching sweets. >talk to him "What do you think I am, a tip chaser? Scram, or shut your mush!" >put locket in trunk The trunk is closed. >open trunk Junior swats your hand away. "Knock it off!" he says. >give locket to junio You can't see any such thing. >i You are carrying: one treasure: an antique locket some boots (being worn) >give locket to junior Hogg has a system; you have to give the treasures to Pretty Boy. >l Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. It looks like a big group of the hostages have been gathered here: a high school student, cowering in the corner; a wealthy young woman, calm and collected; and a threadbare cleaner in the corner, who keeps looking with concern at the wealthy woman. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy says, "You're in luck, kid. This'll be an easy test. I had Jackrabbit scope out the place and make a list of every expensive thing he could find, with a couple of additions of my own. Find everything on this list and give it to me. If you can do that, you're one of us. Or, of course, you could just GIVE UP. You got me?" You answer, "Sure thing, Pretty Boy." He hands you the list and scowls. "Don't call me Pretty Boy. Only the boss gets to do that." [If you give an item on the list to Pretty Boy, your score will go up. You can end the game at any point by typing GIVE UP.] >give up "I'm out," you say. "I can't do this." "No skin off my nose," says Pretty Boy. "Now you just sit tight." Pretty Boy walks off into the rest of the bank. Jackrabbit goes with him. Together, they search the hostages, you, and every square inch of the building. In less than fifteen minutes, they come back with all of the treasure on the list in tow. "See? Anyone could do it. Now scram, kid," says Pretty Boy as he throws the treasure in the back of the car and takes off with the others, leaving you behind. All of the civilians in the bank gather behind you, and you can hear police sirens in the distance. "Oh my," you say, "the boss won't like this." *** You have given up *** In that game you scored 0 out of a possible 8, in 55 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo Bank Lobby [Previous turn undone.] >i You are carrying: one treasure: an antique locket a checklist some boots (being worn) >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >x pretty boy Pretty Boy looks like a man cursed by the gods to wander far from home, a grizzled man with short, stubby grey hair. >talk to pretty boy "Having trouble, huh?" says Pretty Boy. "Just keep looking. If you don't think you can do it, you can just GIVE UP and we'll all go home. But I bet you can do it, you seem pretty smart, kid." >give locket to him You give the antique locket to Pretty Boy. Pretty Boy brightens up. "You found it! I won't forget it this time." He puts it on. [Since this item isn't on Hogg's list, your score hasn't changed. But Pretty Boy will be happy.] >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >x student The high school student refuses to look at you, staring at the wall. She wears a sweater and an ankle-length skirt that are both too big for her. Her skin is a little blotchy, and she is the most nervous person in the room. >talk to student You try to think of what a good bank robber should say in this situation. "You know where anything is hidden, you just tell us," you say. It sounds stupid even as it comes out, and you cringe inside. You take a deep breath. You can do this. The high school student doesn't respond, and just trembles in fright. >x cleaner The threadbare cleaner is tall, young, and poor, wearing a worn-out uniform with a heart-shaped patch with the logo HT Cleaners. >x patch The uniform, a jumpsuit, looks like it's falling apart in some places, with only a heart-shaped patch to hold it together. >take patch The boss wouldn't like it if you took that. You have to stick to the job! >talk to cleaner You try to think of what a good bank robber should say in this situation. "You got a name, kid?" you ask. He looks at you defiantly, not saying anything. Once again, his eyes flicker to the wealthy young woman. You point to her. "Friend of yours?" you ask. "Leave her alone!" he says. "My name's Jay, and I'll do what you want, but I'm warning you to steer clear of that woman." >x woman (the wealthy young woman) The wealthy young woman is smartly dressed in a tailored dress, and seems confident despite her youth. She can't be over twenty-five years old. Her hair is short, though not shockingly so. >talk to her (the wealthy young woman) You try to think of what a good bank robber should say in this situation. "Give us everything you've got," you say, trying out a menacing tone. She stares at you blankly, before saying "Oh, um, I've come to make a withdrawal. Then you guys showed up. I don't have anything on me." "Oh, that's fine," you say. Then, remembering your stern tone, you add, "But next time, make sure you bring something!" She continues to give you that flat look, and says, "I don't think I'm coming back to this bank." >g (the wealthy young woman) The wealthy young woman just studies you with an almost pitying look on her face. >talk to cleaner Jay isn't interested in further conversation. >x woman (the wealthy young woman) The wealthy young woman is smartly dressed in a tailored dress, and seems confident despite her youth. She can't be over twenty-five years old. Her hair is short, though not shockingly so. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >talk to jay Jay isn't interested in further conversation. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >x floor (the weathered tile floor) Who knows how old this is; it must have been dazzling in its heyday. >x windows These high windows let a lot of light in, but all you can see through them is sky. You wonder how they wash them. >x counter This long wooden counter must have been an impressive engineering marvel back in the day; it looks like it was mostly cut from a single long tree. Now, though, it is worn down with grooves and covered in layers of stain, both the intentional kind and the accidental. >i You are carrying: a checklist some boots (being worn) >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver -a stack of cash -a jewelled brooch -a striking painting -a diamond necklace -a Tiffany watch -a sealskin Bible -an autograph of Peter the Great -an antique locket (delivered) (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >x vault This closed round vault door is several feet across and has a large keyhole. >open it It seems to be locked. A distant train whistle blows. >x keyhole This closed round vault door is several feet across and has a large keyhole. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >s The vault door is closed, blocking your way. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. An angry-looking woman is stalking back and forth, muttering to herself. >x woman An angry-looking woman is wearing a floral print skirt, bright pink blouse and a tweed suit jacket. A bizarre piece of gauzy fabric perched on her head might be described as a hat. >x fabric The angry-looking woman's hat (if such a generous term might be used) is so avant-garde that you're not sure if you'll ever comprehend it, a piece of gauze fabric attached somehow to her head. >talk to woman You try to think of what a good bank robber should say in this situation. "Just put the money in the bag, lady." "What money? What bag? Do you see any money back here? When we saw you coming, we--well, nevermind. What bag? What are you talking about?" You sheepishly scratch your head. "I thought it sounded good." >g You didn't enjoy your last conversation with the angry-looking woman, and have no desire to repeat it. >l Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. An angry-looking woman is stalking back and forth, muttering to herself. >x chairs These chairs seem designed to induce the workers to take as short of breaks as possible. >x cupboard A boring, normal, handcrafted 1920s oak cupboard with original hardware. Like all the others out there. It is closed. >open it You open the cupboard, revealing an employee handbook and a dog collar. >x handbook It looks quite dense, with hundreds of thin pages. You could READ it if you were so inclined. >x collar It looks like it hasn't been used in a while. Perhaps a patron left it behind? It seems quite large. >take all giant key: The angry-looking woman glares at you as you reach for the key. "You can't take that! Only employees can use the key!" You stare at her awkwardly, and resume slowly reaching for the key. "I said, knock it off! It's against the law!" "Ma'am," you say, placing your hand over your heart, "That's what I do. I'm the guy who's against the law." She fumes but can't find any holes in your logic. You pick up the key. employee handbook: Taken. dog collar: Taken. >x key This key is unusually long, about as long as your forearm. It must be designed to open something quite large. >x collar It looks like it hasn't been used in a while. Perhaps a patron left it behind? It seems quite large. >wear it You put on the dog collar. >read handbook You flip through the employee handbook: "Employees must be present at bank opening at 8:55 exactly. Arriving late more than thrice per quarter is grounds for dismissal." It looks like there's more. >g You flip through the employee handbook: "Due to the Great Bank Scare of "88, combination locks are to be discontinued in any area where prophets, mystics, oracles or psychics are employed." It looks like there's more. >* Annoying double-quote-at-the-beginning-of-a-word error That's not a verb I recognise. >g That's not a verb I recognise. >read handbook You flip through the employee handbook: "Under no circumstances will you accept currency with the odor of skunk or wild boar." It looks like there's more. >g You flip through the employee handbook: "Vintage cookware is not an acceptable form of currency." It looks like there's more. >g You flip through the employee handbook: "The currency rysti, which our bank does not accept as legal tender, is named for Emrys Tisserand and was created in the year[...]." It looks like there's more. >g You flip through the employee handbook: "Employees must bathe frequently, especially in hot weather. This rule was put into place after the incident of 1914[...]." That's the end of the book, it seems. >g You flip through the employee handbook: "Employees must be present at bank opening at 8:55 exactly. Arriving late more than thrice per quarter is grounds for dismissal." It looks like there's more. >l Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >x fridge This refrigerator is quite the luxury for a rural bank like this. You've only seen a few of these Frigidaires. >open it You open the refrigerator, revealing a stick of butter. >x butter A sizable stick of butter. It looks suspiciously lumpy. >take it Taken. >eat it As you've done more than once (to your utter shame), you bite down on the butter. Unusually, your teeth hit something hard. Grimacing, you pull out a diamond necklace and rub your sore teeth. Then, as consolation, you devour the rest of the butter. >x necklace Diamonds have never interested you, but the way they are arranged in this necklace is truly alluring. >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver -a stack of cash -a jewelled brooch -a striking painting -a diamond necklace -a Tiffany watch -a sealskin Bible -an autograph of Peter the Great -an antique locket (delivered) (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >give necklace to pretty boy You give the diamond necklace to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >unlock vault with key You carefully insert the full length of the giant key into the keyhole, turn it and then remove it. >s (first opening the vault door) The vault door, heavy as it is, swings open silently and effortlessly. Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. A single bar of silver remains on the floor, left here in the panic from when you first arrived. >x bar The bar of silver is stamped with the words "FINE 999". >take bar Taken. >l Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. >x boxes Each of these numerous boxes is locked with its own key. The steel boxes have no exploitable gaps and don't stick out from the wall. >open boxes Each one has its own key; you're out of luck, here. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >w There's no exit in that direction. >d Basement Like Orpheus of old, you descend into the bowels of the earth. There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >give bar to pretty boy You give the bar of silver to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x baby face Baby Face is only sixteen, but has already learned that it's wiser to listen in the world than to speak. He's a gentle boy, and it's a shame he was dragged into all this. He's holding a notebook and flipping through it. >talk to him Baby Face shakes his head. "Tough bunch down here. I had to take one of them down myself. Hope I didn't hurt my hand. Now I'm just trying to calm down." It's the longest speech you've ever heard him say. >x woman The scruffy-looking woman has a disreputable air about her with an unkempt, scruffy look contrasted with a very expensive pantsuit. She seems to be avoiding speaking for some unfathomable reason, and her mouth is clamped tightly shut. >talk to woman You try to think of what a good bank robber would say, especially since Baby Face is watching. "Gives us the goods, or we'll blow you away," you say threateningly. Not having a gun, this isn't a particularly good threat. The scruffy-looking woman says nothing. "This wiseacre hasn't opened her mouth once since I got in here," says Baby Face. "I think she's got something wrong with her." >give collar to woman (first taking the dog collar off) The scruffy-looking woman doesn't seem interested. >pet woman That's not a verb I recognise. >i You are carrying: a dog collar an employee handbook a giant key a checklist some boots (being worn) >give handbook to woman The scruffy-looking woman doesn't seem interested. >l Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x notebook Baby Face holds it away from you when he catches you looking, but it looks like the notebook has some quotes in it. He's too shy to show you the book, but might talk if you ask him about it. >ask him about notebook "This?" he asks, brightening up. "I like to write down little bits of new poems and stories I come across. Here's one I like," he says, reading: And you'll sit beside me, and we'll look, not at visions, but at realities. "It's by Edith Wharton." >ask him about pretty boy [To have a conversation in this game, you just need to TALK TO someone.] >ask him about locket You're not sure you feel comfortable asking Baby Face about anything right now. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >ask pretty boy about locket "Thanks for finding it!" says Pretty Boy. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x opening The door to the crawlspace is awfully narrow. Right now, it's jammed shut. It would take a lot of work to get it open. >smell Uggh. It smells like mold. >open opening It's shut tight, and you're not strong enough to open it. >i You are carrying: a dog collar an employee handbook a giant key a checklist some boots (being worn) >l Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x door Which do you mean, the sealed opening or the vault door? >vault This vault door is older and heavier than the one upstairs. This side has a combination lock on it. You haven't dialed the lock to any combination yet. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. A stern-looking man is out cold on the floor here. A claw hammer and a crowbar have been left behind by whoever was in here last. >smell You smell a mixture of fresh island air and old building. >* we have a good sense of smell huh That's not a verb I recognise. >x boiler The boiler, a tower of dull metal and pipes, is cold and still. It is closed, but you can see nothing inside. A fire starter is attached to the side. >open boiler You open the boiler. >look in boiler The boiler is empty. >x starter The fire starter is a flint and steel coupled together in a steel housing, firmly attached to the side of the boiler, pointed inwards. Pressing it should release a shower of sparks into the fireplace. >take it That seems to be a part of the boiler. >press it You press the fire starter and a shower of sparks comes out of it. >i You are carrying: a dog collar an employee handbook a giant key a checklist some boots (being worn) >x coal (the coal scuttle) The coal that is usually stored in here during the winter is gone, now. In the coal scuttle is a chunk of coal. >take coal (the chunk of coal) Taken. >x it This looks like high-grade, non-smoking coal to you. >put it in boiler You put the chunk of coal into the boiler. >push starter You press the fire starter and a shower of sparks comes out of it, setting the coal on fire. Soon, the boiler is happily burning away. The stern-looking man stirs uncomfortably on the floor, rolling away from the heat. >x man The stern-looking man is wearing a shabby suit and cheap shoes with a strange bare patch on them. He lays on the floor of the boiler room, like the Titans after they were cast into Tartarus. He looks suspiciously lumpy. On his hand he wears a cheap-looking watch. >x patch The stern-looking man's shoes are already peeling apart in places. There's already a bare patch shaped like half a heart. >x watch While flashy, you can tell that the stern-looking man's timepiece is a Waterbury, probably worth a dollar or less. It's been painted to look nicer, though. It's too loose for him; this watch seems like it recently belonged to a much larger person. >take it You grab the watch off of the stern-looking man. It comes off easily. >take patch The boss wouldn't like it if you took that. You have to stick to the job! >x man The stern-looking man is wearing a shabby suit and cheap shoes with a strange bare patch on them. He lays on the floor of the boiler room, like the Titans after they were cast into Tartarus. He looks suspiciously lumpy. >search him As you rifle through his clothes, you find a sealskin Bible. You pocket it. >l Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. A claw hammer and a crowbar have been left behind by whoever was in here last. >x hammer This hammer looks like it's wearing out a bit, but it should still be good for hammering or prying nails. >take it Taken. >x crowbar The crowbar is kind of unwieldly and dull--not unlike some of your fellow bank robbers. >take it Taken. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >open opening It's shut tight, and you're not strong enough to open it. >open opening with crowbar You wedge the crowbar into the edges of the sealed opening, and pull. The small door pops open. >e You just barely manage to squeeze your way through. Crawlspace This place is oppressively cramped. You can retreat to the west. Whew. Whole lot of junk in here. Worse than junk; Hogg would want to skin you alive if you sent him any of this stuff. You can see some tin soldiers, a yellowed scrap, a decayed boot, a sequin dress, a cast iron pan and a torn sail all jumbled up on the floor. >x soldiers Cheap, poorly-made tin. Looks like someone handmade them by melting tin into a mold. >take it Who do you think you are, Hercules? >take soldiers Taken. >x scrap Upon close inspection, you can determine that this is paper. Old paper. >take it Taken. >read it Upon close inspection, you can determine that this is paper. Old paper. >x boot (the boots) Your boots are finally broken in enough to be comfortable. >x sequined You can't see any such thing. >l Crawlspace This place is oppressively cramped. You can retreat to the west. You can see a decayed boot, a sequin dress, a cast iron pan and a torn sail all jumbled up on the floor. >x decayed This boot is barely hanging on for dear life. It looks kind of sticky. >take it The boot falls into pieces at your touch, leaving behind a roughly rectangular, still sticky, piece of leather in your hands. >x leather This sticky piece of leather is over a foot wide. It's gross. >x dress The dress's style is new but it's in bad condition. Maybe the damp got to it. It has a lot of rhinestones on the neckline. >take it The fabric can't handle even the faintest of touches, and dissolves like a spiderweb. All that's left behind is a pile of rhinestones, which you collect. >x rhinestones These flashy rhinestones could almost look like diamonds to the untrained eye. To the very, very untrained eye. >l Crawlspace This place is oppressively cramped. You can retreat to the west. You can see a cast iron pan and a torn sail all jumbled up on the floor. >x pan This rectangular cast iron pan seems like it was seasoned completely incorrectly. Amateurs. >take it Taken. >x sail This is a large piece of canvas, roughly square-shaped, that smells of the sea. >take it Taken. >w You just barely manage to squeeze your way through. Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >put all in boiler torn sail: You hesitate to burn the torn sail in the boiler. cast iron pan: You place the pan into the boiler with the handle still sticking out. rhinestones: You hesitate to burn the rhinestones in the boiler. sticky leather: You hesitate to burn the sticky leather in the boiler. yellowed scrap: You hesitate to burn the yellowed scrap in the boiler. tin soldiers: You're just gonna grab it and hold it into the fire? Who are you, Vulcan? crowbar: You hesitate to burn the crowbar in the boiler. claw hammer: You hesitate to burn the claw hammer in the boiler. sealskin Bible: You hesitate to burn the sealskin Bible in the boiler. dollar timepiece: You hesitate to burn the dollar timepiece in the boiler. dog collar: You hesitate to burn the dog collar in the boiler. employee handbook: You hesitate to burn the employee handbook in the boiler. giant key: You hesitate to burn the giant key in the boiler. checklist: You hesitate to burn the checklist in the boiler. >put soldiers in pan It's too hot to reach into the pan from here, you'll have to take the pan out. >take pan Hot! Fortunately, you've never gotten burnt on a pan, a trait you inherited from your mother. You carefully pull out the pan. >put soldiers in pan You put the tin soldiers into the cast iron pan. >put pan in boiler You place the pan into the boiler with the handle still sticking out. The tin soldiers slowly melt down in the heat of the boiler until they become molten tin. >* progress! That's not a verb I recognise. >* Somehow That's not a verb I recognise. >i You are carrying: one treasure: a sealskin Bible a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver (delivered) -a stack of cash -a jewelled brooch -a striking painting -a diamond necklace (delivered) -a Tiffany watch -a sealskin Bible -an autograph of Peter the Great -an antique locket (delivered) (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >l Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >x voiler You can't see any such thing. >x boiler The boiler, a tower of dull metal and pipes, is fired up and hot. It is open, with a cast iron pan and a chunk of coal inside. A fire starter is attached to the side. >x pan This rectangular cast iron pan seems like it was seasoned completely incorrectly. Amateurs. In the cast iron pan is some molten tin. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x jackrabbit Jackrabbit is a frail-looking man who you've come to realize is the strongest member of the gang, in more ways than one. >talk to him Jackrabbit sighs and says, "Listen, Coop. I know how hard your job must be. You have any questions about anything on the checklist, just ask me about it. The only thing I ask is that you put a good word in for me with the boss when time comes." >x astrolabe This metal disk is old and tarnished, but its intricate engravings are still visible. >x engravings This metal disk is old and tarnished, but its intricate engravings are still visible. >ask him about astrolabe "It's difficult to answer that, Coop. Sorry." >read engravings This metal disk is old and tarnished, but its intricate engravings are still visible. >l Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >i You are carrying: one treasure: a sealskin Bible a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >ask him about collar "It's difficult to answer that, Coop. Sorry." >ask him about bible Jackrabbit thinks deeply before responding: Don't waste my time, Coop. You've already found that." >* missing open-quote here That's not a verb I recognise. >l Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. Shutters block all light from the window, making the room dim. An overstuffed chair is arranged in front of three wooden chairs. The landing is back to the south. >x windows You can't see any such thing. >x shutters Wooden shutters on this side of the window are nailed shut with several bent nails. Behind the shutters, you can see the window, of course, and a metallic gleam. >x gleam You can barely make out the gleam of something metallic on the other side of the shutters. >open shutters The bent nails are keeping the shutters shut. >unbend nails That's not a verb I recognise. >pull nails Those seem to be a part of the shutters. >i You are carrying: one treasure: a sealskin Bible a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >pull nails with hammer You pry the nails out one at a time with a hammer. >open shutters As you open the shutters, you can see that the gleam is actually a jewelled brooch, nestled by the window. With the windows open, the room looks subtly different. >x brooch This brooch, shaped like a butterfly, is studded with beautiful gems. >take it Taken. >close shutters You close the shutters. >l Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. Shutters block all light from the window, making the room dim. An overstuffed chair is arranged in front of three wooden chairs. The landing is back to the south. >x chair The chair is big enough to take a nap in, but the Boss wouldn't like that, would he? >sit in chair You get onto the overstuffed chair. >sleep Can't let the boss catch you sleeping on the job. >search chair There is nothing on the overstuffed chair. >look under chair Ducking down, you check under the overstuffed chair, but find nothing. >look in chair There is nothing on the overstuffed chair. >x chairs These chairs are elegantly finished, and look designed to impress. You've seen better back at the base, though; the boss's taste is exquisite. >l Meeting Room (on the overstuffed chair) This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. Shutters block all light from the window, making the room dim. An overstuffed chair is arranged in front of three wooden chairs. The landing is back to the south. >open shutters You open the shutters. With the windows open, the room looks subtly different. >l Meeting Room (on the overstuffed chair) This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, which looks odd in the brighter light, is arranged in front of three wooden chairs. The landing is back to the south. >x chair The chair is big enough to take a nap in, but the Boss wouldn't like that, would he? In the brighter light, you notice that the chair has been unevenly stitched. >cut chair You don't have anything to cut it with. >open chair It isn't something you can open. >i You are carrying: two treasures: a jewelled brooch a sealskin Bible some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >open chair with hammer That doesn't seem to be something you can unlock. >cut chair with crowbar The crowbar is not useful for cutting. >cut chair with nails The rusty nails is not useful for cutting. >s (first getting off the overstuffed chair) Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >* are not useful, not is not useful You seem to want to talk to someone, but I can't see whom. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman, looks up as you enter the room. She looks at you without expression. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x desk The desk, a new oak model that must have been awful for the poor fools who brought it up here, has a single drawer. The drawer is closed. On the desk are a paperweight and a fountain pen. >open drawer The bank owner looks at you with a raised eyebrow, but does not interfere with your searches. You open the drawer, revealing a letter opener and a stick of chewing gum. >x drawer In the drawer are a letter opener and a stick of chewing gum. >x opener This letter opener is plain and practical, a thin shaft of steel. >take it Taken. >x gum A single piece of chewing gum, still wrapped. >take it Taken. >open it If you want to eat the chewing gum, you can EAT or CHEW it, but if you just unwrap it, it could get dirty. >eat it You unwrap the chewing gum and pop it in your mouth. Within a couple of minutes, it's become a sticky glob, which you place back in the wrapper. >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x paperweight This is a lead paperweight shaped like the frustum of a cone. >take it Taken. >x pen The pen looks quite worn out, but it should still work. Not that Hogg would want you writing on anything. >take it Taken. >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x clock This clock is firmly attached to the wall, and looks quite old. It displays the hours and minutes, but not seconds. It is currently set to 1:33 pm. >take it The wall clock is firmly attached, and you are unable to remove it. >x map This is a charcoal sketch of the city on a piece of canvas. The quality is quite poor. It is held up by a single nail. >x nail This nail is very sturdy, very reliable. Oh, to be such a nail. >take it You pry out the nail, and the city map falls on the floor. Dusting it clean, you find the charcoal comes off completely, while the other side is a valuable (?) painting! You take it. It's hard juggling the single nail separately from the rusty nails, so you just mix in the single nail with the others. >x painting This painting is like none you've ever seen before. Bold splashes of paint cross the canvas in utter disarray. It ought to look like nothing but you're utterly convinced that it's meant to represent a potato. >i You are carrying: three treasures: a striking painting a jewelled brooch a sealskin Bible a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x door This door is much smaller than the one downstairs. This vault must be used for temporary or personal storage. >open it The bank owner shakes her head, chuckling. "It's a time lock. You'll have to wait till next morning when the bank opens again to get it to unlock." >set clock to 8:55 You set the wall clock to 8:55 am. There is a "click" from the vault door. The bank owner looks at the vault door with concern. "Oh my!" >open door You open the vault door. >s Small Vault This room is tiny, not much larger than a coat closet, but built like a safe. It doesn't look like it sees much use; given its location, it must be meant for the personal use of the bank president. The office is back to the north. The only thing in the vault is a bundle of unfit currency, neatly stacked up on the floor. >x currency Oh, you've seen this kind of thing before. When currency gets damaged or otherwise unfit to use, it's removed from circulation and sent back to the Federal Reserve. This looks like such a stack, though you're not sure if others would know that. >take it Taken. >n Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x woman The bank owner is a reserved older woman with a stiff dress, well-shined shoes and an impeccable hat held in place by a distinctive hat pin. >x pin The bank owner's hat pin is shaped like a heart at one end, her only concession to whimsy. The heart is crystal, probably paste or some other kind of costume jewelry, and set in brass. It's almost elaborate enough to be a passable pendant or brooch, were it not for the pin. >take it The boss wouldn't like it if you took that. You have to stick to the job! >x woman The bank owner is a reserved older woman with a stiff dress, well-shined shoes and an impeccable hat held in place by a distinctive hat pin. >talk to woman You try to think of what a good bank robber would say in this situation. "Listen, lady," you say sternly. "We need every last penny from this place. You better not be hiding a single thing, because we're going to find it." She studiously ignores you, completely unflustered. >ask her about pin (the bank owner about that) [To have a conversation in this game, you just need to TALK TO someone.] >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x barrel (the barrel of peanuts) The barrel looks fresh. How many peanuts does this place go through?. In the barrel of peanuts are some unshelled peanuts. >search barrel (the barrel of peanuts) You feel something odd and very un-peanut like in the barrel. With some difficulty, you fish it out. It's a bottle of red wine. Cheap, too, it seems. You hold it up and raise an eyebrow at the bank owner, who shrugs, feigning innocence. "Perhaps it got there before Prohibition started," she suggests. >take peanuts (the unshelled peanuts) You grab a few. The peanuts are completely unappealing; you wonder what kind of monster would like these. You toss them back. > Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >i You are carrying: three treasures: a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >x wine This bottle of red wine looks extra cheap, and very dark; you're careful not to spill or drop it as it would permanently color anything it fell on red. It is closed with a cork. >drink it The bottle isn't even open! >open it You pop out the cork, which crumbles away instantly. Some of the wine sloshes out, almost staining you, but you manage to avoid it. >drink it You take a sip. Gah! One of the worst vintages you've ever had. Tastes like paint. >i You are carrying: three treasures: a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >* have some ideas on substitutions -- using wine as paint to fake the painting, maybe? You seem to want to talk to someone, but I can't see whom. >* Will play it straight this first time though That's not a verb I recognise. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, which looks odd in the brighter light, is arranged in front of three wooden chairs. The landing is back to the south. >cut chair with opener You slice open the chair with the letter opener, discovering a folded slip of paper. >x folded You grab the folded slip of paper and open it up. It looks like gibberish, but it's probably some other language. Say, this has got to be the autograph of Peter the Great; it's on the checklist. >read it You can't see 'it' (nothing) at the moment. >read folded This looks like it was cut off from a larger document long ago. His actual signature is quite small. >i You are carrying: four treasures: an autograph of Peter the Great a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver (delivered) -a stack of cash -a jewelled brooch -a striking painting -a diamond necklace (delivered) -a Tiffany watch -a sealskin Bible -an autograph of Peter the Great -an antique locket (delivered) (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >l Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, now brutally sliced open, is arranged in front of three wooden chairs. The landing is back to the south. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >i You are carrying: four treasures: an autograph of Peter the Great a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >give all to pretty boy autograph of Peter the Great: You give the autograph of Peter the Great to Pretty Boy. bottle of wine: "If it's not on the list, I don't want to see it!" says Pretty Boy. bundle of unfit currency: You give the bundle of unfit currency to Pretty Boy. striking painting: You give the striking painting to Pretty Boy. fountain pen: "If it's not on the list, I don't want to see it!" says Pretty Boy. paperweight: "If it's not on the list, I don't want to see it!" says Pretty Boy. sticky glob: "If it's not on the list, I don't want to see it!" says Pretty Boy. letter opener: "If it's not on the list, I don't want to see it!" says Pretty Boy. jewelled brooch: You give the jewelled brooch to Pretty Boy. rusty nails: "If it's not on the list, I don't want to see it!" says Pretty Boy. torn sail: "If it's not on the list, I don't want to see it!" says Pretty Boy. rhinestones: "If it's not on the list, I don't want to see it!" says Pretty Boy. sticky leather: "If it's not on the list, I don't want to see it!" says Pretty Boy. yellowed scrap: "If it's not on the list, I don't want to see it!" says Pretty Boy. crowbar: "If it's not on the list, I don't want to see it!" says Pretty Boy. claw hammer: "If it's not on the list, I don't want to see it!" says Pretty Boy. sealskin Bible: You give the sealskin Bible to Pretty Boy. dollar timepiece: You give the dollar timepiece to Pretty Boy. dog collar: "If it's not on the list, I don't want to see it!" says Pretty Boy. employee handbook: "If it's not on the list, I don't want to see it!" says Pretty Boy. giant key: "If it's not on the list, I don't want to see it!" says Pretty Boy. Pretty Boy inspects the dollar timepiece carefully. "Looks good to me," he says. Pretty Boy goes east. Pretty Boy grins. "That's everything on the list! Go get in the car! We'll follow after." [Your score has just gone up by two. Hogg will be delighted to receive these!] >undo Bank Lobby [Previous turn undone.] >* hmm, interesting You seem to want to talk to someone, but I can't see whom. >i You are carrying: four treasures: an autograph of Peter the Great a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >give autograph Whom do you want to give the autograph of Peter the Great to? >pretty boy You give the autograph of Peter the Great to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >i You are carrying: three treasures: a striking painting a jewelled brooch a sealskin Bible a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >give painting to pretty boy The boss really won't like it if you start handing things out to people willy-nilly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >give painting to pretty boy You give the striking painting to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >z You wait calmly. >z You wait calmly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >give bible to pretty boy You give the sealskin Bible to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] > Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >z You wait calmly. >z You wait calmly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >give brooch to pretty boy You give the jewelled brooch to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver (delivered) -a stack of cash -a jewelled brooch (delivered) -a striking painting (delivered) -a diamond necklace (delivered) -a Tiffany watch -a sealskin Bible (delivered) -an autograph of Peter the Great (delivered) -an antique locket (delivered) (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >i You are carrying: a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dollar timepiece a dog collar an employee handbook a giant key a checklist some boots (being worn) >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x vault You can't see any such thing. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x vault This vault door is older and heavier than the one upstairs. This side has a combination lock on it. You haven't dialed the lock to any combination yet. >x lock This vault door is older and heavier than the one upstairs. This side has a combination lock on it. You haven't dialed the lock to any combination yet. >x handbook It looks quite dense, with hundreds of thin pages. You could READ it if you were so inclined. >read it You flip through the employee handbook: "Due to the Great Bank Scare of "88, combination locks are to be discontinued in any area where prophets, mystics, oracles or psychics are employed." It looks like there's more. >set lock to 88 You dial 88 on the large vault door. >read it This vault door is older and heavier than the one upstairs. This side has a combination lock on it. You have dialed the large vault door to 88. >read handbook You flip through the employee handbook: "Under no circumstances will you accept currency with the odor of skunk or wild boar." It looks like there's more. >read handbook You flip through the employee handbook: "Vintage cookware is not an acceptable form of currency." It looks like there's more. >read handbook You flip through the employee handbook: "The currency rysti, which our bank does not accept as legal tender, is named for Emrys Tisserand and was created in the year[...]." It looks like there's more. >read handbook You flip through the employee handbook: "Employees must bathe frequently, especially in hot weather. This rule was put into place after the incident of 1914[...]." That's the end of the book, it seems. >dial lock to 19 You dial 19 on the large vault door. >dial lock to 14 You dial 14 on the large vault door. >open lock The combination lock on the door is still locked. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >x woman (the wealthy young woman) The wealthy young woman is smartly dressed in a tailored dress, and seems confident despite her youth. She can't be over twenty-five years old. Her hair is short, though not shockingly so. >x xatch You can't see any such thing. >x watch While flashy, you can tell that the stern-looking man's timepiece is a Waterbury, probably worth a dollar or less. It's been painted to look nicer, though. >drop watch Dropped. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x watch You can't see any such thing. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >x watch You can't see any such thing. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >s (first opening the vault door) The combination lock on the door is still locked. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. >x watch You can't see any such thing. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >x watch You can't see any such thing. >ask woman about combination [To have a conversation in this game, you just need to TALK TO someone.] >talk to woman You didn't enjoy your last conversation with the angry-looking woman, and have no desire to repeat it. >x cupboard A boring, normal, handcrafted 1920s oak cupboard with original hardware. Like all the others out there. It is open, revealing nothing. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x watch You can't see any such thing. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, now brutally sliced open, is arranged in front of three wooden chairs. The landing is back to the south. >x watch You can't see any such thing. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x watch You can't see any such thing. >s Small Vault This room is tiny, not much larger than a coat closet, but built like a safe. It doesn't look like it sees much use; given its location, it must be meant for the personal use of the bank president. The office is back to the north. >x watch You can't see any such thing. >n Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >ask woman about combination [To have a conversation in this game, you just need to TALK TO someone.] >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >ask jackrabbit about stack Jackrabbit thinks deeply before responding: "Huh, that's funny. I'm feeling something. A vault. Some numbers: 55. 76. 96. Write them down, Coop." >write down numbers I only understood you as far as wanting to write down. >write (the tall youth) If you want to write, you can try WRITE ON something WITH something. >write on scrap with pen It might not be a good idea to do this where Jackrabbit can see! >i You are carrying: a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >* oh that's faking the signature That's not a verb I recognise. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. >uu That's not a verb I recognise. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >s (first opening the vault door) The combination lock on the door is still locked. >dial lock to 55 You dial 55 on the large vault door. >dial lock to 76 You dial 76 on the large vault door. >dial lock to 96 You dial 96, and the vault door gives a soft "click". >s (first opening the vault door) Large Vault This vault looks rarely used, and you can see why. Most of it is filled with heavy items, including some statuary and some furniture of dubious quality. No wonder Jackrabbit didn't mention any of it. The only way out is through the vault door to the north. The only thing down here that is remotely worth taking is a stack of cash held together by a band. >x furniture What is this? A hutch? An oak table? Why anyone would have reason to store these is beyond you. >search it A quick look makes it clear there's nothing to find. >x tack You can't see any such thing. >x stack You expected ten thousand dollars to be a bit bigger, but these are large bills. They're held together by a band with JG scribbled on it. >take it Taken. >n Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >ask jackrabbit about watch Jackrabbit thinks deeply before responding: "I can see where the watch is...Ew! That's disgusting. And a health hazard. You may have to force the situation." >* hmm That's not a verb I recognise. >l Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >x porch This wooden porch has recently been painted white, and it reflects the sunlight in a pleasing fashion. You're sure the boss would like it. It's raised up off the ground. >u While a romp with fauns and dryads would be better than robbing a bank, your duty unfortunately calls. >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >e You just barely manage to squeeze your way through. Crawlspace This place is oppressively cramped. You can retreat to the west. For now, it's empty in here. >e There's no exit in that direction. >take all There are none at all available! >w You just barely manage to squeeze your way through. Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >ask baby face about watch You're not sure you feel comfortable asking Baby Face about anything right now. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >x boiler The boiler, a tower of dull metal and pipes, is fired up and hot. It is open, with a cast iron pan and a chunk of coal inside. A fire starter is attached to the side. >x scuttle The coal that is usually stored in here during the winter is gone, now. And now it's cleaned out. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >s Large Vault This vault looks rarely used, and you can see why. Most of it is filled with heavy items, including some statuary and some furniture of dubious quality. No wonder Jackrabbit didn't mention any of it. The only way out is through the vault door to the north. >x statuary You see some familiar faces here: Minerva, Homer, as well as some younger subjects like Saint Peter and Shakespeare. >n Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >smell Uggh. It smells like mold. >x staircase Unlike the polished construction present in the rest of the building, the basement staircase is a travesty of transportation. It should hold you just fine, but you feel sorry for the poor fool that it snaps under one day. >look under it Ducking down, you check under the rickety staircase, but find nothing. >search it A quick look makes it clear there's nothing to find. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >x floor (the weathered tile floor) Who knows how old this is; it must have been dazzling in its heyday. >x cracks You can't see any such thing. >x windows These high windows let a lot of light in, but all you can see through them is sky. You wonder how they wash them. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >x counter This long wooden counter must have been an impressive engineering marvel back in the day; it looks like it was mostly cut from a single long tree. Now, though, it is worn down with grooves and covered in layers of stain, both the intentional kind and the accidental. >x stair Which do you mean, the rickety staircase or the sweeping staircase? >rickety Unlike the polished construction present in the rest of the building, the basement staircase is a travesty of transportation. It should hold you just fine, but you feel sorry for the poor fool that it snaps under one day. >x sweeping This staircase seems has unique design, built at an angle that catches the light from the windows just right. It's quite lovely. >* "seems has" is wrong That's not a verb I recognise. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >talk to jay Jay looks at the cash in your hand. "You got a problem?" you ask. "Only with parasites who take other's hard-earned cash," he spits back. >talk to jay Jay looks at the cash in your hand. "You got a problem?" you ask. "Only with parasites who take other's hard-earned cash," he spits back. >give cash to jay Now hold on, you think. The Boss would be pretty upset if you gave Jay this cash right now. You've got a job to do, and you need to do it right. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >x chairs These chairs seem designed to induce the workers to take as short of breaks as possible. >x fridge This refrigerator is quite the luxury for a rural bank like this. You've only seen a few of these Frigidaires. >open it That's already open. >look in it The refrigerator is empty. >x cupboard A boring, normal, handcrafted 1920s oak cupboard with original hardware. Like all the others out there. It is open, revealing nothing. >l Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. > Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, now brutally sliced open, is arranged in front of three wooden chairs. The landing is back to the south. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x youth The tall youth towers over you, and would be intimidating if not for his unassuming manner. His jacket is threadbare and his pants have been patched. He peers at you nervously through thick glasses. He is holding an astrolabe. >talk to youth You try to think of what a good bank robber should say in this situation. "Hey, kid, what are you doing here? Where are your parents?" He stands taller and says, "I work independently. I'm a tutor." "Oh, that's pretty impressive at your age," you say. "Thanks," he says with a smile. Then he frowns. "Hey, wait a second, aren't you with the robbers?" Jackrabbit chimes in: "Yeah! Don't go around trying to be friendly like that!" >talk to youth The tall youth doesn't look like he trusts you much, and isn't interested in talking again. >ask youth about astrolabe The tall youth blushes. "It's for...a friend." >l Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, now brutally sliced open, is arranged in front of three wooden chairs. The landing is back to the south. >x chair The chair is big enough to take a nap in, but the Boss wouldn't like that, would he? The chair has been sliced open, and is empty. >x chairs These chairs are elegantly finished, and look designed to impress. You've seen better back at the base, though; the boss's taste is exquisite. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >ask jackrabbit about watch Jackrabbit thinks deeply before responding: "I can see where the watch is...Ew! That's disgusting. And a health hazard. You may have to force the situation." >hint The only hints in this game are for finding each item on the checklist. Before trying any more hints here, try asking Jackrabbit about the item in question. Otherwise, try one of the following: HINT SILVER HINT CASH HINT BROOCH HINT PAINTING HINT NECKLACE HINT WATCH HINT BIBLE HINT AUTOGRAPH HINT LOCKET The first hint will always tell you the location of the item; the following hints will tell you how to get it. >hint watch The Tiffany Watch is in the Basement directly below the Bank Lobby. To get a more specific hint, type HINT WATCH again. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x opening The door to the crawlspace is awfully narrow. Right now, it's open. >x basement Unlike the polished construction present in the rest of the building, the basement staircase is a travesty of transportation. It should hold you just fine, but you feel sorry for the poor fool that it snaps under one day. >search it A quick look makes it clear there's nothing to find. >look under it Ducking down, you check under the rickety staircase, but find nothing. >l Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x floor The floor here is firm and compacted dirt, seemingly solid and fire-resistant. >dig That's not a verb I recognise. >x woman The scruffy-looking woman has a disreputable air about her with an unkempt, scruffy look contrasted with a very expensive pantsuit. She seems to be avoiding speaking for some unfathomable reason, and her mouth is clamped tightly shut. >open mouth (the woman's mouth) You pry the scruffy-looking woman's mouth open. Inside of it you see a Tiffany watch. >take watch Taken. The scruffy-looking woman snaps her mouth shut. She glares at you angrily. "What'd you have to go and do that for?" >talk to woman "You got anything else hidden in there?" you ask, but the scruffy-looking woman just looks at you scornfully. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. You can also see a dollar timepiece here. >give watch to pretty bo You can't see any such thing. >give watch to pretty boy (the Tiffany watch to Pretty Boy) You give the Tiffany watch to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. [Your score has just gone up by one. Hogg will be delighted to receive this!] >z You wait calmly. >z You wait calmly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >i You are carrying: one treasure: a stack of cash a bottle of wine a bundle of unfit currency a fountain pen a paperweight a sticky glob a letter opener some rusty nails a torn sail some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >give stack to pretty boy You give the stack of cash to Pretty Boy. Pretty Boy says, "I'll go toss this in the car." Pretty Boy goes east. Pretty Boy grins. "That's everything on the list! Go get in the car! We'll follow after." [Your score has just gone up by one. Hogg will be delighted to receive this!] >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. You can also see Pretty Boy here. Pretty Boy opens the trunk. You've completed your duty. Now all that is left is to get in the car. >talk to pretty boy "You're doing just fine, kid," says Pretty Boy. If you want to GIVE UP, you can, but I think you can make it." Pretty Boy puts the stack of cash into the trunk. You've completed your duty. Now all that is left is to get in the car. >give up It's too late to give up now! Pretty Boy closes the trunk. You've completed your duty. Now all that is left is to get in the car. >in Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. You can also see a dollar timepiece here. Pretty Boy arrives from the east. Everyone is waiting for you to get to the getaway car! >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. You've completed your duty. Now all that is left is to get in the car. >x pretty boy You can't see any such thing. >enter car You hop into the getaway car, and soon you're rocketing over the bridge and away from the island. Within half an hour, you're back to the small grove on the side of the road where Hogg awaits. ************************************************************************* [Press any key] ************************************************************************* "Well, boys, let's see what you were able to collect!" shouts Hogg greedily. He opens the trunk and starts pawing through it. His grin widens with each treasure he finds. "You did it! Well butter me up and call me biscuit! We're rich, boys!" he shouts. Patting you on the back, he says, "You've got to be the best bandit this side of the Mississippi!" "You're wrong," says a voice from behind the trees. Hogg goes for his tommy gun, but he finds himself facing a bristling forest of police firearms. ************************************************************************* [Press any key] ************************************************************************* "That man's the worst undercover cop on either side of the Mississipi," says Chief Slaughter, stepping out from behind the police. "Slaughter?" says Hogg, straightening his tie and brushing back his hair. "Not the best of circumstances, but it's nice to see you. I assume this is a professional call." He starts backing up towards the car. "Stop him!" shouts Slaughter. Guns blaze, but Hogg jumps into the car and comes up with a tommy gun. Where he pulled it out from you'll never know. "Drive, Junior!" he says. Junior hits the gas, and soon he's out of sight, leaving you behind with Chief Slaughter. ************************************************************************* [Press any key] ************************************************************************* "You messed up, Coop. I specifically sent you there to not steal the treasures!" She pokes you in the chest, and you back up a step. "They had a list! I had to find everything there to fit in!" you say. Slaughter rubs her forehead. "That's why you were supposed to trick the robbers, Coop! Did you even talk to Virginia? You were supposed to let her know it was you by taking your boots off in front of her!" You just sigh. It's too late to fix things now. [But not for you, the player! If you restart, you can fulfill your true mission of making forgeries of all the treasures. Find the bank president, your contact, and take your boots off in front of her. With her help, you can forge everything on the list. To repeat this message in the game, type HELP SLAUGHTER. Good luck!] *** At least Hogg was happy! *** In that game you scored 8 out of a possible 8, in 488 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restart Valentine's Day, 1925 Grand Island, Washington You and the gang are gathered around the car while Hogg addresses you. The air is cold, and those few rays of the sun cresting the horizon are not enough to keep you warm. You raise your eyes to Venus, the Morning Star, who, alone in the sky, lights your way forward. A tug on your arm from Pretty Boy draws your attention back to Boss Hogg's speech. "Okay, boys, today's the big day at Grand Island Bank. I want you in and out as fast as you can. We'll keep the cops busy on our side. This will be Coop's first day. Everyone say, 'Hi, Coop!'" says Hogg, stretching his hand towards you. "Hi, Coop!" says the band of miscreants around you. You give a little wave back. ************************************************************************* [Press any key] ************************************************************************* "Jackrabbit," says Hogg, pointing at the lanky gang-member, "You're gonna scope out the place once you get there. Get a list of everything they've got." Turning to you, Hogg says, "He's the real genius on the team. Doesn't even have to see loot to know it's there. Boy's got some kind of second sight or animal magnetism." Jackrabbit scowls, embarrassed. "My aunts taught me when I was young, the, uh, Parker sisters." You nod. You remember your father telling stories about them when you were younger: a group of three mystics, reliable but dangerous. "Pretty Boy," says Hogg, addressing the oldest of the group, "You make sure he gets all the goods. We're gonna see if this boy's got what it takes to join the Pigiron gang!" "You got it, boss!" "Okay, then. Let's get this show on the road!" ************************************************************************* [Press any key] ************************************************************************* Grand Island Bank Robbery An Interactive Fiction by Mathbrush Release 11 / Serial number 260626 / Inform 7 v10.1.2 Roadside The road here at the outskirts of town is desolate and abandoned, perfect for your plan. The boss is standing next to his new Chevrolet, which is parked on the side of the road. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. Pretty Boy, Jackrabbit, Baby Face and little Junior are lined up next to the car, waiting for you to get in. >* "coop" lol That's not a verb I recognise. >enter You leap into the backseat, Pretty Boy takes the wheel and the rest of the robbers pile on. The engine roars to life, and Pretty Boy looks to Hogg for orders. "Get going, boys. Oh, and tell everyone at the bank, happy Valentine's Day!" He chuckles and lights up a cigar as you peel out and hit the road. The car tears down the highway like the chariot of Apollo, far away from suburban life. Soon you see the Grand Island Bridge, the longest bridge in the county. At last, you reach Grand Island Bank. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy debarks and says, "You stay out here, Coop. Junior, keep an eye on the car. Everyone else, inside with me." While you wait, Pretty Boy and the gang ransack the place like the Grecians sacking Troy. Your heart beats fast, eager for your moment of glory, while Junior just sits and whistles an annoying tune. You hear a few gun blasts and one muffled yell. At last, Pretty Boy walks out, leading a young man in black at gunpoint. The Pretty Boy's face is grim, but when he sees you looking, he brightens up and waves. "Just a second, Coop!" he says, before turning back to the man in black. "Now you keep tight and don't move, mister," he says sternly. He takes a deep breath, wiping his brow, then ambles over to the car. "Junior, keep an eye on this fella. The hostages are split up; we have eyes on most of them, but a couple are corralled in their own rooms where they can't do any harm. Just keep them away from each other." He walks into the bank, then pokes his head back outside. "Okay, Coop," he says, addressing you, "get out of the car and come on inside. We're ready for you!" That said, he withdraws again into the building. You hop out of the car. Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. > w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. It looks like a big group of the hostages have been gathered here: a high school student, cowering in the corner; a wealthy young woman, calm and collected; and a threadbare cleaner in the corner, who keeps looking with concern at the wealthy woman. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy says, "You're in luck, kid. This'll be an easy test. I had Jackrabbit scope out the place and make a list of every expensive thing he could find, with a couple of additions of my own. Find everything on this list and give it to me. If you can do that, you're one of us. Or, of course, you could just GIVE UP. You got me?" You answer, "Sure thing, Pretty Boy." He hands you the list and scowls. "Don't call me Pretty Boy. Only the boss gets to do that." [If you give an item on the list to Pretty Boy, your score will go up. You can end the game at any point by typing GIVE UP.] > u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >u There's no exit in that direction. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman, looks up as you enter the room. She looks at you without expression. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >remove boots The bank owner watches you take off your boots, then place them back on again. "Ah, I see. That would make you Coop, then, right?" "Yes ma'am," you say, tipping your hat. "Good. You may call me Virginia. I hope you'll be of some use to us today. I'm aware of the list your man 'Jackrabbit' has made. If you have any questions about anything on there, I may be of some assistance." [You can ASK about any item on the checklist to get Virginia's opinion on it.] >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >search peanuts (the unshelled peanuts) You feel something odd and very un-peanut like in the barrel. With some difficulty, you fish it out. It's a bottle of red wine. Cheap, too, it seems. You hold it up and raise an eyebrow at Virginia, who shrugs, feigning innocence. "Perhaps it got there before Prohibition started," she suggests. >save Ok. >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >i You are carrying: a bottle of wine a checklist some boots (being worn) >l Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >set clock to 8:55 You set the wall clock to 8:55 am. There is a "click" from the vault door. Virginia looks at the vault door with admiration. "Quite clever." >s (first opening the vault door) Small Vault This room is tiny, not much larger than a coat closet, but built like a safe. It doesn't look like it sees much use; given its location, it must be meant for the personal use of the bank president. The office is back to the north. The only thing in the vault is a bundle of unfit currency, neatly stacked up on the floor. >take unfit Taken. >n Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >d There's no exit in that direction. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give unfit to pretty boy You give the bundle of unfit currency to Pretty Boy. Pretty Boy inspects the bundle of unfit currency carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >undo Bank Lobby [Previous turn undone.] >d Basement Like Orpheus of old, you descend into the bowels of the earth. There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. A stern-looking man is out cold on the floor here. A claw hammer and a crowbar have been left behind by whoever was in here last. >x man The stern-looking man is wearing a shabby suit and cheap shoes with a strange bare patch on them. He lays on the floor of the boiler room, like the Titans after they were cast into Tartarus. He looks suspiciously lumpy. On his hand he wears a cheap-looking watch. >take watch You grab the watch off of the stern-looking man. It comes off easily. It's too loose for him; this watch seems like it recently belong to a much larger person. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give watch to pretty boy You give the dollar timepiece to Pretty Boy. Pretty Boy inspects the dollar timepiece carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >z You wait calmly. >z You wait calmly. >z You wait calmly. >z You wait calmly. You can hear the building shudder a bit as a strong wind blows outside. Pretty Boy arrives from the east. >give unfit to pretty boy You give the bundle of unfit currency to Pretty Boy. Pretty Boy inspects the bundle of unfit currency carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >save Ok. >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver -a stack of cash (delivered) -a jewelled brooch -a striking painting -a diamond necklace -a Tiffany watch (delivered) -a sealskin Bible -an autograph of Peter the Great -an antique locket (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. An angry-looking woman is stalking back and forth, muttering to herself. >x cupboard A boring, normal, handcrafted 1920s oak cupboard with original hardware. Like all the others out there. It is closed. >open it You open the cupboard, revealing an employee handbook and a dog collar. >take all giant key: The angry-looking woman glares at you as you reach for the key. "You can't take that! Only employees can use the key!" You stare at her awkwardly, and resume slowly reaching for the key. "I said, knock it off! It's against the law!" "Ma'am," you say, placing your hand over your heart, "That's what I do. I'm the guy who's against the law." She fumes but can't find any holes in your logic. You pick up the key. employee handbook: Taken. dog collar: Taken. >x collar It looks like it hasn't been used in a while. Perhaps a patron left it behind? It seems quite large. >i You are carrying: a dog collar an employee handbook a giant key a bottle of wine a checklist some boots (being worn) >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver -a stack of cash (delivered) -a jewelled brooch -a striking painting -a diamond necklace -a Tiffany watch (delivered) -a sealskin Bible -an autograph of Peter the Great -an antique locket (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give collar to pretty boy "If it's not on the list, I don't want to see it!" says Pretty Boy. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >n There's no exit in that direction. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. A stern-looking man is out cold on the floor here. A claw hammer and a crowbar have been left behind by whoever was in here last. >take all claw hammer: Taken. crowbar: Taken. >take coal (the chunk of coal) Taken. >open boiler You open the boiler. >put coal in boiler (the chunk of coal in the boiler) You put the chunk of coal into the boiler. >push striker You can't see any such thing. >l Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >push sarter You can't see any such thing. >push starter You press the fire starter and a shower of sparks comes out of it, setting the coal on fire. Soon, the boiler is happily burning away. The stern-looking man stirs uncomfortably on the floor, rolling away from the heat. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >open opening with crowbar You wedge the crowbar into the edges of the sealed opening, and pull. The small door pops open. >e You just barely manage to squeeze your way through. Crawlspace This place is oppressively cramped. You can retreat to the west. Whew. Whole lot of junk in here. Worse than junk; Hogg would want to skin you alive if you sent him any of this stuff. You can see some tin soldiers, a yellowed scrap, a decayed boot, a sequin dress, a cast iron pan and a torn sail all jumbled up on the floor. >take all tin soldiers: Taken. yellowed scrap: Taken. decayed boot: The boot falls into pieces at your touch, leaving behind a roughly rectangular, still sticky, piece of leather in your hands. sequin dress: The fabric can't handle even the faintest of touches, and dissolves like a spiderweb. All that's left behind is a pile of rhinestones, which you collect. cast iron pan: Taken. torn sail: Taken. >w You just barely manage to squeeze your way through. Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >put wine on canvas You spread the canvas on the floor, then pour the red wine all it, creating a deeply stained abstract piece of work. You now have an ersatz artwork, a substitute for a painting. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give canvas to pretty boy You can't see any such thing. >i You are carrying: an empty bottle a cast iron pan some rhinestones a piece of sticky leather a yellowed scrap some tin soldiers a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. You can also see an ersatz artwork here. >take art You can't see any such thing. >take artwork Taken. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give artwork to pretty boy You give the ersatz artwork to Pretty Boy. Pretty Boy inspects the ersatz artwork carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >save Ok. >i You are carrying: an empty bottle a cast iron pan some rhinestones a piece of sticky leather a yellowed scrap some tin soldiers a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >z You wait calmly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >z You wait calmly. >give rhinestones Whom do you want to give the rhinestones to? >pretty boy "If it's not on the list, I don't want to see it!" says Pretty Boy. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >e You just barely manage to squeeze your way through. Crawlspace This place is oppressively cramped. You can retreat to the west. For now, it's empty in here. >w You just barely manage to squeeze your way through. Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. > Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >put soldiers in pan You put the tin soldiers into the cast iron pan. >put pan in boiler You place the pan into the boiler with the handle still sticking out. The tin soldiers slowly melt down in the heat of the boiler until they become molten tin. A distant train whistle blows. >take pan Hot! Fortunately, you've never gotten burnt on a pan, a trait you inherited from your mother. You carefully pull out the pan, still full of some molten tin. >z You wait calmly. Out of the boiler, the metal quickly cools and hardens in the rectangular pan, forming an ingot. >x pan This rectangular cast iron pan seems like it was seasoned completely incorrectly. Amateurs. In the cast iron pan is a tin ingot. >take ingot Taken. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give ingot to pretty boy Pretty Boy hefts the ingot, then hands it back. "Too light," he says. "This isn't silver. Keep looking!" >i You are carrying: a tin ingot a cast iron pan an empty bottle some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >put ingot in pan You put the tin ingot into the cast iron pan. >put pan in fire That can't contain things. >put pan in boiler You place the pan into the boiler with the handle still sticking out. The tin ingot slowly melts down in the heat of the boiler until it becomes molten tin. >put key in pan No, that would probably burn in the molten metal, and the boss wouldn't like that. >i You are carrying: an empty bottle some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >x bottle This bottle once held very cheap, tasteless red wine. >put bottle in pan No, that would probably burn in the molten metal, and the boss wouldn't like that. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >s The vault door is closed, blocking your way. >unlock door with key You carefully insert the full length of the giant key into the keyhole, turn it and then remove it. >s (first opening the vault door) The vault door, heavy as it is, swings open silently and effortlessly. Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. A single bar of silver remains on the floor, left here in the panic from when you first arrived. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x staircase This staircase seems has unique design, built at an angle that catches the light from the windows just right. It's quite lovely. >x window You can't see any such thing. >x windows You can't see any such thing. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. Shutters block all light from the window, making the room dim. An overstuffed chair is arranged in front of three wooden chairs. The landing is back to the south. >i You are carrying: an empty bottle some rhinestones a piece of sticky leather a yellowed scrap a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >put rhinestones in leather That can't contain things. >put rhinestones on leather The rhinestones would just slide around if you tried that. >x leather This sticky piece of leather is over a foot wide. It's gross. >x bottle This bottle once held very cheap, tasteless red wine. >l Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. Shutters block all light from the window, making the room dim. An overstuffed chair is arranged in front of three wooden chairs. The landing is back to the south. >open window The shutters aren't open. >pull nails Those seem to be a part of the shutters. >pull nails with hammer You pry the nails out one at a time with a hammer. >open shuter You can't see any such thing. >open shutters As you open the shutters, you can see that the gleam is actually a jewelled brooch, nestled by the window. With the windows open, the room looks subtly different. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >s Small Vault This room is tiny, not much larger than a coat closet, but built like a safe. It doesn't look like it sees much use; given its location, it must be meant for the personal use of the bank president. The office is back to the north. >n Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x paperweight This is a lead paperweight shaped like the frustum of a cone. >* there we go That's not a verb I recognise. >take it Taken. >take pen Taken. >write on scrap What do you want to write on the yellowed scrap with? >pen With a dab of the pen and a flourish, you scrawl a signature on the yellowed paper, creating a splattered signature that is both unreadable and old-looking. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give scrap to pretty boy You give the splattered signature to Pretty Boy. Pretty Boy inspects the splattered signature carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >put paperweight in pan You put the paperweight into the molten tin, and it melts as well, forming an alloy. >take pan Hot! Fortunately, you've never gotten burnt on a pan, a trait you inherited from your mother. You carefully pull out the pan, still full of some molten alloy. >x alloy The molten alloy is dangerously hot and liquid, shiny and heavy. Out of the boiler, the metal quickly cools and hardens in the rectangular pan, forming an ingot. >take ingot Taken. >x it The alloy that you created has cooled into a silvery ingot. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give ingot to pretty boy You give the ingot of alloyed metal to Pretty Boy. Pretty Boy inspects the ingot of alloyed metal carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver (delivered) -a stack of cash (delivered) -a jewelled brooch -a striking painting (delivered) -a diamond necklace -a Tiffany watch (delivered) -a sealskin Bible -an autograph of Peter the Great (delivered) -an antique locket (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >save Ok. >i You are carrying: a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a piece of sticky leather a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >x handbook It looks quite dense, with hundreds of thin pages. You could READ it if you were so inclined. >put leather on handbook Gingerly, you apply the sticky leather to the outside of the book, patting it and firming it until you have a heavy leather bound book. Pretty Boy arrives from the east. >i You are carrying: one forgery: a leather bound book a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >give book to pretty boy You give the leather bound book to Pretty Boy. Pretty Boy inspects the leather bound book carefully. "The Good Book, huh. Looks fine to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >i You are carrying: a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >x checklist You read the checklist: Coop, get me everything on this list: -a bar of silver (delivered) -a stack of cash (delivered) -a jewelled brooch -a striking painting (delivered) -a diamond necklace -a Tiffany watch (delivered) -a sealskin Bible (delivered) -an autograph of Peter the Great (delivered) -an antique locket (This is mine. I had it in the car, but I dropped it somewhere--don't look inside) >i You are carrying: a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >put rhinestones on collar You'd need some kind of adhesive to get them to stay on. Pretty Boy arrives from the east. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >ask virginia about brooch "I'm sure that man doesn't know the first thing about brooches. Just given him a suitably flashy piece and you'll be fine. You could use anything from a bracelet to a hat pin!" >x pin Virginia's hat pin is shaped like a heart at one end, her only concession to whimsy. The heart is crystal, probably paste or some other kind of costume jewelry, and set in brass. It's almost elaborate enough to be a passable pendant or brooch, were it not for the pin. >take pin "Good idea," says Virginia, handing you the pin. "Make sure to unscrew it first so it looks a bit better." You pull out the hat pin. >unscrew it You twist the hat pin, and it falls into two pieces: a jewelled bauble, and a needle. >x it You can't see 'it' (nothing) at the moment. >x needle This needle was once part of a hat pin. >x bauble This brass bauble is covered in costume jewelry. It looks something like a brooch, but without a pin. >i You are carrying: one forgery: a jewelled bauble a needle a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >sew rhinestones to collar That's not a verb I recognise. >x needle This needle was once part of a hat pin. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give bauble to pretty boy You give the jewelled bauble to Pretty Boy. Pretty Boy inspects the jewelled bauble carefully. "So that's what a brooch is. Always wondered," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >uu That's not a verb I recognise. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. A single bar of silver remains on the floor, left here in the panic from when you first arrived. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >ask woman about necklace "Necklaces come in many shapes and styles," she says. "I think we can pull this off." >i You are carrying: a needle a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >x collar It looks like it hasn't been used in a while. Perhaps a patron left it behind? It seems quite large. >x needle This needle was once part of a hat pin. >hint The only hints in this game are for finding each item on the checklist. Before trying any more hints here, try asking Jackrabbit about the item in question. Otherwise, try one of the following: HINT SILVER HINT CASH HINT BROOCH HINT PAINTING HINT NECKLACE HINT WATCH HINT BIBLE HINT AUTOGRAPH HINT LOCKET The first hint will always tell you the location of the item; the following hints will tell you how to get it. >hint necklace The necklace is in the Tellers' Area. To get a more specific hint, type HINT NECKLACE again. >hint necklace A necklace can be hidden in all sorts of strange places. This necklace has a portable hiding place. To get a more specific hint, type HINT NECKLACE again. >hint necklace The diamond necklace is in the stick of butter in the fridge. To get a more specific hint, type HINT NECKLACE again. You can either eat the butter, break it, or melt it using the pan and the boiler. There are no more hints available. >* Oh yeah butter? That's not a verb I recognise. >d There's no exit in that direction. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >open fridge You open the refrigerator, revealing a stick of butter. >take butter Taken. >put butter on collar Putting things on the dog collar would achieve nothing. >i You are carrying: a stick of butter a needle a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >hint necklace The diamond necklace is in the stick of butter in the fridge. To get a more specific hint, type HINT NECKLACE again. You can either eat the butter, break it, or melt it using the pan and the boiler. There are no more hints available. >hint necklace The diamond necklace is in the stick of butter in the fridge. To get a more specific hint, type HINT NECKLACE again. You can either eat the butter, break it, or melt it using the pan and the boiler. There are no more hints available. >restore Ok. >i You are carrying: a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a piece of sticky leather a crowbar a claw hammer a dog collar an employee handbook a giant key a checklist some boots (being worn) >put leather on collar Ew, this sticky leather shouldn't be randomly thrown onto objects. The boss would freak out! >put leather on bible You can't see any such thing. >put leather on book Gingerly, you apply the sticky leather to the outside of the book, patting it and firming it until you have a heavy leather bound book. Pretty Boy arrives from the east. >give book to pretty boy You give the leather bound book to Pretty Boy. Pretty Boy inspects the leather bound book carefully. "The Good Book, huh. Looks fine to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >i You are carrying: a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >take pin "Good idea," says Virginia, handing you the pin. "Make sure to unscrew it first so it looks a bit better." You pull out the hat pin. >unscrew pin You twist the hat pin, and it falls into two pieces: a jewelled bauble, and a needle. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. A single bar of silver remains on the floor, left here in the panic from when you first arrived. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >give bauble to pretty boy You give the jewelled bauble to Pretty Boy. Pretty Boy inspects the jewelled bauble carefully. "So that's what a brooch is. Always wondered," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >i You are carrying: a needle a cast iron pan a fountain pen some rusty nails an empty bottle some rhinestones a crowbar a claw hammer a dog collar a giant key a checklist some boots (being worn) >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >x cupboard A boring, normal, handcrafted 1920s oak cupboard with original hardware. Like all the others out there. It is open, revealing nothing. >x chairs These chairs seem designed to induce the workers to take as short of breaks as possible. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. A threadbare cleaner leans up against the wall, looking with concern at the wealthy young woman. >x jay The threadbare cleaner is tall, young, and poor, wearing a worn-out uniform with a heart-shaped patch with the logo HT Cleaners. >talk to jay You try to think of what a good bank robber should say in this situation. "You got a name, kid?" you ask. He looks at you defiantly, not saying anything. Once again, his eyes flicker to the wealthy young woman. You point to her. "Friend of yours?" you ask. "Leave her alone!" he says. "My name's Jay, and I'll do what you want, but I'm warning you to steer clear of that woman." >ask jay about necklace You're not sure you feel comfortable asking Jay about anything right now. >x woman (the wealthy young woman) The wealthy young woman is smartly dressed in a tailored dress, and seems confident despite her youth. She can't be over twenty-five years old. Her hair is short, though not shockingly so. >ask woman about glue Who do you mean, the high school student or the wealthy young woman? >x glue You can't see any such thing. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >x student The high school student refuses to look at you, staring at the wall. She wears a sweater and an ankle-length skirt that are both too big for her. Her skin is a little blotchy, and she is the most nervous person in the room. >x skin You can't see any such thing. >give needle to woman Who do you mean, the high school student or the wealthy young woman? >student The high school student doesn't seem interested. >s Medium Vault This vault is lined with safety deposit boxes, each flush with the wall and locked with individual keys. From the labels, it looks like almost all of them are for deeds and other legal documents, which are hardly of interest to you. You can leave through the vault door to the north. A single bar of silver remains on the floor, left here in the panic from when you first arrived. >n Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >ask woman about collar [To have a conversation in this game, you just need to TALK TO someone.] >talk to woman You try to think of what a good bank robber should say in this situation. "Just put the money in the bag, lady." "What money? What bag? Do you see any money back here? When we saw you coming, we--well, nevermind. What bag? What are you talking about?" You sheepishly scratch your head. "I thought it sounded good." >talk to woman You didn't enjoy your last conversation with the angry-looking woman, and have no desire to repeat it. >l Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An angry-looking woman is stalking back and forth, muttering to herself. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >ask baby face about notebook "This?" he asks, brightening up. "I like to write down little bits of new poems and stories I come across. Here's one I like," he says, reading: Weeks passed, and the little Rabbit grew very old and shabby, but the Boy loved him just as much. He loved him so hard that he loved all his whiskers off, and the pink lining to his ears turned grey, and his brown spots faded. He even began to lose his shape, and he scarcely looked like a rabbit any more, except to the Boy. To him he was always beautiful, and that was all that the little Rabbit cared about. He didn't mind how he looked to other people, because the nursery magic had made him Real, and when you are Real shabbiness doesn't matter. "It's by Margery Williams." >e You just barely manage to squeeze your way through. Crawlspace This place is oppressively cramped. You can retreat to the west. For now, it's empty in here. >w You just barely manage to squeeze your way through. Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >x woman The scruffy-looking woman has a disreputable air about her with an unkempt, scruffy look contrasted with a very expensive pantsuit. She seems to be avoiding speaking for some unfathomable reason, and her mouth is clamped tightly shut. >s (first opening the vault door) The combination lock on the door is still locked. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is burning steadily and the scuttle is empty. The basement is back to the south. A stern-looking man is out cold on the floor here. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of opening leads to the east. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >n Meeting Room This tastefully decorated room looks like a place for the rich and powerful to make deals with each other. The shutters are open, and a window lets in soft light from outside. An overstuffed chair, which looks odd in the brighter light, is arranged in front of three wooden chairs. The landing is back to the south. >x chair The chair is big enough to take a nap in, but the Boss wouldn't like that, would he? In the brighter light, you notice that the chair has been unevenly stitched. >s Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >x desk You can't see any such thing. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >open drawer Virginia looks at you with a raised eyebrow, but does not interfere with your searches. You open the drawer, revealing a letter opener and a stick of chewing gum. >* oh forgot about the gum! That's not a verb I recognise. >take gum Taken. >chew it You unwrap the chewing gum and pop it in your mouth. Within a couple of minutes, it's become a sticky glob, which you place back in the wrapper. >put rhinestones on gum You carefully apply the chewing gum to the back of the rhinestones, ending with a collection of sticky stones. >put stones on collar You carefully apply the gum-covered rhinestones to the dog collar. You now have a beautiful collar covered in rhinestones! >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >give collar to pretty boy You give the shiny collar to Pretty Boy. Pretty Boy inspects the shiny collar carefully. "Looks good to me," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >z You wait calmly. >z You wait calmly. >z You wait calmly. >z You wait calmly. Pretty Boy arrives from the east. >talk to pretty boy "Having trouble, huh?" says Pretty Boy. "Just keep looking. If you don't think you can do it, you can just GIVE UP and we'll all go home. But I bet you can do it, you seem pretty smart, kid." >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >e While a romp with fauns and dryads would be better than robbing a bank, your duty unfortunately calls. >in Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >out Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >enter car You get into the getaway car. Junior is sitting in the car, bored. >z You wait calmly. >x junior Hogg's son is a depraved man who is only kept from true evil by his inability to do much of anything. He sticks to petty sins like throwing insults or filching sweets. >out You get out of the getaway car. Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >look under proch You can't see any such thing. >look under porch Bending down to look under the porch, you find an antique locket! You pocket it. >take it You already have that. >u While a romp with fauns and dryads would be better than robbing a bank, your duty unfortunately calls. >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >give locket to virginia The boss really won't like it if you start handing things out to people willy-nilly. >ask virginia about locket "Hmm, I don't know anything about a locket. I used to have one as a little girl, but that was years ago," answers Virginia. >tell virginia about pretty boy [To have a conversation in this game, you just need to TALK TO someone.] >show locket to virginia "So? I've seen dozens of lockets just like it." >open locket You open up the locket. The picture inside is quite old. It shows a young woman who looks vaguely familiar. >x woman Virginia is a reserved older woman with a stiff dress, well-shined shoes and an impeccable hat. >x picture This locket is decades old. It is open, revealing a young woman with a rather stern expression. >show picture to virginia "I believe this is yours," you say, handing the locket to Virginia. She takes it and looks at the picture inside. For the first time, her facade cracks. Her eyes widen as she says, "Yes, that was me, long ago. I gave this to a man I trusted. I'm disappointed to see that he lost it. I loved him, too." "No," you say. "He kept it. He dropped it here, today." "You mean to say that he's actually here?" she says, with hope in her voice. She falters a little when she adds, "He's one of the robbers, isn't he?" You nod. She sighs. Her face seems thoughtful. >tell virginia about pretty boy [To have a conversation in this game, you just need to TALK TO someone.] >save Ok. >talk to virginia "How are you progressing, officer?" she asks. [You can ASK about any item on the checklist to get Virginia's opinion on it.] >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You can return to the vault to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >ask pretty boy about virginia "Oh, don't ask me," says Pretty Boy, "Jackrabbit's the brains here." >tell pretty boy about virginia [To have a conversation in this game, you just need to TALK TO someone.] >talk to pretty boy "Having trouble, huh?" says Pretty Boy. "Just keep looking. If you don't think you can do it, you can just GIVE UP and we'll all go home. But I bet you can do it, you seem pretty smart, kid." >give locket to pretty boy You give the antique locket to Pretty Boy. Pretty Boy brightens up. "You found it! I won't forget it this time." He puts it on. [Since this item isn't on Hogg's list, your score hasn't changed. But Pretty Boy will be happy.] >talk to pretty boy "Having trouble, huh?" says Pretty Boy. "Just keep looking. If you don't think you can do it, you can just GIVE UP and we'll all go home. But I bet you can do it, you seem pretty smart, kid." Pretty Boy grins. "That's everything on the list! Go get in the car! We'll follow after." >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. You've completed your duty. Now all that is left is to get in the car. >e While a romp with fauns and dryads would be better than robbing a bank, your duty unfortunately calls. You've completed your duty. Now all that is left is to get in the car. >enter car You hop into the getaway car, and soon you're rocketing over the bridge and away from the island. To your dismay, though, as you're driving, Pretty Boy creaks open the trunk and starts sorting through the treasures. He closes it again and gives you a thumbs up. "I don't know why rich people love this kind of stuff, it all looks so tacky to me," he says. You breathe a sigh of relief, and in minutes, you arrive at the side of the road where Hogg awaits. ************************************************************************* [Press any key] ************************************************************************* "Well, boys, let's see what you were able to collect!" shouts Hogg greedily. He opens the trunk and starts pawing through it. His face falls with each fake treasure he finds. "What is this? This is junk!" he shouts. He turns and points to you. "You didn't bring me a single thing on that list! You've got to be the worst robber this side of the Mississipi!" "You're wrong," says a voice from behind the trees. Hogg goes for his tommy gun, but he finds himself facing a bristling forest of police firearms. ************************************************************************* [Press any key] ************************************************************************* "That man's the best undercover cop on both sides of the Mississipi," says Chief Slaughter, stepping out from behind the police. "Hello, Hogg. It's good to see you again." Hogg blushes a little, but curses at the Chief. She handcuffs Hogg, who is led away, spluttering. With him out of the way, Slaughter smiles and walks up to you. "Great job, Coop. There's a promotion in this for you." She claps you on the shoulder. You just sigh. It's time to see the boss and explain how you screwed up. ************************************************************************* [Press any key] ************************************************************************* With a heavy heart, you release your mortal bounds and ascend up to Mount Olympus where the boss, your boss, Venus, resides. She is not happy. "Coop, Coop, Coop. I sent you down to earth to nurture budding romances, not to play cops and robbers. I think it's time you take a break from the mortal world. If only you had been able to get all 5 couples to express their love like Venus wanted you too. But of course, now it's too late. [But not for you, the player! If you restart, you can fulfill your true mission of love. There are five couples at the bank on this Valentine's Day. Each couple has one person wearing a heart. If you bring them an object emblematic of their love and HEARKEN to their story, you can empower that object with their feelings and give it to the one they love! You can also EMPATHIZE people to figure out who loves who. To repeat this message in the game, type HELP VENUS. Good luck!] *** At least Slaughter was happy! *** In that game you scored -8 out of a possible 8, in 238 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restart Valentine's Day, 1925 Grand Island, Washington You and the gang are gathered around the car while Hogg addresses you. The air is cold, and those few rays of the sun cresting the horizon are not enough to keep you warm. You raise your eyes to Venus, the Morning Star, who, alone in the sky, lights your way forward. A tug on your arm from Pretty Boy draws your attention back to Boss Hogg's speech. "Okay, boys, today's the big day at Grand Island Bank. I want you in and out as fast as you can. We'll keep the cops busy on our side. This will be Coop's first day. Everyone say, 'Hi, Coop!'" says Hogg, stretching his hand towards you. "Hi, Coop!" says the band of miscreants around you. You give a little wave back. ************************************************************************* [Press any key] ************************************************************************* "Jackrabbit," says Hogg, pointing at the lanky gang-member, "You're gonna scope out the place once you get there. Get a list of everything they've got." Turning to you, Hogg says, "He's the real genius on the team. Doesn't even have to see loot to know it's there. Boy's got some kind of second sight or animal magnetism." Jackrabbit scowls, embarrassed. "My aunts taught me when I was young, the, uh, Parker sisters." You nod. You remember your father telling stories about them when you were younger: a group of three mystics, reliable but dangerous. "Pretty Boy," says Hogg, addressing the oldest of the group, "You make sure he gets all the goods. We're gonna see if this boy's got what it takes to join the Pigiron gang!" "You got it, boss!" "Okay, then. Let's get this show on the road!" ************************************************************************* [Press any key] ************************************************************************* Grand Island Bank Robbery An Interactive Fiction by Mathbrush Release 11 / Serial number 260626 / Inform 7 v10.1.2 Roadside The road here at the outskirts of town is desolate and abandoned, perfect for your plan. The boss is standing next to his new Chevrolet, which is parked on the side of the road. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. Pretty Boy, Jackrabbit, Baby Face and little Junior are lined up next to the car, waiting for you to get in. >enter car You leap into the backseat, Pretty Boy takes the wheel and the rest of the robbers pile on. The engine roars to life, and Pretty Boy looks to Hogg for orders. "Get going, boys. Oh, and tell everyone at the bank, happy Valentine's Day!" He chuckles and lights up a cigar as you peel out and hit the road. The car tears down the highway like the chariot of Apollo, far away from suburban life. Soon you see the Grand Island Bridge, the longest bridge in the county. At last, you reach Grand Island Bank. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy debarks and says, "You stay out here, Coop. Junior, keep an eye on the car. Everyone else, inside with me." While you wait, Pretty Boy and the gang ransack the place like the Grecians sacking Troy. Your heart beats fast, eager for your moment of glory, while Junior just sits and whistles an annoying tune. You hear a few gun blasts and one muffled yell. At last, Pretty Boy walks out, leading a young man in black at gunpoint. The Pretty Boy's face is grim, but when he sees you looking, he brightens up and waves. "Just a second, Coop!" he says, before turning back to the man in black. "Now you keep tight and don't move, mister," he says sternly. He takes a deep breath, wiping his brow, then ambles over to the car. "Junior, keep an eye on this fella. The hostages are split up; we have eyes on most of them, but a couple are corralled in their own rooms where they can't do any harm. Just keep them away from each other." He walks into the bank, then pokes his head back outside. "Okay, Coop," he says, addressing you, "get out of the car and come on inside. We're ready for you!" That said, he withdraws again into the building. You hop out of the car. Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. A young widower, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >save Ok. >take locket You can't see any such thing. >look under porch Bending down to look under the porch, you find an antique locket! You pocket it. >empathize (the young widower) Closing your eyes, you reach out to the young widower for an impression of his thoughts. A name comes to you. The young widower is called Marty. Impressions flood your mind: Marty crying in frustration inside a small house after sorting through a small pile of bills. He hears a familiar step on the sidewalk outside. His son shouts from another room, "She's coming!" >x marty Marty is dressed in half mourning, with a black suit, lilac shoes and a hat. The suit has a heart embroidered on the lapel. >x heart Marty's suit is clearly meant to show his state of mourning, although the lilac shoes indicate that his loss was some years ago. A heart is embroidered on the lapel. >n Junior says, "Watch it! You gonna find some coppers and turn stool pigeon? Get back to your job!" >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. It looks like a big group of the hostages have been gathered here: a high school student, cowering in the corner; a wealthy young woman, calm and collected; and a threadbare cleaner in the corner, who keeps looking with concern at the wealthy woman. ************************************************************************* [Press any key] ************************************************************************* Pretty Boy says, "You're in luck, kid. This'll be an easy test. I had Jackrabbit scope out the place and make a list of every expensive thing he could find, with a couple of additions of my own. Find everything on this list and give it to me. If you can do that, you're one of us. Or, of course, you could just GIVE UP. You got me?" You answer, "Sure thing, Pretty Boy." He hands you the list and scowls. "Don't call me Pretty Boy. Only the boss gets to do that." [If you give an item on the list to Pretty Boy, your score will go up. You can end the game at any point by typing GIVE UP.] >empathize Whom do you want to empathize? >jay Closing your eyes, you reach out to the threadbare cleaner for an impression of his thoughts. A name comes to you. The threadbare cleaner is called Jay. Impressions flood your mind: Jay spending countless hours washing dishes, polishing floors, and scrubbing staircases for rich clients. One client, a woman, appears far more often in his memories than any other. Jay works night after night, building up a stack of cash. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. An angry-looking woman is stalking back and forth, muttering to herself. >x woman An angry-looking woman is wearing a floral print skirt, bright pink blouse and a tweed suit jacket. A bizarre piece of gauzy fabric perched on her head might be described as a hat. >x fabric The angry-looking woman's hat (if such a generous term might be used) is so avant-garde that you're not sure if you'll ever comprehend it, a piece of gauze fabric attached somehow to her head. >empathize with woman Closing your eyes, you reach out to the angry-looking woman for an impression of her thoughts. A name comes to you. The angry-looking woman is called Luisa. Impressions flood your mind: Luisa chasing after a man who had stolen a painting from her. Her fury was mixed with secret joy that someone found her work worth risking jailtime for. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. The bank owner, a gray-haired woman, looks up as you enter the room. She looks at you without expression. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >open locket You open up the locket. The picture inside is quite old. It shows a young woman who looks vaguely familiar. >empathize (the bank owner) Closing your eyes, you reach out to the bank owner for an impression of her thoughts. A name comes to you. The bank owner is called Virginia. Impressions flood your mind: Virginia as a young girl, pleading for a pair of young boys to stop fighting. >show locket to virginia "I believe this is yours," you say, handing the locket to Virginia. She takes it and looks at the picture inside. For the first time, her facade cracks. Her eyes widen as she says, "Yes, that was me, long ago. I gave this to a man I trusted. I'm disappointed to see that he lost it. I loved him, too." "No," you say. "He kept it. He dropped it here, today." "You mean to say that he's actually here?" she says, with hope in her voice. She falters a little when she adds, "He's one of the robbers, isn't he?" You nod. She sighs. Her face seems thoughtful. >hearken What do you want to hearken? >hearken virginia You focus your power on Virginia and feel the locket pulse in response. "Tell me about Pretty Boy," you say, releasing the magic. "You knew him?" "His name wasn't Pretty Boy back then. It was Ashley. How he hated that name! His father wasn't around much, and was unpleasant when drunk, so Ashley spent most of his time outdoors. ************************************************************************* [Press any key to begin flashback] ************************************************************************* Snowy Path We lived out in the country, and the snow wouldn't melt for months at a time. I ran into Ashley on my way home from school. He was in rough shape, with a busted lip and a bruise under his eye. >* oh wow this is deeper than I thought! That's not a verb I recognise. >save Ok. >i You are carrying: nothing >x me I was tall for my age, and I'm certain I was plain, for the boys left me alone and the girls never seemed to pay me much attention. >x nothing You can't see any such thing. >x ashley Ashley could have been handsome if he didn't glower all the time. All the children were afraid of him. Well, maybe not all. He looks like he's been fighting: one lip is busted, and there's a bruise under one eye. >talk to ashley "You okay, Ashley? I heard you got into another fight today." Ashley turns away, shrugging into his coat. I could barely make out his muffled voice. "They were making fun of Pa again." "You hurt them awful bad, Ashley. Couldn't you just have let them off easy? I'm worried they're gonna send you away." Ashley kicks the snow. "You wouldn't get it, Ginny. A man's gotta have his honor." I was right, though. He was sent away. I lost track of him for a few years. Then I heard he was holed up in the county prison. County Prison The old county prison was in shambles. Our local representative had diverted funds intended for its upkeep into his own set of contractors, who took on a lot of contracts but didn't seem to fulfill a single one of them. I was in its lone visitation room, where Ashley had been brought in chains. Ashley sat in front of me, his head hanging down. >x ashley Ashley looked like a man who had lost hope for himself. It tore me up inside, but I didn't want him to see me cry. >talk to ashley "Ashley, they said you were caught up in an armed robbery." Ashley sat, stone-faced. After a long pause, he said, "You were never meant to see me like this, Virginia. You were always too good for me. I'm sorry you had to visit this filthy place." "Ashley, I really care for you. When you get out of here, maybe I can get you a place--" "There's nowhere left for me now. You think I can get a job after what I've done? Just let me go, Ginny. Live a good life. Forget about me." I couldn't speak. I just stood up and walked out. But I didn't forget about him. I couldn't. ************************************************************************* [Press any key] ************************************************************************* Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. "I always did hope to see him again," says Virginia. "I never lost hope that he might turn over a new leaf." The antique locket pulses. It is now filled with Virginia's memories and emotions. >take locket You already have that. >x locket This locket is decades old. It is open, revealing a young woman with a rather stern expression. >d There's no exit in that direction. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. You can hear the building shudder a bit as a strong wind blows outside. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >give locket to pretty boy "You found it!" says Pretty Boy. He reaches to grab it. As he does so, the emotions and feelings that Virginia imbued it with flood into him. "Virginia...she's here? After all these years, she still..." He shakes his head. "I think I'll go talk to her. But I just need a moment." You hear a bell ring. That's one couple who have admitted their love for each other. >save Ok. >empathize with jay Closing your eyes, you reach out to Jay for an impression of his thoughts. Impressions flood your mind: Jay spending countless hours washing dishes, polishing floors, and scrubbing staircases for rich clients. One client, a woman, appears far more often in his memories than any other. Jay works night after night, building up a stack of cash. >talk to jay You try to think of what a good bank robber should say in this situation. "You got a name, kid?" you ask. He looks at you defiantly, not saying anything. Once again, his eyes flicker to the wealthy young woman. You point to her. "Friend of yours?" you ask. "Leave her alone!" he says. "My name's Jay, and I'll do what you want, but I'm warning you to steer clear of that woman." >x wealthy The wealthy young woman is smartly dressed in a tailored dress, and seems confident despite her youth. She can't be over twenty-five years old. Her hair is short, though not shockingly so. >talk to her (the wealthy young woman) You try to think of what a good bank robber should say in this situation. "Give us everything you've got," you say, trying out a menacing tone. She stares at you blankly, before saying "Oh, um, I've come to make a withdrawal. Then you guys showed up. I don't have anything on me." "Oh, that's fine," you say. Then, remembering your stern tone, you add, "But next time, make sure you bring something!" She continues to give you that flat look, and says, "I don't think I'm coming back to this bank." >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >s The vault door is closed, blocking your way. >w There's no exit in that direction. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. >empathize with luisa Closing your eyes, you reach out to Luisa for an impression of her thoughts. Impressions flood your mind: Luisa chasing after a man who had stolen a painting from her. Her fury was mixed with secret joy that someone found her work worth risking jailtime for. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >x map This is a charcoal sketch of the city on a piece of canvas. The quality is quite poor. It is held up by a single nail. >take map You can't take the map without tearing it; the nail is holding it down too hard. >take nail You need something with claws or a hook to pry with. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >d Basement Like Orpheus of old, you descend into the bowels of the earth. There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. A stern-looking man is out cold on the floor here. A claw hammer and a crowbar have been left behind by whoever was in here last. >take all claw hammer: Taken. crowbar: Taken. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a map of the city on the wall, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >pull nail with hammer You pry out the nail, and the city map falls on the floor. Dusting it clean, you find the charcoal comes off completely, while the other side is a valuable (?) painting! You take it. >take map You can't see any such thing. >x map You can't see any such thing. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >s The vault door is still closed, blocking your way. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >un That's not a verb I recognise. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. "Hey!" says Luisa, looking at the painting in your hand. "I painted that! Where did you get that? Are you working with the man who stole it from my gallery? You're the reason I had to take this crummy job!" "I can assure you, ma'am," you say calmingly, "that I am an employee of an independently owned and operated robbing corporation, and we are stealing this fair and square. I have no knowledge of anyone who may have robbed you previously." >give painting to luisa You hold out the painting to Luisa, and she goes to grab it, but you feel a twinge of doubt and snatch it back. Somehow, you're sure that the Boss will be upset with you if you give away this painting in its current condition to someone else right now, even the original artist. "Cheeky," mutters Luisa under her breath. >x painting This painting is like none you've ever seen before. Bold splashes of paint cross the canvas in utter disarray. It ought to look like nothing but you're utterly convinced that it's meant to represent a potato. >u There's no exit in that direction. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both a tall youth and the stairs. The tall youth just looks around, clutching an astrolabe. >empathize with youth Closing your eyes, you reach out to the tall youth for an impression of his thoughts. A name comes to you. The tall youth is called Amos. Impressions flood your mind: Amos in a classroom helping another student with her homework. It is late, but neither seems to notice. Later, he browses an antique shop, stopping before an old astrolabe. >empathize with jackrabbit You detect only vague impressions. The boss said that most of the robbers aren't in a relationship, so that makes sense. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. A scruffy-looking woman dressed in an expensive pantsuit is lounging against the wall. >empathize with baby face You detect only vague impressions. The boss said that most of the robbers aren't in a relationship, so that makes sense. >empathize with woman Closing your eyes, you reach out to the scruffy-looking woman for an impression of her thoughts. A name comes to you. The scruffy-looking woman is called Fran. Impressions flood your mind: Fran muttering to herself while weeding a garden. A man in black and his young son watch from the porch, as she pretends not to notice. Another scene: Fran buying an expensive watch at Tiffany's. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. A stern-looking man is out cold on the floor here. >x man The stern-looking man is wearing a shabby suit and cheap shoes with a strange bare patch on them. He lays on the floor of the boiler room, like the Titans after they were cast into Tartarus. He looks suspiciously lumpy. On his hand he wears a cheap-looking watch. >empathize with man Closing your eyes, you reach out to the stern-looking man for an impression of his thoughts. A name comes to you. The stern-looking man is called Tom. Impressions flood your mind: Tom in an art gallery, awestruck by a painting. The artist is nearby, arguing loudly with a older male patron. To Tom, she seems fierce, glorious, and unapproachable. >wake man Tom jerks upright. "Where are they? Let me at "em!" He looks around and sees you. "Are you one of those robbers?" "Yes," you say calmly. "Oh," he says, losing some of his steam. "Well, I disapprove of you, sir." "How'd you get that?" asks Tom, staring at the painting you have. "That's mine! I sto--took that fair and square! How did you even know where it was?" You tap the side of your head. "Mental fortitude, mister. Mental fortitude." >give painting to tom The boss would be furious if you gave Tom the painting right now. A distant train whistle blows. >hearken What do you want to hearken? >x painting This painting is like none you've ever seen before. Bold splashes of paint cross the canvas in utter disarray. It ought to look like nothing but you're utterly convinced that it's meant to represent a potato. >hearken tom You try to use your magic on Tom, and the painting flickers fitfully to your watchful eyes, but it seems that it's missing something. What could it be? >clean painting You rub the striking painting. >hearken tom You try to use your magic on Tom, and the painting flickers fitfully to your watchful eyes, but it seems that it's missing something. What could it be? >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. She keeps sneaking glances at her painting. >hearken luisa You focus your power on the striking painting, filling it with energy. "Luisa," you say, "is there anyone in your life who truly understands you?" You release the energy in the painting. "Ha!" says Luisa proudly. "As if. Although, I suppose if there were anyone..." She looks pensive. "Go on," you say. "You see, no one understands the heart of an artist... ************************************************************************* [Press any key to begin flashback] ************************************************************************* Farm I was visiting my brother's ridiculous farm. I had been let go from yet another job, but with the money I'd saved up from my art sales I didn't have to worry about finances for some time. My parents had been farmers, and they left the place to my worthless older brother Jack, who had let the place go without repairs or development for years. The soil was poor, the crops poorer, and Jack poorest. So of course, he let me stay here when I offered to pay. And here, in the most dreadful place in all of creation, I had to figure out what to paint. The only thing that attracted my attention was an ugly potato, quite possibly the ugliest potato I had ever seen. >x potato The potato was purely hideous, a disgusting demonstration of the evil within myself. >x me I was even more beautiful out there in nature, not being oppressed by the dullards of island "society" like I am here. >i You are carrying: nothing >l Farm I was visiting my brother's ridiculous farm. With my funds, he'd let me stay forever. But I still had to find something to paint. The only thing that attracted my attention was an ugly potato, quite possibly the ugliest potato I had ever seen. >paint potato That awful potato. I hated it. I detested it. I despised it. And I painted it. The painting was terrible, of course. I destroyed that painting. Then I painted it again. Awful. I destroyed it. I painted it again, over and over. The costs in canvas and oils was astounding. I had to have the perfect painting! Finally, I finished it. The painting was horrifying, awful, a true revelation of the evil within us all. ************************************************************************* [Press any key] ************************************************************************* Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. She keeps sneaking glances at her painting. "And that's what happened. I don't know why I told you all that. Weren't you asking me about feelings?" Huh. The painting pulses, but only fitfully. It seems you only have part of the story; how odd. >x painting This painting is like none you've ever seen before. Bold splashes of paint cross the canvas in utter disarray. It ought to look like nothing but you're utterly convinced that it's meant to represent a potato. >d There's no exit in that direction. >n There's no exit in that direction. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >n Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. Tom is sitting up, nursing his sore head. He keeps looking at the painting in your hand like he wants to take it. >hearken tom You hold the painting in your hand, seeking to finish the strangely intertwined enchantment on it. "Tom," you say, "is there someone you care about?" "What?" he asks, bellowing. "Why are you asking me? Who do you think you are, a priest? A reporter?" You strengthen the enchantment. "I just want to know." He fumes, and then says, "Alright, alright. You tell one word of this to anyone else and I'll shut your mouth for good. There's only one lady that holds my heart, and that's the woman that made that painting. Let me tell you how it happened. ************************************************************************* [Press any key to begin flashback] ************************************************************************* Gallery I was at yet another boring art show. How many times had I dragged myself to these, hoping to discover something beautiful, something that feels real? Seeing all the awful art made me think about myself. Paintings filled the gallery. What do you see when you look at me? Beauty. Power. And so my whole life I've tried to find things that are the most beautiful and the most powerful. If I can buy it, I buy it. If I can't, then I take it. But I've never found anything that can grab me by the neck and shout, "Look at me, world!" But last week, I finally found it. The greatest painting I had ever seen. I had to have it. >x me Have you ever looked upon beauty bare? People see me and tremble. >l Gallery I was at yet another boring art show. The painting that I loved was a glorious starchy tuber, the pinnacle of all vegetable products immortalized in art. And here it was, left unguarded. >x potato If you haven't seen it, then nothing I tell you can do it justice. If you have seen it, then you are already acquainted with glory. >take it When I looked at that potato, it filled me with passion. The artist was there that night, you know. I saw her and looked her in the eyes, and said, "Ma'am, this painting could only come from the soul of an angel." She smiled at me, leaned in close, and said, "Sounds like you're an angel yourself. What say the two of us get out of here and get to know each other a bit better?" I did the only thing I knew how. I took the painting, and ran. I know she likes me, but I never learned to speak to women growing up and still find it hard now. If I could find her, I'd tell her how I feel. ************************************************************************* [Press any key] ************************************************************************* Boiler Room This boiler room smells unused, most likely due to the recent warm weather. The boiler is silent and the scuttle looks low, though you see a chunk of coal in it. The basement is back to the south. Tom is sitting up, nursing his sore head. He keeps looking at the painting in your hand like he wants to take it. "And that's my story," says Tom. The painting pulses with magic. The story is complete; it only needs to be delivered back to Luisa. >u There's no exit in that direction. >s Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. She keeps sneaking glances at her painting. >give painting (to Luisa) Luisa snatches the painting from you. "Finally, you have the sense to--" As she makes contact with the painting, the magic forcefully discharges, and she pauses for a second as the emotions and memories of Tom flow through her. "Oh my," she whispers, "that rascal really did care about me." You hear a distant chime echo. One more couple in the world has expressed their love for each other. Well, sort of. Close enough. >save Ok. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >i You are carrying: a single nail a crowbar a claw hammer a checklist some boots (being worn) >n Tellers' Area Here, behind the counter, is a space for the tellers and other employees to relax. There are a few uncomfortable chairs and a cupboard, but the only welcoming part of the room is a real, honest-to-goodness refrigerator. You can go back south to the lobby. An absurdly large key leans up against the wall. Luisa is stalking back and forth, muttering to herself. She smiles from time to time, looking at the painting she holds. >s Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >take pin The boss wouldn't like it if you took that. You have to stick to the job! >x pin Virginia's hat pin is shaped like a heart at one end, her only concession to whimsy. The heart is crystal, probably paste or some other kind of costume jewelry, and set in brass. It's almost elaborate enough to be a passable pendant or brooch, were it not for the pin. >take pin The boss wouldn't like it if you took that. You have to stick to the job! >remove boots Virginia watches you take off your boots, then place them back on again. "Ah, I see. That would make you Coop, then, right?" "Yes ma'am," you say, tipping your hat. "Good. You may call me Virginia. I hope you'll be of some use to us today. I'm aware of the list your man 'Jackrabbit' has made. If you have any questions about anything on there, I may be of some assistance." [You can ASK about any item on the checklist to get Virginia's opinion on it.] >take pin "Good idea," says Virginia, handing you the pin. "Make sure to unscrew it first so it looks a bit better." You pull out the hat pin. >wear boots You're already wearing those! >unscrew pin You twist the hat pin, and it falls into two pieces: a jewelled bauble, and a needle. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >empathize with amos Closing your eyes, you reach out to Amos for an impression of his thoughts. Impressions flood your mind: Amos in a classroom helping another student with her homework. It is late, but neither seems to notice. Later, he browses an antique shop, stopping before an old astrolabe. >s Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There are a paperweight and a fountain pen on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >take all unshelled peanuts: You grab a few. The peanuts are completely unappealing; you wonder what kind of monster would like these. Tossing them back in, you hear a strange clinking sound. paperweight: Taken. fountain pen: Taken. >search peanuts (the unshelled peanuts) You feel something odd and very un-peanut like in the barrel. With some difficulty, you fish it out. It's a bottle of red wine. Cheap, too, it seems. You hold it up and raise an eyebrow at Virginia, who shrugs, feigning innocence. "Perhaps it got there before Prohibition started," she suggests. >take all unshelled peanuts: You grab a few. The peanuts are completely unappealing; you wonder what kind of monster would like these. You toss them back. >s (first opening the vault door) "Do you need help with that, officer? It's on a time lock, you know. I've always had to wait until morning to get it to open. There's not much in there, though; just some old currency that's unfit for circulation." >set clock to 8:55 You set the wall clock to 8:55 am. There is a "click" from the vault door. Virginia looks at the vault door with admiration. "Quite clever." >s (first opening the vault door) Small Vault This room is tiny, not much larger than a coat closet, but built like a safe. It doesn't look like it sees much use; given its location, it must be meant for the personal use of the bank president. The office is back to the north. The only thing in the vault is a bundle of unfit currency, neatly stacked up on the floor. >take unfit Taken. >n Office This office is the nicest-looking room you've seen in the bank so far, fitting for the office of the president. A brand-new desk dominates the area. There is nothing on it. There is a bare patch on the wall where the map was, next to an old-looking wall clock. The landing is back to the north. A vault door leads to the south. Virginia watches you stoically. A barrel of peanuts stands in the corner, a rustic touch to an otherwise refined scene. >d There's no exit in that direction. >n Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. A high school student cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >give unfit to jay The boss really won't like it if you start handing things out to people willy-nilly. >hearken to jay You try to use your power on Jay, but you're not holding anything that is attuned to his love. >hearken to wealthy With Venus' blessing, you hearken to the soul of the wealthy young woman, but something blocks you. You detect that the story of this person's love must be told by another. >empathize with student Closing your eyes, you reach out to the high school student for an impression of her thoughts. A name comes to you. The high school student is called Jean. Impressions flood your mind: Jean walking at night along a starry path, pointing out constellations to a smiling young man. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around, clutching an astrolabe. >take astrolabe You grab the astrolabe out of the hand of Amos's hand. "Wait--" he says, feebly. "It's not worth much, but it has a lot of sentimental value. Not for me, but--" he peters off, and blushes. You lean in and say quietly, "Listen, kid, I get it. But my boss is breathing down my neck. Things will go a lot better for you if you let me have this. You get what I'm saying?" His face hardens. "I'll remember this." "Good," you say, clapping his shoulders. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >hearken jean You detect that the story of this person's love must be told by another. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around. >hearken amos You focus your power on Amos and feel the astrolabe pulse in response. "You got this for Jean," you say, releasing the magic. "Didn't you?" Amos" jaw drops open. "How did you--I--Okay." Your enchantment overcomes his natural hesitation. "I'll tell you." ************************************************************************* [Press any key to begin flashback] ************************************************************************* Classroom It was springtime, and we often left the windows open for the breeze, which brought the scent of magnolia flowers to the room. Jean sat right next to me each day, the one thing that I looked forward to each morning. You see, Jean and I go to school together. We're both in our senior year. I knew about her for years before she knew me. She's well-known for being the best writer at school; if there's any contest with an essay involved, she's sure to be number one. It puts a lot of people off, since they never have a chance to win. Even I felt intimidated around her. But, it turns out she was getting C's in science. That wouldn't be so bad, but for some reason she wanted to pursue astronomy in college. I tutor, sometimes, to pick up extra money, so when I heard two teachers talking about about her problem, I summoned my courage to talk to her. >i You are carrying: nothing >x me I was the same then as I am now, though Jean says I have grown a bit taller since then. >l Classroom It was springtime, and we often left the windows open for the breeze, which brought the scent of magnolia flowers to the room. Jean sat right next to me each day, the one thing that I looked forward to each morning. >x jean Jean always has a look in her eyes like she can see something that none of the rest of us can, that she has some kind of deep knowledge or hidden sorrow. >smell Sniffing the air, I saw that it was infused with the scent of magnolias, though I couldn't see them through the window. >x window You can't see any such thing. >talk to jean The first time I tried talking to her, I ended up sitting back down, too nervous to talk. But I persevered and tried again. "Jean, right? My name is Amos. I heard you were having a little trouble in science." As soon as the words left my lips, I blushed. That probably sounded really rude! I turned to go, but she stopped me with one hand on my arm. "Oh, right, Amos! I remember you. We were in the play together last year. You were a sheep, weren't you?" "Heh, yeah," I said turning around awkwardly, scratching the back of my head. "Anyway, I was wondering if you'd be interested in some tutoring. I have some experience, if you'd like me to provide any r--" "Really?" she said, her voice climbing high in surprise. "That would be great! I didn't know you were a tutor! I started looking for tutors last week, but you never know if they're any good or not. But I know you! When can we meet?" We started tutoring that week. That started the best part of my life. That tutoring lasted for the rest of the year and even over the summer and into the next year. Night Time Last year, in the fall, the two of us were studying much longer than we had planned and walked home by the light of the stars. I noticed that Jean spent the whole time studying the sky. I wondered why. >x sky There was no moon, that night, so the stars were clear and bright. >x stars There was no moon, that night, so the stars were clear and bright. >talk to jean "You sure like the stars, don't you?" I said. I know it sounds stupid, but with Jean, I don't have to worry about sounding stupid; she accepts me as I am. "My mom was an astronomer. We used to lay on the grass and point to the constellations. She knew all of the legends them. She's the reason I love astronomy so much, you know." "Oh," I said. "You don't talk about her much." "Dad doesn't like to talk about her, so I'm just used to keeping quiet. Sometimes it feels like I'm going to explode, holding in my feelings to that I don't offend him. But I think about her all the time; she's the reason I want to be a scientist. I want to honor her memory." She trailed off, still looking at the stars. I could see them reflected in her eyes; I'd never seen anything like that before in my life. She looked over at me, and I realized I had been staring. She blushed and turned away. "Thanks for listening," she said, and the two of us moved on. ************************************************************************* [Press any key] ************************************************************************* Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around. "I have to confess, I fell in love with her that night. I want to support her, but I don't know how. I saw this astrolabe on sale at a shop, and decided to get it for her," he says, finishing the story. The astrolabe pulses subtly with light. The memories and feelings of Amos are now stowed inside. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >hearken jean You detect that the story of this person's love must be told by another. >talk to jean You try to think of what a good bank robber should say in this situation. "You know where anything is hidden, you just tell us," you say. It sounds stupid even as it comes out, and you cringe inside. You take a deep breath. You can do this. Jean doesn't respond, and just trembles in fright. >give astrolabe to jean Jean peeks over at the astrolabe, intrigued, but starts to turn away. You begin to release the magic in the astrolabe, and she turns back. You extend it towards her, and she cautiously grabs it and cradles it in her arms. Overcoming her natural hesitation, she says, "Why would you give me this? Aren't your friends going to be mad?" "Don't worry, they're not really my friends. I'm here on a mission. This is from Amos." Jean stares at you in astonishment. The enchantment does its work, releasing the memories and feelings imbued into the astrolabe. You finish with the important question: "And how do you feel about him?" She blushes from head to toe. "Tell him I love him too!" A distant bell sounds that only you can hear. You've helped a couple confess their love for each other! >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around. >talk to amos Amos looks at you with wonder. "How did you do that? Go into my head like that?" "Trade secret," you say. >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, a wealthy young woman is standing calmly. Jay leans up against the wall, looking with concern at the wealthy young woman. >talk to jean She smiles at you and says, "I don't know what you did, but thank you for--" she blushes, unable to continue. >* seems like the "cowering fearfully" maybe could be tweaked now? That's not a verb I recognise. >* OK this leaves Jay and the wealthy woman, and the lady downstairs, right?" You seem to want to talk to someone, but I can't see whom. >empathize with woman Who do you mean, Jean or the wealthy young woman? >wealthy Closing your eyes, you reach out to the wealthy young woman for an impression of her thoughts. A name comes to you. The wealthy young woman is called Florence. Impressions flood your mind: Florence working late into the night writing books. The writing consumes her, and clutter and dirty dishes pile up. A voice calls up the stairs: "Ms. Florence, where do you want me to start tonight?" A smile crosses her lips. >i You are carrying: two forgeries: a bundle of unfit currency a jewelled bauble a bottle of wine a fountain pen a paperweight a needle a single nail a crowbar a claw hammer a checklist some boots (being worn) >hearken to florence You detect that the story of this person's love must be told by another. >hearken to jay You try to use your power on Jay, but you're not holding anything that is attuned to his love. >u Landing This landing connects a sweeping staircase from down below to two rooms to the north and south. This area is less worn than those below, and doesn't look like it's usually open to the public. Jackrabbit shifts back and forth, keeping an eye on both Amos and the stairs. Amos just looks around. >ask jackrabbit about stack Jackrabbit thinks deeply before responding: "Huh, that's funny. I'm feeling something. A vault. Some numbers: 55. 76. 96. Write them down, Coop." >d Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >set dial to 55 You dial 55 on the large vault door. >set dial to 76 You dial 76 on the large vault door. >set dial to 96 You dial 96, and the vault door gives a soft "click". >s (first opening the vault door) Large Vault This vault looks rarely used, and you can see why. Most of it is filled with heavy items, including some statuary and some furniture of dubious quality. No wonder Jackrabbit didn't mention any of it. The only way out is through the vault door to the north. The only thing down here that is remotely worth taking is a stack of cash held together by a band. >take money (the stack of cash) Taken. >n Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. >give money to jay Which do you mean, the stack of cash or the bundle of unfit currency? >stack Now hold on, you think. The Boss would be pretty upset if you gave Jay this cash right now. You've got a job to do, and you need to do it right. >talk to jay Jay looks at the cash in your hand. "You got a problem?" you ask. "Only with parasites who take other's hard-earned cash," he spits back. >hearken to jay You focus your power on Jay and feel the stack of cash pulse in response. "Is there anyone special in your life?" you ask, releasing the magic. His eyes flicker to Florence, and he blushes. "I...I've never told anyone about this. But, with everything going on...sure. There is someone. I don't know if I'm special to her, but she's special to me. Let me tell you about Florence." ************************************************************************* [Press any key to begin flashback] ************************************************************************* Grand Staircase I'm a cleaner by trade. I've been trying to get an education on the side, but books don't come cheap, and cleaning is something I'm good at. I'm in rich folks' homes all the time, just minding my business. Most people don't even notice me coming in and out, and when they do, they turn their nose up at me or order me out. Florence was different. I still remember the night when I realized I loved her. I was scrubbing down the staircase after a long day's work. We'd talked a few times before, and I knew that she was an author of some kind. She always worked odd hours. The stairs were looking pretty good, but I needed to keep scrubbing. >x stairs The staircase was oak, a wood I far preferred over pine for scrubbing. This oak had a slightly rosy tint, which I always found cheerful. I wasn't finished scrubbing yet, though. >x me I was a rough worker, but honest. >i You are carrying: nothing >l Grand Staircase I was scrubbing down the staircase after a long day's work. The stairs were looking pretty good, but I needed to keep scrubbing. >clean stairs I scrubbed for the rest of the night. Finally, Florence walked out. >x florence You've seen Florence. She walks in beauty, you know, like that poem says. >l Grand Staircase I was scrubbing down the staircase after a long day's work. I could hear that Ms. Florence was still working in her office, and could see the green light from her desk lamp. The stairs were looking pretty good, but I needed to keep scrubbing. Florence stood, watching me. >* oops, should update room description once she's out You seem to want to talk to someone, but I can't see whom. >talk to florence Florence saw me look up at her. She smiled, but then her face seemed troubled. "Are you feeling alright?" I asked. "Do you want me to cook you something?" I did that from time to time, and she never seemed to mind. She looked downwards, like she was trying to focus. Then she said, "That's the thing, J--I mean, Mr. Gatz. You cook for me a lot. It'd be nice to order something in for a change. We could even..." she blushed, "...eat together." I tried to look strong but inwardly I felt so embarrassed. She must hate my cooking. And she must have even faked enjoying it all of those times. Only now has she mustered up the courage to tell me she prefers other food. "Whatever you like, Ms. Florence." She smiled, and like always I felt myself at a loss for words. She was so nice even though she apparently hated my cooking. That's when I realized I truly loved her, this woman that liked me for who I am, not what I do. I resolved that I would find a way to impress her one day. Show that I'm worth something. Since then, I've been saving up all of my money here in this bank. ************************************************************************* [Press any key] ************************************************************************* Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, glancing with concern at the stack of cash in your hand. "Now you see why this money mattered to me so much. I withdrew all my savings and was going to show Florence just how hard I worked to get on her level," says Jay. With his words finished, the stack of cash begins to glow with a subtle inner light. It should now be able to communicate Jay's affection to Florence. >* Jay Gatz, eh? You seem to want to talk to someone, but I can't see whom. >hearken to florence You detect that the story of this person's love must be told by another. >give cash to florence "Hey! That's for Hogg, not for her!" says Pretty Boy. >i You are carrying: one treasure: a stack of cash two forgeries: a bundle of unfit currency a jewelled bauble a bottle of wine a fountain pen a paperweight a needle a single nail a crowbar a claw hammer a checklist some boots (being worn) >save Ok. >give bauble to pretty boy You give the jewelled bauble to Pretty Boy. Pretty Boy inspects the jewelled bauble carefully. "So that's what a brooch is. Always wondered," he says. Pretty Boy goes east. [Your score has just gone down by one. Hogg won't be happy when he gets this obviously fake treasure.] >give cash to florence Florence takes the cash, and says, "What is this? Are you messing with me?" "Don't worry, I'm here to help," you say. "Jay wanted me to give you this." As you say Jay's name, the magic in the stack of cash discharges, releasing all of the memories and feelings you infused into it earlier. Florence sits back, absorbing the information. She sets down the stack of cash and looks at it with a bittersweet expression. "Jay got this for me, didn't he?" she asks, looking up at you. "I can't believe he saved up this much. Poor Jay, he's probably been missing out on a lot in life. He didn't have to do this. I'm going to give this back to him." Despite knowing the answer, you ask, "Do you feel the same way about him?" Florence nods, "Of course I do. I never would have put up with his awful cooking if I didn't want to spend time with him. I'll give this back, and I'll tell him how I feel." She slips the cash behind her. "I'll give this back to him later." You hear a bell ring. That's one more couple who have admitted their love for each other. >l Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >talk to jay "I feel kind of embarrassed," he says, "telling you all that about Florence. But I'm glad someone knows how I feel about her." >talk to florence "Thanks again, mister," she says, looking over at Jay with a smile. Pretty Boy arrives from the east. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >empathize with fran Closing your eyes, you reach out to Fran for an impression of her thoughts. Impressions flood your mind: Fran muttering to herself while weeding a garden. A man in black and his young son watch from the porch, as she pretends not to notice. Another scene: Fran buying an expensive watch at Tiffany's. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >s The vault door is still closed, blocking your way. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >s The vault door is still closed, blocking your way. >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. Marty, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >empathize with marty Closing your eyes, you reach out to Marty for an impression of his thoughts. Impressions flood your mind: Marty crying in frustration inside a small house after sorting through a small pile of bills. He hears a familiar step on the sidewalk outside. His son shouts from another room, "She's coming!" >hearken to marty You attempt to hearken to Marty, but without an appropriate receptacle for the magic, your attempt fails. >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >open mouth (fran's mouth) You pry Fran's mouth open. Inside of it you see a Tiffany watch. >take watch Taken. Fran snaps her mouth shut. She glares at you angrily. "What'd you have to go and do that for?" >hearken to fran You detect that the story of this person's love must be told by another. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. Marty, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. >hearken to marty "Do you know a woman named Fran? She's in the basement," you say, focusing your magic on the Tiffany watch you have. "Fran? She's here? Is she okay?" asks Marty, concerned. "She got in a tussle, but she's not harmed. Is she a friend of yours?" you ask, releasing the magic. Marty sighs, the enchantment loosening his lips. "I've never said this to anyone before, and especially not to her, but I love Fran. You would too, if you saw the kind of woman she really is underneath that crusty exterior." ************************************************************************* [Press any key to begin flashback] ************************************************************************* Garden I was resting in my yard, stealing a few minutes of time from my work, just thinking about life. That day, an annoyed woman walked by and was glaring at my vegetables. "Can't you tidy up your garden? It's an eyesore," she said. She was right, but there wasn't much I could do about it. "I'm sorry, ma'am. I just haven't been able to find the time." She rolled her eyes. "Well, is your wife as incapable as you are? One of you should be able to do something." I flushed. I hadn't planned on leaving the yard that day, so I wasn't in my mourning. "My missus has passed, ma'am. It's just me and my boy, and I just don't have the time I once used to have." Her face softened. "And the boy can't help?" "He's only five. He could try, but I'm not sure how well he would do." "Listen," said the woman, sighing. "I run a flower shop down the road, and I know my way around the garden. I'm not about to wait around for you two to get things together. I'll take care of it." She starts walking back towards her shop. "I owe you one, Miss...?" "It's Fran. And you owe me nothing. I'm just removing an eyesore." She was true to her word. It wasn't too long until she started coming around more often. >x me This wasn't all that long ago; I looked just as I do now. >l Garden I was resting in my yard, stealing a few minutes of time from my work, just thinking about life. That day, Fran walked by and was glaring at my vegetables. >x fran A rumpled kind of woman who is quite dear to me. >talk to fran "I notice your watch is running wrong recently. Someone ought to get you a new one. A nice one. In fact, Marty," Fran said, seriously. "It's time someone got you a lot of nice new things. I'd like to start providing for you and the boy." "I don't know what to say...I couldn't ask that of you, Fran. You've been good to us, but you barely know us--" She took off her hat. "I know you a sight better than I do almost anyone else, Mr Marty, and I think the two of you are worth every penny I got." I wanted to answer, but I was frozen. Was she implying marriage? Or was this just charity? Surely a wealthy and beautiful woman of her age could get any man. No, this wasn't about a relationship. My heart sank, and she must have seen something in my face, because hers turned grim. "Now, you don't have to get so down just because it's me saying these things to you. Marty, I'm going to show you exactly how I feel." That was just a few days ago. Since then, there have been fresh roses on my doorstep every day. Since you're holding it now, I guess she did get that watch after all. She's a woman of her word, and she's always been a proper lady to me and my boy. I don't deserve her, not a single bit, but I love her for the woman that she is. ************************************************************************* [Press any key] ************************************************************************* "And that's how I fell in love," says Marty. The love and memories of Marty have now imbued the Tiffany watch. >n Junior says, "Watch it! You gonna find some coppers and turn stool pigeon? Get back to your job!" >w Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. >d Basement There's clearly a mold problem down here, from the smell. You can take the rickety staircase back up to the lobby, but the vault door to the south is calling your name. There's also more of the basement to the north. Some kind of sealed opening leads to the east, but it's boarded up. Baby Face is pacing back and forth, holding a notebook and flipping through it. His hand occasionally strays to check his gun, and he looks up every now and then to check on his hostage. Fran, dressed in an expensive pantsuit, is lounging against the wall. >give watch to fran Fran says, "What, are you playing with me? Take the watch away, give it back, take it again? I'm not your dog." "Just take the watch, lady," you say, thrusting it into her hands. She staggers as the weight of Marty's emotions and memories flood into her. She looks up at you, eyes wet. "So he feels for me too?" "Love finds a way, Fran. Believe in yourself." She solemnly nods. You hear a distant bell ring. One more couple is aware of their love for each other. You now hear a distant trumpet calling for you to return. Your goddess Venus awaits you! Once you are outside, you can ASCEND. >talk to fran Fran just smiles at you gratefully. Your presence is requested outside. >u Bank Lobby For a bank on an inconsequential island in the middle of nowhere, it's much larger than you had expected, but it looks like it could use a fresh coat of paint and some elbow grease. Sunlight streams in through towering windows high up off the ground, revealing a cracked and faded tile floor and a long, wooden counter. The teller's area is north, behind the counter. You could always go back outside to the east. You should probably find a way to deal with the vault door to the south. A large stairway leads up to a landing, while a smaller staircase leads down to the basement. Pretty Boy, the boss's right-hand man, keeps a close eye on the hostages, like Cerberus watching over the souls in Hades. Jean cowers fearfully in the corner. Next to her, Florence is standing calmly. Jay leans up against the wall, looking with concern at Florence. Your presence is requested outside. >e Outside the Bank Grand Island Bank awaits you to the west. Woods hem you in on all other sides, broken only by the road to the north, and the air smells of ocean salt. This side of the bank is sheltered from the morning sun's light by a newly painted raised porch. Marty, dressed in black, sits quietly on the porch. His saturnine face looks lost in contemplation. Junior is lounging around in the getaway car, clearly bored. Cars are still something of a novelty to you; people have been using feet or horses to get around for most of your life. A steamer trunk is lashed to the car, as is the fashion these days. You've completed your duty. Now all that is left is to ASCEND. >talk to mart You can't see any such thing. >talk to marty "Thank you," he says, "for helping me realize how I feel about Fran." You've completed your duty. Now all that is left is to ASCEND. >ascend With peace in your heart at last, you find yourself fading away from the world, being lifted to a higher place. ************************************************************************* [Press any key] ************************************************************************* You reach Mount Olympus, where your goddess awaits. As you step towards her, you shrink into your natural cherubic form. "You've done well, child," says Venus. "It wasn't easy, Boss," you say. The word reminds you of something. "Say, what's gonna happen to Hogg and the Chief? Won't they both be mad at me?" ************************************************************************* [Press any key] ************************************************************************* "Look for yourself," says Venus. You peer down at the mortal world below. Pretty Boy walks slowly up the stairs, past Jackrabbit, and pushes into the office. Virginia faces away from the stairs, unable to see him. "Ginny?" he asks. She stiffens. "Ashley?" Her voice is thick with hope and memories. ************************************************************************* [Press any key] ************************************************************************* With Pretty Boy gone, Jay gets up his courage and strides over to Florence. She looks up at him, a pitying expression on her face as she holds up the stack of cash on her palm. "Jay--" "Now hold on, Ms Florence!" says Jay. "I don't want your sympathy. I earned that money fair and square--" "Wait," she says, putting a hand on his shoulder. He cuts off mid-sentence, flushing. She says, "I know what you were doing. But you already have my respect, Jay, more than anyone in the world." Jay doesn't know what to say, so he leans in... ************************************************************************* [Press any key] ************************************************************************* There's a loud sound from below. Fran and Tom come rushing up from the basement. Baby Face is nowhere in sight. Junior bursts in from outside. "What's going on in here? Jackrabbit, stop those bozos!" he says, shouting at the robber on the stairs. "Nah, I've seen how this one ends," says Jackrabbit. "What do you mean? My dad'll have you blown to pieces, you--" he doesn't finish the phrase as Marty, standing behind him, hits him over the head with his shoe. "Marty!" shouts Fran. "You're here! You're safe!" She rushes up and grabs Marty in a bear hug, the watch dangling from her arm. Luisa rushes in, attracted by the noise. Seeing Tom, she blanches, and says, "You!" He stares first at her, then the painting in his hand. Amos, seeing his chance, rushes down to Jean, and grabs her hand. Together, the two students rush outside. ************************************************************************* [Press any key] ************************************************************************* Olympus Here, where Gods call home, you can finally catch a break. The goddess Venus is here, having concluded her vision. The vision fades out. But you have one more question for Venus. [You can TALK TO Venus to finish the game] >x me You go by Cooper "Coop" Johnson, and you're the non-descript kind of guy that blends right into the background, a talent that caught the boss's eye and got you this job. You fancy that you're an educated man, but your fellow robbers wouldn't call you an angel. >* maybe update this here? That's not a verb I recognise. > Olympus Here, where Gods call home, you can finally catch a break. The goddess Venus is here, having concluded her vision. >i You are carrying: one treasure: a Tiffany watch one forgery: a bundle of unfit currency a bottle of wine a fountain pen a paperweight a needle a single nail a crowbar a claw hammer a checklist some boots (being worn) >* lol That's not a verb I recognise. >* oh wait shouldn't the watch have gone back to Fran? That's not a verb I recognise. >l Olympus Here, where Gods call home, you can finally catch a break. The goddess Venus is here, having concluded her vision. >x venus How could one describe beauty personified to a mere mortal? >talk to venus "What happened to Hogg and Slaughter?" you ask. "Let's see," asks Venus, and the vision opens one last time. ************************************************************************* [Press any key] ************************************************************************* In the vision, you see Jean and Amos, the students, fleeing the building. But they stop in their tracks as Boss Hogg pulls up in a new vehicle filled with robbers, ready to scream at the gang for being late. Jean and Amos go to run back inside, but five guns are pulled on them. Amos stands in front of Jean. More tires approach, and the robbers turn around. Three cars full of cops pull up, with Chief Slaughter at the head. "You'll never take me alive, Slaughter!" shouts Hogg. "You're throwing your life away, Hogg!" says Slaughter. "It doesn't have to end like this! Let's talk! But not here. Somewhere nicer." Hogg lowers his gun slowly. "I know a great Italian place just down the road. Amazing Stromboli. You paying?" "I say we split it 50-50", says Slaughter, lowering her guns as well. The cops and robbers both look back and forth at their bosses, dumbfounded. The last thing you see before the vision fades is Hogg and Slaughter driving off side by side over the bridge. ************************************************************************* [Press any key] ************************************************************************* "Whew," you say, wiping your brow. "That sure was a lot of work. But I guess it paid off in the end." "All's well that ends well," says Venus. *** You suppose that's true *** In that game you scored five hearts out of a possible five, in 238 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * lol Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? >