Transcript enabled. > ask beggar about castle Did you want to ask the beggar about the castle or the castle? > all (I'm sorry, I didn't understand what you wanted to do.) > ask beggar about wizard Did you want to ask the beggar about zarayeb or the zarayeb? > zarayeb Did you want to ask the beggar about zarayeb or the zarayeb? > the zarayeb "Sorry, can't help you there." > l Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > ask beggar about beggar "Ah, I may SEEM to be merely a beggar to your eyes. But looks can be deceiving." He stops and pauses a moment as if in thought. "No, wait. Yes, yes I am a beggar. Got any spare change?" he smiles a toothless grin. > ask beggar about book "Sorry, can't help you there." > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case stretching. Agatha is here, standing behind the counter. The door swings closed behind you. > ask agatha about cat "Don't make the cat angry." > ask agatha about case "Only my most valuable items go in there. You don't strike me as the type to be able to afford such items, dear." > x case It's a small glass display case sitting on the counter, currently closed. A gray cat sits on it. In it you see a scroll. > x scroll It's a vellum scroll. There's fine spidery handwriting on it. > read it (first trying to take the scroll) You can't reach the scroll. > break case As you reach for the case, Agatha snaps a pair of bony fingers. The gray cat immediately launches itself at you, landing on your face and holding tight with claws embedded. You stumble blindly, frantically trying to pry the hissing furry demon off of you. Finally, you stumble backwards out the door as the cat lets go, drops to the ground, and runs back inside as the door closes. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case staring at you suspiciously. Agatha is here, standing behind the counter. The door swings closed behind you. > ask agatha about scroll "Ah, that's my most prized item and it's not for sale. It's a powerful spell of protection and it'd take far more than you've got to pry it from my hands." > ask agatha about barber "Stay out of his chair if you want to live." > ask agatha about quicksilver "There's nothing of use I can tell you about that." > ask agatha about castle Did you want to ask Agatha about the castle or the castle? > l Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case licking itself. Agatha is here, standing behind the counter. > help with scroll It seems pretty valuable to Agatha. > help with scroll She won't give it to you for free. > help with scroll Don't go any further until you've been to the barge and solved the vase. > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > enter boat The boat bobs unsteadily as you step into it. > s (first trying to get out of the sailboat) You climb out of the boat up onto the dock. There doesn't seem to be an exit in that direction. > enter boat The boat bobs unsteadily as you step into it. > row (I'm sorry, I didn't understand what you wanted to do.) > l Dock (in the sailboat) This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. You're in a small sailboat moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > x sailboat It's a tiny one-person sailboat, currently moored alongside the dock. A small mast juts upward at an angle and a stained canvas sail attached to it is lowered. In the sailboat you see yourself. > raise sail You raise the sail and it hangs limply from the mast, the breeze passing through a large tear in the canvas. > x tear It's a stained canvas sail rigged to the mast. There's a large tear through it. It's currently raised. > i You have a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > fix tear With what? > loincloth (first trying to remove your loincloth) We all agree that your loincloth is fine just where it is. > out You climb out of the boat up onto the dock. > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > ask beggar about boat "Sorry, can't help you there." > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > w (first trying to open the door to the west) You open the door. As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Barber Shop This small dingy room is lined with shelves filled with bottles and potions. A table is pushed up against one wall and the center of the room is dominated by a reclined wooden chair raised off the floor. Ominously, leather straps are attached to the arms. The exit lies east through a closed door and a second doorway adorned by a curtain of beads leads south. Bumble, the town barber is here. On the table you see a jar. "Have a seat in the chair, please, and we'll get to work on those teeth." > ask bumble about boat "Instead we should talk about your mismatched humours." "Welcome to your best health, sir. Please have a seat in the chair and we'll begin." > x chair It's a reclined wooden chair. There are straps attached to the armrests. "You have far too much blood, sir, I can tell from here." > x straps They're a pair of leather straps attached to the armrests. "Are your bowels enthusiastic, sir? I have very helpful elixirs to clean you out." > take straps Bumble stops you. "Please do not touch, sir. Only highly trained specialists may operate the straps." "I can tell, sir, that you are simply drowning in evil humours. My leeches are the best in town." > e (first trying to open the door to the east) You open the door. "You are very stressed, sir. We desperately need to adjust your aura." As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > w Dirt Road West The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > in Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. > i You have a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > x shovel It's a standard shovel. > e Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > w Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. > eat beans (I only understood you as far as wanting to eat something.) > eat (I only understood you as far as wanting to eat something.) > x cauldron It's a greasy black cauldron. > look in it The cauldron is empty. > take cauldron It's far too hot to manipulate. > help with beans (I'm sorry, I didn't understand what you wanted to do.) > help with cauldron There are no hints available for the cauldron. > e Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > n Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > e Dirt Road East This dirt road continues east back towards town and west into grassy hills. > s There doesn't seem to be an exit in that direction. > e Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > w (first trying to open the door to the west) You open the door. As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Barber Shop This small dingy room is lined with shelves filled with bottles and potions. A table is pushed up against one wall and the center of the room is dominated by a reclined wooden chair raised off the floor. Ominously, leather straps are attached to the arms. The exit lies east through a closed door and a second doorway adorned by a curtain of beads leads south. Bumble, the town barber is here. On the table you see a jar. "Have a seat in the chair, please, and we'll get to work on those teeth." > help with barber Did you want to help with Bumble or the wooden barber chair? > bumble If you sit in the barber's chair it's lights out. > help with bumble He straps your wrists down pretty tightly. > help with bumble If only there were something you could wear around your wrists that would give you some slack. > help with bumble Don't go any further until you've been to Pirate Island. > help with bumble After you've escaped the pirates, the pirate queen will thwack you in the head with a large bracelet. Put this on before sitting in Bumble's chair. Then unstrap yourself. > e (first trying to open the door to the east) You open the door. "Welcome to your best health, sir. Please have a seat in the chair and we'll begin." As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > help with boat There are no hints available for the sailboat. > in In what direction? > boat (I'm sorry, I didn't understand what you wanted to do.) > enter boat The boat bobs unsteadily as you step into it. > help with sail There are no hints available for the sail. > help with boat There are no hints available for the sailboat. > l Dock (in the sailboat) This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. You're in a small sailboat moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > x boulders (I only understood you as far as wanting to examine something.) > i You have a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > x shovel It's a standard shovel. > out You climb out of the boat up onto the dock. > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case staring at you suspiciously. Agatha is here, standing behind the counter. The door swings closed behind you. > ask agatha about boat "There's nothing of use I can tell you about that." > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > help Get help with what? > l Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > w (first trying to open the door to the west) You open the door. As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Barber Shop This small dingy room is lined with shelves filled with bottles and potions. A table is pushed up against one wall and the center of the room is dominated by a reclined wooden chair raised off the floor. Ominously, leather straps are attached to the arms. The exit lies east through a closed door and a second doorway adorned by a curtain of beads leads south. Bumble, the town barber is here. On the table you see a jar. "You have far too much blood, sir, I can tell from here." > e (first trying to open the door to the east) You open the door. "Are your bowels enthusiastic, sir? I have very helpful elixirs to clean you out." As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > e There doesn't seem to be an exit in that direction. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case licking itself. Agatha is here, standing behind the counter. The door swings closed behind you. > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > e There doesn't seem to be an exit in that direction. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > w Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > nw Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > nw Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > n As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. The dowsing rod seems to jump slightly in your hands. You walk around a bit, criss-crossing the burning sand. Finally, the rod points downward. You make a divot in the sand with your foot to mark the spot. > dig (with the shovel) Where do you want to dig? > sand You dig into the soft black sand. Suddenly, you hear and feel a metallic "clank" as the shovel hits something small and metallic. Carefully, you uncover a strange rock in the bottom of the hole. > take rock Taken. The heat is oppressive and you may not last very long out here. (Your score has gone up by ten points.) > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > x rock It's a shiny metallic rock, about the size of your palm. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. > n There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. The heat is oppressive and you may not last very long out here. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > save Game state saved successfully. > e There doesn't seem to be an exit in that direction. > s The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > e There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > e There doesn't seem to be an exit in that direction. > sw There doesn't seem to be an exit in that direction. > e There doesn't seem to be an exit in that direction. > se Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > *I do that a lot, just type quickly if I forget things > e There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > se Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > s There doesn't seem to be an exit in that direction. > sw There doesn't seem to be an exit in that direction. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > w Dirt Road West The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > s There doesn't seem to be an exit in that direction. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > x haystack It's a large haystack, larger even than the farmer's cottage. > in You dive into the haystack and kind of half-swim, half-crawl deep into it. In The Haystack You find yourself embedded in the haystack. It's completely dark and very scratchy in here and you've lost your sense of direction. Suddenly, you hear the faint "plink" of something small and metallic hitting and sticking to the lodestone that you're carrying. > out You struggle to free yourself from the haystack, finally emerging back into the farmyard. Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > take needle Taken. (Your score has gone up by ten points.) > save Game state saved successfully. > w There doesn't seem to be an exit in that direction. > i You have a needle, a lodestone, a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > l Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > x mud (I only understood you as far as wanting to examine something.) > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > x hut It's a peasant farm cottage, a small mud-and-wood structure with a thatched roof. A low open doorway leads west inside. > w Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. > take all You aren't aware of any such thing! > x table It's a stout roughly made wooden table. > x chair It's a roughly-made wooden chair. > x hearth It's a sooty black stone hearth. > x cauldron It's a greasy black cauldron. > push it You apply a bit of force to the cauldron, but it doesn't budge. > e Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > n Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > e Dirt Road East This dirt road continues east back towards town and west into grassy hills. > e Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > w (first trying to open the door to the west) You open the door. As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Barber Shop This small dingy room is lined with shelves filled with bottles and potions. A table is pushed up against one wall and the center of the room is dominated by a reclined wooden chair raised off the floor. Ominously, leather straps are attached to the arms. The exit lies east through a closed door and a second doorway adorned by a curtain of beads leads south. Bumble, the town barber is here. On the table you see a jar. "I can tell, sir, that you are simply drowning in evil humours. My leeches are the best in town." > e (first trying to open the door to the east) You open the door. "You are very stressed, sir. We desperately need to adjust your aura." As you pass through the door, a cheery bell tinkles and the door swings closed behind you. Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > e There doesn't seem to be an exit in that direction. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case staring at you suspiciously. Agatha is here, standing behind the counter. The door swings closed behind you. > x string (I only understood you as far as wanting to examine something.) > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > x boulders (I only understood you as far as wanting to examine something.) > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > e Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently open. You can hear strange music and horrible off-key singing coming from inside. > e Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > ne Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southwest and continues to the east. To the south you can catch glimpses of the castle wall through the trees. > e Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southeast and continues to the west. To the south you can catch glimpses of the castle wall through the trees. > se Behind Castle This is a secluded dark spot behind the castle which lies through the trees to the west. Thick thorny vegetation and large boulders prevent movement in all directions except back to the northwest. Embedded in the ground at your feet lies a long-forgotten iron grate covering a drainage tunnel. > x grate It's a slimy and mold-covered iron grate currently closed. > help with grate Have you tried standing on it? > stand on grate You step onto the grate. It creaks ominously. > jump on grate You hop up and down on the grate. You hear a groan as it resists the impact. > g You hop again on the grate. You hear a metallic "crack". > g With a loud "pop" the grate finally gives and disintegrates in a rusty cloud. You tumble downward into a dark tunnel. Tunnel This is an underground tunnel lined with damp stone. It continues west and a ladder attached to the wall here leads up to an open grate. (Your score has gone up by ten points.) > w Tunnel This is an underground tunnel lined with damp stone. It continues east and west. As you enter you catch sight of a large gray ogre armed with a crossbow lurking in the shadows. "Oh ho," he guffaws hoarsely. "This is a treat. Dinner delivered itself!" > e With surprising agility the ogre ducks behind you, blocking your way. "You're not leaving this tunnel alive, you know." > save Game state saved successfully. > hit ogre with club As you near the ogre, he casually, almost bored even, pulls the trigger on his crossbow, spearing you cleanly between the eyes. *** You have died *** Game over. You scored 70 points out of 220 in 354 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (hit ogre with club). Tunnel > ask ogre about crossbow "Hush, food." "You're a big fellow. The missus will be able to carve you up into steaks for a month." > z Time passes. The ogre, tired of talking, idly pulls the trigger on his crossbow. His aim is excellent and you look down to see a thick arrow protruding from your sternum. *** You have died *** Game over. You scored 70 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (z). Tunnel > help with ogre You need to incapacitate him somehow. > g Apparently ogres are very proud of their anthem and become very emotional when they hear it. > g Have you met the muscial ogre trio? > g They'll give you a copy of the anthem if they think you're a musician. > g You can't sing it to him but you can belch it. > g There are no more relevant hints for the gray ogre. > undo Undoing the last turn (g). Tunnel > undo Undoing the last turn (g). Tunnel > undo Undoing the last turn (g). Tunnel > undo Undoing the last turn (g). Tunnel > undo Undoing the last turn (g). Tunnel > undo Undoing the last turn (help with ogre). Tunnel > undo Undoing the last turn (ask ogre about crossbow). Tunnel > undo Undoing the last turn (save). Tunnel > undo Undoing the last turn (e). Tunnel > undo Undoing the last turn (w). Tunnel > undo Undoing the last turn (g). Behind Castle (on the grate) > undo Undoing the last turn (g). Behind Castle (on the grate) > u (first trying to get off the grate) You get off the grate. There doesn't seem to be an exit in that direction. > d (first trying to open the grate below) The grate won't budge. > l Behind Castle This is a secluded dark spot behind the castle which lies through the trees to the west. Thick thorny vegetation and large boulders prevent movement in all directions except back to the northwest. Embedded in the ground at your feet lies a long-forgotten iron grate covering a drainage tunnel. > jump on grate You step onto the grate. It creaks ominously. > g You hop again on the grate. You hear a metallic "crack". > g With a loud "pop" the grate finally gives and disintegrates in a rusty cloud. You tumble downward into a dark tunnel. Tunnel This is an underground tunnel lined with damp stone. It continues west and a ladder attached to the wall here leads up to an open grate. (Your score has gone up by ten points.) > u You climb up the ladder out of the shaft and back into muted sunlight. Behind Castle This is a secluded dark spot behind the castle which lies through the trees to the west. Thick thorny vegetation and large boulders prevent movement in all directions except back to the northwest. Embedded in the ground at your feet lies a long-forgotten iron grate covering a drainage tunnel. > x vegetation You see thick trees that block most of the sunlight. > nw Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southeast and continues to the west. To the south you can catch glimpses of the castle wall through the trees. > w Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southwest and continues to the east. To the south you can catch glimpses of the castle wall through the trees. > w There doesn't seem to be an exit in that direction. > sw Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > e Courtyard This flat expanse of gray stones abuts the castle which lies to the east. A pair of massive wooden doors guard the entrance and a path leads away to the west. A large mob of guards is here, chanting and slowly marching through the square. > x guards You see a mob of black-garbed guards in front of the castle. > w Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > w Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently open. You can hear strange music and horrible off-key singing coming from inside. > s Hut This spartan hut is barely large enough to hold you and the three ogres occupying it. There's a door to the north and one can nearly stand in the middle of the room and touch all four walls and ceiling. But one couldn't actually because a trio of ogres fill the space. A tall and thin (for an ogre) one, a short squat one, and a female ogre with long stringy blonde hair. A trio of ogres is here. "Oy, 'e's back again. Some nerve..." the tall ogre grumbles. > undo Undoing the last turn (s). Eerie Path > i You have a needle, a lodestone, a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > x bottle It's a rum bottle. There's a label on the side. In it you see a cork and some rum. > w South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > score You currently have 70 points out of a maximum of 220 in 370 moves. > s There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. > nw There doesn't seem to be an exit in that direction. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > help with beggar There are no more relevant hints for the beggar. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > help with sailing (I'm sorry, I didn't understand what you wanted to do.) > help with sailboat There are no hints available for the sailboat. > help Get help with what? > all (The word "all" is not allowed in that context. Please be more specific.) > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case licking itself. Agatha is here, standing behind the counter. The door swings closed behind you. > x books They're large dusty books on countless arcane and obscure subjects. > x counter It's a wooden counter. > thread needle With what? > i You have a needle, a lodestone, a shovel, a ladle, a liquor bottle, a dowsing rod, and a club. You're wearing your loincloth and a pair of leather boots. > x boots They're a pair of dirty leather boots. > x loincloth It's a filthy loincloth, otherwise best left undescribed. > l Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case staring at you suspiciously. Agatha is here, standing behind the counter. > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > e (first trying to open the wooden door to the east) You open the wooden door. You step into the store and it takes your eyes a moment to acclimatize to the darkness. Book Shoppe This small cramped room is dimly lit. The walls are covered in sagging wooden shelves heavily weighted down with large dusty books. A wooden counter is positioned opposite the door, a glass case on top of it. A gray cat sits atop the glass case stretching. Agatha is here, standing behind the counter. The door swings closed behind you. > show needle to agatha She ignores the needle. > help with needle The needle has two uses. > w (first trying to open the wooden door to the west) You open the wooden door. Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. The door swings closed behind you. > w There doesn't seem to be an exit in that direction. > x support You see a colorful painted placard hanging from a support above the door. > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > x pole It's a colorful wooden barber pole, bleached white with a helix of red and blue stripes. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > x buildings Small timbered buildings line the dirt road through town. > in In what direction? > enter buildigns (I only understood you as far as wanting to get into something.) > enter buildings You don't need to bother with the buildings. > l Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > e There doesn't seem to be an exit in that direction. > n There doesn't seem to be an exit in that direction. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > e Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently open. You can hear strange music and horrible off-key singing coming from inside. > w South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > w Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > nw Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > Come again? > n Forest Thick trees dampen the sunlight and crowd in from all sides. The narrow path turns here, continuing to the east and south. > e Forest The light is dim in this dark forest. The path winds through the thick trees, leading east though a gap in the greenery and west deeper into the woods. You can see an unconscious troll here. > x troll He's a squat hairy troll. His wingspan is wider than his squat torso is long. His legs are thin and spindly but his arms are thick. He has large green eyes and a bulbous nose. He's currently out like a light (if lights had been invented). > search troll You find nothing. > take troll He's too much dead weight. > e As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. East Forest Entrance This is the entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a dirt path that leads east from whence you came and west into the woods through a gap in the trees. > e There's nothing that way except the way you came. > w The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The light is dim in this dark forest. The path winds through the thick trees, leading east though a gap in the greenery and west deeper into the woods. You can see an unconscious troll here. > w Forest Thick trees dampen the sunlight and crowd in from all sides. The narrow path turns here, continuing to the east and south. > sw There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. > s Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > w There doesn't seem to be an exit in that direction. > nw Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > n As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. > e There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. The heat is oppressive and you may not last very long out here. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. > n There doesn't seem to be an exit in that direction. > nw There doesn't seem to be an exit in that direction. The heat is oppressive and you may not last very long out here. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > s The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > se Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > s There doesn't seem to be an exit in that direction. > se Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > w Dirt Road West The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > n Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. A bored camel is here chewing his cud. > x camel He's a typical shaggy brown Arabian camel. There's a lock around one of his legs. > x tent It's an open tent flap. > x lock It's a thick lock with a metal extension, worn around the leg of a camel and intended to prevent the theft of said camel. > unlock it With what? > key (I only understood you as far as wanting to unlock the camel lock with something.) > e As you head into the tent, it takes a moment for your vision to adjust to the dim yellow light. Abdul's Camel Rental It's suffocating and dingy in this small tent and everything carries a sickly yellow hue from the sunlight penetrating the yellow canvas. The exit lies to the west through the open tent flap. A large wooden strongbox occupies the center of the room. Abdul the camel merchant is here, planted heavily on the strongbox. > x merchant He's an immense Arab. He wears a voluminous white thawb and his head is uncovered revealing a huge expanse of bald scalp beaded with sweat in the heat of the tent. He wears a neatly-manicured beard and his suspicious green eyes peer out from a face as large as a dinner plate. > talk to merchant He nods perfunctorily. > ask merchant about camel "Ah, you are interested in a camel?" He looks you up-and-down. "The price is ten gold coins and, I will be honest with you my friend, you do not look like you can afford a camel." > ask merchant about thread "I am sorry sir. If you cannot ask me more relevant questions that is your fault not mine." > *comment looks like I locked myself out of victory by eating the beans > s There doesn't seem to be an exit in that direction. > w You leave the tent, eyes blinking against the bright sunlight. Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. A bored camel is here chewing his cud. > s Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > in Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. > x cauldron It's a greasy black cauldron. > eat it The cauldron isn't edible. > restart Restart the game from the beginning? (y/n) > y Another princess kidnapped? Really? It's job security, at least, for those tasked with rescuing them. You are Bob the Barbarian. You come from a long line of proud barbarians, a crude and vulgar pedigree, and this is your first kidnapped princess and your first chance to prove your mettle. You've journeyed across miles of wasteland to this tiny village where the evil sorcerer Zarayeb has captured and locked away the princess Xandina. Armed only with your wits, such as they are (for, while you are a strapping barbarian, you are not particularly bright one) you must find and rescue the princess in order to take your rightful place among barbarian society. In-game help is available via the command HELP WITH... Can be used multiple times for progressive hints for items in scope. Bob The Barbarian A text adventure game by Charles Moore, Jr. Release 1. Serial number 260908. Dialog compiler version 1b/02. Library version 1.2.3. East Forest Entrance This is the entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a dirt path that leads east from whence you came and west into the woods through a gap in the trees. A small man is here, by turns anxiously pacing and looking nervously towards the forest. > talk to man Suddenly, the small nervous man seems to notice you for the first time, nearly jumping out of his skin. "Oh, my. You are a big one, aren't you? Wait. You're a big one." He suddenly smiles then straightens. "My name, sir, is Codby the Bureaucrat. I need to get to the town of Flixton on the other side of the forest. Unfortunately, the woods are dangerous and full of brigands and I am," he pauses a second, "less prepared for violence than you appear to be. If you accompany me through the woods to town I'll reward you handsomely..." he seems to catch himself, "...adequately. If you simply lead the way I'll follow." > w The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The light is dim in this dark forest. The path winds through the thick trees, leading east though a gap in the greenery and west deeper into the woods. Suddenly, a troll darts from the trees to block your way. He seems furious at your presence and angrily screams and growls something unintelligible at you. Codby, his short legs pumping, plods in from the east. The troll smacks you across the face with his club. > hit troll You punch the troll in the gut with your fists, momentarily doubling him over. The troll lands a glancing blow to your shoulder with the club. > g You jab at the troll with your fists, landing a blow to his nose. The troll swings his club. It whips by your head, barely missing your ear. > g You swing your fists and land a blow across the troll's jaw. He grunts in anger. The troll stares blankly for a moment. His club falls from his hand as he slowly falls forward, landing face-first on the ground with a "thud". Codby, breathing heavily, stares wide-eyed. "I..I..I think he was trying to kill us," he sputters incredulously. (Your score has gone up by ten points.) > g He's already as unconscious as he's ever going to be. > take club Taken. > w Forest Thick trees dampen the sunlight and crowd in from all sides. The narrow path turns here, continuing to the east and south. Codby enters from the east. > s Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. Suddenly, a thief drops from the canopy above to gracefully land astride the path. He waves a dueling sword in your face. "Ha! Welcome to the forest, you fools. You will leave with your belongings or your life but not both." Codby, following, enters from the north. The thief lands a blow, annoyingly poking you in the shoulder with his foil. > hit thief with club You swing wildly at the thief with the club but he nimbly ducks away. "Ha! Better luck next time." The thief slashes with his foil. It whips by your head, barely missing your ear. > g You jab at the thief with the club but he dodges the blow. "Missed me!" The thief lands a blow, annoyingly poking you in the shoulder with his foil. > g You charge the thief, the club flying, but he simply steps out of the way. "You should take up swordplay my bull-like friend." The thief slashes with his foil. It whips by your head, barely missing your ear. > g You swing the club and land a blow across the thief's jaw. "Jolly, good blow, my muscular friend." The thief feints with his sword and punches you in the face instead. > g You punch the thief in the gut with the club. "Oof! Giving the old bread-basket a workout, are we lad?" The thief pirouettes dramatically and slaps you in the face with his blade. > g You jab at the thief with the club but he dodges the blow. "Missed me!" The thief feints with his sword and punches you in the face instead. > g You swing the club and land a blow across the thief's jaw. "Jolly, good blow, my muscular friend." The thief, bruised and battered, backs away. "Good show, my sinewy friend. I think you have bested me and it would be best to depart." He runs off into the trees, his broken glasses hanging loosely from an ear. Codby, nearly apoplectic, gasps. "Who's in charge of these woods?" (Your score has gone up by ten points.) > e There doesn't seem to be an exit in that direction. > se Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. Codby, his short legs pumping, plods in from the northwest. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. Codby enters from the west. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. Codby, following, enters from the north. As he follows you from the woods, Codby clears his throat. "I thank you my muscular sir. As promised, I will make your efforts worth your while." He digs within his clothes for a moment. Finally, he fishes something from a pocket and slaps it into your palm. Before you can react, he toddles along down the path and disappears. (Your score has gone up by ten points.) > s There doesn't seem to be an exit in that direction. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > give coin to beggar The old beggar smiles and takes the coin from you. "Ah, good sir, a trade is in order I suppose." For a moment, perhaps unrealistically, your heart beats faster as you anticipate your reward. These brief hopes are quickly dashed as he hands you a y-shaped stick. (Your score has gone up by ten points.) > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > nw There doesn't seem to be an exit in that direction. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > w Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > e Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > e Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently closed. You can hear strange music and horrible off-key singing coming from inside. > w South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > nw There doesn't seem to be an exit in that direction. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > w Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > nw Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > nw Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > n As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. The dowsing rod seems to jump slightly in your hands. You walk around a bit, criss-crossing the burning sand. Finally, the rod points downward. You make a divot in the sand with your foot to mark the spot. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > s The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > se Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > sw There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > se Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > s There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > w There doesn't seem to be an exit in that direction. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > w Dirt Road West The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > n There doesn't seem to be an exit in that direction. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > n Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. A bored camel is here chewing his cud. > e As you head into the tent, it takes a moment for your vision to adjust to the dim yellow light. Abdul's Camel Rental It's suffocating and dingy in this small tent and everything carries a sickly yellow hue from the sunlight penetrating the yellow canvas. The exit lies to the west through the open tent flap. A large wooden strongbox occupies the center of the room. Abdul the camel merchant is here, planted heavily on the strongbox. > ask abdul about key "I am sorry sir. If you cannot ask me more relevant questions that is your fault not mine." > w You leave the tent, eyes blinking against the bright sunlight. Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. A bored camel is here chewing his cud. > s Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > save Game state saved successfully. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > in Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. On the table you see a ladle. A shovel is leaning against the wall in the corner. > take all The ladle: Taken. The shovel: Taken. > eat beans (with the ladle) You ladle the beans down your gullet. With a belch you wipe off your mouth with the back of your hand. > e Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. You burp a little as the beans begin to work on you. > n Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. You feel a bean-fueled bubble of air gathering in the depths of your bowels. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > n Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. A bored camel is here chewing his cud. The gas bubble in your gut is now quite painful. You'll have to vent it soon. > e As you head into the tent, it takes a moment for your vision to adjust to the dim yellow light. Abdul's Camel Rental It's suffocating and dingy in this small tent and everything carries a sickly yellow hue from the sunlight penetrating the yellow canvas. The exit lies to the west through the open tent flap. A large wooden strongbox occupies the center of the room. Abdul the camel merchant is here, planted heavily on the strongbox. > z Time passes. Unable to resist the pressure within your bowels any longer, you exhale and relax, loudly releasing a long satisfying cloud of flatulence. Sighing with relief, you take a moment to appreciate both the volume as well as the odor of your handiwork. Abdul arches an eyebrow at the sound of your gas. In another moment his nostrils flare and his eyes start to water. "Oh, my friend, that is vile. I think there may be something seriously wrong with you." He waves his meaty hands in front of his face but, finally unable to take it any longer, stands from the strongbox and bolts from the tent. > open box You open the strongbox, revealing a copper key. > take key Taken. (Your score has gone up by ten points.) > w You leave the tent, eyes blinking against the bright sunlight. Dirt Road North This is the northern end of a dirt road that continues back to the south through low green hills. To the west a seemingly endless desert reaches off to the horizon. A yellow tent lies to the east. The tent flap leading inside is open. There's a sign posted next to the entrance. Abdul is here, coughing and waving his hands in front of his face. A bored camel is here chewing his cud. > unlock camel (with the copper key) You unlock the lock. It falls to the ground next to the camel. > take lock Taken. > take camel You can't take the camel. Abdul disappears east to the tent. > ride camel You hoist yourself up onto the camel. > s With a rocking gait, the camel plods to the south. Dirt Road West (on the camel) The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > i You have a camel lock, a copper key, a shovel, a ladle, a wishbone-shaped stick, and a club. You're wearing your loincloth and a pair of leather boots. > save Game state saved successfully. > e With a rocking gait, the camel plods to the east. Dirt Road East (on the camel) This dirt road continues east back towards town and west into grassy hills. > n There doesn't seem to be an exit in that direction. > e With a rocking gait, the camel plods to the east. Flixton North (on the camel) This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > n There doesn't seem to be an exit in that direction. > ne With a rocking gait, the camel plods to the northeast. South Forest Entrance (on the camel) This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > nw There doesn't seem to be an exit in that direction. > n With a rocking gait, the camel plods to the north. Forest (on the camel) The woods gather ominously around you as the forest path heads south and west through the trees. > w With a rocking gait, the camel plods to the west. Forest (on the camel) Dark woods enclose you from every direction. The path here turns to the east and northwest. > nw With a rocking gait, the camel plods to the northwest. Forest Crossroads (on the camel) You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > nw With a rocking gait, the camel plods to the northwest. Forest (on the camel) The claustrophobic woods press in on you. The path here turns from the north to the southeast. > n With a rocking gait, the camel plods to the north. North Forest Entrance (on the camel) This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n With a rocking gait, the camel plods to the north. Black Desert (on the camel) This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. There's a shallow divot in the sand. > out In what direction? > dig (with the shovel) Where do you want to dig? > sand You can't reach the black sand from the camel. > get down You awkwardly dismount from the camel. The heat is oppressive and you may not last very long out here. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. There's a shallow divot in the sand. A camel is here. > dig sand (with the shovel) You dig into the soft black sand. Suddenly, you hear and feel a metallic "clank" as the shovel hits something small and metallic. Carefully, you uncover a strange rock in the bottom of the hole. > take rock Taken. The heat is oppressive and you may not last very long out here. (Your score has gone up by ten points.) > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. A camel is here. > ride camel You hoist yourself up onto the camel. > s With a rocking gait, the camel plods to the south. North Forest Entrance (on the camel) This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n With a rocking gait, the camel plods to the north. Black Desert (on the camel) This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. > n There doesn't seem to be an exit in that direction. > nw There doesn't seem to be an exit in that direction. The heat is oppressive and you may not last very long out here. > ne There doesn't seem to be an exit in that direction. > s With a rocking gait, the camel plods to the south. North Forest Entrance (on the camel) This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > se There doesn't seem to be an exit in that direction. > save Game state saved successfully. > se There doesn't seem to be an exit in that direction. > s With a rocking gait, the camel plods to the south. Forest (on the camel) The claustrophobic woods press in on you. The path here turns from the north to the southeast. > se With a rocking gait, the camel plods to the southeast. Forest Crossroads (on the camel) You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > s There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. > se With a rocking gait, the camel plods to the southeast. Forest (on the camel) Dark woods enclose you from every direction. The path here turns to the east and northwest. > s There doesn't seem to be an exit in that direction. > e With a rocking gait, the camel plods to the east. Forest (on the camel) The woods gather ominously around you as the forest path heads south and west through the trees. > s With a rocking gait, the camel plods to the south. South Forest Entrance (on the camel) This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > sw With a rocking gait, the camel plods to the southwest. Flixton North (on the camel) This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w With a rocking gait, the camel plods to the west. Dirt Road East (on the camel) This dirt road continues east back towards town and west into grassy hills. > w With a rocking gait, the camel plods to the west. Dirt Road West (on the camel) This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > w With a rocking gait, the camel plods to the west. Farm North (on the camel) This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. > in The camel refuses to go that way. > get off You awkwardly dismount from the camel. > in You dive into the haystack and kind of half-swim, half-crawl deep into it. In The Haystack You find yourself embedded in the haystack. It's completely dark and very scratchy in here and you've lost your sense of direction. Suddenly, you hear the faint "plink" of something small and metallic hitting and sticking to the lodestone that you're carrying. > out You struggle to free yourself from the haystack, finally emerging back into the farmyard. Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. A camel is here. > x camel He's a typical shaggy brown Arabian camel. > take hair (I only understood you as far as wanting to take something.) > w There doesn't seem to be an exit in that direction. > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > n Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. A camel is here. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > e Dirt Road East This dirt road continues east back towards town and west into grassy hills. > e Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > e Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently closed. You can hear strange music and horrible off-key singing coming from inside. > e Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > e Courtyard This flat expanse of gray stones abuts the castle which lies to the east. A pair of massive wooden doors guard the entrance and a path leads away to the west. Stepping into the courtyard, you see a phalanx of dozens of guards. They're dressed in matching black robes with elaborate armored helmets. Each is armed with a sword and pike. They chant mindlessly as they march in tandem slowly back and forth across the square, as if hypnotized. > w Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > ne Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southwest and continues to the east. To the south you can catch glimpses of the castle wall through the trees. > x branches Grasping thorny branches claw at you. > e Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southeast and continues to the west. To the south you can catch glimpses of the castle wall through the trees. > x wall From this vantage point the castle looks like a featureless black slab of stone. There are no windows or apparent entry on this side. > se Behind Castle This is a secluded dark spot behind the castle which lies through the trees to the west. Thick thorny vegetation and large boulders prevent movement in all directions except back to the northwest. Embedded in the ground at your feet lies a long-forgotten iron grate covering a drainage tunnel. > stand on grate You step onto the grate. It creaks ominously. > jump You hop up and down on the grate. You hear a groan as it resists the impact. > g You hop again on the grate. You hear a metallic "crack". > g With a loud "pop" the grate finally gives and disintegrates in a rusty cloud. You tumble downward into a dark tunnel. Tunnel This is an underground tunnel lined with damp stone. It continues west and a ladder attached to the wall here leads up to an open grate. (Your score has gone up by ten points.) > u You climb up the ladder out of the shaft and back into muted sunlight. Behind Castle This is a secluded dark spot behind the castle which lies through the trees to the west. Thick thorny vegetation and large boulders prevent movement in all directions except back to the northwest. Embedded in the ground at your feet lies a long-forgotten iron grate covering a drainage tunnel. > save Game state saved successfully. > nw Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southeast and continues to the west. To the south you can catch glimpses of the castle wall through the trees. > w Dark Path This narrow path is closely hemmed in by thick trees that nearly block all of the available sunlight and thorny branches grasp at you as you pass by. The path turns to the southwest and continues to the east. To the south you can catch glimpses of the castle wall through the trees. > sw Outside Castle A dirt trace ends here and continues back to the west. To the east lies an open stone-lined courtyard and, beyond that, a squat black castle. Large boulders prohibit movement otherwise but there's a small gap in the rocks leading to the northeast. You hear guttural chanting and hollering coming from the east. > w Eerie Path You're standing on a narrow dirt track that leads east and west. The ground here is nearly bare of vegetation and large boulders are piled about. A slipshod hut made of straw and sticks lies to the south, the entrance guarded by a rickety wooden door, currently closed. You can hear strange music and horrible off-key singing coming from inside. > w South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > s There doesn't seem to be an exit in that direction. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > x buildings Small timbered buildings line the dirt road through town. > ne South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > n The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > n There doesn't seem to be an exit in that direction. > w Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > nw Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > n Forest Thick trees dampen the sunlight and crowd in from all sides. The narrow path turns here, continuing to the east and south. > e Forest The light is dim in this dark forest. The path winds through the thick trees, leading east though a gap in the greenery and west deeper into the woods. You can see an unconscious troll here. > e As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. East Forest Entrance This is the entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a dirt path that leads east from whence you came and west into the woods through a gap in the trees. > e There's nothing that way except the way you came. > w The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The light is dim in this dark forest. The path winds through the thick trees, leading east though a gap in the greenery and west deeper into the woods. You can see an unconscious troll here. > w Forest Thick trees dampen the sunlight and crowd in from all sides. The narrow path turns here, continuing to the east and south. > w There doesn't seem to be an exit in that direction. > s Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > nw Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > n As you leave the forest, the air seems to freshen as you momentarily squint against the sunlight. North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > n Black Desert This is a broad sandy desert north of Talonwich forest. Unlike any desert you've every seen before, it's utterly flat and the sand is thick and jet black. The black sand seems to absorb and magnify the sunlight and it's exceedingly hot here. The desert extends off to the horizon and a path leads south back towards the cooler and darker confines of the woods. Someone has dug a sizeable hole here in the sand. > e There doesn't seem to be an exit in that direction. > s North Forest Entrance This is the northern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. A path leads south into the woods through a gap in the trees. To the north lies a desert of black sand extending to the distant horizon. > w There doesn't seem to be an exit in that direction. > e There doesn't seem to be an exit in that direction. > s The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The claustrophobic woods press in on you. The path here turns from the north to the southeast. > se Forest Crossroads You're deep in the dank of Talonwich forest. The path here arrives at a crossroads where it continues to the northwest, north, and southeast. A battered and faded sign is planted in the ground here. > se Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > w There doesn't seem to be an exit in that direction. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > x support You see a colorful painted placard hanging from a support above the door. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. In the sailboat you see a liquor bottle. > x dock It's a creaky wooden dock. A small sailboat lies alongside. > take liquor You can't reach the liquor bottle from outside the boat. > enter boat The boat bobs unsteadily as you step into it. > take liquor Taken. > x boat It's a tiny one-person sailboat, currently moored alongside the dock. A small mast juts upward at an angle and a stained canvas sail attached to it is lowered. In the sailboat you see yourself. > x canvas It's a stained canvas sail rigged to the mast. There's a large tear through it. It's currently lowered. > x tear It's a stained canvas sail rigged to the mast. There's a large tear through it. It's currently lowered. > x mast It's the sailboat's small mast, barely taller than yourself. There's a sail attached to it, currently lowered. > out You climb out of the boat up onto the dock. > i You have a liquor bottle, a lodestone, a camel lock, a copper key, a shovel, a ladle, a wishbone-shaped stick, and a club. You're wearing your loincloth and a pair of leather boots. > n Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > n Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > n Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > w Dirt Road East This dirt road continues east back towards town and west into grassy hills. > w Dirt Road West The dirt road ends here at a rustic farmstead to the west and heads back east and north through distant rolling hills. > w Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. A camel is here. > in You dive into the haystack and kind of half-swim, half-crawl deep into it. In The Haystack You find yourself embedded in the haystack. It's completely dark and very scratchy in here and you've lost your sense of direction. > out You struggle to free yourself from the haystack, finally emerging back into the farmyard. Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. A camel is here. > x needle It's a dull metal needle. > drop it (first trying to take the needle) Taken. Dropped. (Your score has gone up by ten points.) > take it Taken. > w There doesn't seem to be an exit in that direction. > s Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > w Peasant Hut This is the interior of a simple peasant hut. Windowless, the only light comes through the open doorway to the east. The furnishings are spartan, consisting of only a heavy and roughly-made table and chair. In one corner you see a fire burning in a stone hearth. A small greasy black cauldron squats in the hot embers. > x table It's a stout roughly made wooden table. > x chair It's a roughly-made wooden chair. > e Farm South This is a small peasant farm, a patch of mud and grass anchored by a small hut in the center and the farmstead continues to the north. A small peasant hut lies to the west through an open doorway. > n Farm North This is the northern half of a small peasant farm, a patch of mud and grass, mostly empty except for a large haystack in the middle. The farm continues south. A camel is here. > e Dirt Road West This is the western end of a dirt road that continues to the east and north through green rolling hills. A small farm lies to the west. > s There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > e Dirt Road East This dirt road continues east back towards town and west into grassy hills. > s There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > e Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > help with liquor There are no hints available for the liquor bottle. > save Game state saved successfully. > drink bottle You uncork the rum bottle, taking the cork. You drink the clear liquid and feel it burning unnaturally as it goes down. The room begins to spin around you as a wave of euphoria and undeserved accomplishment washes over you. Very shortly, you are completely soused. You stumble, seemingly at random, to the north. Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > z Time passes. You reel blindly to the north. Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > z Time passes. You stumble, seemingly at random, to the northeast. South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > z Time passes. You totter unsteadily to the north. The temperature noticeably drops as you enter the woods and it takes a moment for your eyes to adjust to the darkness, the sunlight swallowed up by the thick canopy above you. Forest The woods gather ominously around you as the forest path heads south and west through the trees. > z Time passes. You lurch drunkenly to the west. Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. > z Time passes. In your drunken state, you topple face-first into the greenery lining the path. Oddly, you stumble into a tiny hidden clearing on the other side. Before you can fully process what just happened, you fall to the ground. Clearing This is a tiny hollow surrounded by thick trees. The vegetation here has been stamped flat and there's a small canvas tent propped up in the center of the small clearing. There's a nearly invisible gap in the trees to the south. You lift your face from the dirt and stare around with bleary eyes. The rum then finishes its work and you pass out. Zzzzzzzzzz! > x tent Zzzzzzzzzz! > wake up Zzzzzzzzzz! > l Zzzzzzzzzz! > z After an unknown period of time, you open your eyes. The sunlight is cruelly bright and you have a splitting headache. You pull yourself unsteadily to your feet. > l Clearing This is a tiny hollow surrounded by thick trees. The vegetation here has been stamped flat and there's a small canvas tent propped up in the center of the small clearing. There's a nearly invisible gap in the trees to the south. > x tent It's a roughly-made canvas tent. > enter it Tent This is the interior of a small roughly-made canvas tent. The grass is smooshed down as if someone has been sleeping here. The only way out is out. You can see a small leather pouch tucked into a corner of the tent. You can see a pair of broken spectacles here, half-buried in the grass. > take spectacles Taken. (Your score has gone up by ten points.) > x it It's a small leather pouch, currently closed. > x spectacles They're a pair of cracked wire-rim glasses. > take pouch Taken. > open it You open the leather pouch, revealing a length of thread. > take threa (I only understood you as far as wanting to take something.) > take thread Taken. > thread needle (with the thread) You stick out your tongue and close one eye. Concentrating intently, you thread the needle. > save Game state saved successfully. > out Clearing This is a tiny hollow surrounded by thick trees. The vegetation here has been stamped flat and there's a small canvas tent propped up in the center of the small clearing. There's a nearly invisible gap in the trees to the south. > s Forest Dark woods enclose you from every direction. The path here turns to the east and northwest. As you regain the forest path the greenery closes in behind you. > s There doesn't seem to be an exit in that direction. > e Forest The woods gather ominously around you as the forest path heads south and west through the trees. > s South Forest Entrance This is the southern entrance to Talonwich Forest, a dense, dark, and dangerous expanse of thick woods. You're standing on a narrow dirt path that leads north into a gap in the trees. A wider dirt road leads southwest where you can see some buildings in the distance. A faint dirt trace leads east. > w There doesn't seem to be an exit in that direction. > s There doesn't seem to be an exit in that direction. > w There doesn't seem to be an exit in that direction. > sw Flixton North This is the northern end of the town of Flixton. Small timber-framed buildings line the road through town as it leads west and south. A narrow dirt trace leads northeast towards the forest. > s Flixton Middle The dirt road continues north and south through town, small timber-framed buildings lining both sides. In particular, you notice an establishment to the west. There's a sign over the door that's currently unintelligible to you and a colorful wooden barber pole posted next to it. > s Flixton South The dirt road continues north and south through town. A small timber-framed building lies to the east, a wooden door leads inside. A metal support extends from the wall over the door and a colorful painted sign dangles from it. There's a beggar here propped up against a wall. > s Dock This is a small creaky wooden dock jutting out into the blue waters of the Dolegan Sea. A small sailboat is moored alongside. Treacherous boulders block any movement except back to the north where a dirt road heads towards town. > enter boat The boat bobs unsteadily as you step into it. > repair sail (with the needle and thread) You strike the sail. Poking your fingers a few times with some clumsy stitching, you manage to patch the tear in it. > raise sail You raise the sail and a passing stiff southerly breeze unfurls it. The little boat suddenly bolts across the water, riding before the wind and momentarily knocking you to the hull on your fanny. Riding on the breeze, the little boat plows ahead. At Sea (in the sailboat) You're sailing southward on a calm blue sea. Looking back, you can see Flixton and the small dock receding in the distance. Ahead of you you see only open water as far as the horizon. > z Time passes. The little boat sails southward, the sea mist splashing rainbows in the air. At Sea (in the sailboat) You're sailing southward on a calm blue sea. You're long out of sight of land and see only endless blue water in every direction. > save Game state saved successfully. > z Time passes. The wind filling the sail, the sailboat skips across the waves. At Sea (in the sailboat) You're sailing southward on a calm blue sea. You see what appears to be at first a wishful mirage, a tiny speck on the horizon to the south. But as the breeze pushes you closer, an island takes form before you and grows steadily larger. > z Time passes. The little boat sails southward, the sea mist splashing rainbows in the air. Finally, the boat "thumps" up against a small makeshift dock at the edge of the island. You notice the wind seems to change direction and is now a northerly breeze. Dock (in the sailboat) This is a tiny ramshackle dock, hastily constructed of timbers buried in the sand. Open ocean lies to the north and the island's interior lies to the south. A small sailboat is moored here alongside. > lower sail It's already struck. > out You climb out of the boat up onto the dock. > s Island This is the interior of a small tropical island, a sandy speck in the ocean. Thick greenery and palm trees surround you but there are breaks in the vegetation to the east and north. You can see the dark mouth of a cave in a low rocky prominence to the south. There's a wooden placard posted above the opening. Planted in the sand you see a flagpole with a black flag attached at the top. > x flag It's a tattered black flag emblazoned with a white skull and crossbones. The skull is topped with long flowing red hair, indicating that this particular pirate enclave is ruled by a local pirate queen. > take it The flag is out of your reach. > s Pirate Treasury This small rock-lined chamber would usually hold that which the pirates hold most dear, typically booty or casks of rum. But, at the moment it's been cleaned out. There's a rusted iron sconce fixed to the wall holding a torch. The only exit lies to the north. In the sconce you see a lit torch. > x torch It's a lit torch. > take it Taken. > l Pirate Treasury This small rock-lined chamber would usually hold that which the pirates hold most dear, typically booty or casks of rum. But, at the moment it's been cleaned out. There's a rusted iron sconce fixed to the wall. The only exit lies to the north. > take all You aren't aware of any such thing! > n Island This is the interior of a small tropical island, a sandy speck in the ocean. Thick greenery and palm trees surround you but there are breaks in the vegetation to the east and north. You can see the dark mouth of a cave in a low rocky prominence to the south. There's a wooden placard posted above the opening. Planted in the sand you see a flagpole with a black flag attached at the top. > e Island You're surrounded here by thick tropical greenery. You can make out a faint trace in the ground heading west and southeast through breaks in the vegetation. > se Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > x xebec It's a large double-decked ship with two masts. The sails are lowered. A long wooden gangplank leads up to the main deck. > sw Beach This is a small beach at the edge of the lagoon, hemmed in by thick vegetation in all directions except back to the northeast. The blue water of the lagoon itself is accessible to the south as it gently laps at the white sand. To the east across the water you can see a ship moored next to a rocky pier. > s You can't swim while holding your possessions. > drop all The lit torch: If you drop the torch it's liable to go out. > ne Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > u There doesn't seem to be an exit in that direction. > e You tramp east across the gangplank. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently closed, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. As you step off the plank, you come face-to-face with a surprised pirate. He's a large portly fellow, playing a jig on a concertina. Catching sight of you, he abruptly stops playing and smiles an evil grin. "Well, now. The captain'll be happy when we drag in the likes'o you, she will." The pirate punches you in the face and knocks you backwards. > save Game state saved successfully. > hit pirate You hit the pirate in the gut with your fists. "Oof! No fair in the gut, ye scurvy dog." Punching with a huge fist, the pirate knocks you upside your jaw. > hit pirate with club You jab at the pirate with the club, landing a blow to his nose. "Oh, no! Not me money-maker!" The pirate swings a fist, landing a blow to your gut that doubles you over. > hit pirate with club You jab at the pirate with the club but he dodges the blow. "Oy, fellow. Don't hurt yeself, now, punchin' at air." The pirate punches you in the face and knocks you backwards. > hit pirate with club You charge the pirate, the club flying, but he simply steps out of the way. "Har! Ye fight like me dear granny." The pirate feints with his left and and punches you in the face with his right, stunning you. > hit pirate with club You swing the club and land a blow across the pirate's jaw. "Oy, now you're just making me angrier." The pirate smacks you hard in the head with a meaty forearm, nearly knocking you to the ground. > hit pirate with club You jab at the pirate with the club, landing a blow to his nose. "Oh, no! Not me money-maker!" The portly pirate is woozy and you take advantage, laying him low with a final blow. He falls unconscious to the deck with a dull "thud", the concertina falling next to him. (Your score has gone up by ten points.) > take concertina Taken. > l Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently closed, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. > open hatch You open the hatch. > d Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > aft Gundeck Midships You're standing midships below deck. You can continue fore and aft. > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate lands a blow to your jaw, knocking you backwards. > hit pirate with club You swing the club and land a blow across the pirate's jaw. He giggles dementedly. Punching with a bony fist, the pirate knocks you upside your jaw. > g You swing wildly at the pirate with the club but he nimbly ducks away. He cackles at your effort. The pirate lands a blow to your jaw, knocking you backwards. > g You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. The pirate punches you in the face and knocks you backwards. > g You jab at the pirate with the club but he dodges the blow. He taunts you with a "thumbs up". Punching with a bony fist, the pirate knocks you upside your jaw. > g You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. The pirate punches you in the face and knocks you backwards. > g You hit the pirate in the gut with the club. He doubles over in pain. The pirate smacks you hard in the head with a bony forearm, nearly knocking you to the ground. > g You swing the club and land a blow across the pirate's jaw. He giggles dementedly. The pirate punches you in the face and knocks you backwards. Laughing in victory, the stinky pirate unleashes a final blow on you, knocking you unconscious. You wake up in the brig and feel the ship rocking slowly beneath you. You spend the next several months subsisting on bread crusts and water, the pirates having apparently forgotten you. Finally, the brig is needed for someone more worthy. You're tossed overboard in a far away and alien land, hobbled by scurvy and far removed from your quest. *** You have lost *** Game over. You scored 100 points out of 220 in 309 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > g Please type one of the given words. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (g). Gundeck Aft > hit pirate with club You jab at the pirate with the club, landing a blow to his nose. He growls and shakes his head like a wet dog. The pirate feints with his left and and punches you in the face with his right, stunning you. Laughing in victory, the stinky pirate unleashes a final blow on you, knocking you unconscious. You wake up in the brig and feel the ship rocking slowly beneath you. You spend the next several months subsisting on bread crusts and water, the pirates having apparently forgotten you. Finally, the brig is needed for someone more worthy. You're tossed overboard in a far away and alien land, hobbled by scurvy and far removed from your quest. *** You have lost *** Game over. You scored 100 points out of 220 in 309 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (hit pirate with club). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (hit pirate with club). Gundeck Aft > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. Punching with a bony fist, the pirate knocks you upside your jaw. > hit pirate with club You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. The pirate swings a fist, landing a blow to your gut that doubles you over. > g You swing wildly at the pirate with the club but he nimbly ducks away. He cackles at your effort. The pirate punches you in the face and knocks you backwards. > g You jab at the pirate with the club, landing a blow to his nose. He growls and shakes his head like a wet dog. The pirate swings a fist, landing a blow to your gut that doubles you over. > g You swing the club and land a blow across the pirate's jaw. He giggles dementedly. The pirate lands a blow to your jaw, knocking you backwards. > g You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. The pirate punches you in the face and knocks you backwards. > g You swing wildly at the pirate with the club but he nimbly ducks away. He cackles at your effort. The pirate swings a fist, landing a blow to your gut that doubles you over. > g You jab at the pirate with the club, landing a blow to his nose. He growls and shakes his head like a wet dog. The pirate lands a blow to your jaw, knocking you backwards. Laughing in victory, the stinky pirate unleashes a final blow on you, knocking you unconscious. You wake up in the brig and feel the ship rocking slowly beneath you. You spend the next several months subsisting on bread crusts and water, the pirates having apparently forgotten you. Finally, the brig is needed for someone more worthy. You're tossed overboard in a far away and alien land, hobbled by scurvy and far removed from your quest. *** You have lost *** Game over. You scored 100 points out of 220 in 309 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (hit pirate with club). Gundeck Aft > undo Undoing the last turn (aft). Gundeck Midships > undo Undoing the last turn (aft). Gun Deck Forward > l Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. > aft Perhaps believing yourself to be invisible, you head aft among the crew. Main Middeck You're standing midships, topside on the main deck. You can continue fore and aft. The crew is here. Initially surprised by your unexpected appearance, they quickly recover. Before you can react, you're overwhelmed by several large burly men with questionable hygiene. Trussed up and helpless, you're brought before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 100 points out of 220 in 303 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (aft). Main Deck Fore > fore There doesn't seem to be an exit in that direction. > l Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. > x pirate He's a short muscular barechested gentleman with black hair pulled into a top-knot. He's currently unconscious and sleeping like a portly baby. > search pirate You find nothing. > d Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > aft Gundeck Midships You're standing midships below deck. You can continue fore and aft. > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate lands a blow to your jaw, knocking you backwards. > help with smelly Brute force is the answer. > g Make sure you're using the club. > g Combat is randomized but you have the advantage over him. > hit smelly with club You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. Punching with a bony fist, the pirate knocks you upside your jaw. > hit smelly with club You jab at the pirate with the club, landing a blow to his nose. He growls and shakes his head like a wet dog. The pirate lands a blow to your jaw, knocking you backwards. > hit smelly with club You swing wildly at the pirate with the club but he nimbly ducks away. He cackles at your effort. The pirate swings a fist, landing a blow to your gut that doubles you over. > hit smelly with club You jab at the pirate with the club but he dodges the blow. He taunts you with a "thumbs up". The pirate smacks you hard in the head with a bony forearm, nearly knocking you to the ground. > hit smelly with club You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. The pirate lands a blow to your jaw, knocking you backwards. > hit smelly with club You swing wildly at the pirate with the club but he nimbly ducks away. He cackles at your effort. The pirate smacks you hard in the head with a bony forearm, nearly knocking you to the ground. > hit smelly with club You swing the club and land a blow across the pirate's jaw. He giggles dementedly. Punching with a bony fist, the pirate knocks you upside your jaw. Laughing in victory, the stinky pirate unleashes a final blow on you, knocking you unconscious. You wake up in the brig and feel the ship rocking slowly beneath you. You spend the next several months subsisting on bread crusts and water, the pirates having apparently forgotten you. Finally, the brig is needed for someone more worthy. You're tossed overboard in a far away and alien land, hobbled by scurvy and far removed from your quest. *** You have lost *** Game over. You scored 100 points out of 220 in 316 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (hit smelly with club). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (g). Gundeck Aft > undo Undoing the last turn (help with smelly). Gundeck Aft > undo Undoing the last turn (aft). Gundeck Midships > undo Undoing the last turn (aft). Gun Deck Forward > aft Gundeck Midships You're standing midships below deck. You can continue fore and aft. > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate feints with his left and and punches you in the face with his right, stunning you. > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate punches you in the face and knocks you backwards. > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate punches you in the face and knocks you backwards. > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate lands a blow to your jaw, knocking you backwards. > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate feints with his left and and punches you in the face with his right, stunning you. > undo Undoing the last turn (aft). Gundeck Midships > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. A smelly pirate is here. The pirate feints with his left and and punches you in the face with his right, stunning you. > hit pirate with club You swing the club and land a blow across the pirate's jaw. He giggles dementedly. The pirate lands a blow to your jaw, knocking you backwards. > g You charge the pirate, the club flying, but he simply steps out of the way. He giggles dementedly. Punching with a bony fist, the pirate knocks you upside your jaw. > undo Undoing the last turn (g). Gundeck Aft > hit pirate with club You hit the pirate in the gut with the club. He doubles over in pain. The pirate smacks you hard in the head with a bony forearm, nearly knocking you to the ground. > hit pirate with club You jab at the pirate with the club, landing a blow to his nose. He growls and shakes his head like a wet dog. The pirate swings a fist, landing a blow to your gut that doubles you over. > hit pirate with club You swing the club and land a blow across the pirate's jaw. He giggles dementedly. The smelly pirate is woozy and can barely stand. You gently nudge him and he falls unconscious to the deck with a dull "thud". (Your score has gone up by ten points.) > save Game state saved successfully. > l Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > u (first trying to open the aft hatch above) You open the aft hatch. You climb up the ladder and through the hatch. Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > x macaw He's a large red and blue macaw, currently sleeping. > take it (I only understood you as far as wanting to take something.) > take macaw You can't take the macaw. > talk to macaw the bird's eyes fly open and, startled, he flaps his wings. "Awk, intruder!" he squawks loudly in an ear-splitting rasp. Alerted by his alarm, a large knot of pirates quickly forms to confront you, each one smiling sinisterly and brandishing a cutlass. You manage to fight them off briefly but are soon overcome. *** You have died *** Game over. You scored 110 points out of 220 in 319 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (talk to macaw). Main Deck Aft > l Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > aft (first trying to open the door to the south) You open the door. Captain's Quarters This spacious cabin smells of an odd combination of perfume and cigars. A makeup table and mirror are pushed against one wall and a large ornately carved wardrobe stands in the corner next to it. A broad canopy bed fills the center of the room. The exit lies forward through the open door and there's a porthole, currently closed, in the hull to the west. > x table It's a small decorative table with an attached mirror. > x mirror It's a round mirror attached to the makeup table. > open wardrobe You open the wardrobe, revealing a compass. > take compass As you pick up the compass it starts to hum and vibrate in your hand. (Your score has gone up by ten points.) > x it It's a dented and battered compass, small enough to fit in your hand. It's missing its needle. The central hub is slowly spinning and the compass is humming. > magnetize needle (I'm sorry, I didn't understand what you wanted to do.) > put needle in compass You thread the needle into the central hub of the compass. > x compass It's a dented and battered compass, small enough to fit in your hand. The needle is lazily spinning around and around. > take compass You're already holding the compass. > take needle Taken. > rub needle on lodestone (I only understood you as far as wanting to feel something.) > i You have a needle, a compass, a concertina, a lit torch, a leather pouch, a pair of spectacles, a cork, a liquor bottle, a lodestone, a camel lock, a copper key, a shovel, a ladle, a wishbone-shaped stick, and a club. You're wearing your loincloth and a pair of leather boots. > put needle on lodestone As you bring the needle close to the lodestone, it suddenly leaps from your hand at sticks to it with a "plink". > take needle Taken. > drop lodestone Dropped. > put needle in compass You thread the needle into the central hub of the compass. > n Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. As you leave the room, the macaw, disturbed by the humming from the compass, wakes and groggily peers around. "Awk, intruder!" he squawks loudly, spotting you standing there. Alerted by his alarm, a large knot of pirates quickly forms to confront you, each one smiling sinisterly and brandishing a cutlass. You manage to fight them off briefly but are soon overcome. *** You have died *** Game over. You scored 120 points out of 220 in 336 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (n). Captain's Quarters > take compass You're already holding the compass. > take all Taken. > x porthole It's a porthole in the hull facing west. It's currently closed. > open it You open the porthole. > x it It's a porthole in the hull facing west. It's open and you can see empty blue water below you. > save Game state saved successfully. > put compass in porthole You drop the compass through the porthole. It falls into the lagoon below with a "splash". > l Captain's Quarters This spacious cabin smells of an odd combination of perfume and cigars. A makeup table and mirror are pushed against one wall and a large ornately carved wardrobe stands in the corner next to it. A broad canopy bed fills the center of the room. The exit lies forward through the open door and there's a porthole, currently open, in the hull to the west. > x bed It's a large feather bed topped with a frilly pink canopy. > look under it You don't need to look under things in this game. > open wardrobe The wardrobe is already open. > x it It's a large armoire, currently open. > fore Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > d You climb through the hatch and down a ladder. Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > fore Gundeck Midships You're standing midships below deck. You can continue fore and aft. > g Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > sw Beach This is a small beach at the edge of the lagoon, hemmed in by thick vegetation in all directions except back to the northeast. The blue water of the lagoon itself is accessible to the south as it gently laps at the white sand. To the east across the water you can see a ship moored next to a rocky pier. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 354 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (sw). Pier > undo Undoing the last turn (w). Main Deck Fore > undo Undoing the last turn (u). Gun Deck Forward > undo Undoing the last turn (g). Gundeck Midships > undo Undoing the last turn (fore). Gundeck Aft > undo Undoing the last turn (d). Main Deck Aft > undo Undoing the last turn (fore). Captain's Quarters > undo Undoing the last turn (x it). Captain's Quarters > help with pirate (I'm sorry, I didn't understand what you wanted to do.) > l Captain's Quarters This spacious cabin smells of an odd combination of perfume and cigars. A makeup table and mirror are pushed against one wall and a large ornately carved wardrobe stands in the corner next to it. A broad canopy bed fills the center of the room. The exit lies forward through the open door and there's a porthole, currently open, in the hull to the west. > close wardrobe You close the wardrobe. > close porthole You close the porthole. > fore Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > close door You close the door. > d You climb through the hatch and down a ladder. Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > fore Gundeck Midships You're standing midships below deck. You can continue fore and aft. > fore Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > help with pirates There are no hints available for the crew. > save Failed to save the game state. > undo Undoing the last turn (save). Main Deck Fore > undo Undoing the last turn (help with pirates). Main Deck Fore > save Game state saved successfully. > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > nw Island You're surrounded here by thick tropical greenery. You can make out a faint trace in the ground heading west and southeast through breaks in the vegetation. As you move away from the ship, suddenly, an angry horde of pirates explodes from the trees and descend upon you. You're quickly tied up and dragged back on board where the pirate queen seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 355 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (nw). Pier > sw Beach This is a small beach at the edge of the lagoon, hemmed in by thick vegetation in all directions except back to the northeast. The blue water of the lagoon itself is accessible to the south as it gently laps at the white sand. To the east across the water you can see a ship moored next to a rocky pier. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (sw). Pier > u There doesn't seem to be an exit in that direction. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (u). Pier > l Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (l). Pier > move gangplank You apply a bit of force to the gangplank, but it doesn't budge. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (move gangplank). Pier > help with gangplank There are no hints available for the gangplank. > x it It's a long wooden gangplank leading east from the pier to the main deck of the xebec. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (x it). Pier > move gangplank You apply a bit of force to the gangplank, but it doesn't budge. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (move gangplank). Pier > break gangplank You can't attack the gangplank. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (break gangplank). Pier > undo Undoing the last turn (help with gangplank). Pier > undo Undoing the last turn (w). Main Deck Fore > l Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew waving swords and yelling as they run towards you. You can see an unconscious pirate here. > z Time passes. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (z). Main Deck Fore > undo Undoing the last turn (l). Main Deck Fore > undo Undoing the last turn (save). Main Deck Fore > undo Undoing the last turn (u). Gun Deck Forward > l Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > z Time passes. > z Time passes. > z Time passes. > z Time passes. > z Time passes. > z Time passes. > fore There doesn't seem to be an exit in that direction. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > u There doesn't seem to be an exit in that direction. > u There doesn't seem to be an exit in that direction. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (u). Main Deck Fore > undo Undoing the last turn (u). Main Deck Fore > move gangplank You apply a bit of force to the gangplank, but it doesn't budge. > undo Undoing the last turn (move gangplank). Main Deck Fore > take gangplank You can't take the gangplank. > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (w). Main Deck Fore > undo Undoing the last turn (take gangplank). Main Deck Fore > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > take gangplank That seems unrealistic. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (take gangplank). Pier > help with pirates (I'm sorry, I didn't understand what you wanted to do.) > help with gangplank There are no hints available for the gangplank. > hit plank with club You can't attack the gangplank. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (hit plank with club). Pier > kick gangplank You can't attack the gangplank. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (kick gangplank). Pier > dig gangplank (with the shovel) Scratching at the gangplank with the shovel seems less-than-useful. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (dig gangplank). Pier > pull gangplank You yank at the gangplank, but it won't budge. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 364 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (pull gangplank). Pier > undo Undoing the last turn (help with gangplank). Pier > undo Undoing the last turn (help with pirates). Pier > undo Undoing the last turn (w). Main Deck Fore > undo Undoing the last turn (u). Gun Deck Forward > l Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > x ladder It's a wooden ladder leading up through a hatch. > take it Not likely. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > wear spectacles You put on the spectacles. Suddenly, you feel significantly smarter, as if before you were only using 10% of your brain but now you're using 14%. > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 367 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (w). Main Deck Fore > undo Undoing the last turn (wear spectacles). Main Deck Fore > undo Undoing the last turn (u). Gun Deck Forward > l Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > x gangplank It's a long wooden gangplank leading from the main deck west to the pier. > undo Undoing the last turn (x gangplank). Main Deck Fore > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > x pier Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 368 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > restore Game state restored successfully. Main Deck Fore > w The portly pirate blocks your way. He smiles and cracks his knuckles. "You aren't going anywhere, friend." Punching with a huge fist, the pirate knocks you upside your jaw. > restore Game state restored successfully. At Sea (in the sailboat) > l At Sea (in the sailboat) You're sailing southward on a calm blue sea. You're long out of sight of land and see only endless blue water in every direction. Riding on the breeze, the little boat plows ahead. At Sea (in the sailboat) You're sailing southward on a calm blue sea. You see what appears to be at first a wishful mirage, a tiny speck on the horizon to the south. But as the breeze pushes you closer, an island takes form before you and grows steadily larger. > z Time passes. The little boat sails southward, the sea mist splashing rainbows in the air. Finally, the boat "thumps" up against a small makeshift dock at the edge of the island. You notice the wind seems to change direction and is now a northerly breeze. Dock (in the sailboat) This is a tiny ramshackle dock, hastily constructed of timbers buried in the sand. Open ocean lies to the north and the island's interior lies to the south. A small sailboat is moored here alongside. > z Time passes. > out You climb out of the boat up onto the dock. > s Island This is the interior of a small tropical island, a sandy speck in the ocean. Thick greenery and palm trees surround you but there are breaks in the vegetation to the east and north. You can see the dark mouth of a cave in a low rocky prominence to the south. There's a wooden placard posted above the opening. Planted in the sand you see a flagpole with a black flag attached at the top. > wear glasses You put on the spectacles. Suddenly, you feel significantly smarter, as if before you were only using 10% of your brain but now you're using 14%. > x flag It's a tattered black flag emblazoned with a white skull and crossbones. The skull is topped with long flowing red hair, indicating that this particular pirate enclave is ruled by a local pirate queen. > take it The flag is out of your reach. > s Pirate Treasury This small rock-lined chamber would usually hold that which the pirates hold most dear, typically booty or casks of rum. But, at the moment it's been cleaned out. There's a rusted iron sconce fixed to the wall holding a torch. The only exit lies to the north. In the sconce you see a lit torch. > n Island This is the interior of a small tropical island, a sandy speck in the ocean. Thick greenery and palm trees surround you but there are breaks in the vegetation to the east and north. You can see the dark mouth of a cave in a low rocky prominence to the south. There's a wooden placard posted above the opening. Planted in the sand you see a flagpole with a black flag attached at the top. > e Island You're surrounded here by thick tropical greenery. You can make out a faint trace in the ground heading west and southeast through breaks in the vegetation. > s There doesn't seem to be an exit in that direction. > e There doesn't seem to be an exit in that direction. > se Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > sw Beach This is a small beach at the edge of the lagoon, hemmed in by thick vegetation in all directions except back to the northeast. The blue water of the lagoon itself is accessible to the south as it gently laps at the white sand. To the east across the water you can see a ship moored next to a rocky pier. > drop all The leather pouch: Dropped. The cork: Dropped. The needle: Dropped. The liquor bottle: Dropped. The lodestone: Dropped. The camel lock: Dropped. The copper key: Dropped. The shovel: Dropped. The ladle: Dropped. The wishbone-shaped stick: Dropped. The club: Dropped. > e There doesn't seem to be an exit in that direction. > s You splash your way into the lagoon. Lagoon Surface You're treading water on the surface of the lagoon. A sandy beach lies immediately to the north and a large ship lies farther to the east. > d Kicking and paddling, you swim downward. Seabed You're deep in the lagoon, hovering just above the sandy seabed. Beams of sunlight refract down through the water and clumps of seaweed dot the ocean floor. > x seaweed Fronds of seaweed are embedded in the sand and wave gently in the current. > take it You don't need to bother with the seaweed. You're starting to need to breathe. > e Kicking and paddling, you swim to the east. Seabed You're deep in the lagoon, hovering just above the sandy seabed. Beams of sunlight refract down through the water and clumps of seaweed dot the ocean floor. > u Kicking and paddling, you swim upward. Lagoon Surface You're treading water on the surface of the lagoon. A large ship looms over you to the east, a closed porthole high above. > d Kicking and paddling, you swim downward. Seabed You're deep in the lagoon, hovering just above the sandy seabed. Beams of sunlight refract down through the water and clumps of seaweed dot the ocean floor. > u Kicking and paddling, you swim upward. Lagoon Surface You're treading water on the surface of the lagoon. A large ship looms over you to the east, a closed porthole high above. > e You try to swim to the east but the current pushes you back. > restore Game state restored successfully. Main Deck Fore > aft Perhaps believing yourself to be invisible, you head aft among the crew. Main Middeck You're standing midships, topside on the main deck. You can continue fore and aft. The crew is here. Initially surprised by your unexpected appearance, they quickly recover. Before you can react, you're overwhelmed by several large burly men with questionable hygiene. Trussed up and helpless, you're brought before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 354 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (aft). Main Deck Fore > d Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > z Time passes. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > restore Game state restored successfully. Captain's Quarters > open porthole The porthole is already open. > put all in porthole The lodestone: You drop the lodestone through the porthole. It falls into the lagoon below with a "splash". The compass: You drop the compass through the porthole. It falls into the lagoon below with a "splash". The concertina: You drop the concertina through the porthole. It falls into the lagoon below with a "splash". The lit torch: You drop the lit torch through the porthole. It falls into the lagoon below with a "splash". The leather pouch: You drop the leather pouch through the porthole. It falls into the lagoon below with a "splash". The spectacles: You drop the spectacles through the porthole. It falls into the lagoon below with a "splash". The cork: You drop the cork through the porthole. It falls into the lagoon below with a "splash". The liquor bottle: You drop the liquor bottle through the porthole. It falls into the lagoon below with a "splash". The camel lock: You drop the camel lock through the porthole. It falls into the lagoon below with a "splash". The copper key: You drop the copper key through the porthole. It falls into the lagoon below with a "splash". The shovel: You drop the shovel through the porthole. It falls into the lagoon below with a "splash". The ladle: You drop the ladle through the porthole. It falls into the lagoon below with a "splash". The wishbone-shaped stick: You drop the wishbone-shaped stick through the porthole. It falls into the lagoon below with a "splash". The club: You drop the club through the porthole. It falls into the lagoon below with a "splash". > enter porthole You can't fit through the porthole. > restoer (I'm sorry, I didn't understand what you wanted to do.) > restore Game state restored successfully. Main Deck Fore > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > help with ship There are no hints available for the xebec. > e You tramp east across the gangplank. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew waving swords and yelling as they run towards you. You can see an unconscious pirate here. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 356 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > restore Game state restored successfully. Captain's Quarters > help with porthole There are no hints available for the porthole. > help with compass It might lead you someplace. > help with compass Don't go any further unless you've ridden on the camel out into the endless desert. > help with compass The compass will lead you back and forth through the sandstorm. > help with compass Just go where it points. > help with compass Of course, the compass needs a needle. > help with compass Where do metaphorical needles hang out? > help with compass It's in the haystack. But you need help finding the needle in the haystack. > help with compass A magnet might be helpful. > help with compass There's one buried in the black desert. > help with compass Have you given the coin to the beggar? > help with compass He'll give you a dowsing rod that you can use to find a lodestone buried in the desert. > help with compass There are no more relevant hints for the compass. > help with compass There are no more relevant hints for the compass. > l Captain's Quarters This spacious cabin smells of an odd combination of perfume and cigars. A makeup table and mirror are pushed against one wall and a large ornately carved wardrobe stands in the corner next to it. A broad canopy bed fills the center of the room. The exit lies forward through the open door and there's a porthole, currently open, in the hull to the west. > fore Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. As you leave the room, the macaw, disturbed by the humming from the compass, wakes and groggily peers around. "Awk, intruder!" he squawks loudly, spotting you standing there. Alerted by his alarm, a large knot of pirates quickly forms to confront you, each one smiling sinisterly and brandishing a cutlass. You manage to fight them off briefly but are soon overcome. *** You have died *** Game over. You scored 120 points out of 220 in 342 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (fore). Captain's Quarters > drop compass You drop the compass and it falls silent. > fore Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > help with macaw There are no hints available for the macaw. > help with ship (I'm sorry, I didn't understand what you wanted to do.) > d You climb through the hatch and down a ladder. Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > help with pirate There are no hints available for the smelly pirate. > aft There doesn't seem to be an exit in that direction. > fore Gundeck Midships You're standing midships below deck. You can continue fore and aft. > fore Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > help with mast There are no hints available for the forward mast. > undo Undoing the last turn (help with mast). Main Deck Fore > help with crew There are no hints available for the crew. > undo Undoing the last turn (help with crew). Main Deck Fore > help with ship (I'm sorry, I didn't understand what you wanted to do.) > restore Game state restored successfully. Main Deck Fore > undo Undoing the last turn (restore). Main Deck Fore > undo Undoing the last turn (help with ship). Main Deck Fore > undo Undoing the last turn (u). Gun Deck Forward > aft Gundeck Midships You're standing midships below deck. You can continue fore and aft. > aft Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > u You climb up the ladder and through the hatch. Main Deck Aft This is the rear section of the main deck. A hatch in the floor allows access down to the gun deck. The aft mast looms overhead and there's a door aft leading into a cabin. Next to the door stands a wooden perch, a sleeping macaw sitting atop it. The deck continues forward where you can glimpse most of the crew lolling about or performing chores on the middeck. > x perch It's a wooden perch next to the door. A brilliantly colored red and blue macaw is stationed on it. > d You climb through the hatch and down a ladder. Gundeck Aft You're below deck in the stern of the ship. You can continue forward and a ladder here leads up through a hatch to the main deck. You can see an unconscious pirate here. > close hatch You close the aft hatch. > s There doesn't seem to be an exit in that direction. > aft There doesn't seem to be an exit in that direction. > fore Gundeck Midships You're standing midships below deck. You can continue fore and aft. > fore Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > u You clamber up the ladder. Main Deck Fore This is the forward main deck. A gangplank leads west to the pier. One of the ship's two masts rises here from the deck and a wooden hatch, currently open, leads downward. The deck continues aft where you can glimpse most of the crew lolling about or performing chores on the middeck. You can see an unconscious pirate here. Suddenly, you hear a woman's shrill angry scream from the other end of the ship. "Who's the dead man who's been pawing through my things? Find him and bring him to me!" You hear hollering and multilingual obscenities echo through the ship. > d Gun Deck Forward You're below deck in the bow of the ship. You can continue farther aft and a ladder here leads up through a hatch to the main deck. > close hatch You close the hatch. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 360 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (close hatch). Gun Deck Forward > undo Undoing the last turn (d). Main Deck Fore > w You tramp west across the gangplank. Pier This is the northwestern shore of a broad lagoon. There's a natural pier here, a rocky prominence overlooking the water's edge. A large ship, a xebec, is moored here just a few feet offshore. A long wooden gangplank leads east up to the deck. A path leads northwest back through the trees and southwest along the lagoon edge. Treacherous boulders block movement otherwise. > jump on gangplank It's not possible to get onto the gangplank. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 360 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (jump on gangplank). Pier > kill gangplank You can't attack the gangplank. Suddenly, an angry mob of pirates catches up to you. You're quickly wrestled to the ground and securely tied. They drag you before the pirate queen who seals your fate. You're rolled off the plank and into the blue where you drown and float off to sea. *** You have died *** Game over. You scored 120 points out of 220 in 360 moves. Would you like to: UNDO the last move, RESTORE a saved position, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (kill gangplank). Pier >