text: [Themes: intrigue, nonhuman protagonist, treasure hunt]
  
  > Go downwards
  The drop would be fatal from here.
  
  > drop rug
  Dropped.
  
  The hayberry bush is dead, rotting on the soil. Large white flowers blossom on the banberry shrub. Tiny sprouts of spindleweed are
  growing.
  
  > look under rug
  You pull back the rug and the ground underneath is sucked into its weave, revealing soil and roots, nothing out of the ordinary.
  
  The hayberry bush is bare, its leaves small and its branches stubby. Hard red berries hang like droplets from the banberry shrub. The spindleweed leaves are long and thin.
  
  > take rug
  You lift up the rug entirely and a hole appears briefly underneath it before disappearing.
  
  Small yellow flowers blossom across the hayberry bush. The banberry shrub is covered in dozens of black obloid berries. The spindleweed stalks have grown higher and the leaves broader.
  
  > look at the bricks
  Firstly Brick A: Etched into the brick in a series of finely rounded grooves is the letter A. This brick seems smoother than the others.
  
  Then Brick B: Etched into the brick in a series of finely rounded grooves is the letter B.
  
  Then Brick C: Etched into the brick in a series of finely rounded grooves is the letter C.
  
  Then Brick D: Etched into the brick in a series of finely rounded grooves is the letter D.
  
  Then Brick E: Etched into the brick in a series of finely rounded grooves is the letter E.
  
  Then Brick F: Etched into the brick in a series of finely rounded grooves is the letter F.
  
  Then Brick G: Etched into the brick in a series of finely rounded grooves is the letter G.
  
  Then Brick H: Etched into the brick in a series of finely rounded grooves is the letter H.
  
  Then Brick I: Etched into the brick in a series of finely rounded grooves is the letter I.
  
  Then Brick J: Etched into the brick in a series of finely rounded grooves is the letter J.
  
  Then Brick K: Etched into the brick in a series of finely rounded grooves is the letter K.
  
  Then Brick L: Etched into the brick in a series of finely rounded grooves is the letter L.
  
  Then Brick M: Etched into the brick in a series of finely rounded grooves is the letter M.
  
  Then Brick N: Etched into the brick in a series of finely rounded grooves is the letter N.
  
  Then Brick O: Etched into the brick in a series of finely rounded grooves is the letter O.
  
  Then Brick P: Etched into the brick in a series of finely rounded grooves is the letter P.
  
  Then Brick Q: Etched into the brick in a series of finely rounded grooves is the letter Q.
  
  Then Brick R: Etched into the brick in a series of finely rounded grooves is the letter R.
  
  Then Brick S: Etched into the brick in a series of finely rounded grooves is the letter S.
  
  And finally Brick T: Etched into the brick in a series of finely rounded grooves is the letter T.
  
  > Press C
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AC.
  
  > Press f.
  You push in Brick F.
  
  D   |   E   |
  
  G   |   H   |   I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ACF.
  
  > Press o.
  You push in Brick O.
  
  D   |   E   |
  
  G   |   H   |   I   |   J   |
  
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ACFO.
  
  You push Brick O in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently ACFO isn't the right combination.
  
  > Press ab
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  You push in Brick B.
  
  C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AB.
  
  > press the A.
  You've already pushed Brick A.
  
  > Press C
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ABC.
  
  > Press d.
  You push in Brick D.
  
  E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ABCD.
  
  You push Brick D in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently ABCD isn't the right combination.
  
  > press the A.
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  > Press C
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AC.
  
  > Press h.
  You push in Brick H.
  
  D   |   E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ACH.
  
  > read the Codes
  The book details the shameful practice of embedding secret codes into songs, whether revealed when played backwards or deciphered from stressed syllables. While disapproving, the work goes into some considerable detail on the mapping of the initial letters of
  individual syllables in a song line to letters in code grids. The danger here being that songs can be transmitted unwillingly between people once they stick in minds, and so messages may be spread through seemingly innocent ditties that secretly function as ciphers and crypto-mnemonics.
  
  > Press d.
  You push in Brick D.
  
  E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ACHD.
  
  You push Brick D in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently ACHD isn't the right combination.
  
  > Press aost
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  You push in Brick O.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AO.
  
  You push in Brick S.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  
  T   |
  
  You've pushed in: AOS.
  
  You push in Brick T.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  
  You've pushed in: AOST.
  
  You push Brick T in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently AOST isn't the right combination.
  
  > Press chst
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: C.
  
  You push in Brick H.
  
  D   |   E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: CH.
  
  You push in Brick S.
  
  D   |   E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: CHS.
  
  You push in Brick T.
  
  D   |   E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  
  You've pushed in: CHST.
  
  You push Brick T in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently CHST isn't the right combination.
  
  > press acsh
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AC.
  
  You push in Brick S.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: ACS.
  
  You push in Brick H.
  
  D   |   E   |
  
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: ACSH.
  
  You push Brick H in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently ACSH isn't the right combination.
  
  > press the ACFS
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  You push in Brick C.
  
  D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AC.
  
  You push in Brick F.
  
  D   |   E   |
  
  G   |   H   |   I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: ACF.
  
  You push in Brick S.
  
  D   |   E   |
  
  G   |   H   |   I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: ACFS.
  
  You push Brick S in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently ACFS isn't the right combination.
  
  > press aohf
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: A.
  
  You push in Brick O.
  
  B   |   C   |   D   |   E   |
  
  |   F   |   G   |   H   |   I   |   J   | 
  
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AO.
  
  You push in Brick H.
  
  B   |   C   |   D   |   E   |
  
  I   |   J   |
  
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AOH.
  
  You push in Brick F.
  
  B   |   C   |   D   |   E   |
  
  I   |   J   |
  
  |   P   |   Q   |   R   |   S   |   T   | 
  
  You've pushed in: AOHF.
  
  You push Brick F in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently AOHF isn't the right combination.
  
  > press shla
  You push in Brick S.
  
  |   A   |   B   |   C   |   D   |   E   | 
  |   F   |   G   |   H   |   I   |   J   | 
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: S.
  
  You push in Brick H.
  
  |   A   |   B   |   C   |   D   |   E   | 
  I   |   J   |
  
  |   K   |   L   |   M   |   N   |   O   | 
  T   |
  
  You've pushed in: SH.
  
  You push in Brick L.
  
  |   A   |   B   |   C   |   D   |   E   | 
  I   |   J   |
  
  M   |   N   |   O   |
  
  T   |
  
  You've pushed in: SHL.
  
  You push in Brick A.
  
  B   |   C   |   D   |   E   |
  
  I   |   J   |
  
  M   |   N   |   O   |
  
  T   |
  
  You've pushed in: SHLA.
  
  You push Brick A in and after a moment is slides back to its original position along with all the other bricks on the wall. Apparently SHLA isn't the right combination.
  
  > Go west
  You find yourself in a damp cavern strewn with aged trash that extends out into darkness. You know it's a dungeon by all the dangling manacles. The opening in the brick wall leads back east to the wine cellar.
  
  Lying among the detritus is a pristine white skull.
  
  Discarded on one side is a huge sack of gold coins.
  
  > examine the manacles
  attraction.
  
  > examine the coins
  The sack is almost overflowing with gold coins of various shapes and sizes. With inflation as it is, they're all practically worthless.
  
  > take the sack
  You get the sack of gold coins.
  
  > touch the sack with Dagger
  With the full weight of the cloak upon your back, you touch the tip of the dagger on the gold within the sack. The sack immediately becomes lighter in your grasp as the coins, staying the same size, grow duller in colour. They lose their lustre and become grey; one moment they are gold and the next they are lead.
  
  > scan the skull
  (with the substance scanner)
  You run the substance scanner over the skull but the scanner doesn't pick anything up of note.
  
  > take the skull
  You get the skull.
  
  > look
  You find yourself in a damp cavern strewn with aged trash that extends out into darkness. You know it's a dungeon by all the dangling manacles. The opening in the brick wall leads back east to the wine cellar.
  
  > Review
  -> The blue rose motif appears to be everywhere in the Confessor's wing. You wouldn't be surprised if there was something untoward
  beneath it all.
  -> Ongoing: you've found a skull, but you've yet to discover who it once belonged to.
  
  -> You have discovered that the Confessor Destine no longer has a pellucid llama: his most valuable possession is not in his possession. -> You have learnt that Confessor Destine usurped his title by causing Confessor Beningnell to be uncanonised, removing him from veridical existence.
  -> You have seen the Confessor's tattoo proclaiming him a member, at one time or other, of the Lemniscaters.
  -> You have unveiled the Confessor's secret stash of lead-sweetened port, a strictly forbidden substance.
  -> You have discovered the Confessor has consumed the flesh of swines.
  
  > Go east
  Three brick walls of the wine cellar are lined with racks, burgeoned with bottles. The western wall has swung ajar. The bone ladder leads back up to the kitchen.
  
  > examine trash
  Scraps of bone, cloth and rusted shards litter the cavern floor.
  
  > Inventory
  You are wearing:
  the destine cloak
  your llama-suit
  
  You are carrying:
  a skull
  a sack of lead coins
  Songs and Codes
  Marmalade
  Notes Towards Jamming
  Glyphic Grammar
  Quanto-Dispaine for Beginners
  Well Known Secrets
  Forbidden Libations
  Personas of Note
  Factional Dispentations
  The Last Days of The Red Letter
  Calibrations Divine
  Strictures of Forgetting
  the destine dagger
  a pole
  some curtains
  a substance scanner
  a parchment
  the vax
  the somnuliser
  the attuning set
  a Winkerchief
  
  > examine the coins
  The sack is full of perfect lead replicas of the gold coins that were previously in the sack.
  
  > look
  You find yourself in a damp cavern strewn with aged trash that extends out into darkness. You know it's a dungeon by all the dangling manacles. The opening in the brick wall leads back east to the wine cellar.
  
  > put the skull in the Refresher
  You put the skull into the refresher.
  
  > turn on the refresher
  The light flashes, signalling that the skull within has aged, despite the uncontained dial setting, only three days. Looking inside, you see a skull.
  
  > check your inventory
  You are wearing:
  the destine cloak
  your llama-suit
  
  You are carrying:
  a sack of lead coins
  Songs and Codes
  Marmalade
  Notes Towards Jamming
  Glyphic Grammar
  Quanto-Dispaine for Beginners
  Well Known Secrets
  Forbidden Libations
  Personas of Note
  Factional Dispentations
  The Last Days of The Red Letter
  Calibrations Divine
  Strictures of Forgetting
  the destine dagger
  a pole
  some curtains
  a substance scanner
  a parchment
  the vax
  the somnuliser
  the attuning set
  a Winkerchief
  
  > turn the dial
  The refresher ceases its vibrating as you turn the dial back to contained.
  
  > Open Refresher
  You open the refresher.
  
  > look in the Refresher
  The refresher is a small transparent box that sits on the counter and hums constantly. It's a common sight in kitchens, used for
  rejuvenating food that has turned bad. When activated, it can
  restore food to whatever state it was in three days prior to use. It's currently open.
  
  Inside the refresher is a skull.
  
  There's a panel at the back for finer calibrations.
  
  > put the attuner in the compartment
  get the attuning set only to disrupt its fortune matrix in some
  kitchen appliance.
  
  > look up the skull in the Reliquaries
  find no clear or useful reference to skull.
  
  > look at 6
  The spine reads, Pataphysics as a Guide to Paternity by
  Pupil Dandelion.
  
  > read 6
  (first taking Pataphysics as a Guide to Paternity)
  You open up Pataphysics as a Guide to Paternity.
  
  In this, one of her later volumes, Dandelion puts forward a lengthy treatise arguing that the best way of determining the father in uncertain cases is by the application of pataphysical enchantment.
  What one of those is, is anyone's guess.
  
  > look at 6
  The spine reads, Treatise Regarding Unsightly Toads by
  Perses the 13th.
  
  > read 6
  (first taking Treatise Regarding Unsightly Toads)
  You open up Treatise Regarding Unsightly Toads.
  
  What makes a toad unsightly isn't its texture or croak, for that much we expect from a toad. No, what makes a toad truly dreadful is its resemblance to ourselves. Its stretched mouth and bulging eyes and
  face of warts would not be hideous if we did not have mouths and eyes and warts of our own.
  
  > Examine 1
  The spine reads, Enquiry Concerning Linear Justice by Guy
  Sogg.
  
  > read 1
  (first taking Enquiry Concerning Linear Justice)
  You open up Enquiry Concerning Linear Justice.
  
  From a brief scan through the pages, Guy is making an impassioned plea to the Sinuan Theocracy to reassess the justice of the Knights Linear. While the Confessor has made room for the tome in his library, none of the recommendations have been taken up.
  
  > Examine 9
  The spine reads, Forbidden Foods by the Theocracy of
  Sinua.
  
  > read 9
  (first taking Forbidden Foods)
  You open up Forbidden Foods.
  
  An up-to-the-minute list of all edibles of which the Theocracy proscribes consumption. Eating the flesh of fellow sentient beings is banned with a discretionary exception made for apostates. Lead-sweetened port, pellucid-llamas, and plains of any size also make the list.
  
  > attune the skull
  (with your attuning set)
  You run the attuning set lightly over the skull but the lead rods barely even shimmer; it doesn't need attuning to you.
  
  > put the sack in the compartment
  The lead compartment is closed.
  
  > open compartment
  You open the lead compartment, revealing a power rod.
  
  > put the coins in the compartment
  You put the sack of lead coins into the lead compartment.
  
  > Close lead compartment
  You close the lead compartment.
  
  > Open Refresher
  (the refresher)
  That's already open.
  
  > put the skull in Refresher
  (Refresher Settings)
  There is no more room in Refresher Settings.
  
  > look at Refresher
  (the refresher)
  The refresher is a small transparent box that sits on the counter and hums constantly. It's a common sight in kitchens, used for
  rejuvenating food that has turned bad. When activated, it can
  restore food to whatever state it was in three days prior to use. It's currently open.
  
  There's a panel at the back for finer calibrations.
  
  > open power compartment
  (first ignoring unnecessary text "compartment")
  You open up Reliquaries of Power.
  
  This hefty tome lists what is known and what is suspected of all major and minor reliquaries that the authors thought worthy of mentioning. The tome is much too big and the print much too tiny to browse the
  book succinctly, but notable reliquaries could be looked up
  in the book.
  
  > drop the books
  Firstly Refresher Settings: As you put down Refresher Settings you
  feel a brief moment of unburdening, a release from the tyranny of holding, gathering, collecting.
  Then Forbidden Foods: Dropped.
  Then Enquiry Concerning Linear Justice: Dropped.
  Then Treatise Regarding Unsightly Toads: You drop Treatise Regarding Unsightly Toads.
  Then Pataphysics as a Guide to Paternity: You drop Pataphysics as a Guide to Paternity.
  Then Reliquaries of Power: Dropped.
  Then Songs and Codes: Dropped.
  Then Marmalade: You drop Marmalade.
  Then Notes Towards Jamming: Dropped.
  Then Glyphic Grammar: Dropped.
  Then Quanto-Dispaine for Beginners: You drop Quanto-Dispaine for Beginners.
  Then Well Known Secrets: You drop Well Known Secrets.
  Then Forbidden Libations: You drop Forbidden Libations.
  Then Personas of Note: Dropped.
  Then Factional Dispentations: You drop Factional Dispentations.
  Then The Last Days of The Red Letter: Dropped.
  Then Calibrations Divine: Dropped.
  And finally Strictures of Forgetting: Dropped.
  
  > turn on Refresher
  coins you placed within it. The light flashes off of it and the
  machine is unfathomably black with the complete absence of light for a long time before returning to its usual state. Looking inside, you see what is unmistakably a human head.
  
  > examine the head
  It's the head of Confidante Destine from the portrait.
  
  The story is clear now: Confidante Destine never died ashore, but here in the mansion with her title appropriated by the Confessor himself.
  It will be difficult for Confessor Destine to spin something innocent out of this.
  
  > take the head
  (first opening the refresher)
  You get the human head.
  
  > Go west
  A tall round chamber, the reception room for The Confessor's personal wing of the house. The north door leads off into other wings of the mansion where other members of the Destine clan live and work. A long slope curves up round the chamber, looping several times. An open bone white door leads west and an open red door east.
  
  Along the walls are three paintings, framed in silver, bronze and
  iron.
  
  The Confessor's guard slumbers in her ornate iron armour by the door leading north to the rest of the mansion.
  
  You can also see Strictures of Forgetting, Calibrations Divine, The Last Days of The Red Letter, Factional Dispentations, Personas of
  Note, Forbidden Libations, Well Known Secrets, Quanto-Dispaine for Beginners, Glyphic Grammar, Notes Towards Jamming, Marmalade, Songs
  and Codes, Reliquaries of Power, Pataphysics as a Guide to Paternity, Treatise Regarding Unsightly Toads, Enquiry Concerning Linear Justice, Forbidden Foods and Refresher Settings here.
  
  > put the head in Chamber
  You put the human head into the beetle chamber.
  
  The pupae have begun crawling across the face, tearing the flesh.
  
  > wait
  You wait a few moments.
  
  The pupae now cover the head, with half the nose already gone.
  
  > wait
  You wait a few moments.
  
  The pupae have started work on the the hair, it begins to swiftly disappear.
  
  > keep going
  You wait a few moments.
  
  The pupae have now torn through the head, with most of the skin gone and you suspect they're making progress on the brain.
  
  > Continue
  You wait a few moments.
  
  The hair and skin have disappeared and you see inside that most of the brain and fat of the flesh has been consumed. The flesh eating beetles don't appear to be interested in the eyes though.
  
  > Continue
  You wait a few moments.
  
  The final patches of fat are consumed and the pupae drop off the now pristine skull.
  
  > take the books
  Firstly Strictures of Forgetting: Taken.
  Then Calibrations Divine: Taken.
  Then The Last Days of The Red Letter: You get The Last Days of The Red Letter.
  Then Factional Dispentations: You get Factional Dispentations.
  Then Personas of Note: You get Personas of Note.
  Then Forbidden Libations: You get Forbidden Libations.
  Then Well Known Secrets: As you take Well Known Secrets you spare a passing thought for all the things that have passed through your appendages to be stashed or stowed or forgotten about, thousands of medium sized dry goods disappearing into your past.
  Then Quanto-Dispaine for Beginners: Taken.
  Then Glyphic Grammar: You get Glyphic Grammar.
  Then Notes Towards Jamming: Taken.
  Then Marmalade: You get Marmalade.
  Then Songs and Codes: Taken.
  Then Reliquaries of Power: You get Reliquaries of Power.
  Then Pataphysics as a Guide to Paternity: As you take Pataphysics as a Guide to Paternity you spare a passing thought for all the things that have passed through your appendages to be stashed or stowed or forgotten about, thousands of medium sized dry goods disappearing into your past.
  Then Treatise Regarding Unsightly Toads: As you take Treatise
  Regarding Unsightly Toads you spare a passing thought for all the things that have passed through your appendages to be stashed or
  stowed or forgotten about, thousands of medium sized dry goods disappearing into your past.
  Then Enquiry Concerning Linear Justice: Taken.
  Then Forbidden Foods: You get Forbidden Foods.
  And finally Refresher Settings: Taken.
  
  > return books
  Firstly Refresher Settings: (first closing Refresher Settings)
  You slot the book back on the shelf where it belongs.
  Then Forbidden Foods: (first closing Forbidden Foods)
  You slot the book back on the shelf where it belongs.
  Then Enquiry Concerning Linear Justice: (first closing Enquiry Concerning Linear Justice)
  You slot the book back on the shelf where it belongs.
  Then Treatise Regarding Unsightly Toads: (first closing Treatise Regarding Unsightly Toads)
  You slot the book back on the shelf where it belongs.
  Then Pataphysics as a Guide to Paternity: (first closing Pataphysics
  as a Guide to Paternity)
  You slot the book back on the shelf where it belongs.
  Then Reliquaries of Power: (first closing Reliquaries of Power)
  You slot the book back on the shelf where it belongs.
  Then Songs and Codes: (first closing Songs and Codes)
  You slot the book back on the shelf where it belongs.
  Then Marmalade: (first closing Marmalade)
  You slot the book back on the shelf where it belongs.
  Then Notes Towards Jamming: (first closing Notes Towards Jamming)
  You slot the book back on the shelf where it belongs.
  Then Glyphic Grammar: (first closing Glyphic Grammar)
  You slot the book back on the shelf where it belongs.
  Then Quanto-Dispaine for Beginners: (first closing Quanto-Dispaine for Beginners)
  You slot the book back on the shelf where it belongs.
  Then Well Known Secrets: (first closing Well Known Secrets)
  You slot the book back on the shelf where it belongs.
  Then Forbidden Libations: (first closing Forbidden Libations)
  You slot the book back on the shelf where it belongs.
  Then Personas of Note: (first closing Personas of Note)
  You slot the book back on the shelf where it belongs.
  Then Factional Dispentations: (first closing Factional Dispentations) You slot the book back on the shelf where it belongs.
  Then The Last Days of The Red Letter: (first closing The Last Days of The Red Letter)
  You slot the book back on the shelf where it belongs.
  Then Calibrations Divine: (first closing Calibrations Divine)
  You slot the book back on the shelf where it belongs.
  And finally Strictures of Forgetting: (first closing Strictures of Forgetting)
  You slot the book back on the shelf where it belongs.
  
  > Inventory
  You are wearing:
  the destine cloak
  your llama-suit
  
  You are carrying:
  a skull
  the destine dagger
  a pole
  some curtains
  a substance scanner
  a parchment
  the vax
  the somnuliser
  the attuning set
  a Winkerchief
  
  > hang the pole
  What do you want to hang the pole on?
  
  > hang the pole on the bracket
  You put the pole on the bracket.
  
  > examine the bracket
  Above the window is a bracket where the curtain pole currently sits.
  
  > hang the curtains on the pole
  You put the curtains on the pole.
  
  > Close window
  You close the window.
  
  > close the curtains
  You close the curtains.
  
  > Go east
  (first opening the window)
  
  You stand on the apex of the perfectly reflective dome embedded in the side of the Destine mansion. The blue rose garden lies below you to
  the east. If you squint at the night, you can just about make out the intersection that leads back to the Mambling Plains.
  
  To your west is the open window to the Confessor's library, through which you can see the closed curtains.
  
  > put vax in the cupboard
  You put the vax into the cupboard.
  
  > take vax
  You get the vax.
  
  > Empty vax
  (first opening the vax)
  You empty the vax gently onto the master bedroom floor.
  
  > rub vax on the crack
  (first closing the vax)
  The button is sucked into the vax and is now floating in the vacuum tube within it.
  
  > take the button
  (first opening the vax)
  Taken.
  
  > Examine button
  The button, smooth and made of lead, is from Confessor Destine's ceremonial pyjamas.
  
  > check what you're carrying
  You are wearing:
  the destine cloak
  your llama-suit
  
  You are carrying:
  a button
  the vax
  a skull
  the destine dagger
  a substance scanner
  a parchment
  the somnuliser
  the attuning set
  a Winkerchief
  
  > Review
  -> The blue rose motif appears to be everywhere in the Confessor's wing. You wouldn't be surprised if there was something untoward
  beneath it all.
  
  -> You have discovered that the Confessor Destine no longer has a pellucid llama: his most valuable possession is not in his possession. -> You have learnt that Confessor Destine usurped his title by causing Confessor Beningnell to be uncanonised, removing him from veridical existence.
  -> You have seen the Confessor's tattoo proclaiming him a member, at one time or other, of the Lemniscaters.
  -> You have unveiled the Confessor's secret stash of lead-sweetened port, a strictly forbidden substance.
  -> You have discovered the Confessor has consumed the flesh of swines. -> You have found out that the scattered remains of the prior heir to the Destine Clan were in the Confessor's dungeon.
  
  > scan bush
  (with the substance scanner)
  You run the substance scanner over the rose bush but the scanner doesn't pick anything up of note.
  
  > go west
  The greenhouse of the Destine mansion is a tooth-glass dome. The glass reflects back the light and heat of a microscopic sun that slowly orbits a huge grosvair tree. A variety of plants grow, bloom and die
  on a long plant bed.
  
  On the east of the greenhouse an open sliding door leads back out to the rose garden. An open blue door leads west into the house.
  
  The hayberry bush is dead, rotting on the soil. Large white flowers blossom on the banberry shrub. Tiny sprouts of spindleweed are
  growing.
  
  > look up roses in Gardens
  find no clear or useful reference to roses.
  
  > read 16
  (first taking What We Did During Our Holidays)
  You open up What We Did During Our Holidays.
  
  A collection of exciting vignettes involving explosions, foot-chases, and murder without consequence. The foreword says that the stories are all based on the truth but that is true of all good lies.
  
  > go east
  (first ignoring unnecessary text "beseeching")
  In the dim light, you can't see much beyond your immediate surroundings.
  
  > drop rug
  You manage to find a small patch of space to lay out the rug among the tight maze of flowers: the only other place flat enough would be the rockery.
  
  > look under rug
  You pull back the rug and the ground underneath is sucked into its weave. Beneath is a solid mat of thick packed soil, the roots for the roses must be concentrated elsewhere.
  
  > put rug in the rockery
  You put the rug on the rockery.
  
  > look under rug
  You pull back the rug and the ground underneath is sucked into its weave. Beneath the rockery is a tangle of roots that all feed into a large pot.
  
  > look at the pot
  A vast brass pot is buried beneath the rose bush, the thigh-thick
  roots drooping into its stygian depths. It's too deep and the space left by the roots too narrow to see what could be in the pot.
  
  > scan pot
  (with the substance scanner)
  You run the scanner over the lip of the brass pot, the scanner runs through a series of trace organic substances you'd expect to find in soil, including LAVENDER which would explain why the roses have the smell they do. Finally it settles upon SUBSEA.
  
  > look at 5
  The spine reads, History of Subsea by Dariush Djinn.
  
  > read 5
  (first taking History of Subsea)
  You open up History of Subsea.
  
  Subsea is a bright blue rock found at the bottom of the ocean. This book explains the processes by which it is recovered from the ocean floor and ground into a fine powder and from there used to make blue dyes.
  
  Subsea is a blue dye! The Confessor has a pot of blue dye beneath his famous rose garden, that's why they're blue! No, more than that, the symbol of the Destine clan, the blue rose itself, is a lie.
  
  > return books
  Firstly History of Subsea: (first closing History of Subsea)
  You slot the book back on the shelf where it belongs.
  Then What We Did During Our Holidays: (first closing What We Did
  During Our Holidays)
  You slot the book back on the shelf where it belongs.
  And finally Transcendent Gardens: (first closing Transcendent Gardens) You slot the book back on the shelf where it belongs.
  
  > go east
  You stand on the apex of the perfectly reflective dome embedded in the side of the Destine mansion. The blue rose garden lies below you to
  the east. If you squint at the night, you can just about make out the intersection that leads back to the Mambling Plains.
  
  To your west is the open window to the Confessor's library, through which you can see the closed curtains.
  
  > Go west
  In the centre of the polished wooden floor is a round bed on which is the sleeping figure of Confessor Destine himself.
  
  Tucked beside the bed is an unseemly bedside table. Opposite the open door east to the corridor is an open watercloset.
  
  You can also see a pile of dust here.
  
  > rub vax on the dust
  (first closing the vax)
  The pile of dust is sucked into the vax and is now floating in the vacuum tube within it.
  
  > hang Cloak on the door
  Putting things on the purple door would achieve very little of use.
  
  > Close watercloset
  You close the watercloset.
  
  > Hang cloak
  What do you want to hang the destine cloak on?
  
  > look at the watercloset
  The closed closet appears to be made of sickly chrome alloy, squatting jaundiced in an alcove of the room.
  
  The closet is full of inscrutable holes and nozzles for human functions.
  
  > examine the door
  The door to the master bedroom is upholstered in several layers of purple keratin lace, made from untangled letter-beast claws.
  
  > hang Cloak on the watercloset door
  (first taking it off)
  You put the destine cloak on the watercloset.
  
  > open the watercloset
  You open the watercloset and the cloak behind the watercloset door is once again hidden from view.
  
  > look at the cupboard
  The cupboard is set into the plinth, tastefully out of sight. You've left it wide open with the vax inside it.
  
  > close the cupboard
  You close the cupboard.
  
  > Inventory
  You are wearing:
  your llama-suit
  
  You are carrying:
  a button
  a skull
  the destine dagger
  a substance scanner
  a parchment
  the somnuliser
  the attuning set
  a Winkerchief
  
  > put Dagger in the sheath
  You put the destine dagger into the sheath.
  
  > take the pole
  You'd have to remove the curtains first, otherwise this is asking for tangling.
  
  > take pole
  You get the pole.
  
  > put the Scanner in the bowl
  You put the substance scanner into the bowl.
  
  > put the button on Confessor
  Putting things on Confessor Destine would achieve very little of use.
  
  > Lever confessor
  (with the pole)
  You wedge the curtain pole under the foul Confessor. Using the edge of the bed as a fulcrum, you flip him over. He is now lying on his
  stomach once again.
  
  > hang the curtains
  What do you want to hang the curtains on?
  
  > Inventory
  You are wearing:
  your llama-suit
  
  You are carrying:
  a button
  a skull
  a parchment
  the somnuliser
  the attuning set
  a Winkerchief
  
  > go east
  You stand on the apex of the perfectly reflective dome embedded in the side of the Destine mansion. The blue rose garden lies below you to
  the east. If you squint at the night, you can just about make out the intersection that leads back to the Mambling Plains.
  
  To your west is the open window to the Confessor's library, through which you can see the closed curtains.
  
  > Go east
  Sitting on the edge of the dome, you slide yourself down into the garden below.
  
  The Blue Rose Garden is comprised of a single rose bush grown to magnificent proportions. Its offshoots form a prickled boundary, enclosing the garden. At precise intervals, blue roses grow. From a rockery in the centre of the garden, from which all the offshoots
  stem, is the core bush and from it grows a pristine bouquet.
  
  The Destine mansion rises up to the west. A maze of flowers are reflected in the tooth-glass dome of the greenhouse, its sliding door almost completely flush with the unpanelled pane.
  
  You can also see a brass pot here.
  
  > Go west
  Confessor Destine's personal kitchen is small: certainly less than
  half an acre of countertops. In the centre, by the refresher, is a heating stove and a cooling slab. An open blue door leads into the greenhouse to the east, whilst a leathery red door opens the way west into the rest of the house.
  
  Clashing with the kitchen's decor is an ugly square rug, lying flat by your feet.
  
  > Open Lead
  You open the lead compartment, revealing a sack of lead coins and a power rod.
  
  > Close Lead
  (the sack of lead coins)
  The sack is bulging with coins so much it can't be shut.
  
  > Close compartment
  You close the lead compartment.
  
  > Review
  -> You have discovered that the Confessor Destine no longer has a pellucid llama: his most valuable possession is not in his possession. -> You have learnt that Confessor Destine usurped his title by causing Confessor Beningnell to be uncanonised, removing him from veridical existence.
  -> You have discovered that the famous blue rose of the Destine clan
  is caused by the rose drinking water dyed subsea blue.
  -> You have seen the Confessor's tattoo proclaiming him a member, at one time or other, of the Lemniscaters.
  -> You have unveiled the Confessor's secret stash of lead-sweetened port, a strictly forbidden substance.
  -> You have discovered the Confessor has consumed the flesh of swines. -> You have found out that the scattered remains of the prior heir to the Destine Clan were in the Confessor's dungeon.
  
  You've now found all seven deceits of Confessor Destine. Now all that remains is to ensure that everything is back where you found it before leaving through the intersection.
  
  > put the sack in Refresher
  It's always preferable to clean out refreshers before reusing to avoid cross-contamination.
  
  > examine Refresher
  The refresher is a small transparent box that sits on the counter and hums constantly. It's a common sight in kitchens, used for
  rejuvenating food that has turned bad. When activated, it can
  restore food to whatever state it was in three days prior to use. It's currently open.
  
  Inside the refresher is a red smear.
  
  There's a panel at the back for finer calibrations.
  
  > look at the smear
  A copper-coloured stain that smells of iron. It cakes the bottom of
  the refresher.
  
  > Clean smear
  (with the Winkerchief)
  You scour the inside of the refresher with your winkerchief, soaking
  up the red stain until the device is as pristine as it was before.
  
  > put the coins in Refresher
  You put the sack of lead coins into the refresher.
  
  > turn on Refresher
  The light flashes, signalling that the sack of lead coins within has aged, despite the uncontained dial setting, only three days. Looking inside, you see a sack of gold coins.