text: [Themes: wolves, multiple protagonists, telepathy, nonhuman protagonist, wilderness, animal protagonist]
  
  May 27th, 2011
  
  So, I'm glad you picked me as your study buddy for the final. I'd
  just like to warn you first that my methods of studying Latin are not what you would call normal. But I at least would call them effective, and that's what counts in the end. Now, to get started, let's imagine you are a wolf living in Siberia...
  
  And that would be enough solid travel for tonight. You still have the energy to get a drink and a bite to eat around here, though, so it isn't yet time for sleep.
  
  The key landmark of this area is a pine whose span is decidedly more horizontal than those that surround it. No creatures have been around here: the only tracks are your own pawprints. You could go in any direction from here, but in terms of what is actually interesting you smell a stream not far to the east.
  
  Snowish precipitation is slowly falling from the night sky.
  
  Type ABOUT for further information about this game.
  
  [Author's Note: So, I'm glad you picked me as your study buddy for the final. I'd just like to warn you first that my methods of studying Latin are not what you would call normal. Now, to get started, let's imagine you are a wolf in Siberia...]
  
  > go east
  You make your way towards the stream.
  
  You are on the west side of a somewhat shallow stream that continues as far as you can sense to the north and south. On the other side of the stream there is an unfamiliar structure. The fallen pine should be back to the west.
  
  A reindeer carcass lies near the stream, far too old to consume.
  
  A sniff around confirms that the river creature responsible for your scars has not been here anytime recently and most certainly isn't here now.
  
  You hear the hooting of an owl break the silence.
  
  > examine the reindeer
  The reindeer carcass is the work of a lynx long since gone. Unfortunately it would not be a good idea to eat this.
  
  > check what you're carrying
  You are carrying nothing in your mouth.
  
  A bit of sleet gets in your eyes.
  
  > look at the structure
  You've never sensed anything like this before: it's a structure you could go inside that blocks precipitation. A human has been inside and around it in the past, but it is safe at this moment. There's nothing inside, though, so there's no real point in entering.
  
  > examine the stream
  The stream is fresh and safe to drink. It also should be crossable without trouble.
  
  > Go east
  You cross the stream, getting slightly wet in the process.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The forest on this side of the river and whatever lives in it are now readily accessible eastward.
  
  There is an unfamiliar structure slightly bigger than you on this side of the stream. A human was around it for long periods of time in the past.
  
  > Enter
  You can't go that way.
  
  You feel a slight pain from one of your slash scars.
  
  > examine the scars
  The slash scars from that river creature tilt your posture towards the right. Not enough to be a real issue, though.
  
  Looking back at them, you notice that they are exactly the same. Injuries don't normally work that way.
  
  > About yourself
  Your speed and stamina make up for your relatively weak bite. You should be able to get by, even without company and with those slash scars on your left side, assuming that river creature doesn't lay another tentacle on you [1].
  
  To read footnotes, use FOOTNOTE followed by the number of said footnote.
  
  > Footnote 1
  By the way, if you want to know what the character you're playing
  as looks like, you should check out Mrs. Linoz's biology room. She has a lot of pictures of wolves on the front wall, and one of them—black on top, white on bottom, sitting like a sphinx with most of its body to the right of the photo—looks like the wolf you currently are. Except you have light blue eyes and, at least right now, those slash scars on your right side. Although the right side of the wolf in the picture isn't visible so, in theory...
  
  > Go east
  After a short walk you find yourself at a clearing.
  
  You have arrived in a part of the forest suspiciously lacking in trees. There's more snow on the ground and in the air here, and the sky is more visible. Should none of this be of relevance, the trees on the edge of the clearing to the north form a cluster of evergreens, and the ground grows uneven towards the south. The stream should be back west.
  
  You catch a scent of hare in the air. It's coming from the evergreens to the north.
  
  > Sniff
  You have arrived in a part of the forest suspiciously lacking in trees. There's more snow on the ground and in the air here, and the sky is more visible. Should none of this be of relevance, the trees on the edge of the clearing to the north form a cluster of evergreens, and the ground grows uneven towards the south. The stream should be back west.
  
  > go north
  You sneak into the evergreen cluster.
  
  Evergreen Cluster (hiding from the hare)
  This is a place in the taiga where the trees keep most of their leaves even now in winter. You lie in the shadows at the moment, focused on your quarry.
  
  The hare is hopping a bit in the center of the cluster. Hopefully this will be an easy catch.
  
  > wait
  As you wait, you find yourself craving some refreshing water.
  
  > catch the hare
  Before going for that hare, it's best to really consider about what you're doing. You think that it's best to...
  
  1) chase the hare towards the stream.
  2) chase the hare towards the uneven ground south of the clearing.
  3) go for a very quick spring to end it all quickly.
  4) explore around a bit more before going for the hare.
  
  > 3
  You spring straight for the hare...
  ...but just as you reach the hare's location with a sprint and a jump, you wind up grasping only snow with your jaws: the hare was quicker than you thought. By the time you finally get yourself back together and shake off the snow your quarry has already made its getaway. There's not really a hope of catching up at this point.
  
  > 1
  You sneak east and with quick movement spook the hare towards running southwest. You give chase and arrive back near the stream.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The clearing is to the east.
  
  There is an unfamiliar structure slightly bigger than you on this side of the stream. A human was around it for long periods of time in the past.
  
  The hare is trying to escape you by crossing the stream. You aren't close enough for the kill yet, but the stream should slow it down more than you.
  
  > Go west
  You cross the stream, getting slightly more wet in the process.
  
  You are on the west side of a somewhat shallow stream that continues as far as you can sense to the north and south. On the other side of the stream there is an unfamiliar structure. The fallen pine should be back to the west.
  
  A reindeer carcass lies near the stream, far too old to consume.
  
  You hear some movement up in the treetops.
  
  While you were crossing the stream, it appears that the hare managed to make a getaway to the southwest far faster than you could ever hope to catch up.
  
  > Drink water
  You bend your head down towards the stream, noticing your reflection, and then proceed to lap the water. You find yourself taking a bit longer than usual, and not for lack of speed but for a desire for more and more.
  
  > Continue
  You have already satiated your thirst. The stream is merely an obstacle now.
  
  > Go east
  You cross the stream, getting slightly more wet in the process.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The clearing is to the east.
  
  There is an unfamiliar structure slightly bigger than you on this side of the stream. A human was around it for long periods of time in the past.
  
  A particularly speedy falling pellet of snow attracts your attention briefly before you realize it isn't prey.
  
  > look at the snow
  The amount of snow is such that the entire forest floor is covered, yet it isn't hard to walk through. Nothing could hide in this snow.
  
  > Go south
  You head south, but find nothing but more stream nearby and soon make your way back to the bizarre structure.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The clearing is to the east.
  
  There is an unfamiliar structure slightly bigger than you on this side of the stream. A human was around it for long periods of time in the past.
  
  You feel a slight pain from one of your slash scars.
  
  > go east
  After a short walk you find yourself at the clearing.
  
  You have arrived in a part of the forest suspiciously lacking in trees. There's more snow on the ground and in the air here, and the sky is more visible. Should none of this be of relevance, the trees on the edge of the clearing to the north form a cluster of evergreens, and the ground grows uneven towards the south. The stream should be back west.
  
  It occurs to you that the forest has suddenly become quiet, except a rumbling of sorts to the southeast heading towards the clearing. Once it arrives all at once, it becomes quite clear indeed what it is. You are now in the midst of a blizzard, complete with shaking trees, lost visibility, and the extra sleet in your scars.
  
  > Go west
  You make your way back towards the stream.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The clearing is to the east.
  
  The structure has collapsed in the face of the blizzard.
  
  A sheet of snow falls off from a nearby tree.
  
  > Go west
  You cross the stream, getting slightly more wet in the process.
  
  You are on the west side of a somewhat shallow stream that continues as far as you can sense to the north and south. On the other side of the stream there is an unfamiliar structure. The fallen pine should be back to the west.
  
  A reindeer carcass lies near the stream, far too old to consume.
  
  A lot of sleet gets in your eyes.
  
  > go west
  You find your way back to the pine.
  
  The key landmark of this area is a pine whose span is decidedly more horizontal than those that surround it. No creatures have been around here: the only tracks are your own pawprints. You could go in any direction from here, but in terms of what is actually interesting the stream is not far to the east.
  
  You feel quite some pain from one of your slash scars.
  
  > look at the pine
  (the fallen pine)
  The tree has lost almost all of its distinguishing characteristics: the leaves are either gone or wilted, and the flying squirrels haven't been on it.
  
  Oh, and let's not forget to mention that no other wolves have suggested that this place is important to their territory.
  
  > enter fallen Pine
  You climb up the fallen pine.
  
  Near the Fallen Pine (on the fallen pine)
  The key landmark of this area is a pine whose span is decidedly more horizontal than those that surround it. No creatures have been around here: the only tracks are your own pawprints. You could go in any direction from here, but in terms of what is actually interesting the stream is not far to the east.
  
  You feel quite some snow buffeting your side.
  
  > pee on fallen Pine
  You are not going to be here long, but there isn't really anything wrong with marking your territory. So you lift your leg near the fallen pine and establish your domain.
  
  > Go east
  You make your way back towards the stream.
  
  You are on the west side of a somewhat shallow stream that continues as far as you can sense to the north and south. On the other side of the stream there is an unfamiliar structure. The fallen pine should be back to the west.
  
  A reindeer carcass lies near the stream, far too old to consume.
  
  > enter the reindeer
  It's too old for that to be effective.
  
  Your legs quiver. If you don't get out of this blizzard you may be in trouble.
  
  > Go southwest
  You find your way back to the pine.
  
  The key landmark of this area is a pine whose span is decidedly more horizontal than those that surround it. No creatures have been around here: the only tracks are your own pawprints. You could go in any direction from here, but in terms of what is actually interesting the stream is not far to the east.
  
  > go east
  You cross the stream, getting slightly more wet in the process.
  
  You are on the east side of a somewhat shallow stream that continues as far as you can sense to the north and south. A reindeer carcass is on the other side of the stream. The clearing is to the east.
  
  The structure has collapsed in the face of the blizzard.
  
  You hear some fast movement up in the treetops.
  
  A cool waft of air reminds you that time is running out.
  
  > Go east
  After a short walk you find yourself at the clearing.
  
  You have arrived in a part of the forest suspiciously lacking in trees. There's more snow on the ground and in the air here, and the full extent of the blizzard is clear. Should none of this be of relevance, the trees on the edge of the clearing to the north form a cluster of evergreens, and the ground grows uneven towards the south. The stream should be back west.
  
  A sheet of snow falls off from a nearby tree.
  
  > go south
  You head into the uneven ground.
  
  The protruding rocks and sporadic holes turn into a complete descent the further south they go, providing entrance into a maw underneath the southern forest floor.
  
  > Go south
  You enter the cave, taking shelter from the blizzard.
  
  Many passageways are around this cavern, the biggest one being the one to the west, which leads into a strange room with a bizarre glow.
  
  You are distracted by a glow to the west.
  
  > examine the glow
  Very peculiar.
  
  > Go west
  This cavern's shape is peculiar: the floor and the south, west, and north walls are all flat, while the way out back to the east retains the regular cave structure.
  
  Pure power is emanating all around the cavern from a glowing circle on the west cave wall.
  
  > look at the circle
  The closer you are to the glowing circle, the more wise you feel. There are markings on the circle, which you understand are there to retain information for the future.
  
  > touch the circle
  As you put your paw on the circle, darkened lightning fires from the circle into you!
  New thoughts flash before you. Dots upon dots connected by lines, split into two territories. Humans, in a great city (where, when
  did you learn what that a city is?), and then the entire world at once, with lines connecting at a landmass that looks like a leg in the sea...
  
  You remember the summer day that The Tide came very well: first the flood reports, then the reports of walking black cephalopod creatures laying waste to all in their path, then the redundant confirmation that said creatures weren't really cephalopods. And now, five months later, the naval powers of the world are down for the count, the coasts of the Americas and Europe are miles inland from where they used to be, and the showdown of the underdog militias versus the alien invaders is simply not going the way it does in the movies.
  
  There's really only one hope that remains: communication. From their strategic groupings to the biological weapons they use with their tentacles, it's clear that the creatures are intelligent. But, despite all the work you've been involved with, there hasn't been the slightest improvement in bridging the gap.
  
  Now, however, a dispatch has informed you that you were selected to join a secret government project that has been said to be the best hope yet. The details weren't given out, but, now that you are in the facility, you will soon be familiarized with the new plan.
  
  You've wanted to communicate across species as long as you can remember, and now you may just get your chance.
  
  A featureless west-east hallway located somewhere underneath Nebraska, ending to the west in a doorway marked 11-14-09.
  
  The man opens up the west doorway, revealing a viewing room of some sort beyond, and beckons you inside. "I trust that you understand that what you are about to see is highly classified."
  
  > About yourself
  Dr. Huncel Clark, young, apparently bright geneticist. Bright enough that you were invited to be involved with this project.
  
  > go to the west
  Topics: wolf
  
  The man closes the door behind you.
  
  You survey the room around you. There are several desks with new (for once) computers on top, set up so that those using the computers would be able to make glances at the viewing window on the west end of the room, where noted ethologist Miranda Heather currently stands.
  
  You glance into the cell beyond the viewing window. You spy a
  wolf, curled up, facing the back wall of its prison.
  
  > look at man
  The man with you is one of those people who you are supposed to never talk to anyone about. You don't even know his name even with your newfound security clearance.
  
  > Wolf
  Topics: none
  
  "What is this wolf here for?"
  
  Miranda Heather is the first to respond: "You wouldn't believe me if I told you. Try knocking on the window."
  
  > knock on the window
  Topics: yes or no
  
  You give a few solid knocks on the barrier that separates you and the wolf, but, aside from the predictable slight ear movement, it doesn't react.
  
  However, you do experience sudden feelings of apathy for no apparent reason at all. It's as if some incorporeal person is nagging you to pay attention to a topic you don't care about in the slightest.
  
  "Did you feel that?" Miranda asks.
  
  > Yes
  Topics: telepathy
  
  "The apathy?"
  
  "That would be the wolf's feeling. He has the astonishing ability to broadcast his thoughts and feelings to other beings. Unless we want to sound more refined than science fiction and parapsychology, I do dare say that telepathy is the term to use."
  
  > Telepathy
  Topics: commune and new to us
  
  "Telepathy? What sort of mechanism could cause such a concept? Why hasn't anything like this been observed before?"
  
  "Such questions are amongst those we're seeking answers for: he's still very new to us, a week or so. He has been dubbed 'The Ambassador' since we hope his abilities could lead us to a way to commune with The Tide. He doesn't like The Tide, much like us,
  but he's our option."
  
  > New to us
  Topics: mind and commune
  
  "Where and how was he found?"
  
  "He was found in Siberia during the search for a missing hiker named Clarence Pankov. Mr. Pankov was found wounded and out of his
  mind, as told on the news. What wasn't reported was that this
  wolf was only a kilometer away."
  
  > Mind
  Topics: overload and commune
  
  "And I assume The Ambassador is the culprit in Clarence's insanity?"
  
  "Almost certainly. He's known to telepathically overload
  others, leaving them quite a mess for some time. This appears to be very taxing on the body, for he is tired or even swoons shortly afterwards."
  
  > Overload
  Topics: commune
  
  "Is there still-"
  
  "-a risk of being overloaded? We hope not." She smiles. "He's been conditioned to understand that overloading humans means no treats."
  
  > Commune
  Topics: none
  
  "Do you know if his telepathy works with Tide creatures?"
  
  "It doesn't at the moment. His telepathy works especially well with humans and probably other wolves in his rare subspecies Canis
  lupus flaukulla [2], judging by his weakened telepathy with dogs.
  If there's a way for him to communicate with humans, I think we have a shot at extending it all the way to The Tide."
  
  The man interrupts. "Now that the extent of The Ambassador's abilities have been established, I think it is time that Dr. Clark try a conversation with The Ambassador. He should open up the channel after another knock [3]."
  
  > Footnote
  soundtrack and started playing it a lot on the way to school and in other trips. One of the songs she played the most is called "Help Yourself." I was thinking about the first meeting of The
  Ambassador and Huncel at about the same time, and rather quickly I noticed the thematic similarities between the song's lyrics and their meeting. Whenever I heard the song I would bend the lyrics in my head to better correspond to the scene.
  
  > Footnote 2
  And there's some Latin via scientific naming! Canis, canis,
  masculine, meaning dog, and lupus, lupi, masculine, meaning wolf. Flaukulla (flaw-cola) is a word I made up—supposedly the surname of a fictional 19th-century naturalist, but that's not too relevant. What's also not too relevant but is pretty interesting is that when I was first thinking of all this back last year in 8th grade I had never written or typed the word Flaukulla down anywhere, so I just sort of imagined what it looked like typed out, and it turned out to look nothing like I imagined even though I knew the spelling. Interesting psychological effect, eh?
  
  Anyways, the serious Latin and Roman culture has yet to come.
  
  > examine the wolf
  Black on top, white on bottom, with three slash scars on his side. He seems very bored and disinterested with his surroundings.
  
  > look
  A room with several desks with computers on top, set up so that those using the computers would be able to make glances at the viewing window on the west end of the room, where Miranda Heather currently stands along with the man.
  
  The Ambassador continues to stare at nothing with his back to you.
  
  > look at the computers
  Completely blank: not even screensavers.
  
  > knock on the window
  Topics: greeting, curiosity, and amazement
  
  You knock on the glass once more. This time, you feel more than just an emotion: you feel a sudden new ability to put your thoughts into a different channel, one that leads away from your mind. Clearly The Ambassador is allowing you to send information to him. What to send, though? Thoughts of curiosity, amazement, or maybe you
  could work out some sort of interspecies greeting?
  
  > Curiosity
  Topics: feed, hunger, etiquette, and
  amazement
  
  What better emotion to open up with than the foundation of scientific inquiry?
  
  You broadcast questions about how and why, questions both about his abilities and more classical lupine life. He ignores the former and responds to the latter with a request for some tasty reindeer. Or perhaps he just wants reindeer. Either way, he still is curled up and not facing you. They may have convinced him to not overload anyone, but it seems human communication etiquette has yet to be worked in.
  
  You think (to yourself, you hope and suspect) of some ways to go further. You could invoke his desire for reindeer, either by asking the man to feed him or asking The Ambassador about
  hunger. Suggesting he obey proper etiquette might make
  everything easier if he complies, or, lastly, you could try to see if your amazement at him can lead somewhere interesting.
  
  > Feed
  Topics: health, hunger, etiquette, and
  amazement
  
  You turn to the man. "He's asking for some reindeer. Can you comply?"
  
  "Unfortunately I cannot. Although the vet did say that The Ambassador appears to require more sustenance than is normal for a wolf of his size and age, we have already taken that into account. He seems to have other health issues too, so we don't want to take any
  chances."
  
  > Health
  Topics: hunger, etiquette, and amazement
  
  "He has health issues of what sort?"
  
  The man takes a paper and clipboard from one of the desks and hands it to you. "Here, read the vet's notes when you have time."
  
  > look at the notes
  A quick skim suggests The Ambassador requires more food, drink, and sleep than is considered healthy, has periods of intense fatigue right next to periods of hyperactivity, and is injured across his right side (presumably the slash scars you see before you). His telepathic powers are then listed in the same space as everything else as if they were a health problem too, which they may very well be depending on your definitions.
  
  > Etiquette
  Topics: dominance, humanity, and amazement
  
  Let's see if he complies.
  
  You insist to The Ambassador that he face you because then you might have a better chance at understanding him. To establish the idea further in both of your heads, you cite some of your own socializing problems from your childhood. In the midst of all, though, The Ambassador abruptly fills your mind with thoughts along the human lines of "You don't control me."
  
  Possible ways to respond to this new conversational twist would be to talk about the problems of dominance in conversation and
  elsewhere, or maybe you could tell him all about some of the greatness of humanity.
  
  > Dominance
  Topics: Tide, humanity, and amazement
  
  You try to visualize that sort of communication-feedback loop you'd find in a textbook in your mind and explain how proper communication works and why proper communication is important. You then apologize for trying to force etiquette into him so early. The Ambassador abruptly decides to speak about how much he hates a quite familiar kind of creature that he encountered that is responsible for his distinctive scars.
  
  Ah, so you both have troubles with The Tide. That's another
  possible topic.
  
  > Tide
  The moment your mind makes the slightest reference to The Tide, The Ambassador turns around to face you, and for the first time you notice his snout and his light blue eyes...
  Topics: displeasure
  Ambassador
  his snout and his light blue eyes...Cell (trapped)
  A room with nothing of interest for you at the moment (sometimes there's delicious food and water). There is another inaccessible room to the east, which has a few humans in it, one of whom you don't know yet.
  
  You get up on your legs. Feelings of displeasure towards The
  Tide are about, both from you and the new human.
  
  > Displeasure
  Topics: decrease and increase
  Ambassador
  
  You voice your displeasure towards The Tide to the new human. Strangely, he seems bizarrely disturbed by your desire, even though he is an enemy of The Tide too. You could increase the intensity
  (always pleasurable) or decrease the intensity (more likely to
  get a treat).
  
  > Decrease
  Topics: increase
  Ambassador
  
  The Tide's obliteration is far more important than treats.
  
  > Increase
  You ignore the human's lack of comfort with your feeling and just continue the onslaught. He starts to panic, and the other humans rush to him. But he isn't The Tide's ally: why would he be panicked?
  
  The other humans give a look towards you, the look they give when they don't give you anything. You've had your delicious fill of anger for now, so now it's probably time to avoid losing delicious food. Since closing the channel on a newbie also makes you lose food, the best idea is probably to strike up some other topic...
  Topics: yes or no
  idea is probably to strike up some other topic...## Viewing Room
  Your focus is only on the man, Miranda, and The Ambassador.
  
  "He 'doesn't like' The Tide? You mean, he'd kill us all just to do the slightest bit of damage to it?"
  
  The man tries to calm you down. "Relax, Huncel, relax. The Tide is the greatest threat to civil society that has ever appeared in all of history. Shouldn't we share his anger?"
  
  > Yes
  Topics: job
  
  "I suppose."
  
  The Ambassador continues the conversation. He is now wondering what your job is. It appears he has been taught a bit about human
  society, then.
  
  > Job
  Topics: relatives
  
  It feels like you are getting more used to telepathic conversation.
  
  "Ambassador, I'm someone who studies inheritance. Why you share
  traits with your parents, and why your progeny would share traits with you. That's my job."
  
  He doesn't seem to know how to respond properly, which you infer from his thoughts rather than out of telepathic silence. Progress! Maybe more talk about his relatives is warranted.
  
  > Relatives
  Topics: hatred and reach
  
  "What do you remember about your parents?"
  
  "They cared for me a long time ago. My mother died shortly before
  I left the pack." The voice in your mind sounds a bit like a
  teenage voice to you, maybe because that's the sort of voice you'd imagine saying something along those lines. You also infer that his mother's death was natural and unrelated to The Tide.
  
  Well, now feels like a good time to talk about the mighty reach
  of humanity. Then again, the reach of humanity is being torn down by The Tide, so maybe you should focus the conversation towards his hatred of The Tide again, assuming you are less squeamish.
  
  > Hatred
  "Ambassador, although I'm not sure you should hate The Tide at the level you do, it is a grave threat to both our livelihoods. We are having troubles fighting The Tide directly: perhaps with your help we can understand The Tide and convince it to leave us alone. You are our hope, and we will make sure that your livelihood is far beyond what you would previously dream of."
  
  You sense some happiness and contentment from The Ambassador, but then he starts to send some fatigue. Soon, you feel the telepathic channel closing, and your mind snaps back fully into conventional reality, where you notice The Ambassador starting to lie down once more.
  
  "Seems The Ambassador is taking a nap. Is that scheduled?"
  
  The man looks down at his watch quickly and then says, "About right. Remember that everything that happened in this room is classified. Not that anyone would believe you, anyway..."
  
  The wilderness vanishes again as you awaken.
  
  Sleeping Cell (on the sleeping cushion)
  This is the cell where you sleep. Really, you'll sleep wherever the cushion is, but the humans insist that you should do tasks in the rooms designated for them.
  
  A bell cord is hanging from the door out to the west.
  
  You can also smell a chew toy here.
  
  > look at the toy
  The chew toy smells a bit like reindeer hide but is shaped like a bone.
  
  > examine the cord
  Pulling the bell cord will ring the bell on the other side of the door which will summon Huncel who will open the door which will allow you to walk into the main room where Huncel will run some 'experiments' on you which will result in you getting treats.
  
  Huncel throws out a bunch of human names like 'Pavlov' and 'Goldberg' in his absent-minded telepathic mumblings describing the process.
  
  > Chew toy
  (first taking the chew toy)
  It's just not the same without the Tide scent that Huncel put on the prior chew toys before you destroyed them. You chew a bit anyways, though the center of your attention is the bell cord.
  
  > stand
  You get off the sleeping cushion.
  
  This is the cell where you sleep. Really, you'll sleep wherever the cushion is, but the humans insist that you should do tasks in the rooms designated for them.
  
  Your sleeping cushion occupies the center of the room.
  
  A bell cord is hanging from the door out to the west.
  
  > drop the toy
  You open your mouth a little and the chew toy falls to the ground.
  
  > go west
  (first opening the facility door)
  Only Huncel is able to open this door.
  
  > pull cord
  You pull the cord as far as it goes and hear the bell ringing. Next up is Huncel's arrival.
  
  > wait a while
  Time passes.