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[Themes: Surreal] > go downward A flight of stairs leads upwards. The corner turns from south to west. This section contains accounting offices. A couple of men hurry by, talking quickly. > Go south The corridor is fairly bright and cheerful. It runs north and south. Doors surround you, but only one is open. This section contains accounting offices. A clump of people hurries past. > go east The occupant of this office is asleep over her desk. Possibly as a result of this, there is a pile of untidy paperwork on the floor. A door leads west. > put all in the bag A dog barks somewhere. > Go east A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a framed picture attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. On the wooden desk is a notepad. You can see a suitcase (closed), a storeroom photograph and a screwdriver here. > go east You open the fine wooden door. Shelves surround you, filled with books of the greatest importance (you assume). Your feet sink into the thick carpet. A table and chair await you in the middle of the room. The fine wooden door leads west. You can see a library chair here. > examine the shelves The shelves are made of dark wood. An abacus rests here. On the bookshelves there is some library books. > look at the abacus It is one of the simpler kinds, containing only two rows of beads. It is set to 3. > set the clock to 2349 Okay. > look at the clock The clock reads 23:49. > go west A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a framed picture attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. On the wooden desk is a notepad. You can see a suitcase (closed), a storeroom photograph and a screwdriver here. Mr Blue arrives from the east. > go west The stench of offal hangs in the air.The walls drip with fresh blood. An ugly table supports plates and a massive assortment of cutlery. This is not an environment that encourages rational thought. Empty doorframes lead north, east, south and west. Mr Blue arrives from the east. > go to the north You stand upon a small stone patio, surrounded by plants. Ripe fruit dip from vines, tempting you with their colours. An ornamental fountain gurgles to your left. Daylight peeks through the heavy layer of greenery above. A dense perfume almost overwhelms you. You can go deeper, to the north. The kitchen is to the south. Stone walls bar all other directions. Mr Blue arrives from the south. > Go south The stench of offal hangs in the air.The walls drip with fresh blood. An ugly table supports plates and a massive assortment of cutlery. This is not an environment that encourages rational thought. Empty doorframes lead north, east, south and west. Mr Blue arrives from the north. > go to the east A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a framed picture attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. On the wooden desk is a notepad. You can see a suitcase (closed), a storeroom photograph and a screwdriver here. Mr Blue arrives from the west. > take all Mr Blue: I don't suppose Mr Blue would care for that. suitcase: Taken. storeroom photograph: Taken. screwdriver: Taken. newspaper picture: You take the photograph out of the frame. notepad: Taken. > read the notepad The top page has been torn away. The second reads "The ornamentation depicts a pantheon of gods and goddesses, peering outwards. You can see the gleam of coins beneath the water.", whatever that means. > Inventory You are carrying: a notepad a newspaper picture a screwdriver a storeroom photograph a suitcase (open) a bedroom photograph a torn note a work folder (open but empty) a business card a crowbar a wallet a blanket a chest (closed and locked) a leaflet a hammer a box of doughnuts an old nest > go east A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a frame attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. Mr Blue arrives from the west. > Go north You open the dark wooden door. Whatever work is being done here, it looks important. Complex instruments are poised, books are open, and the tables that clutter the room have not one square-inch of space unused. You COULD begin to understand it all, but it would take time. Mr Blue arrives from the south. > Go south A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a frame attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. Mr Blue arrives from the north. > wake You drift away... You are standing in front of the Chimera Corporation building. A narrow path leads around the building, to the east and to the west. A car is parked here. You hear a car honking in the distance. > Go east You make your way around the path... You are standing east of the Chimera building. A path leads south to the front of the building, and north to the back. A chain-link fence blocks your way to the east. You notice an open window. > go west The corridor is fairly bright and cheerful. It runs north and south. Doors surround you, but only one is open. This section contains accounting offices. The corridor is quiet for a second, then people start moving again. > go south The corridor turns a corner from north to west. A cleaner is scrubbing a stain off the floor. This section contains technical support offices. A man goes from one room to another. > Go north The corridor is fairly bright and cheerful. It runs north and south. Doors surround you, but only one is open. This section contains accounting offices. An man hurries past, clutching a file of notes. > Go upwards Stairs lead up and down. The corner turns from south to west. This section contains planning offices. You can see a gadget blueprint here.
[Themes: Surreal] > look around Shelves surround you, filled with books of the greatest importance (you assume). Your feet sink into the thick carpet. A table and chair await you in the middle of the room. The fine wooden door leads west. On the reading table is a mission book. You can see Mr Green and a library chair here. Mr Green taps his foot. > Wait Time passes. A ghostly figure floats up through the floor, and coalesces into Mr Red. > wake You drift away... Your bedroom is fairly barren. You have a bed and a window. The floor is bare of carpet. You have put up a poster to hide some dents on one wall. A door leads north. You feel a presence in the room. > take all but the bedroom suitcase: Taken. newspaper picture: Taken. storeroom photograph: Taken. screwdriver: Taken. notepad: Taken. > give the blueprint to Blue (first taking the gadget blueprint) Mr Blue examines the blueprint and his eyes light up. Mr Blue opens the dark wooden door. Mr Blue goes north. > go to the north Whatever work is being done here, it looks important. Complex instruments are poised, books are open, and the tables that clutter the room have not one square-inch of space unused. You COULD begin to understand it all, but it would take time. You can see Mr Blue here. Mr Blue waves to get your attention, then points to the door with his left hand, making a twisting motion with his right. > close the door You close the dark wooden door. Mr Blue waves to get your attention, then points to you, then himself, then the instruments, then you again. > Wait Time passes. Mr Blue waves to get your attention, then points to the door with his left hand, making a twisting motion with his right. > give the key to Blue (first taking the apartment key) Mr Blue eagerly accepts it. Mr Blue works with the instruments, somehow creating a device matching the blueprint design. He hands it to you proudly. > examine the gadget A cube of metal. You know from the blueprint that there are complex mechanisms contained inside. > examine the chest It's made of some sort of metal. There is a square depression set into the top. Mr Blue takes a long breath, and exhales slowly. > put the gadget on the chest Putting things on the chest would achieve nothing. Mr Blue sneezes. > put the gadget in the chest The chest is closed. > look at what you're carrying with you You are carrying: a strange gadget a mirror a notepad a screwdriver a storeroom photograph a newspaper picture a suitcase (open) a torn note a work folder (open but empty) a business card a crowbar a wallet a blanket a leaflet a hammer a box of doughnuts Mr Blue takes a long breath, and exhales slowly. > take all chest: Taken. Mr Blue: I don't suppose Mr Blue would care for that. torn note: Taken. work folder: Taken. business card: Taken. crowbar: Taken. wallet: Taken. blanket: Taken. leaflet: Taken. hammer: Taken. box of doughnuts: Taken. > Go south You open the dark wooden door. A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a framed picture attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. Mr Blue arrives from the north. > put all in the case bedroom photograph: You put the bedroom photograph into the suitcase. box of doughnuts: You put the box of doughnuts into the suitcase. hammer: You put the hammer into the suitcase. leaflet: You put the leaflet into the suitcase. blanket: You put the blanket into the suitcase. wallet: You put the wallet into the suitcase. crowbar: You put the crowbar into the suitcase. business card: You put the business card into the suitcase. work folder: You put the work folder into the suitcase. torn note: You put the torn note into the suitcase. chest: You put the chest into the suitcase. strange gadget: You put the strange gadget into the suitcase. mirror: You put the mirror into the suitcase. notepad: You put the notepad into the suitcase. screwdriver: You put the screwdriver into the suitcase. newspaper picture: You put the newspaper picture into the suitcase. > put gadget in the depression The chest clicks. You withdraw the gadget. > Open chest You open the chest, revealing a cloak blueprint and a discomforter. > take all from the chest cloak blueprint: Taken. discomforter: Taken. > look at the blueprint The blueprint describes the creation of a "cloak", a stealth device. You can't understand all the details. > look at the discomforter A slick black disc, with a small switch on one side. A label identifies it as a "discomforter". > put all in the bag discomforter: You put the discomforter into the workbag. cloak blueprint: You put the cloak blueprint into the workbag. strange gadget: You put the strange gadget into the workbag. > wait Time passes. A ghostly figure floats up through the floor, and coalesces into Mr Green. > wake You drift away... You are surrounded by crates, beyond which are walls. There doesn't appear to be any way out. A hammock hangs between two hooks hammered into crate struts. You can see a chest (empty) here. > take all suitcase: Taken. storeroom photograph: You take the photograph out of the frame. notepad: Taken. > take the mirror You open the drawer, revealing a mirror. Taken. > wait Time passes. Mr Blue arrives from the west. > go east You open the fine wooden door. Shelves surround you, filled with books of the greatest importance (you assume). Your feet sink into the thick carpet. A table and chair await you in the middle of the room. The fine wooden door leads west. On the reading table is a mission book. You can see a stone tablet, a feather and a library chair here. Mr Blue arrives from the west. > Tablet feather: Taken. stone tablet: Taken. > give the blueprint to Blue (first taking the cloak blueprint) Mr Blue examines the blueprint and his eyes light up. Mr Blue coughs. Mr Blue goes west. > Go west A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a frame attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. You can see Mr Blue here. Mr Blue opens the dark wooden door. Mr Blue goes north. > go north Whatever work is being done here, it looks important. Complex instruments are poised, books are open, and the tables that clutter the room have not one square-inch of space unused. You COULD begin to understand it all, but it would take time. You can see Mr Blue here. Mr Blue starts to do something with the instruments.After a few moments, he stops, looking thoughtful. > Wait Time passes. Mr Blue waves to get your attention, then mimes wrapping something around himself, shivering. > give the blanket to Blue (first taking the blanket) Mr Blue eagerly accepts it. Mr Blue waves to get your attention, then points to you, then himself, then the instruments, then you again. > wait awhile Time passes. Mr Blue waves to get your attention, then holds a hand up in front of himself, stares at his palm fixedly, and adjusts his mask and collar. > give the mirror to Blue Mr Blue eagerly accepts it. Mr Blue hums a tune. Mr Blue waves to get your attention, then points to you, then himself, then the instruments, then you again. > wait Time passes. Mr Blue waves to get your attention, mimes dropping something, then makes as if to strain his ears. > give the feather to Blue Mr Blue eagerly accepts it. Mr Blue works with the instruments, somehow creating a garment matching the blueprint design. He hands it to you proudly. > examine the cloak A grey, thin cloak, very soft. > wear the cloak You notice that your body seems to have vanished. You're invisible! Funny, Mr Blue seems to know where you are, even if he can't see you. > remove the cloak You reappear. > put all in the case grey cloak: You put the grey cloak into the suitcase. stone tablet: You put the stone tablet into the suitcase. notepad: You put the notepad into the suitcase. storeroom photograph: You put the storeroom photograph into the suitcase. Mr Blue hums a tune. > Go south A fine wooden desk stands in front of you. A chair, placed before it, seems to beckon. The surroundings are decorated, carpet and wallpaper hiding the plain floor and walls. One of the walls has a frame attached to it. A fine wooden door stands to the east, a dark wooden door to the north, a pale wooden door to the south, and an empty frame to the west. Mr Blue arrives from the north. > wake You drift away... You are standing in front of the Chimera Corporation building. A narrow path leads around the building, to the east and to the west. A car is parked here. > wear it You're invisible! > take the box Taken. A dog barks somewhere. > Go inside You climb inside. The occupant of this office is asleep over her desk. Possibly as a result of this, there is a pile of untidy paperwork on the floor. A door leads west. > Go west The corridor is fairly bright and cheerful. It runs north and south. Doors surround you, but only one is open. This section contains accounting offices. A couple of women hurry by, talking quietly. > Go north A flight of stairs leads upwards. The corner turns from south to west. This section contains accounting offices. An man hurries past, clutching a file of notes. > turn on the discomforter You flip the switch. You feel a little ill. The tired guard shifts uncomfortably. The guard suddenly looks very ill. He pulls open the booth and bolts east. > enter the booth The booth has a chair, and a window. There are presumably airholes somewhere. A small switch is placed under the window. You can see a box of doughnuts here. You feel a little ill. > turn off the discomforter You flip the switch. > go west After checking that there isn't anyone to spot the motion, you walk through the door. The corridor ends here. But more interestingly, there is a security door (marked with a 2) to the north, with a keypad next to it. > examine keypad The buttons hold the digits from 0-9. > type 28635 on the keypad The door slides open. > Go north The rooms is surprisingly bare and shabby. A set of shelves supports a line of strange looking cubes. > examine the shelves Bare plastic. On the shelves there is some cubes. > examine the cubes The cubes are uniform, and have continuously shifting patterns on their surfaces. They are made of some sort of grey metal. > take cubes You take the fifth cube. > examine cube (Cube 5) This is what you need to deliver. But how do you deliver it? Shifting patterns cover its surface. > take the cubes You don't need the other cubes. And taking them would make the theft more obvious. > go to the south The door slides shut. The corridor ends here. But more interestingly, there is a security door (marked with a 2) to the north, with a keypad next to it. > Close window You close the office window. > look at the window The window is open, but you can't see inside. It is closed. > open the window You open the office window. > go to the south You make your way around the path... You are standing in front of the Chimera Corporation building. A narrow path leads around the building, to the east and to the west. A car is parked here. You hear a car honking in the distance. > put all in the bag Cube 5: You put Cube 5 into the workbag. box of doughnuts: You put the box of doughnuts into the workbag. discomforter: You put the discomforter into the workbag. grey cloak: You put the grey cloak into the workbag. > check your inventory You are carrying: a workbag (open) a grey cloak a discomforter a box of doughnuts Cube 5 a strange gadget a bedroom photograph a hammer a leaflet a wallet a crowbar a business card a work folder (open but empty) a torn note a screwdriver a stone tablet a storeroom photograph > check your inventory You are carrying: a workbag (open) a grey cloak a discomforter a box of doughnuts Cube 5 a strange gadget a bedroom photograph a hammer a leaflet a wallet a crowbar a business card a work folder (open but empty) a torn note a screwdriver a stone tablet a storeroom photograph
[Themes: Comedy, pirates] Dear Interactor, please type "transcript" inside the game after it starts. It will then create a logfile, which I would like to receive afterwards. Lectrote is automatically doing savegames. And you will find the "cheat sheet" for common commands inside the help-menu (only available in the electron version, otherwise go to mapping your journey will help. (start in the lower left)Deep in the west indies. The island of boredom. Just coming from the boat without puking, but still in a bad feeling. Your holidays starting for you to 1 reach the state of total boredomness. (ver sept2019 ifcomp) First Act - "Slipped into Adventure" You arrived at a nice beach, sandy, sunny. Overwhelming, but even better to the west behind a fence with a gate seems to be the holiday resort. The bold fence is against the poor natives maybe. But no offence you are just imagining yourself there, at the bar, in the pool, on the beach. You even feel the taste of cocktails on your tongue. Mouthwatering it is. So you tend to go west. Into the northern directions it looks dark and full of ugly insects. Thats the reason you booked your kind of active-holidays to stay in your save resorts. Not too much contact to natives or even nature. There is a guy behind a sewing machine. He seems to be focused at his work. Behind him is a wooden infoboard. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. There is this a guy working here. You can also see a gate here. [Author's Note: A tourist searching for total boredomness slips into an adventure and accidentally reveals the secret of a famous point'n'click adventure trilogy that never was. Maybe you want to visit "that island" again 29 years later, old enough to drink white russian wearing a bath robe.] > About yourself Shiny. On your wrist you can see zero wristbands. You are wearing the rucksack and trousers and holding the towel. > examine the rucksack Yeah, a czech one. You can put all your stuff in it. It seems to have infinite space inside. > examine the trousers worn out, but extremly comfortable. Your holiday trousers. > examine towel This is, what every adventurer needs. Further needed: A brass lantern. and maybe a rope. > look at the guy This beardy man with curly hair is sitting behind a sewing machine, stitching some cloth. He wears a name plate. > examine the name plate "Tim" is written on it. > look at the infoboard bad situation of being nearly extinct. > examine the lounger Made out of bambus and looks comfy. It has a built in sunshade. MEANWHILE ... far away a ship, a black freighter takes course to jamaika after escaping from madagaskar. > Go west On this gate is written "For three wristbanded only" It seems to be opened only by Tim here watching the gate. Now he approaches you. So you stay here and await what he wants to tell you. Ahoj, what do ya want here? [1] I am Buyshrug Bridgeman and you? [2] I want to go into the holiday resort to find my way to total boredomness [3] Watch out. I'm a mighty tourist [4] Hello, I'm new in town. [5] What about the manatees? [6] Nothing > 2 Arrgh. Show me the three wristbands. [1] Which wristbands do you mean? > 1 Every _real_ adventurer and or tourist has to get the three wristbands first, before going into the resort. We offer them here for achieving pirate actions. This island was a pirates nest before. So we support traditional pirate actions. You can always see your achievements if you examine your wrist. [1] I am Buyshrug Bridgeman and you? [2] Watch out. I'm a mighty tourist [3] Hello, I'm new in town. [4] What about the manatees? [5] Tell me more about the pirate actions. [6] Nothing > 5 The pirate actions are prepared by us, you have to take one or more and afterwards come back and I will give you the appropriate wristband for achieving the actions goal. So you have to do all three of them. For now choose which pirate-action do you want to start. This week we have "treasure hunt", "getting marooned." and "barbacue." [1] Treasure hunt. [2] Getting marooned. [3] Barbecue. > 1 Arrrgh. classic. So let me tell you. We make the real life version of it, which means burrowing a treasure instead of looking for it. Thats the reason that your task is to hide this treasure I will give you. Its just about the chest, the content is yours if you want. He hands over a treasure. [1] I am Buyshrug Bridgeman and you? [2] Watch out. I'm a mighty tourist [3] Hello, I'm new in town. [4] What about the manatees? [5] Tell me more about the pirate actions. [6] Nothing > 4 Ah, the manatees. Such nice and friendly animals. But rarely seen on this island nowadays. My self-stitched ones seem to be the only manatees left on this island. You see that he is thinking of better times long ago. [1] I am Buyshrug Bridgeman and you? [2] Watch out. I'm a mighty tourist [3] Hello, I'm new in town. [4] Tell me more about the pirate actions. [5] Nothing > 1 I'm Tim and thats all you must know at the moment. [1] Watch out. I'm a mighty tourist [2] Hello, I'm new in town. [3] Tell me more about the pirate actions. [4] Nothing > 2 You hold just the treasure and the towel in your hands. Do you think, you have any chance to survive here? [1] Sure, i'm not only a tourist, I'm a real adventurer. [2] No. I will stay. End of discussion. > 2 "So we have to deal with you and You want me to tolerate your face, everytime you come along?" [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Nothing > 3 Bye. This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. Tim is sitting here. You can also see a gate here. > examine the treasure Its made out of plastic and has a really cheap look and feel. MEANWHILE ... talking and planning an attack on a wealthy tourist camp. > Go north No, you can't imagine any reason to put even a baby step into the jungle. The guy with the Tim name plate watches interested as you hesitate to go north. > go to the northeast There is a creek flowing from northwest down to southeast, where it ends in a river mouth. a path along the creek's bank follows the same direction. A wooden bridge leads northeast deeper into the jungle and exits also to southwest back to the boring beach. tube. Its connected to That guys helmet to provide oxygen. That guy stands here and seems to wait for something. > talk to that the guy That guy opens the visor of his diving helmet, so he is able to communicate with you. "Whats up?" [1] Ahoj, my brain just told me that you have to be Dave. Are you? [2] Are you waiting for something specific? [3] I'm an adventurer, spending my holidays on this island. [4] Hey, I like the lanterns matching your helmet. [5] Do you keep any wristbands for pirate actions? [6] I'll leave you... sitting around doing nothing > 5 No, this isn't me. I live from the fruits in the jungle and I'm still trying to find my way out of the complete boredomness. So my hope is to either find the secret of that island or to start a business in blue hole diving. [1] Ahoj, my brain just told me that you have to be Dave. Are you? [2] Are you waiting for something specific? [3] I'm an adventurer, spending my holidays on this island. [4] Hey, I like the lanterns matching your helmet. [5] I'll leave you... sitting around doing nothing > 2 Sure. I'm planning my next dive. There is a horizontal passage down there. I assume it leads into a "Blue Hole". [1] What is a Blue Hole? > 1 It is very deep vertical cave with a special flora and fauna. They can be that deep so that fresh and salty water are mixing in them. They can have long horizontal arms. When I'm right and one of them is ending here, we could sell diving trips into it. [1] Ahoj, my brain just told me that you have to be Dave. Are you? [2] I'm an adventurer, spending my holidays on this island. [3] Hey, I like the lanterns matching your helmet. [4] I'll leave you... sitting around doing nothing > 1 Yes thats me. [1] I'm an adventurer, spending my holidays on this island. [2] Hey, I like the lanterns matching your helmet. [3] I'll leave you... sitting around doing nothing > 1 Really? Would be great to talk to a guy with many wristbands. Show me yours. [1] Hey, I like the lanterns matching your helmet. [2] I'll leave you... sitting around doing nothing > 1 Can you please go, I have some serious work going on. And yes, I'm not an interested member of the steampunk society. [1] What kind of serious work do you mean? [2] Are you diving for something special? > 1 about. [1] I'll leave you... sitting around doing nothing MEANWHILE ... party noise from direction of the holiday resort. > look There is a creek flowing from northwest down to southeast, where it ends in a river mouth. a path along the creek's bank follows the same direction. A wooden bridge leads northeast deeper into the jungle and exits also to southwest back to the boring beach. tube. Its connected to Daves helmet to provide oxygen. tell you. > go to the northeast Jungle. You're in it. Deeper than you expected. suddenly green plants all around you and really near. Leaves tickeling your neck. It remembers you to tv documentaries about these little poisenous green snakes. You freeze your steps, so you are really able to turn around rather quickly and step back. Its the path southwest a bit more near to the sea that you know and you could walk there fast. now. There is also a passage to northeast. > Go northeast flowers. Yellow flowers all around. They look familiar. Not that you've seen them in real life. Something special is about this flower. In a way there seems to be a relationship with your first kind-of-beard. There are two passages one to the southwest and one to the east. > look at the flowers Yellow. > Smell flowers From flowers you smell Strong, uncomfortable, like wanting to vomit. > Go east You find yourself trapped in a well made bambus field labyrinth. Green bambus all around. You hear the strong currents breaking against the shore far down the hill. You remember you can leave trying to go west. MEANWHILE ... right thing in your mouth now. > go east You hate mazes, but no chance to workaround you have to find an exit. But here wasn't one. You can't go that way. > go south Also this try leads not back to a trail or something. You can't go that way. > Go north ...Hours of labyrinth-running later... because you're just standing right on the tip of a cliff. A fresh wind blows against your face. Really small at the horizon you notice a ship with eight sails. Right. Sails. A ship seeming to be a ghost from another time. Maybe its a museums sail. You will later have a look if its coming nearer or not. You can go down to the south back to the bambus field. That ship at the horizon lets you ponder about its purpose. > look at the ship Strange it looks like escaped from a pirates movie film set. It seems to be black, including the sails. > Dig You dig your first hole in the ground. > put the treasure in Hole You put the treasure into the first hole. > cover Hole You close the hole with some dirt. You stamped hard on it. Nobody should find its location. Its even hard for yourself. Yes, you're sure that you achieved the goal because the treasure is now perfectly hidden in a hole not even you are able to find it again. MEANWHILE ... on the black freighter? > go to the south You find yourself trapped in a well made bambus field labyrinth. Green bambus all around. You hear the strong currents breaking against the shore far down the hill. You know the path to the west right into the flower bed. You know a path to the north, to have a nice view around. > go west flowers. Yellow flowers all around. They look familiar. Not that you've seen them in real life. Something special is about this flower. In a way there seems to be a relationship with your first kind-of-beard. There are two passages one to the southwest and one to the east. > go southwest Jungle. You're in it. Deeper than you expected. suddenly green plants all around you and really near. Leaves tickeling your neck. It remembers you to tv documentaries about these little poisenous green snakes. You freeze your steps, so you are really able to turn around rather quickly and step back. Its the path southwest a bit more near to the sea that you know and you could walk there fast. now. There is also a passage to northeast. > Go southwest "I see, your treasure is well hidden somewhere you can't even find yourself." and Tim puts the wristband for the treasure hunt over your wrist. This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. Tim is sitting here. You can also see a gate here. > talk to Tim Ahoj, what do ya want here? [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] About that pirate ship at the horizon... [4] Nothing > 3 Outch, thanks. I have to inform Dave and Ron about it. [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Nothing > 2 The pirate actions are prepared by us, you have to take one or more and afterwards come back and I will give you the appropriate wristband for achieving the actions goal. So you have to do all three of them. For now choose which pirate-action do you want to start. This week we have "treasure hunt", "getting marooned." and "barbacue." [1] Treasure hunt. [2] Getting marooned. [3] Barbecue. > 2 now? [1] Yes, want it. Now. I wanna have as much boredomness afterwards as possible. [2] No way. I don't want your silly pirate stuff. > 1 Well played junior adventurer. He blindfolds you, some hands grapping you. You feel abducted deep into the jungle. You find yourself trapped in a well made bambus field labyrinth. Green bambus all around. But contrary to your imagination of marooning, it seems quite un-dangerous and you don't even received a gun. You hear the strong currents breaking against the shore far down the hill. You know the path to the west right into the flower bed. You know a path to the north, to have a nice view around. > Go southwest Tim waves at you and presents you the achieved wristband for surviving the marooning pirate action. He puts around your wrist. Proudly and in hope to get into the ressort soon, you're awaiting your total boredomness. This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. Tim is sitting here. You can also see a gate here. > About yourself Shiny. On your wrist you can see two wristbands. You are wearing marooned wristband, treasure-wristband, the rucksack and trousers and holding the towel. > talk to Tim Ahoj, what do ya want here? [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Nothing > 3 Listen. It's all about manatees in this task. You will get the manatee-wristband, if you catch one with a fishing rod and appropriate bait. You can get your tools from Ron in the small market as you see to the east at the river mouth. [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Nothing > go to the south You go a few steps into the water. Its warmer than expected. Maybe you would go for a swim. But in sight of this beach, so you will have it easy to find your way back. So you choosed to stay at the beach > Go east You can see right there the shortest connection to the river mouth and the small market. But caused by the coast line you have to go to the northeast and then southeast afterwards. > Go southeast The fresh water delutes itself into the salty sea. The way back follows upstream to northwest. There is also a cableway leading from a bullwheel here to somewhere over the sea. There stands Ron like he wants to sell some stuff. You can also see a fruit table (on which are a durian and a fishing rod) and pile of meat here. > look at the durian This looks like a durian. Wonderful. For such a long time you wanted to take a nose and taste it. > examine rod Thats a strong looking fishing rod with a fishhook. You're not quiet sure, if its believable to catch such a big animal like a manatee with this tiny rod. And what about the bait? > look at Ron Looks like a pirate that stood for a long time at the same place. > look at the meat Not appetizing, but its really a big pile of meat. It goes up to the height of your hip. Stitched together it would be large enough to cover a human. > talk to Ron Ahoj. [1] Hi. I'm Buyshrug, who are you? [2] Nice fishing rod, exactly the one I need. [3] Can I get this fruit? [4] About that pirate ship at the horizon... [5] What about those people already inside the holiday resort? [6] I have to go. Bye. > 4 I'm watching the coast line carefully. [1] Hi. I'm Buyshrug, who are you? [2] Nice fishing rod, exactly the one I need. [3] Can I get this fruit? [4] What about those people already inside the holiday resort? [5] I have to go. Bye. > 2 Sure. I heard you are on the manatee hunt. Good luck. And yes, you can have this fishing rod. Someone forgot it here or maybe its just floatsam. inventory. [1] Hi. I'm Buyshrug, who are you? [2] Can I get this fruit? [3] What about those people already inside the holiday resort? [4] I have to go. Bye. > 3 They are from yensid, the company that bought ours. [1] Hi. I'm Buyshrug, who are you? [2] Can I get this fruit? [3] I have to go. Bye. > 1 I am an electronic story teller. Or better: I was. [1] What happened? > 1 Our big boss was following his own plan. [1] Who was your boss? [2] Which plan, do you know it? > 2 It was all about an old pirate secret that's still unrevealed. L. the boss of Sacul Film. The famous maker of "Planet Peace" does anything to get it. [1] Do you know what this secret is? > 1 Not really. But it seems, we discovered important hints to reveal it during research for our project. [1] Can I get this fruit? [2] I have to go. Bye. > 1 Sure, take a bite. [1] I have to go. Bye. > 1 Bye. The fresh water delutes itself into the salty sea. The way back follows upstream to northwest. There is also a cableway leading from a bullwheel here to somewhere over the sea. There stands Ron like he wants to sell some stuff. You can also see a fruit table and pile of meat here. > take the meat Ron behind the table squeezes his eyes shut, he doesn't want you to just pick up the meat. > wear the meat (first taking pile of meat) Ron behind the table squeezes his eyes shut, he doesn't want you to just pick up the meat. > put the meat in the rucksack (You open the rucksack first.) (first taking pile of meat) Ron behind the table squeezes his eyes shut, he doesn't want you to just pick up the meat. > look The fresh water delutes itself into the salty sea. The way back follows upstream to northwest. There is also a cableway leading from a bullwheel here to somewhere over the sea. There stands Ron like he wants to sell some stuff. You can also see a fruit table and pile of meat here. > Fish What do you want to fish? > Sea No, there is a better purpose. Trust me. > go northwest There is a creek flowing from northwest down to southeast, where it ends in a river mouth. a path along the creek's bank follows the same direction. A wooden bridge leads northeast deeper into the jungle and exits also to southwest back to the boring beach. tube. Its connected to Daves helmet to provide oxygen. tell you. > Go northwest water and swim against the stream. Don't forget you are here to get total boredomnes. > talk to Dave Dave opens the visor of his diving helmet, so he is able to communicate with you. "Whats up?" [1] About that pirate ship at the horizon... [2] Hey whats your relation to the people of yensid down inside the resort? [3] I'll leave you... sitting around doing nothing > 2 Not my problem, but I want to be part of the revenge. Hopefully getting rich afterwards. [1] About that pirate ship at the horizon... [2] I'll leave you... sitting around doing nothing > 1 Now time counts, we have to get earlier to the secret. [1] I'll leave you... sitting around doing nothing > go southwest This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. Tim is sitting here. You can also see a gate here. > go north As you were evaluating to go or not to go into the bush, the guy with the Tim name plate approaches you and begins to speak. Ahoj, what do ya want here? [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Can you tell me something about the people of yensid inside the resort? [4] Nothing > 3 They conquered, what was ours once and with their money. They support L.´s quest for the secret of ... But I better keep my mouth shut. [1] Watch out. I'm a mighty tourist [2] Tell me more about the pirate actions. [3] Nothing > 1 Arrgh. Show me the three wristbands. [1] Which wristbands do you mean? > 1 Every _real_ adventurer and or tourist has to get the three wristbands first, before going into the resort. We offer them here for achieving pirate actions. This island was a pirates nest before. So we support traditional pirate actions. You can always see your achievements if you examine your wrist. [1] Tell me more about the pirate actions. [2] Nothing > examine the machine It's an original singer. One of these original foot-driven ones. Not one of the current generation with the plastic crapability for a shorter device life. Sewing machine is currently switched off. > turn on the machine You don't want to do anything with that machine. These machines were introduced in your life as extremely dangerous by your grandma. > look at the bridge Its stable as a rock and it is made out of, you guessed it already.. wooden rocks. > go southwest This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. There is an inviting lounger in front of you, ready for you to get on it. Tim is sitting here. You can also see a gate here. > look at the infoboard bad situation of being nearly extinct. > check what you're carrying You are carrying: a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd sustainable food a towel trousers (being worn) > look at the cd shipping. > Fish manatee No, there is a better purpose. Trust me. > examine the machine Diving apparatus is currently switched off. > examine the helmet Thats what you call a perfect costume for every steampunk party. > go to the northeast Jungle. You're in it. Deeper than you expected. suddenly green plants all around you and really near. Leaves tickeling your neck. It remembers you to tv documentaries about these little poisenous green snakes. You freeze your steps, so you are really able to turn around rather quickly and step back. Its the path southwest a bit more near to the sea that you know and you could walk there fast. now. There is also a passage to northeast. > Go north because you're just standing right on the tip of a cliff. A fresh wind blows against your face. Really small at the horizon you notice a ship with eight sails. Right. Sails. A ship seeming to be a ghost from another time. Maybe its a museums sail. You will later have a look if its coming nearer or not. You can go down to the south back to the bambus field. > go to the north-west That was a nice try to jump over your shadow into the bushes, but it leads nowhere. So you went back into the bambus. You can't go that way.
[Themes: Comedy] > go downwards flowers. Yellow flowers all around. They look familiar. Not that you've seen them in real life. Something special is about this flower. In a way there seems to be a relationship with your first kind-of-beard. There are two passages one to the southwest and one to the east. You'll have to get out of flower bed first. > examine the cableway The cableway basket is empty. > enter the basket The cableway basket is out of reach. > look at the wheel Its a wooden bullwheel to lead a long rope around it. Its a bit rotten, but looks sturdy enough to be still trustworthy. Someone carved "steps" into the mast to make it easy to climb on it. > Climb wheel Yes, you are right. You could climb up this mast and get into that cableway. But there are not yet enough reasons for you to do so. > examine the manatee Its an unnameable patchwork at the moment, but you guess it will become a manatee or gorilla or whatsoever. > go to the south Yes you want it and time is enough. You go deeper up to you hips into the sea water. Its still clear, you are able to see the ground. After some minutes walk you get back to the beach. You dry fast in the hot sun. > sit on the lounger Without your towel on it? > put towel on the lounger You put the towel on the lounger. > remove trousers You take off trousers. > sit on the lounger You lay down and try to relax, but too much is to be done. So you get off the lounger soon. Your adventure is waiting. And crack! as you tried to get up again, the lounger broke under your weight. > wear the towel (first taking the towel) You put on the towel. > look at the lounger The broken pieces of the once comfy looking lounger are looking at you searching for revenge. the towel is dropping from your hips. > About yourself Shiny. On your wrist you can see two wristbands. You are wearing the towel, marooned wristband, treasure-wristband and the rucksack and holding the durian, the fishing rod and trousers. the towel is dropped from your hips. > wear the trousers You put on trousers. > Go north No. > get the manatee That's hardly portable. > talk to Dave Dave opens the visor of his diving helmet, so he is able to communicate with you. "Whats up?" [1] Do you keep any wristbands for pirate actions? [2] I'll leave you... sitting around doing nothing > 1 No, this isn't me. I live from the fruits in the jungle and I'm still trying to find my way out of the complete boredomness. So my hope is to either find the secret of that island or to start a business in blue hole diving. [1] I'll leave you... sitting around doing nothing > 1 Bye. There is a creek flowing from northwest down to southeast, where it ends in a river mouth. a path along the creek's bank follows the same direction. A wooden bridge leads northeast deeper into the jungle and exits also to southwest back to the boring beach. tube. Its connected to Daves helmet to provide oxygen. tell you. > Dive No. You don't want to dive into that water. The first thing you want is to get into that holiday resort even if you have to earn those three wristbands in the first place. > Go northwest water and swim against the stream. Don't forget you are here to get total boredomnes. > look at the leaves Barely penetrable jungle. Not only because its physical impossible. Also because of you not wanting to go inside. > Wave durian You look ridiculous waving the durian. > eat flower (first taking flowers) No, you don't want to nearly-kill puppies. > Swim No way. > talk to Ron Ahoj. [1] aehm.. what about this pile of meat over here? [2] I have to go. Bye. > 1 Get your fingers off it! Good meals are rare in these times. Except you can give me a good alternative, maybe a bit more sustaining? [1] about... that meat again.. [2] I have to go. Bye. > check your inventory You are carrying: a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd sustainable food trousers (being worn) > examine the food You don't want to eat it, until you're in peril of your nearly starved away life. > show the food to Ron (first taking sustainable food) Ron is unimpressed. > give the food to Ron Ron looks thankfully and quickly pocket the sustainable food from you. He adds that for his sake you can take the meat pile. But under one condition, if you promise to create something really special out of it. > put the meat in the sack (first taking pile of meat) Now it's okay for him, so you are allowed to take it. of meat. You put pile of meat into the rucksack. > Go southwest This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. The broken lounger stands before you, reminding yourself of your little overweight. Tim is sitting here. You can also see a gate and a towel here. > talk to Tim Ahoj, what do ya want here? [1] I know you like stitching manatees. My question is, are you also able to create one just out of this pile of meat? [2] What about the manatees? [3] Tell me more about the pirate actions. [4] Nothing > 1 Sure it seems to be big enough to make a suit out of it. and he takes it, stitches and stitches... ..and hours later... ... it is a manatee suit. He gives you the manatee suit. [1] What about the manatees? [2] Tell me more about the pirate actions. [3] Nothing > 1 Ah, the manatees. Such nice and friendly animals. But rarely seen on this island nowadays. My self-stitched ones seem to be the only manatees left on this island. You see that he is thinking of better times long ago. [1] Tell me more about the pirate actions. [2] Nothing > 2 Bye. This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. There is Tim behind a sewing machine. He seems to be focused at his work. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. The broken lounger stands before you, reminding yourself of your little overweight. Tim is sitting here. You can also see a gate and a towel here. > wear the suit You put on the manatee suit. > About yourself Shiny. On your wrist you can see two wristbands. You are wearing the manatee suit, marooned wristband, treasure-wristband, the rucksack and trousers and holding the durian and the fishing rod. > go south You don't want to go again into the water for now, because you still remember how it feels. > Go north No. > talk to Dave Ahhh, oh fuck...a talking manatee. Is that you? Dave opens the visor of his diving helmet, so he is able to communicate with you. Ahhh, help! Oh its you. You frightened me wearing that manatee suit. [1] Ey. About my great idea. I want to offer you a deal. If you dive into that creek wearing this manatee suit, I'll fish you near the river mouth, so ron is able to see it and I'm getting the wristband. wouldn't it be great? [2] I'll leave you... sitting around doing nothing > 1 Do you think i'm completely dull? But... hmm. No, not without a cause. [1] What about a durian as your fishing bait? [2] I can't imagine anything to wake your interest. > 1 That sounds like a fair deal. So give me the suit. You can't believe your eyes as Dave wears the manatee suit, coming near the water and plouf, out of sight and within a blink of an eye he vanishes between the plants under water. You fairly see him, when he leaves into the direction of river mouth to the southeast. > go southeast The fresh water delutes itself into the salty sea. The way back follows upstream to northwest. There is also a cableway leading from a bullwheel here to somewhere over the sea. Looking a bit awkward, the fake manatee swims here. There stands Ron like he wants to sell some stuff. You can also see a fruit table here. > Fish manatee You already have that. After putting the fishhook into the water it was all Daves show. He grabbed the hook. Rons big eyes were able to see this giant, wet and shiny meat-man manatee getting out of the water. Not shivering but with a nod that meant respect he came over to you and put the manatee wristband around your wrist. apparatus. e-v-e-r-y time and they ran into the bush. Vanishing until you lose sight of any of them. > go northwest There is a creek flowing from northwest down to southeast, where it ends in a river mouth. a path along the creek's bank follows the same direction. A wooden bridge leads northeast deeper into the jungle and exits also to southwest back to the boring beach. tube. > go to the southwest This sandy spot is hot, really hot. Besides that there is only the bush around the beach and it opens to the sea and a far away horizon. It makes you feel undrunken, thirsty, wanting to go west into the holiday resort. Behind the sewing machine is an wooden infoboard. A path leads north to a jungle spot and northeast to a jungle path. A narrow trail follows the fence to northwest. To the south it opens right into the sea inviting to go south to take a bath. The broken lounger stands before you, reminding yourself of your little overweight. You can also see a gate and a towel here. > go west (first opening the gate) Slowly you try to open that gate and it really moves. So you put you first step into the resort ready to go west. Finally. You are right in the middle between the bar, the pool,the swimming spot and even the theater stage. You can see a gate, a bar (on which are white russian and vodka), a red lounger (on which is a bath robe), a comfy seat and a bottle of rum here. You noticed that something is going on on this Island. Your wish to get boredomness is blown away. You smell salty air and your taste for adventure awakes... You are right in the middle between the bar, the pool,the swimming spot and even the theater stage. You can see a gate, a bar (on which are white russian and vodka), a red lounger (on which is a bath robe), a comfy seat and a bottle of rum here. > check your inventory You are carrying: manatee wristband (being worn) a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd trousers (being worn) The people are seated. Its getting quieter. The people are looking at the stage. > wear the bath robe (first taking the bath robe) You put on the bath robe. The play begins. The first actors in pirate costumes are beginning to sing. It hurts your brain. But hey, its your holidays. > take the bottle Taken. There is a woman as the main act singing pirate jenny. Singing of the ship the black freighter and with eight sails coming to kill the whole village. It remembers you of the ship you watched yourself during your journey over this very island. > take russian Taken. Suddenly you hear an explosion from behind. Immediatly you turn your head to the sea. And the black ship with eight sails appeared. A pillar of smoke arises over a cannon. In that second, a next cannon is fired and you are able to follow the canon ball with your own eyes. You have to turn your head and half believing what you see, the cannonball goes down in the middle of the stage and breaks the wodden planks. Should you stay or should you go? 1 - I should stay. 2 - I should go. > 1 You decided to stay here, enjoying the show. What breaks out is: The bunch of tourists is that frightened, that they are fleeing in different directions. But they are trapped within the massive bold fence. A next canonball goes down and an awful smell is streaming out of it. your stomach wants to return the windbeutel. You bend over and ... ... a hard smack... you lose consciousness After recovering you found yourself in an unknown place. A place thats moving. Up and down. You guessed right... the small porthole on one side assured it to you that you are on a ship. A wooden room inside a ship. You feel the waves. There is just a four-poster bed and a pot of water in it and a porthole to the north shows the way onto the sea. A single cabin door is to the south. You can see a four-poster bed (on which is an inflated deflatable mattress) and pot (empty) here. > check your inventory You are carrying: white russian a bottle of rum a bath robe (being worn) manatee wristband (being worn) a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd trousers (being worn) > examine the pot No pot inside this pot. > take the pot Taken. > pull the plug A flush of water flows to the floor and vanishes under the door. > look at the porthole Looking through the porthole, you see a beautiful island spread at the horizon. To far to swim without any support, but close enough to reach it by your own muscular strength. In its frame its written "Carlos II" but someone scratched over it and now you can read "Fancy" instead. > go south (first opening the cabin door) It seems to be locked. > open the porthole You open the porthole. > enter the porthole (together with the empty mattress) ocean Its still far away to the coast line to the north. Directly behind your back is the sloop or ketch you just used to call them boats. To the other directions is just open sea and you don't want to explore that any further. > Inflate mattress until its filled. As fast as possible, you put the plug back in so the mattress stays full. > go to the north island. But near enough to achieve it by swimming, the mattress itself decided to sink into the deeper parts of the ocean as you where riding it. Together with a curious feeling to explore that new place you reached it after noticing it was more far away than you thought and your body was not really easy in managing swimming to the island. ...but... *** THE END (of this act) *** ### NEXT ACT - "Discovering the Secret of Monkey Island" ### ... sand in your ears, sand in your mouth, between your teeth. You even feel like you're breathing sand. And you try to take a look around. the sun is shining and burnt your back. But hey, you're still wearing your trousers. You see lots of footprints, like a very big group of people was here and leaving into the jungle to the north where you can see a big rock high above the tallest trees. In the middle of this beach is a lonely banana tree. Making you think, it was escaping the jungle behind him to the north. Far away to the northwest it leads halfway up to a volcano. To the south is water, just water and the ship, the black freighter, you remember from the pirate opera on the other island. You can see skinny pig and an uhuru here. > examine the pig Its really skinny. > examine uhuru Impressive, that very rare parrot is a black uhuru and it has a fleety foot. > examine tree Three times taller than you and at the top there are some bananas. > examine Volcano The Volcano rises very steeply to the northwest from here. It seems not to be active anymore. > Inventory You are carrying: pot white russian a bottle of rum a bath robe (being worn) manatee wristband (being worn) a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd trousers (being worn) > take all brass lantern: Taken. ubuntu cd: Taken. > take the pig Sometimes you surprise yourself. You just managed to pick up a pig. > Kiss pig Keep your mind on the game. > continue ... and nothing happens. > look Hot light sand all around. In the middle of this beach is a lonely banana tree. Making you think, it was escaping the jungle behind him to the north. Far away to the northwest it leads halfway up to a volcano. To the south is water, just water and the ship, the black freighter, you remember from the pirate opera on the other island. You can see an uhuru here. > go to the north slowly feeling your way forward.. "Beware the three-headed monkey!!!" says a nicely painted sign. You can look deep down a dried out canyon edge. Its dark down there. A trail leads back south to the banana tree and north into the direction of the big rock. You can also go northeast . The sign about the three-headed monkey makes you wonder. You can see a rope here. > examine the rope A quite robust kind of rope. You noticed a large animal vanishing into the bush. Had it really three heads?? > go north You are standing in front of a big rock. You see a stream bed flowing through its streambed to the north and to the east. There are the remains of a dam that stopped the flow to the east before. One way to the west and a way to the east. To the south leads the way back into the direction of the banana tree beach or you just climb up this big rock to get an view over this island. > go north The bed of this stream is armored with rocks, some very rounded (having had a longer life in the stream) and some not. > go south You are standing in front of a big rock. You see a stream bed flowing through its streambed to the north and to the east. There are the remains of a dam that stopped the flow to the east before. One way to the west and a way to the east. To the south leads the way back into the direction of the banana tree beach or you just climb up this big rock to get an view over this island. Is this three-headed gorilla sized monkey following you? > climb rock You are halfway up this rock. You can go further up to the top or down to the dam. You can see a maybe catapult here. > examine the catapult Its not operating with electricity. Its somekind of catapult and big chunks of stone can be thrown with it. > Go upward You have a great view in every direction of this little island. In the north you can see a small village made of straw huts. Looking really na(t)ive. Beneath your feet you can see the strange device directly, so you could throw stuff on it. You can only go down from here. Far away, you could bet you have seen a three-headed gorilla. > look at the village In the north you can see a small village made of straw huts. Looking really na(t)ive. You can't see it clearly, so you better go there. > go north In the middle stands a very fine and comfy looking straw hut. It looks like a museum showing the former life of natives, but it still seems to be used. > Go inside You can't go that way. No sign of any ape. > climb the hut I don't think much is to be achieved by that. Still no sign of any ape. Where could it be? > Go west On a banner is written "Hermans Lounge". There is an old man sleeping here. You guessed thats Herman. Two paths lead out of here. One to the east and one to southeast. You can see herman and a pigsty (closed) here. > open pigsty Fuuuuck, there is pig number one, pig number two, pig number three, pig number four, pig number five, pig number six, pig number seven, pig number eight, pig number nine and pig number ten running out of it. You open the pigsty, revealing a pig magnet. > take the magnet Yes, disgusting but you managed to take it. > look at the magnet those pigs "stick" to it. > examine the pig Which do you mean, pig number ten, pig number nine, pig number eight, pig number six, pig number four, pig number three, pig number one, the pig magnet or skinny pig? > take the pig one Sometimes you surprise yourself. You just managed to pick up a pig. > Inventory You are carrying: pig number ten pig number nine pig number eight pig number six pig number four pig number three pig number one a pig magnet a rope skinny pig pot white russian a bottle of rum a bath robe (being worn) manatee wristband (being worn) a durian a fishing rod marooned wristband (being worn) treasure-wristband (being worn) a rucksack (being worn and open) a brass lantern an ubuntu cd trousers (being worn) > look On a banner is written "Hermans Lounge". This Human shaped floatsam is still alive and pretends to sleep here. Two paths lead out of here. One to the east and one to southeast. You can see pig number five, herman and a pigsty (empty) here. > talk to Herman silence that he deserves. Do you carry anything drinkable? [1] ahoj [2] What's the secret of this island? [3] Do you have a banana picker? [4] Ahem, is this stuff all earwax that is coming out of your head? [5] I better go. > 1 silence that he deserves. Do you carry anything drinkable? [1] What's the secret of this island? [2] Do you have a banana picker? [3] Ahem, is this stuff all earwax that is coming out of your head? [4] I better go. > 1 Sure, I know it very well. Its in a cave beneath that island. I can't go there anymore. So i will be pleased if you bring me some of it. [1] And where is the entrance of that cave? > 1 I don't want to kill the tension right away. You should find your own way. [1] Do you have a banana picker? [2] Ahem, is this stuff all earwax that is coming out of your head? [3] I better go. > 1 No, its broken. The Vegibals broke my famous banana picker. [1] Ahem, is this stuff all earwax that is coming out of your head? [2] I better go. > 1 Earwax? I have all sorts of scumm(tm) in any hole of my body. [1] I better go. > 1 Bye. On a banner is written "Hermans Lounge". Herman pretends to sleep here. Two paths lead out of here. One to the east and one to southeast. You can see herman and a pigsty (empty) here. > go southeast The Ship is gone !! Hot light sand all around. In the middle of this beach is a lonely banana tree. Making you think, it was escaping the jungle behind him to the north. Far away to the northwest it leads halfway up to a volcano. To the south is water, just water. You can see tiny pig and an uhuru here. > take the pig (tiny pig) Sometimes you surprise yourself. You just managed to pick up a pig. > go north slowly feeling your way forward.. You can look deep down a dried out canyon edge. Its dark down there. A trail leads back south to the banana tree and north to the dam into the direction of the big rock. You can also go northeast . The sign about the three-headed monkey makes you wonder. > Go northeast There is a pond with water and in the middle is a swimming hut. You can enter the hut or leave this place to the west or east or southwest to the canyon edge. A sign on top of the huts entrance says "homoepathy" it hangs on top of an older one saying "voodoo". Or you can go down right into the water, where you see something that looks like a big stopper. You can see pink pig here. > take the pig Which do you mean, fat pig, pink pig, tiny pig, pig number five, pig number ten, pig number nine, pig number eight, pig number six, pig number four, pig number three, pig number one, the pig magnet or skinny pig? > look at the hut How cool is that. A swimming hut. Nailed together out of floatsam wood, definitely a work of art. So still looking like a house of mojo....but now focusing on homoe-something. > enter the hut Still looking like a house of mojo....but now focusing on homoe-something. You can see the door to the backroom, fat pig, huge pig and ex-voodoo lady here. > examine lady Grey hair, red glasses. With this look to be some steps above you. Even if there are no stairs. > talk to the lady You look so deluted, can I be of any help? [1] Hi, why is it about homoepathy now, I thought this place is about voodoo. [2] What's the secret of this island? [3] What about the Giant Q-Tip? [4] Do you have anything against earwax? [5] I am more into knowledge than believes, bye. > 1 Voodoo is some esoteric non-working nonsene, I needed to help and establish something proven. Sorry, I have to complete bashing this bottle on this leather bound book. [1] What's the secret of this island? [2] What about the Giant Q-Tip? [3] Do you have anything against earwax? [4] I am more into knowledge than believes, bye. > 1 I will always respect their deities. [1] What about the Giant Q-Tip? [2] Do you have anything against earwax? [3] I am more into knowledge than believes, bye. > 1 You ask me for some university medicine? I have something better, which means homoepathic, for you. I will rattle it 4 days, then you can come back and its strong enough to help. She went into the backroom and gets a big glass full of earwax!? [1] I am more into knowledge than believes, bye. > 1 Bye. Still looking like a house of mojo....but now focusing on homoe-something. You can see earwax, the door to the backroom and ex-voodoo lady here. > examine the earwax Ugly would be too nice to describe this unnameable mass. > Go outside There is a pond with water and in the middle is a swimming hut. You can enter the hut or leave this place to the west or east or southwest to the canyon edge. A sign on top of the huts entrance says "homoepathy" it hangs on top of an older one saying "voodoo". Or you can go down right into the water, where you see something that looks like a big stopper.
[Themes: Horror, conversation] > describe your surroundings This is the dining room of the Cafe Khmer. There's a thin metal table here that Joe is sitting at. Joe's coffee sits on the table. You haven't had coffee in a long time, actually. At the moment, Joe is talking to you. Frowning, Joe fiddles with his phone. He stands, mutters, "Hey, man-" and walks away. You assume that he was going to the bathroom, or something, but after a while you realize he's left. And that he's left you to pay for his coffee. > ask Joe for the perfidy's number Joe's not here - he left in a hurry. And, it seems, stuck you with the bill. -The conversation didn't seem important at the time, but later you would look back on it and wonder. Two days later, you were out on the balcony near your apartment talking to your neighbor, Chuck. Chuck is basically a good guy - you like him - but it sometimes takes him quite a long time to fomulate his thoughts, requiring you to wait for him. > check your inventory You are carrying your wallet and your cell phone. > open the wallet No need to fiddle with your wallet. Besides, it makes you look awkward. > look at the phone Your cell phone is a tiny, cheap little thing - "cheap" in this case being $40. You know you can get them for less, but you weren't able to talk the merchant down any. This one keeps turning off for no good reason. A good thing to keep with you, even though you have no one to call at the moment. "There was a big fire the other day," Chuck tells you. "Did you hear about it?" "Not really," you say. "Oh!- I smelled the smoke, a few days ago around noon, but with Siem Reap so dusty I didn't think about it. What happened?" "I heard somebody died in it, but then I heard that, no, all of the tenants got out and were accounted for, so it's okay. Joe was talking about it." (You could ask him about the big fire, or Chuck himself, or tell him about Cambodian history.) > look at Chuck Chuck is a small, somewhat heavy Australian. He's what some people would call 'quietly intense', and others, 'tightly wound.' Although he's not looking at you, you know Chuck is giving you his full attention. You think he knows it can be unsettling when he looks directly at a person - there's just something about him. > ask Chuck about the the big fire "I don't really get it," Chuck says. "Why is Cambodia so poor?" "Because of Pol Pot," you say. You read up on the history before you got here. "Was there more to that story about the fire?" you ask. Chuck says, "Yeah, I guess there was." (You could ask him about the big fire, or Chuck himself, or tell him about Cambodian history.) > continue "You talked to Joe?" you ask. "I haven't seen him lately." "Yeah; he said there had been a fire in New York a couple years ago where the parents had been smoking in bed, and the mattress caught fire. Then they tried to get the mattress out of the apartment, and when they got it halfway through the doorway, well now there was a draft, and it burst into flame. So they screwed up." Chuck considers something, and adds, "He didn't say what they were smoking. I guess the media would have considered it an undiplomatic question, under the circumstances. Maybe nothing exotic, even." > ask Chuck about the fire "The whole family - the parents and three kids - were all stuck in the apartment. Everyone else got out of the building safely, but they were trapped. No fire exit. Sucks." Chuck motions. "Anyway, from what I understand, everyone's accounted for in this one, thank Christ." > ask Chuck about the fire "I wonder where the fire was?" you say. "I don't know that," Chuck replies. "Somewhere in the neighborhood. I imagine if you walk around, you'll notice the burnt-out husk of a building somewhere." > tell Chuck about the cambodian history "The country was discontent," you say, "because they were under French colonial rule. Pol Pot came to power - there was another government between the colonial government and Pol Pot - but Pol Pot came to power and he had a traditionalist theory that the reason Cambodia was having problems was that it had gotten away from its roots. Which was farming." Chuck is listening, but you can't tell how much he is hearing. He nods slightly, but it seems almost rhythmic. > tell Chuck the cambodian history The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC). Chuck stands. "Well, I'd better go," he says, looking over your shoulder at the hall to his door. "Good luck with everything." Chuck walks out. You can hear him in the hallway saying something to Ted, who presently walks in. His friend George is right behind him. "Hey, how's it going?" Ted asks as he takes Chuck's seat. > look at George George is by far the weaker personality. Mostly you address yourself to Ted and let George chime in when he likes. "So what happened on your date?" George asks, staring at you. "Paridy didn't show up," you say. "Found out later she claimed she didn't understand what the plan was. And that she wanted to hang out in a group: so clearly she did understand what the plan was - saying she didn't was some kind of face-saving bullshit. She flaked. Turns out that Cambodian chicks are still chicks." You think about what Joe told you: not to fight what you are. You say, "She didn't trust me, I guess. I dunno, I mean, it's not like I'm going to tear her clothes off in Lucky Mall and rape her. I'm an id beast, but I'm not that much of an id beast." "It's part of Khmer culture," Ted tells you, causing George to stop staring at you momentarily. "The first couple dates, she needs to have a friend there." -George once told you that he became an ex-pat because the women back home "wouldn't give him the time of day." And indeed there is something creepy about his manner.' (You could tell them about dating (to answer George's questions), or dating (to get George to stop staring at you), or ask them about Joe's new girlfriend, Joe, Ted himself, or bring up something else.) > ask about the dating 'George, you're still staring at me,' you say. 'Was there something else you wanted to know?' 'Not really,' George says. 'What's the follow-up?' 'She invited me fishing,' you say. There's this pagoda she goes to go fishing; she invited me along. Later today." > Topics You could ask them about Joe's new girlfriend, Joe, Ted himself, or bring up something else. > tell George about the fishing George is by far the weaker personality. Mostly you address yourself to Ted and let George chime in when he likes. > ask about the joe's new girlfriend Ted gives you a crooked smile. George merely makes eye contact. You have nothing in mind to say on that subject right now. (You could ask them about Joe's new girlfriend, Joe, Ted himself, or bring up something else.) > ask about Joe "What's the latest on Joe?" you ask. George says, "I heard the cops want to talk to him. Don't know why." "Oh, I know why," Ted says. "His house burned down the other day. His apartment building. So they need to ask everyone questions, for insurance and all that. Can you imagine what a pisser that is?" > ask about Joe You ask, "Did Joe lose his passport?" "Yeah, must've. And that means he wouldn't have his visa so he couldn't prove he was here legally. Which is $5 a day they fine you for every day you're not here legally. And he's been here for months. If they find him before he gets that squared away, he is screwed." > Again "Can you imagine that?" Ted muses. "To lose absolutely everything except what you're happening to be carrying at the time? -I loaned him fifty dollars. Would've loaned him more, but I'm hard up until payday." > examine ted Ted is an Irishman with what you at first found to be an incomprehensible accent. You've since adapted to it, which you find a little alarming. He has bad teeth from a lifetime of barroom fights and an old face from a lifetime of drinking; but he has a young body. He works out, and shows it off with a loose-cut tank top. Ted is a cheerful enough guy, but underneath it there's something not at all kind-hearted. > ask about the girlfriend "Have you seen Joe's new girlfriend?" you ask. "Is she pretty?" "Pretty enough," Ted says, "but she has these little scars on her arms. Some of 'em look fresh. You know what those are from? - cockroaches." "Really? They'll bite you here?" You've seen some mammoth roaches in your apartment. "Oh, will they bite you. They'll get you while you're sleeping. Move your bed away from the wall and, what I do, I run tape sticky-side-out around the legs of my bed, so they can't climb up it. But she's pretty enough, yeah." > ask about the girlfriend "I think he really likes her," you say. "He got a tattoo in Cambodian that I think might be her name." "If he really liked her, he'd get it in English," Ted says. > ask about the girlfriend "It's funny," you say: "With Joe being so good with girls, that he'd end up with a hooker." There's an awkward silence as Ted and George look at each other. > ask about Joe "Where's Joe staying?" you ask. "With his girlfriend, where else?" Ted replies. "She's Khmer. Must live, I imagine, in some rat-infested hole with a dirt floor, in common with a few others. No proper door leading out. I don't imagine he's enjoying that." > Topics You could ask them about Joe, Ted himself, or bring up something else. > ask them about Ted "So what's new, Ted?" you ask. "How's school? How's your students?" "The usual crap," he replies. > ask them about Joe "-And when Joe goes to sleep in that that Cambodian household, he's very paranoid about where to keep that fifty dollars you lent him," you say. "Yeah he probably is," Ted says, looking a little surprised. "But I've gotten so much work from him, and I know he's good for it, so I couldn't turn him down, could I?" "Well, it's about time I got ready for my big fishing date at the pagoda. This is dating, Khmer-style." "Good luck," Ted says. You stand. (You could ask them about Ted himself, or bring up something else.) > Bye Nothing obvious happens. > ask them about Ted Ted gives you a crooked smile. George merely makes eye contact. "So what's new, Ted?" you ask. "How's school? How's your students?" "The usual crap," he replies. You give your regards and go to get ready for your big fishing date with Paridy at the pagoda. When you get to Paridy's door, you heard voices inside. You're outside the door to Paridy's apartment. Traffic goes by occasionally - motorbikes, mostly. > go inside Opened. (the door) You walk into Paridy's apartment and see Joe and Paridy hanging out. You see Joe is looking an awful lot at Paridy. You see that Paridy seems to be paying an awful lot of attention to Joe. It makes you do a double-take. Yes, indeed: Joe, of all people, is here, of all places, and he and Paridy are so absorbed in looking at each other that they hardly seem to notice you. Paridy is in the middle of a story. "When they are bad, they go to bad place. They get no feed. When they come out, they have eat bad feed. If it good they can not eat. You must throw it on the ground for dirty, or rot. Rotted?" Paridy continues, "But they only can come out one day. One day year. Very hungry then. If their family not to monks, they can not eat one year again. Very very hungry." "So how does the family know the right day?" Joe asks, speaking slowly. "Oh, yes," Paridy says, laughing. "There are many pagoda in Cambodia. If the family go the wrong pagoda, they not get feed. But the family talk monks. Monks say what pagoda, what day. Very important talk monks." "That's a well-organized afterlife," Joe says. Paridy doesn't understand. "How do the monks know? Do they have a schedule? A calendar? Who tells the dead person when he gets vacation?" Paridy is smiling. "Monks know," she says. "How about you, Roger?" Joe raps. "You believe in magic?" (You could say yes or no, or ask him about his girlfriend, or the fire.) > examine the door It's open. > ask him about the girlfriend "How's your girlfriend, man?" you ask. Joe laughs. He tells Paridy, "Roger is asking about my girlfriend. Always asking about my girlfriend. He wants to know because he doesn't have one." Paridy laughs. Joe's gaze remains on her as they both laugh, but you have the feeling he's looking at you out of the corner of his eye. Down the street, you hear the duck-like squeak of the squeeze-bottles beggars use to call for people to bring out their recyclables and put them into their two-wheeled hand-carts. > say no Joe raises his eyebrows. "HuhWhat?" Joe sits on the couch with Paridy. "Hey, man, have a seat," Joe says. He motions beside him, on the far side from Paridy. If you sit there, he's between you and her. But, you could sit in the big chair, which is kitty-corner to the couch, and you'd be sitting almost next to Paridy. (You could sit on the couch (next to Joe), sit on the big chair (next to Paridy), or ask him about the fire.) > sit on the big chair You sit down into the big chair, kitty-corner to Paridy. As you settle into the big wicker chair, you rock the end table that takes up the corner between the couch and the chair. Joe flips out. 'What the Hell's the matter with you?' he shouts - almost screams, really. 'Can't you see I've got a cigarette on there?' Indeed, on the end table, there's an ashtray, and in the ashtray there's a burning cigarette. Probably left there, you suddenly realize, so Joe would have a reason to keep reaching around and across Paridy. 'What's your problem?' you ask. 'My problem?' Joe yells. 'What's your problem, that you're trying to burn the place down?' Paridy doesn't understand what's going on. She only knows that Joe is screaming in your face, and you're taking it like a punk. Joe gets up and walks outside.
> look around You are standing on a train platform where people are boarding the RTD rail line to the east in order to leave the airport. You can see a kiosk here. > examine the ticket This ticket provides transportation on the A Line for the day. > put the credit card in the wallet You put the credit card into the wallet. > look at the license A North Carolina drivers license. Your picture looks pretty bad because you slept on the floor of the DMV office for three hours before having it taken. > Go east You board the train and moments later it begins to move. It's very plain inside; mostly white with blue seating. The other passengers start looking at the scenery through the window, talking amongst themselves or glancing at their cell phones. > sit What do you want to sit on? > examine the passengers These passengers are fairly non-desciptive. The few that are here are either talking to themselves or looking at their phones. > examine the window Along this route you mainly see dry scrubland. Since it is June, there is no snow on the ground. A man in a uniform with some sort of scanner on his belt walks up to your seat and addresses you. "Ticket, sir." "Okay. Here you go." you say while handing him the ticket. He thanks you and heads down to the next row. About 20 minutes later, you arrive at your destination. You admire the city for the first time. There are kids playing in an area with water spouts popping out of the sidewalk. It feels comfortable to you here despite the temperature. The humidity level is much lower than back home! You take a deep breath of the dry air. Streets lead off in many directions. You looked at this area in Google Maps a few times before you got here; just enough to know it's not practical to walk to your hotel from here. You should probably "call Robb" to let him know you have arrived in Denver. > call Robb Robb answers the phone. "Hello?" "Hey Robb! I just landed, man! Now how do I get out of here?" "That's awesome. Do you need me to get you a ride? I'll get you a ride. Can't wait to see you buddy! Oh. Wait. What should I call you when I introduce you to my parents and stuff? I mean.. other than Jiz?" Robb replies. After talking a little longer, a black SUV promptly pulls up across the street. You cancel the call after muttering "Think he's here. Bye." A while man in it spots you in a red Neo Geo MVS shirt you told Robb that you would be wearing. "Robb?" he says as you approach the vehicle. Failure to communicate something here, but close enough. You enter the vehicle which takes you to.. Here you have arrived at the parking lot of the La Quinta hotel. There is a pool here on the other side of a gate which a father and his two kids in swimming trunks are skipping along their way to take a dip in. As you stand around taking in the loud sound of trains idling on the two or three tracks wihin about one hundred yards of the hotel and notice a little area with a picnic table and trashcan by the fence, you hear the sound of the two young boys crying as you notice them walk back into their room. The father slams one of the doors to the west behind them. The hotel lobby is to the northeast and the street is to the east.. You can see the door to room 302 here. > Go northeast This bare lobby has two features; a desk and a woman covered in tattoos behind it. The only exit is to the door to the southwest. The receptionist addresses you and asks for your reservation information. After she punches a few things into a computer, she hands you your keycard and informs you that checkout time is eleven in the morning. You can see a receptionist here. > look at the keycard The keycard has the number "302" on it. > ask the receptionist about the pool "We're waiting on someone to come fix it. Sorry." > Go southwest You are standing between the fence blocking the pool and the picnic area in the La Quinta parking lot. The loud hum of trains idling nearby fills the air. The hotel lobby is to the northeast and the street is to the east and opposite to the west are all the hotel room doors. You can see the door to room 302 here. > enter door (first opening the door to room 302) It seems to be locked. > unlock door What do you want to unlock the door to room 302 with? > Keycard You unlock the door to room 302. > enter door (first opening the door to room 302) You walk into your room and look around. It looks pretty clean at first glance, but when you peel back the blanket on the first of your two beds closest to the window, you notice a hair in the bed and a stain on the pillow. That won't do. The second bed near the bathroom looks cleaner and you lay down on it for a bit to relax after the trip. Due to the excitement of your new surroundings, you can't sleep it all, but you feel better after about twenty minutes. Suddenly, your phone rings and you answer it. "Hey man!" You recognize that voice. It's your friend; Mr. "Jonathan" Jack Flack! "What's up, Flack?" "What's up dude? Looks like everyone is headed over to the Hipster Draft House soon. You need a ride?" "Nah, I'll just walk." you reply. "I wanna walk around and check out the area a little bit on the way." "You sure? That's cool. See you there. Later!" says Flack as he ends the call. You can see the door to the parking lot here. > examine the phone Your little Android phone you bought from Walmart for 40$. It isn't great, but it gets you by. The door to the parking lot slowly closes. > go east (first opening the door to the parking lot) You are standing between the fence blocking the pool and the picnic area in the La Quinta parking lot. The loud hum of trains idling nearby fills the air. The hotel lobby is to the northeast and the street is to the east and opposite to the west are all the hotel room doors. You can see the door to room 302 here. > close the door You close the door to room 302. > lock the door What do you want to lock the door to room 302 with? > Keycard You lock the door to room 302. > go east This large bridge has plenty of sidewalk on each side for pedestrians and an excellent view of the Rocky Mountains. Downtown Denver is to the south. Up the street to the northeast you see a large box-shaped building with a plain sign next to it. The La Quinta hotel is to the west. In the far distance to the east, you see the peaks of the Rocky Mountains. > look at the sign It's a large, square, white sign with a large green medical cross on it. Underneath is the word "PURE Marijuana Dispensary". > go northeast You walk into what looks like a waiting room for a dental practice office, but there are no patients sitting here. A friendly merchant behind the counter greets you. "Hey, how's it going? Never been here before? I will need you to give me some identification to let you through to see the merchandise." she says. You can see the merchant here. > open the wallet That's already open. > show the license to the merchant (first taking the drivers license) You will need to actually give it to her. Showing it to her from the other side of the counter is not going to cut it. > give the license to the merchant You hand your ID to the merchant. She enters a few things into a computer and hands it back to. Then, you hear a buzz coming from a door near the counter. "Please come on in." the merchant says. You walk into a room containing many glass jars filled with different types of marijuana. The clean-shaven man behind the counter greets you and asks "So, what are you looking for? Would you consider yourself a light user?" He probably wouldn't assume that if you didn't just get a haircut for this trip you think to yourself. "Actually, no. I'm uh.. pretty heavy duty if you know what I mean." You respond. Oh. Well.. okay. This here is over 25% percent THC. It's called Dead Head and.. "I'll take that." you respond. And so, after a quick walk to the back of the building to use the ATM (They don't accept credit cards, apparently.) and 10 minutes later, you walk out with your product in a medicine bottle, something to smoke it with, and something to burn it with. You pocket your new stash and head back out to the street. This large bridge has plenty of sidewalk on each side for pedestrians and an excellent view of the Rocky Mountains. Downtown Denver is to the south. Up the street to the northeast you see a large box-shaped building with a plain sign next to it. The La Quinta hotel is to the west. In the far distance to the east, you see the peaks of the Rocky Mountains. > check your inventory You are carrying: a stash a drivers license a keycard a wallet (open) a credit card a phone > look at the stash Your weed stash. You can "smoke stash" at any time when you are carrying it, but you probably want to refrain from doing so in public. > put the license and keycard in the wallet drivers license: Done. keycard: Done. > go south This is just one small section of the rest of downtown Denver, but at the moment your destination is the Hipster Draft House to the west. Artistic graffiti marks most of the sides of the buildings down the nearby alleyways. People are strolling about everywhere around you. The Park Avenue Bridge is back to the north. > look at the graffiti You usually don't like seeing graffiti, as you think it just looks tacky. However, this is some really cool artwork featuring multi-colored geometric shapes and letters with extreme detail. > look at the people This area seems to attract a fairly young crowd. They all look quite common with exception to noticing a few people dresses as Marvel superheroes. There must have been a local comic book convention or something. > Go west You stroll into the large, open doors into a bar with very minimal decor. The main point of interest is one wall is filled with beer taps. You look around a while for someone you know. There are not many people here yet. Quickly, you notice Flack waving at you from a nearby table. Plain, wooden tables and benches on the concrete floor fill the room; slightly resembling a German beer hall. Maybe I should "ask Flack about beer". You can see Flack here. > ask Flack about the beer You walk over to Flack and say "What's up, Flack? Good to see you again!" "Good to see you, man." he replies. "So hey, how do you get beer around here anyway? I see beer taps on the wall that people are just helping themselves to. This place is high tech!" you say. "Yeah man. Check it out.." he replies as he explains how the tap system works. At this point, all you have to do is "take beer" if you want another one. Or three. You pick what seems to be the strongest lager they have on tap and drink it down while talking with Flack about Denver. > take the beer You pour a large glass of beer and drink it down over the course of a few minutes. It's very excellent beer and you could certainly go for another. Flack asks you about your flight. You explain that it was one of the roughest you had ever ridden. There was a lot of turbulence or something because the plane hopped in the air more often that smoothly flying through it. "Oh man. That sucks." he replies. > examine Flack Mr. Jack "Jonathan" Flack. You've met only once before in person, but have always had a sort of strange "friend you always knew but hadn't met" connection. If you had met when you were much younger, you probably would have spent a lot of time riding skateboards and messing with Commodore 64 computers together. He has wizard-like facial features and is built like a bouncer at a Slayer concert. This is not a man to be messed with. Some dude with a shaved head a weird, skinny, braided little beard introduces himself to you as John and starts talking. And talking. Mostly about himself and females in the room. You distance yourself as far away from him as quickly as possible > ask Jack about robb There is no reply. You hear some cheering as someone walks in. It's Robb Sherwin! He's surrounded by people, but maybe you could manage to "ask robb about tomorrow" and finally meet in person for the first time. > ask Robb about the tomorrow You wade through a few people to get to Robb Sherwin. "Robb!" you exclaim. "Really nice to finally meet you in person." You shake his hand and ask "Nervous about tomorrow?" "You know.. surprisingly, not at all!" He responds. You talk some about each others arcade games, and he mentions you should join the others going to his house later to check out his basement arcade. Flack enters the conversation for a while and the three of you are all in agreement that you wish that your mutual friend Roody Yogurt could have made an appearance this weekend. > take the beer You pour a large glass of beer and drink it down over the course of a few minutes. It's very excellent beer and you could certainly go for another. You hear an eruption of laughter at a nearby table. Food is offered by a passing staff member, and you grab a hamburger slider which you gobble down in four bites. > take the beer You pour a large glass of beer and drink it down over the course of a few minutes. It's very excellent beer and you could certainly go for another. > take the shower What the hell? There's no soap in here! Guess I need to go to the hotel lobby and "ask receptionist about soap". Ridiculous. > Go northeast This bare lobby has two features; a desk and a woman covered in tattoos behind it. The only exit is to the door to the southwest. You can see a receptionist here. > ask receptionist about soap "Um.. do you have soap? There's not any in my shower." you ask the receptionist. "Sure. Here you go." she says as she hands you a small bar of soap wrapped in paper. "Thanks." you reply as you pocket the soap. > Go southwest You are standing between the fence blocking the pool and the picnic area in the La Quinta parking lot. The loud hum of trains idling nearby fills the air. The hotel lobby is to the northeast and the street is to the east and opposite to the west are all the hotel room doors. You can see the door to room 302 here. > Go west You are in your room at the La Quinta. There's not much here and it's certainly not very fancy, but that's fine. You won't be here long. It just seems rather run down for one hundred and thirty dollars a night even if it is this close to the Coors baseball field. The door out is to the east. You can see the door to the parking lot here. > close the door You close the door to the parking lot. > look at the soap A very small bar of plain soap. > take the shower You jump in the beige shower and get cleaned up. After drying off and putting on clean clothes, you feel refreshed. Hm. Where is your ride? You should probably "call Flack". You were afraid the phone would ring or the phone would ring during the soap fiasco, but neither have occurred. > call Flack You call Flack. After a few rings he answers. "What's up man?" "Hey man! Are you on your way to pick you up?" you ask. Long, silent pause. "Uh.. I thought you were going to take an Uber or something. Why don't you do that? We're like almost there. Sorry man!" Flack replies before letting you go. Damn it! This is not good. You don't know where to begin to get yourself a ride. You look up how far it is to walk. Over an hour and the directions look a bit confusing, even on paper. The last thing you want to be doing is walking around like an idiot for a few hours in Denver while missing what you came here for in the first place. You download the Uber app. The account creation process, your phone, or both is going way slow. Your heart starts pounding as panic sets in. After about ten minutes of this frantic moment, Flack dials your phone again. Maybe he's curious as to if you got a ride or not. "Hey man!" Flack says. "I guess you didn't get a ride yet. Look, we just left Walmart and my wife checked the GPS and says we've got time to get you." "Are you sure? I won't make you late?" you ask. "We won't miss anything man. We've got time." he says. "Dude, I really appreciate this! I was really starting to panic there!" you reply. After getting off the phone, you grab a collared shirt with a tie you already put a windsor knot in, you briefly wait in the parking lot to wait for your ride. It arrives within minutes to take you to a large park where the wedding is being held. You march along with Mr. and Mrs. Flack across a long field of grass up a low hill towards a lone fancy-looking structure. Surely this is the right place. Otherwise, there is going to be a lot more trekking across this park and you are running out of time. Once you reach the top of the hill, it's obvious you are finally here. Many people are here talking and laughing. Flack and his wife go their seperate way for a while to mingle with others. You can see Jason and Flack here. > examine Jason Mr. Jason "Textfiles" Scott. You had heard he was going to be here, but actually seeing him here feels a bit surreal. Aside from reading textfiles.com in the late nineties, a short misunderstanding on a MUD many years later, and a few Twitter exchanges, you don't really have any affiliation with him. He is roughly your height and has a very happy air about him. This guy looks as glad to be alive and here at this wedding as you are. He's wearing a black hat and a very fancy red blazer. You hear a young, male voice exclaim "That's WONDERFUL!" You notice Jason Scott walking away from the pizza line. Maybe you should "ask Jason about Durham" because that's the only topic you can think of to bring up to him. You think he was there recently, and that's about a forty minute drive from where your house is. > ask Jason about the durham ""You walk up to Jason and introduce yourself by your real name and tell him that it's great to meet him. He stares directly into your eyes and asks "I'm sorry. Who are you? How would I know you?" "Uh.. I'm Jizaboz on.." you begin to say as he cuts you off. "Ohhh you! Right, Right. I think Robb mentioned you were coming." he replies. "Yeah, I flew in from North Carolina. This is my first time in Denver. Weren't you in Durham, North Carolina not that long ago?" you ask. You end up having a short but good conversation. You learn that both of you had relatives that were treated at the main hospital in Durham. After he walks off, someone offers you a Miller Lite. Not your favorite beer by any means, but it's hot out here and you are thirsty. You drink it quickly and deposit the can in a recycling bin. Some random, sweaty jogger dude jogs up to your area, looks around, then jogs off around the pond.
[Themes: Humor, Action, Romance] In the act of dying, one feels like making an ominous voice-over. The end began a few months ago. My husband, Paul, had been abducted by a mad scientist called Frénesie, who took him to Mercury for secret experiments. After I escaped Voodoo Island with Elvis Presley and convinced him to become Justin Bieber's new manager, I focused my energies on getting Paul back. Surprisingly, this was easier then I thought, what with the Alien Technology from two games ago around. I bribed someone to build a portal to Mercury on the golf course next to our house. As I sat in the golf cart, all suited up, I had little notion this might become... Golf course (in the golf cart) You are on top of one of the innumberable hills of the golf course. You can see the whole golf course around you, which is boring as hell. The only interesting thing is a shimmering and whispering portal, to the east. [Author's Note: This year, our heroes try to escape a prison on Mercury, which is luckily very earth-like.] > examine the cart A new Alien Tech(tm) powered golf cart stand here. It looks remarkably like the three you crashed. Luckily, Mercury is so close to Earth in temperature and atmosphere that it needs no changes whatsoever. > About yourself You're Alex, lovable sociopath. > Inventory You are carrying: Can of Spray Cheese > Go east You drive through the portal - "Whee!" - Luckily nobody heard that. You emerge on the rim of a gargantuan crater, which houses a nice little building called "Dr. Frenesies secret cloning lab and prison" in big, friendly letters. What do you know, there is even a space tank patrolling below. A person is standing in the manhole. You wave and only realize that it is a sharkman when you see the flash of cannon. The many microwave pizzas lately make it hard, but you jump from the cart in time, before the shot hits the front axle and the whole golf cart tumbles into the crater as a result! Thank god it was build by the same guys as the Halo warthog, so it lands right side up and unscathed, apart from the broxen axle. Another shot hits the empty plain behind you! Better make for the building to the north. The sun is huge and brilliant here, casting everything in that harsh and unforgiven light they have in changing rooms. There is unimplemented plain all around you, except for the portal to the west and the building to the north. > go to the north This small building seems to house the ventilation system for the prison below, judging by the ventilators on top and the annoying "woop woop" sound. A metal door leads inside. An ashtray stands besides the door. On the ashtray is a smoking cigarette and a lottery ticket. There is a trap here with a Mercury Rat caught in it. > examine Rat Aww, just look at it. It has pear-shaped body, with small, scrawnly leg and feet. Its thick, soft fur is mostly brown with a huge white spot on the tummy. It looks at you cautiously. > take all from the ashtray Taken. > check your inventory You are carrying: a winner ticket Can of Spray Cheese > examine the ticket (the winner ticket) Oh, someone mistook the third tentacle face on this for a sun. It's actually a winning ticket fot the Saturn Trip lottery! > Pet Rat Better free it first. I mean, if you want to. You can just leave it, you know. This is IF. You totally have a choice. > look at the trap A fiendish thing! It just has big red button labelled "DON'T PUSH!" Too bad mercury rats are literate and curious. Always a bad combination. The rat has one of its legs trapped under a metal bar. Occasionally it pulls on it, in vain, then looks at you with pleading, big dark eyes. > get cigarette You better leave it. The owner might come back soon. > Open bar You pry open the par effortlessly. The rat jumps out of the trap clumsily, due in part to his excess tummy and his injured leg. It sits by the side of the Building and eyes you warily. > Pet Rat It scutters away from you. You need to earn its trust somehow. > check your inventory You are carrying: a winner ticket Can of Spray Cheese > feed Rat What do you want to feed the rat? > spray Rat You spray the rat in the face with the cheese. It makes quite the surprise faced before it licks all the cheese of its face, then sits (oh, it's a man rat) and goes about cleaning the remainder of its whiskers. The rat rubs his tiny hand across his face one last time and looks at you lovingly. Looks like you made a friend. You feel like giving it a name. > Name rat marius The rat is now known as marius.(If you don't like it anymore, just name it "nothing)". > Pet Rat You scratch him between the ears, and he sits very still and closes his eyes. > Name rat nothing You revoke your choice of rat-name. > Name rat marius The rat is now known as Marius.(If you don't like it anymore, just name it "nothing)". > take Rat He slips out of your grab. Looks like you have to learn to respect his boundaries. > Show ticket to Rat (the winner ticket to Marius) Marius is unimpressed. > examine the door A metal door. > open the door It seems to be locked. > take the trap That's fixed in place. > take bar That seems to be a part of the Trap. > give the ticket to Rat (the winner ticket to Marius) Marius doesn't seem interested. > open the door Marius has better things to do.
[Themes: Romance, Action, Humor] > Look around This lab has been cleaned up impressively for the weekend. A cloning machine sits in a corner. > check what you're carrying You are carrying: Can of Spray Cheese a winner ticket a lottery ticket > Go south Through some bars on the left hand side of the hallway, you can see a sharkmen guard at a table. He sits with his back to you and seems to be trying to open his cellphone to replace the battery. Good, that should take a while. On the wall, just outside of your reach through the bars, is a blue button. > Go south You sneak down the hallway to the next cell. And there Paul sits, sullenly on a cot, eyes down, shoulders slumped. You lean agsainst the frame nonchalantly. "Hey handsome" Paul's eyes light up and he jumps to his feet and grabs the bars. "I knew you'd come to rescue us!" "Us? I was thinking of just rescuing you!" Paul puts his hands on his hips and furrows his brow. "Is that so? How would you feel if someone left you in prison?" You avert his gaze and try to dig in the prison floor with your boot. "Pretty terrible." you murmur. He pats you through the bars. "Well done. Now get us out. Man, am I happy to see you." He smiles. You turn away. "Me too." Dang, you must have some dust in your eye. Paul's Cell Paul sits here gloomily, awaiting his rescue. > examine Paul His beard has become a bit more scraggly since you last saw him, far too long ago, and his frame looks thin and fragile in the prison pyjamas. But he's alive. > ask Paul about Rat You can only do that to something animate. > talk to Paul "Free us, then we can have all the Quip-based conversations you want." > Go south Paul sits here gloomily, awaiting his rescue. > go to the south You continue down the hallway, and Paul whispers: "That's a Venusian warrior woman..." "So men really are from Mars and women ..." "No dear, gender is artificial construct that's not helping anyone." "Can she understand us?" "I learnt a few pheases, but we don't have time for chit-chat. Maybe latter." The Venusian's warrior woman sits here, awaiting rescue. > examine the woman She has silvery skin, golden her put up in a tight bun, and wears full body chain mail. Black, pearl eyes look at you unblinking. > go to the south This cell is open. The hallway ends at a huge gate further the south. Inside you see the body of famed adventurer Ronathan Rask. > examine Rask Without going into too much detail, it looks like he died a humiliating and avoidable death. > search body Aha! You found a datachip. > look at datachip Looks like it's a DNA scrambler. It will rearrange all those little letters in your genes at random. > look at what you're carrying with you You are carrying: a datachip Can of Spray Cheese a winner ticket a lottery ticket > go to the south This is a small reception area. A huge metal gate leads outside, to the south. Marius runs towards you from under a chair. > examine the gate A huge metal gate, padlocked, with a small window inside it. > look at the window You can see the tank outside, patrolling, and the sad sight of your golf cart, front axle broken. > go to the north This cell is open. The hallway ends at a huge gate further the south. Inside you see the body of famed adventurer Ronathan Rask. Marius arrives from the south. > go north The Venusian's warrior woman sits here, awaiting rescue. Marius arrives from the south. > go to the north Paul sits here gloomily, awaiting his rescue. Marius arrives from the south. > go north Through some bars on the left hand side of the hallway, you can see a sharkmen guard at a table. He sits with his back to you and seems to be trying to open his cellphone to replace the battery. Good, that should take a while. On the wall, just outside of your reach through the bars, is a blue button. Marius arrives from the south. > Go north Connecting space. West, back to the airduct. A door marked "Lab" leads north, the prison cells are to the south. Marius arrives from the south. > Go north This lab has been cleaned up impressively for the weekend. A cloning machine sits in a corner. Marius arrives from the south. > put the datachip in the slot You slide it into the slot. > put Marius in the machine (first taking Marius) He slips out of your grab. Looks like you have to learn to respect his boundaries. > enter the machine Marius has better things to do. > Wait Time passes. The machine goes *beep* *boom* *clang* and something metallic is spit out of the other pod. You hear a puff as the datachip disintegrates. Must've been one use only. > wait Time passes. > Exit You get out of the cloning machine. This lab has been cleaned up impressively for the weekend. A cloning machine sits in a corner. You can also see an axle and Marius here. > Go south Connecting space. West, back to the airduct. A door marked "Lab" leads north, the prison cells are to the south. Marius arrives from the north. > go to the south Through some bars on the left hand side of the hallway, you can see a sharkmen guard at a table. He sits with his back to you and seems to be trying to open his cellphone to replace the battery. Good, that should take a while. On the wall, just outside of your reach through the bars, is a blue button. Marius arrives from the north. > look at the axle A perfectly fine front axle for a golf cart. > push the button Marius has better things to do. > Spray button You spray the button with cheese. The rat squeezes his plump belly through the bars and scuttles up the wall. He looks at you, right below the button, then gives you a claw-up as he pushes it. All hell breaks loose. Screeching alarm sirens sound throughout the prison. The guard jumps to his feet and pulls a huge Kerkerkruip rifle from the table. "Die, person who reminds me of my lost humanity quite painfully!" The bite in his ankle from Marius, who has come to your aid , seems even more painful. You grab the gun and take three shots to drop him, what with his hopping on one foot at all. Paul runs from his cell and into your arms. You hold him for a blissful second, then nod at the Venusian woman behind him. Paul looks at the dead guard. "I told you not to kill indiscriminately anymore, huzzie." You look to the ground, mumbling "Sorry". "Now, let's make for the gate. They'll send more guards through the Ventilation Building any second." The three of you run for the reception area. You suddenly don't feel safe at all. No, not safe at all. You hope you can save the four of you. This is a small reception area. Paul and the Venusian stand here. A huge metal gate leads outside, to the south. Marius runs towards you from under a chair. A huge group of Sharkmen burst through the door at the far end of the corridor and spot you immediately. "Get them!" shouts their leader. They start running towards you.
[Themes: Humor, Romance, Action] > look around This is a small reception area. Paul and the Venusian stand here. A huge metal gate leads outside, to the south. You can also see Marius here. "Oh shit! Alex, kill them!" "What happened to not killing indiscriminately?" "Shut up and kill every fucking last one of them!" The sharkmen beginning to brandish rifles, while they're running, but don't fire yet. > shoot the Sharkmen (with the Kerkerkruip gun) You shoot one of the sharkmen, but that doesn't even change their generic attack text. "Oh shit! Alex, kill them!" "What happened to not killing indiscriminately?" "Shut up and kill every fucking last one of them!" The sharkmen beginning to brandish rifles, while they're running, but don't fire yet. > Keep going (with the Kerkerkruip gun) You shoot one of the sharkmen, but that doesn't even change their generic attack text. "The leader shouts "Don't shoot while you're running! Didn't you pay attention at gun safety training, you tadpoles?" They're halfway down the corridor. > shoot yourself (with the Kerkerkruip gun) That's no way to settle any kind of argument. At least, that's what the law says. The sharkmen open fire. > concentrate You concentrate, and are now mildly concentrated. The sharkmen open fire. > concentrate You concentrate, and are now mildly concentrated. "Oh shit! Alex, kill them!" "What happened to not killing indiscriminately?" "Shut up and kill every fucking last one of them!" The sharkmen beginning to brandish rifles, while they're running, but don't fire yet. > Continue You concentrate, and are now quite concentrated. "The leader shouts "Don't shoot while you're running! Didn't you pay attention at gun safety training, you tadpoles?" They're halfway down the corridor. > continue You concentrate, and are now maximally concentrated. The first few sharkmen throw themselves to the ground and take aim at you. > shoot the Sharkmen (with the Kerkerkruip gun) Fully focused, you go into bullet time and PEW PEW BOOM ARGH PEW PEW BOOM ARGH ARGH PEW OH NO ARGH PEW DUCK PEW PEW PEW PEW Isn't text just a great medium for action scenes? Anyway, all the sharkmen are dead. The Venusian nods at you approvingly, then she confers with Paul in whispered tones. You try not to look jealous. "Okay", says Paul, "there is tunnel build by the Mercurian resistance (which was cut out of the game because someone ran out of time). It is behind one of those crater walls." The Alien Warrior points through the small window at one section of the crater wall, and you have a pretty good idea of which one she means. "You need to get the tank to shoot at it, dear." "Um, I'm on foot, and the Kerkerkruip gun is empty. Might as well throw it away" (which you do) "Maybe if you could find a way to repair the golf cart, we'd have a chance. Our venusian friend here is a good mechanic. Just give any repair parts to her." > Inventory You are carrying: an axle Can of Spray Cheese a winner ticket a lottery ticket > give the axle to Venusian She takes the axle with gret reverence, and Paul rubs your back lovingly. "Okay, now you need to distract the tank while she installs it." "Just one sec.... How do I distract a tank?" "One, you are the protagonist. Two, these sharkmen were breed from the Internet generation and white sharks. It shouldn't be to hard to distract them." Paul unlocks the gate. "Go get'em, Tiger." > Go south Really? You're not sure you feel "save" out there. > Go south (first opening Gate) You are in the region of the Crater indicated by the title. (Atmospheric description not included) A huge metal gate leads inside, to the north. The space tank is here. Marius arrives from the north. > get on the tank That's not something you can enter. The laser turret fires straight at you! > Go south You try to outrun the tank, but have no luck. The laser turret fires straight at you! > check your inventory You are carrying: Can of Spray Cheese a winner ticket a lottery ticket The laser turret fires straight at you! > look at the tank With its thick, bluish metal armor and black ugly chains, the tank looks imepenetrable. A sharkmen in a thick helmet is standing in the manhole and aiming the huge laser turret. At you, if that's of interest. The laser turret fires straight at you! > Go north The cell is empty. The hallway continues south. Marius arrives from the south. > Go north The cell is empty. The hallway continues south. Marius arrives from the south. > Go north An empty room. The sharkman's phone has fallen to the floor. Marius arrives from the south. > look at the phone An iPhone, specifically adapted for plump sharkmen hand. Looks like the Sharkman was playing Fruit Ninja. > take the phone Marius seems to be quite interested in it. Taken. > Go north Connecting space. West, back to the airduct. A door marked "Lab" leads north, the prison cells are to the south. Marius arrives from the south. > give the phone to Marius Marius is utterly captivated. He paws the screen adorably and even hits one or two fruits. Aw man! How cute. This would be a youtube hit. > Go south Connecting space. West, back to the airduct. A door marked "Lab" leads north, the prison cells are to the south. Marius arrives from the north. > examine Marius Aww, just look at it. It has pear-shaped body, with small, scrawnly leg and feet. Its thick, soft fur is mostly brown with a huge white spot on the tummy. It looks at you lovingly. > check what you're carrying You are carrying: Cellphone Can of Spray Cheese a winner ticket a lottery ticket > go to the south An empty room. Marius arrives from the north. > go south The cell is empty. The hallway continues south. Marius arrives from the north. > go south The cell is empty. The hallway continues south. Marius arrives from the north. > go to the south This cell is open. The hallway ends at a huge gate further the south. Inside you see the body of famed adventurer Ronathan Rask. Marius arrives from the north. > Go south This is a small reception area. Paul and the Venusian stand here. A huge metal gate leads outside, to the south. Marius arrives from the north. > give the phone to Marius The sharkmen removes his helmet and stares at the rat. "Guys, guys!" he shouts down into the tank. "Are you seeing this? That's adorable." A hollow voice answers: "I have it on the screen. Man, that's so cute! A rat playing Fruit Ninja. I could watch it all day. Or at least, until something brings my attention back to the task at hand." You sprint over to the golf cart, where the Venusian gives you a thumbs up. You high-five her and start the motor. Paul comes running, and he, the warrior woman and the rat pool onto the back seat. You put it into gear and hit the gas. The cart soon reaches a neck-breaking 15 mph. Upper Western Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go west You can't go that way. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The turret fires - lousily. It hits the crater wall behind you. > go east Plain (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) A huge metal gate leads inside, to the north. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go north The cart won't fit. It's not a miniature golf cart, ha ha ha. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The turret fires - lousily. It hits the crater wall behind you. > go east Upper Eastern Wall (in the golf cart) This is the place the Venusian indicated earlier! There is a crumbling crack in the wall, too. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > examine the crack Behind it lies your path to freedom. The turret fires - lousily. It hits the crumbling wall behind you, which reveals a tunnel. "Hooray!" says Paul, and even Marius squeals happily. "Now we only need to get rid of the tank and escape a planet 138 million miles from Earth." "And that's only when they furthest apart!" you add, helpfully. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. > Go north Tunnel (in the golf cart) You are in the ancient resistence tunnel. Spiderwebs indicate it hasn't been used in a while, or that the resistance are all arachnophobic. Or not very clean. Maybe spider webs don't indicate that much. The way south leads back to the crater, while there seems to be some sort of bridge to the north. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. > go north The Venusian graps Paul's arm and whispers to him urgently, while you take point and step onto the bridge. It's small, and amateurishly carved out of the stone. To either side, the cave drops down into lightless depths. Phosphopho..phospher....phospos...glowing stones in the walls provide a dim light. "Seems safe eno..." Then something steps out of the shadows at the other end of the bridge, something huge and horrible. The kind of creature that would have Lovecraft scramble for his dictionary. Slavering fangs, razor-sharp claws and horrible gurgling noises ... You turn around to warn the others, but then the grue is already upon you, and swipes you off the bridge with her razor-sharp claws. With a bloodied and mangled face, you hurtle screaming into the dark. ***You have died.*** To either side, the cave drops down into lightless depths. Phosphopho..phospher....phospos...glowing stones in the walls provide a dim light. A slobbering monstrosity ... razor sharp fangs ... small, black eyes ... the kind of ancient evil that demands ellipsis... Oh no! The love of your life has fallen beyond time and memory :-( > go to the south Middle Eastern Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > go south Lower Eastern Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go west Southern Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > go west Lower Western Wall (in the golf cart) An overhang of rock towers here into the crater. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go north Middle Western Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > go east center (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go north Plain (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) A huge metal gate leads inside, to the north. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > Go west Upper Western Wall (in the golf cart) You are in the region of the Crater indicated by the title. (Atmospheric description not included) In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > enter the overhang That's not something you can enter. The turret fires - lousily. It hits the overhang behind you. "Oh sh-" says Paul before the whole cart is engulfed in a dust cloud. You steer this way and that, just hoping you don't hit any walls and emerge to the north of the cloud. Marius covers his nose and sneezes. The Venusian clears dust from her face with a dignified wipe of her hand. Unfortunaley, the overhang has missed the tank. The dust covering the gunner makes him look even more like a white shark. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. > Go west Lower Western Wall (in the golf cart) The overhang has fallen to the crater floor. Looks suspiciously like a ramp. In the golf cart you can see Marius. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The tank pursues you! > go upwards You can't go that way. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. > enter the overhang That's not something you can enter. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The laser turret fires straight at you! > jump You jump on the spot, fruitlessly. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The laser turret fires straight at you! > Go west You can't go that way. Paul and the Venusian sit on the backseat, Paul with Marius on his lap. The laser turret fires straight at you! > drive over the overhang With a screeching handbrake turn, you line up the cart, the ramp and the tank. "What are you doing?" shouts Paul and grabs the seat in front of him. "I'm going Mario on these suckers!" You hit the pedal, and the golf cart accelerates, up the makeshift ramp. For a second, it's all frozen, the cart in the air, the sharkman gaping up open mouthed- then he screams "Three days from retirement!" before the cart crashes down on him. And catches fire. Quickly. "To the tunnel!" you shout and grab Paul's hand. As the four of you reach the tunnel, tank and cart explode behind you. "The owner of that golf club must really, really hate you by now" says Paul, giggling. You hold him for a moment and ruffle his hair. The Venusian says something, and Paul frowns, not comprehending. "She asked if we have source of darkness." "Must be poetic Venusian language for something. We'll worry about it later."You grab Paul's hand and together you go north, into the tunnel. Marius hopples behind you. You are in the ancient resistence tunnel. Spiderwebs indicate it hasn't been used in a while, or that the resistance are all arachnophobic. Or not very clean. Maybe spider webs don't indicate that much. The way south leads back to the crater, while there seems to be some sort of bridge to the north. > go north The Venusian graps Paul's arm and whispers to him urgently, while you take point and step onto the bridge. It's small, and amateurishly carved out of the stone. To either side, the cave drops down into lightless depths. Phosphopho..phospher....phospos...glowing stones in the walls provide a dim light. "Seems safe eno..." Then something steps out of the shadows at the other end of the bridge, something huge and horrible. The kind of creature that would have Lovecraft scramble for his dictionary. Slavering fangs, razor-sharp claws and horrible gurgling noises ... You turn around to warn the others, but then the grue is already upon you, and swipes you off the bridge with her razor-sharp claws. With a bloodied and mangled face, you hurtle screaming into the dark. ***You have died.*** To either side, the cave drops down into lightless depths. Phosphopho..phospher....phospos...glowing stones in the walls provide a dim light. A slobbering monstrosity ... razor sharp fangs ... small, black eyes ... the kind of ancient evil that demands ellipsis... Oh no! The love of your life has fallen beyond time and memory :-(
[Themes: Humor, miniature protagonist, hangover, kid-friendly, ninja] Oof. Your head. You remember very little about last night, but apparently you had an extremely good time at the party. Judging from how dark the room is, you're guessing it's fairly late in the afternoon. But all you want to do is take care of your hangover and go home and hide from the world for the rest of the day. This is where you fell asleep after the party, because you were too drunk to stumble home. The rest of the room is southeast. [Author's Note: A tiny story about a tiny ninja and a not-so-tiny headache.] > About you You are a tiny ninja dressed in green from head to toe. > Inventory You are carrying nothing. Oh! But where are your nunchaku? > Go southeast This is the dormitory room you share with your three closest friends (and one rather large inhabitant you don't see very often). There is a bed to the north, a wardrobe to the east, a bookshelf to the south, a food storage area to the west and a desk in the northwest corner. There is a mouse hole in the southeast corner of the room, next to the bookshelf. > examine the bed The bed is unmade, as always. The black ninja lives underneath it. > Go north The rest of the room is south, and there's a particularly dusty looking corner to the east. The black ninja is not here. > Wait You sway unsteadily on your feet in a most un-ninja-like manner. > Go east This corner doesn't seem to get cleaned often. There is a rather large spider web stretched between the foot of the bed and the wall. The rest of the room is southwest. On the web is a spider. > kill the spider The spider bares its fangs at you. You decide to leave it alone. > examine the spider It's a common house spider. It's not very large, but it looks like it won't hesitate to kill you if you bother it. > go to the south You live here. It's a pretty nice place to live, so far as wardrobes go. There are, to the best of your knowledge, no secret passages to Ninja Narnia. The rest of the room is north. You can see an id card here. > get the card Taken. > go west The rest of the room is east. There is no sign of the red ninja. You can see a piece of cookie here. Oh. Right. You're pretty sure you made brunch plans with your friends today. If you hurry, you may still be able to catch them. But first you need to deal with this pounding headache. > go southeast The rest of the room is back to the northwest. There is a mouse here, lazing around in its nest. > examine mouse It's a common brown mouse. It's about twice as tall as you are. > talk to the mouse The mouse squeaks at you. > examine nest This is the mouse's nest. It is full of various treasures. > examine the treasures It's a collection of things the mouse has found. > give the cookie to the mouse You give the piece of cookie to the mouse. It grabs it out of your hands and retreats to the corner of the nest with it. > search it You find a tablet of aspirin in the nest. You take it. > eat the aspirin You take a tiny bite out of the aspirin. You start to feel better almost immediately. > go northwest You scurry off before the mouse can ask for a glass of milk. This is the dormitory room you share with your three closest friends (and one rather large inhabitant you don't see very often). There is a bed to the north, a wardrobe to the east, a bookshelf to the south, a food storage area to the west and a desk in the northwest corner. There is a mouse hole in the southeast corner of the room, next to the bookshelf. > go southwest You should find your nunchaku first. It is dangerous to go outside without a weapon. > Go north The rest of the room is south, and there's a particularly dusty looking corner to the east. The black ninja is not here. > Go east This corner doesn't seem to get cleaned often. There is a rather large spider web stretched between the foot of the bed and the wall. The rest of the room is southwest. On the web is a spider. > examine the web The spider has woven the words "GO AWAY" into its web. On the web is a spider. > show the card to the spider The spider bares its fangs at you. You decide to leave it alone. > cut the web The spider bares its fangs at you. You decide to leave the web alone. > examinethe i d card Violence isn't the answer to this one. This card bears a photo of your not-so-tiny non-ninja roommate. > Go west The rest of the room is south, and there's a particularly dusty looking corner to the east. The black ninja is not here. > examine the door There is a door here, leading out to the hallway. > Go south You live here. It's a pretty nice place to live, so far as wardrobes go. There are, to the best of your knowledge, no secret passages to Ninja Narnia. The rest of the room is north. > examine the desk There is a desk in the corner, underneath the window. > go northwest This is where you fell asleep after the party, because you were too drunk to stumble home. The rest of the room is southeast. > Go west The rest of the room is east. There is no sign of the red ninja. > open the fridge You slip the card between the door and the casing. You lean into the card with all your might, forcing the door open. The card almost snaps in the process. You can't reach into the Bedroom. > look at the fridge It's a standard mini fridger. The big person whom you share your living space with keeps it stocked with beer and junk food. > open the fridge You slip the card between the door and the casing. You lean into the card with all your might, forcing the door open. The card almost snaps in the process. The refrigerator is disturbingly devoid of both beer and snacks. But your nunchaku are here. You're too tired to question it. > get the nunchaku Taken. > go to the south-west You should close the refrigerator first! Were you raised in a ninja barn? > close the fridge You close the refrigerator. > go to the south-west Now that you've recovered your nunchaku and are starting to feel better, you should go catch up with your friends. > touch the web The spider bares its fangs at you. You decide to leave the web alone. > search the web There is nothing on the web. Except for that angry-looking spider. > open the fridge You loop one of your nunchucks around the handle and tug. The door opens. The refrigerator is still empty. You close it again. > open the door The door is too large and heavy for you to open. You can easily crawl underneath. > go to the south-west Now that you've recovered your nunchaku and are starting to feel better, you should go catch up with your friends.
[Themes: Horror, horror] WARNING! This is not a nice game. This is your favorite place. A small, almost forgotten lake just outside the city limits. His parents own the cabin here, but they never go here. And you have to look for it, deep in the wood, so nobody ever comes here. But even though he's here, lying beside you in the tall grass, you can still feel work in your bone. It's only Tuesday, and your eyes are already dry, your shoulders clenched, and the spot where the headset grabs onto your head has turned into an annoying small red dot. You rub it absent-mindedly and look at him. He seems distracted today, distant somehow. "Thanks for picking me up, honey." He nods and stares up at the full moon. "Are you allright?" He raises his hip awkwardly and rummages around in his pocket. As you watch, a small shiver runs down your arms. It's been a warm June day, and you're still only wearing your t-shirt. He rolls over, his eyes warm and kind, and raises the knife. You feel the the knife plunge deep into your chest - sudden, burning, confused pain. You scream out and he rolls over and covers your mouth, his calloused, warm hand terribly familiar. You try to writher away from under him, but all strength has left you, and you want to scream, to bite, but you can just wriggle helplessly. Tears burn in your eye and you choke on something metallic and viscous. And then you don't wriggle anymore, your legs go numb, and you feel your useless heart still pump blood through the hole in your chest. He looks at you, and above the hands that killed you his eyes are calm and friendly. "I'm sorry, dear" he whispers. "I just don't love you anymore." You look up at the moon, that old mistress, that has looked down on all our wars and all our blood, but there is no dignity in death. He crinkles his nose and you feel the warmth spread from your crotch down your leg. And then it ends. But you can't go on. The Grass is long and wild, and apruptly turns into a sandy beach to the north. In the moonlight everything appears gray, ominous. There is a dark, wet spot in the grass, and from it drag marks lead west. [Author's Note: An entry in ShuffleComp: Disc 2. Inspired by "The Ghost Who Walks" by Karen Elson.] > About you You look like you did when you died, clean sneakers, jeans, t-shirt. The fabric of your t-shirt is torn and bloody on your chest. > Xyzzy You blink. You were distracted for a moment, lost in thought. You look again, at your hands and the shovel. > look at the shovel You remember buying this at the hardware store, sad with the realization you had to kill her. > About you Women really dig this look, but you never really cared for it. > Inventory You are carrying: a shovel > Go east The Grass is long and wild, and apruptly turns into a sandy beach to the north. In the moonlight everything appears gray, ominous. There is a dark, wet spot in the grass, and from it drag marks lead west. You can see Alexa here. > X ALEXA You can't see any such thing. > Go north The wooden pier extends a few yards into the lake. Looks like some repairwork has been done on it recently, as the outer end looks new and shiny in places. Out in the lake, in silhouette, the island is barely visible. A nail gun is sticking up, front forward, between the boards. > get the nail gun Taken. > examine the nail gun From what you can tell, it's in working condition. The battery light is glowing faintly. > Go north You take a step off the pier, fearing for a second you'll just sink into the lightless depths. But you sort of hover over the lake. Not at all unpleasant. You cast a last look down before going on. And something looks back. A white face, beneath the pier, hands reaching up. For a second, a voice, distant, like through rain "You weren't ... the first. Avenge us. You can't touch ... can't see, but you can ... possess." The woman sinks, sinks. Is gone. You continue on. It's very small, you can cross it in three quick steps. It's covered in some vegetation. There is even a small tree here. The main attraction is the fire pit, which seems to see regular use. A pile of junk sits besides the fire pit. > go to the west The woods begin here, dark and impenetrable. The headlights of the car illuminate the scene with the merciless glare of a medical lamp. He stands here, and digs. Your body lies here, crumpled, with dirt in its hair. > examine the body They say sleeping people are beautiful, and you always thought that was a lie. Sleeping people are ugly. And that's how you look, one eye half-closed, the other staring mindlessly, mouth slightly agape. Your torso a mess of blood, with something blue shimmering inside the wound. Ugly. > examine the blue Some unthinkable part of your viscera. You clench your hands as you remember the pain. So sudden, so severe. > examine him You used to gently mock his hipster looks, the weird, spotty beard, checkered shirts and cord trousers. And the scene is so surreal. It's like an ad. The shovel, the small hole before him. And now you hate him. Everything about him. You want to see him suffer. > About you You look like you did when you died, clean sneakers, jeans, t-shirt. The fabric of your t-shirt is torn and bloody on your chest. > say boo (to He) You want to scream at him, ask for answers, curse him for all eternity. But it's useless. He isn't able to notice your presence. > East The Grass is long and wild, and apruptly turns into a sandy beach to the north. In the moonlight everything appears gray, ominous. There is a dark, wet spot in the grass, and from it drag marks lead west. > North The wooden pier extends a few yards into the lake. Looks like some repairwork has been done on it recently, as the outer end looks new and shiny in places. Out in the lake, in silhouette, the island is barely visible. A nail gun is sticking up, front forward, between the boards. > North You take a step off the pier, fearing for a second you'll just sink into the lightless depths. But you sort of hover over the lake. Not at all unpleasant. You cast a last look down before going on. And something looks back. A white face, beneath the pier, hands reaching up. For a second, a voice, distant, like through rain "You weren't ... the first. Avenge us. You can't touch ... can't see, but you can ... possess." The woman sinks, sinks. Is gone. You continue on. It's very small, you can cross it in three quick steps. It's covered in some vegetation. There is even a small tree here. The main attraction is the fire pit, which seems to see regular use. A pile of junk sits besides the fire pit. A mouse runs out from the undergrowth and sits by the fire pit. > Possess mouse There's something in the mouse - quick, alert, and scared, so scared, always scared - but you manage to wrestle control from it. The world seems gargantuan and hostile. It takes a moment to get your bearings. Four feet, the unconsciously swishing tail. The heart, hammering so fast inside your chest. > examine the junk There is a huge heap of discarded food wrappers, beer cans, used napkins and the like beside the fire pit. > climb tree You are on the branch overlooking the fire pit. An old bird's nest sits here. > examine the nest It has been long abandoned. > Down It's very small, you can cross it in three quick steps. It's covered in some vegetation. There is even a small tree here. The main attraction is the fire pit, which seems to see regular use. A pile of junk sits besides the fire pit. > look at the pit In the fire pit are a nest and a lighter. > Burn nest This dangerous act would achieve little. > Possess lighter You quickly dart from the mouse into the lighter. You touch the lighter. There is that familiar scraping of the flint and a small spark, but the nest is not really dry enough on its own to catch fire. You quickly dart back into the mouse. > examine the junk There is a huge heap of discarded food wrappers, beer cans, used napkins and the like beside the fire pit. > search the junk After nosing around in it for a bit, you discover a small bottle of lighter fluid. It's hard work, but you manage to pull it out of the junk with your teeth. > put the bottle in the pit (first taking bottle of lighter fluid) It's too heavy. > examine the pit In the fire pit are a nest and a lighter. > JUMP ON BOTTLE You jump on the bottle and a little lighter fluid flies into the pit. > Possess lighter (the lighter) You quickly dart from the mouse into the lighter. You touch the lighter. There is that familiar scraping of the flint and a small spark, and the fluid lights up instantaneously. The nest catches fire, and soon there is a nice fire going in the pit. There is movement at the shore. A figure appears on the pier. You leave the mouse and it darts away. > go south The wooden pier extends a few yards into the lake. Looks like some repairwork has been done on it recently, as the outer end looks new and shiny in places. Out in the lake, in silhouette, the island is barely visible. Paul stands here, looking wearily at the fire on the island. A nail gun is sticking up, front forward, between the boards. > Possess gun He is about to turn back as the nail hits him in the Adam's apple. He stands for a second, and slowly grabs his throat like a surprised baronet in a soap opera. He takes one step forward and slowly turns on the spot. Blood gushes down his shirt with every heartbeat, statisfyingly black and plentiful. He falls forward, chipping one of his teeth on the wood. You kneel beside him, wishing you could pick up that little bit of enamel as a memento. It takes him a few minutes to die, and you idly wonder if he will go on, or if he will have to stay, like you. Maybe for people like him death is the only exit there is. You look up, at the moon. The lake is silent. > possess him You touch him, but there is something in him - warm, protective, fierce - and you shrink back. > Go west The woods begin here, dark and impenetrable. The headlights of the car illuminate the scene with the merciless glare of a medical lamp. Your body lies here, crumpled, with dirt in its hair. > Possess body You really don't want to try that. What if you cannot leave? > Possess car You touch the car, and it suddenly honks. He looks up, startled. For a few seconds he stands, breathing open-mouthed. Then he shrugs and gets back to digging. > Yes cheapglulxe quit with exit status: 0
[Themes: IF Whispers, sidekick NPC, post-apocalyptic, surreal] Just your luck. You were on your way to your Aunt Mabel's 100th birthday party when your car finally gave up the ghost. Not like it hasn't been trying to do that for weeks, but on a student budget a newer car was out of reach. Nothing to do but walk to the nearest town and see about other transportation. Type "about" for more information. You're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east. Curb detracts from the scenic value of the vicinity. You can also see your car and a road sign here. > About yourself You're tall and thirsty. Too old to be drifting loose, too young to have done anything much to deserve confirmation - your tattoos show that much. > examine the tattoos Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed. Curb skitters about. > look at Curb Now this here is a pedigree Chattanooga brindled mooch-hound. This noble breed, of which Curb forms paradigm and pinnacle, is eight kinds of crazy, twelve kinds of stupid and every kind of mean. You didn't exactly plan for a hound. A friend's bitch whelped, you were trying to act cute around a girl, and you were not at that time familiar with the quirks of the breed. The puppy got a home, you got a lifelong companion, the girl got eight stitches and the hell out of Dodge. Curb scratches his ear. > look at car This piece of junk has seen you through three years of school. You just needed it to last a little longer. Too bad it didn't. Other than that, it's got the usual things you'd find on a car... steering wheel, those little pedals that's supposed to make it go "zoom," oh, and there's also a trunk in back. Thrown across the back seat you can see the guitar. Curb peers curiously at Treasure Huntery Lesson 1. > take the guitar The car isn't open. Curb gnaws hungrily on his own forepaw. > open the car You open the car. Curb writhes about on his back, kicking his hind legs. > check your inventory You are carrying: your car keys an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb sniffs at the road sign like the horrible little pervert he is. > examine the sign At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash. Curb peers curiously at the car keys. > take the guitar Taken. > play the guitar You play a few notes of "Puff, the Magic Dragon". Contrary to IF convention, you actually play quite well. > open the trunk Twenty hours on the road are starting to take its toll on your motor skills: on the first try, you fumble the keys and drop them onto the blacktop. With a yelp of joy, Curb snaps them up and dodges out of reach. Well, fuck. Curb starts at nothing, and half falls over in a desperate attempt to escape it. > take keys That dog has a laudable attitude towards the defence of private property, and you have no desire to add a ragged, septic hand wound to your troubles. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > check your inventory You are carrying: > Pet dog an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. You vigorously pat Curb's head until he closes his eyes and nearly falls asleep. The second you stop, though, he returns to his same old self. Curb attempts to howl, but it devolves into a whimper. > read the lesson "Treasure Huntery Lesson 1: Maps" is a slim pamphlet that gives just the basics. You've read it a thousand times, but it never hurts to have it on hand. Curb snaps at flies. > read the treasure huntery "The first thing any treasure hunter needs is a map. It's no good to just go looking for treasure with no idea of where to look! You may be skeptical about the existence of actual treasure maps, but in fact the people who hid treasure generally wanted to be able to find it again, or even to let their heirs or accomplices find it in the event that they could not. This doesn't mean they made it easy!" > go to the east It might be a good idea to close the car first. > wait awhile Time passes. > Go west You trudge back toward your car. You're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east. You can see your car and a road sign here. Curb scampers after you. > open the car You open the car. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > look at the trunk Yep. It's a trunk, and it's at the back of the car. You can't remember if you put anything useful in there before you left your house or not. Naturally, a protective geesoofus is prominently displayed. You wouldn't cross the badlands without one. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.
> look in the car The car is empty. > get in the car You get into the car. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > open the trunk You lack a key that fits the trunk. Curb scratches his ear. > search the car The car is empty. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > open the trunk Curb has better things to do. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > examine the wheel That's what you would use to steer the car, if it actually worked. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > hit the dog with the guitar Violence isn't the answer to this one. Curb fixes you with a look of abject guilt and keens softly. > sit You are carrying: your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb chases his tail, squealing frustration. (on the car keys) Curb has better things to do. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > give the hat to dog Like hell! That good-for-nothing hound destroys everything you own, but you've got to keep some things sacred. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > give the panga to the dog Curb watches the panga with a sceptical eye, considers its merits relative to the car keys, decides that you're trying to manipulate him and scampers to a safe distance. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > look at the panga Two feet of heavy, sharp iron with a single blade. Machete, some call it. It's not much, but you're stuck with it. When you was born, your folks were in a bad way; they'd just gotten run out of the Dakotas, were getting just whatever work they could find till a House turned up that was accepting indentured, and didn't have the money to get anything better. So you got bound to this overgrown sheath-knife. It's a good tool and all, and your folks did all they could to get it, but - any road, you're bound to it now, so make the best of it. > attack Curb with the panga Violence isn't the answer to this one. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > examine the sign At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > get the sign That's fixed in place. Curb snaps viciously at you, then backs away with his tail between his legs. > Kiss Curb Keep your mind on the game. > give the Treasure Huntery to curb Curb watches Treasure Huntery Lesson 1 with a sceptical eye, considers its merits relative to the car keys, decides that you're trying to manipulate him and scampers to a safe distance. > go to the east It might be a good idea to close the car first. > look at the billboard * Water - Tobbaco - Erotica - Local Crafts * The paint's faded and worn away in patches, and you can see no evidence of life; but that needn't mean anything, out here. > Go east You continue to trudge down the road, you car falling away from sight behind you. As the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse. Curb scampers after you. > Examine farmhouse It's seen better days. > go to the north You head toward the small farmhouse. A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside. Just outside the shadowed doorway, a parched corpse slumps in a rocking-chair, a long gun across his knees. Curb scampers after you. > look at the corpse Tall guy. Thin, but that's most likely just how you get when you dry out. Old clothes; someone already took his hat and been through his pockets. Buzzards been at him, so you can't tell much else. Had a red beard. Gun still lying across his lap. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though. > look at the gun Long enough barrel, but it's just a home-made matchlock. Badly made, too - the lock's blown wide open. Likely that's what got him. Certainly didn't help him any. > take the gun With a sharp tug, you pull the gun from the corpse's stiff hands. As you do, the blasted lock falls apart entirely, leaving you with just the long musket-barrel. > Examine barrel A musket barrel about five and a half feet long. More suited to a drainpipe than a gun, but you're in no place to judge. Curb snaps at flies. > Go north Light spills through dust-caked windows and cracks in the log walls. It doesn't show up much. Some shelves, an old counter that may once have held a till, an uneven plank floor; must have been looted a dozen times over. Over in one corner there's a trapdoor. On the shelves are a Twinkie, a strip of bison jerky, and a Son of Toil bar. No phone, of course. Not that you were expecting one, at this point. Curb scampers after you. > take all Twinkie: Taken. strip of bison jerky: Taken. Son of Toil bar: Taken. > give the jerky to curb You wave the strip of bison jerky at Curb. His ears prick up, and he abandons the car keys immediately, almost taking your fingers off as he snatches the delicious treat away from you. Curb attempts to howl, but it devolves into a whimper. > take the keys You steel your courage. Dog slobber is no picnic. Taken. Curb attempts to howl, but it devolves into a whimper. > Go south A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside. Just outside the shadowed doorway, a parched corpse slumps in a rocking-chair. Curb scampers after you. > Go south As the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse. Curb scampers after you. > go to the west You silently head back in the direction of your car. You silently trudge down the road toward the town, wherever it may be. This lonely stretch of road seems to continue east toward the horizon. The sides of the road haven't changed much either. It's still flat, dry ground. You can see your car in the distance to the west. A ways down the road you can make out a solitary billboard. Curb scampers after you. > Go west You trudge back toward your car. You're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east. You can see your car and a road sign here. Curb scampers after you. > examine the sign At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash. > Unlock trunk You insert your key in the trunk and it pops open. > look in the trunk In the trunk are a glow-jar and an offering. > take all from the trunk glow-jar: Taken. offering: Not much you can do with these until you have some form of transport; you sure as hell ain't smoking them. Curb peers curiously at the panga. > examine offering One thousand packs of filterless Camels, your birthday gift to Aunt Mabel. Hopefully it'll be a sufficient offering for her to confirm you, but that's no sure thing. Curb snatches up the offering in his mouth and gnaws noisily at it. > play the guitar You play a few notes of some Rick Astley song you can't remember the name of. Contrary to IF convention, you actually play quite well. > play the guitar You play a few notes of some Rick Astley song you can't remember the name of. Contrary to IF convention, you actually play quite well. Curb starts at nothing, and half falls over in a desperate attempt to escape it. > play the guitar Some of the crazier hill-tribes sell this glowy liquid stuff. It's nasty stuff - you wouldn't want to get it on your skin - but you figure that if it's sealed in a Ball jar you should be just fine. Anyhow, it gives off a decent light that never goes out, which is why you paid fifty smokes for it. You play a few notes of "Chobits ending theme 2". Contrary to IF convention, you actually play quite well. Eyes rolling nervously, Curb hunches over and humps thin air. > Go east It might be a good idea to close the trunk first. > open the trapdoor You open the trapdoor. A pale moth flutters out of the cellar. You reflexively make a warding sign - though they don't help much with Curb, so their potency against curses and doom seems to be limited. Curb writhes about on his back, kicking his hind legs.
> describe your surroundings Light spills through dust-caked windows and cracks in the log walls. It doesn't show up much. Some shelves, an old counter that may once have held a till, an uneven plank floor; must have been looted a dozen times over. Over in one corner there's a trapdoor. Curb detracts from the scenic value of the vicinity. > check what you're carrying You are carrying: a piece of paper an old bolt a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 > Examine bar Son of Toil bars contain protein and suchlike for the man with work on his mind. You never had so much work on your mind that you could stand the taste. The packaging is attractively decorated with an image of some Bible feller in a generic act of honest labour. > eat the bar You feel a strong personal disinclination against such a venture. Say what you will. Maybe it's on account of your weak non-toiling constitution or some such. Curb has apparently grown bored with the offering. If you want it, you'll have to brave a great deal of slobber. > take the offering Not much you can do with these until you have some form of transport; you sure as hell ain't smoking them. > examine offering One thousand packs of filterless Camels, your birthday gift to Aunt Mabel. Hopefully it'll be a sufficient offering for her to confirm you, but that's no sure thing. It's covered in dog slobber and chew marks. Curb peers curiously at the panga. > look at Twinkie One of the foulest creations of the Former Age, but they contain calories of some kind and they never rot. You don't blame the looters for leaving it, though. > examine the tattoo Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed. Curb gnaws hungrily on his own forepaw. > Go south A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside. Just outside the shadowed doorway, a parched corpse slumps in a rocking-chair. Curb scampers after you. > Go south As the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse. Curb scampers after you. > Go east You walk for a few sandy miles, out into the desert, and night begins to fall, slowly, like a dead parachutist. In the distance, the whispering wind takes on a howl - looks like a sandstorm is on its way. By the time you realize this, however, you've gone to far to go back to your car. And so, in the depths of nights, with the sandstorm building up its inhuman, demonic power around you, you find yourself on... The building is in the state you've expected from a ghost town. Its upper floor is completely gone, but the front is still standing, and you can barely make out the words Kissing Bandit Saloon in sun-bleached red paint. One half of a swinging door leads north, inside. Curb scampers after you. > go north You enter through the swing door, Curb on your heels. This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner. A counter is near the back wall. An impressive chandelier dangles from the remains of the ceiling. On the counter is an empty pewter mug. Behind the counter is a shelf lined with a row of casks. An empty lemon juice bottle lies abandoned by the counter. > play the piano You play some notes from "The Late Goodybe" by Poets of the Fall, but then realize that the piano is one of those automatons. It even features some screechy lyrics. You can make something about a guy called Tom, who was a slinger, but not slinging "a gun". Something about a more lyrical meaning. Thankfully, the record ends soon. Curb peers curiously at the Son of Toil bar and makes a famished whine. > Author Scene 4, "Ghosts", was written by Marius Mueller. > take all shelf: That's fixed in place. empty glass bottle: Taken. empty pewter mug: Taken. > Examine mug It's empty. > look at the bottle It's a clear glass bottle with a jaunty picture of an anthropomorphized lemon on the label. However, it is bone dry inside. Curb savagely gnaws at his genitals with slurpy snarls of contentment. > Bottle empty pewter mug: You already have that. empty glass bottle: You already have that. Curb stares at the rum cask with paranoid fascination. > look at cask Which do you mean, the beer cask, the wine cask, the moonshine cask, the rum cask, the sarsaparilla cask, or the lemonade cask? > look at the moonshine It has "XXXXX" stencilled on the front. Wow, five X's? That must be strong stuff! Curb peers curiously at the musket barrel. > examine the sarsaparilla You see nothing special about the sarsaparilla cask. Curb skitters about. > examine the wine It's labelled "House White". There doesn't seem to be a house red. Maybe the patrons of this saloon preferred delicate, subtle flavors. > look at the beer You see nothing special about the beer cask. Curb chases his tail, squealing frustration. > examine the rum It has the words "RED RUM" scratched crudely into the wood. Funny, the R's are backward. Maybe it's cyrillic and it really says YAED YAUM. Curb sniffs at the rum cask like the horrible little pervert he is. > Drink moonshine (the pewter mug of moonshine) You slam it back. Ahh, refreshing.
[Themes: IF Whispers, surreal] > Go down This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner. A counter is near the back wall. An impressive chandelier dangles from the remains of the ceiling. Curb detracts from the scenic value of the vicinity. Behind the counter is a shelf lined with a row of casks. Curb frantically digs a hole in a corner. > Wait Time passes. Curb tries to gnaw on the beer cask. You shoo him off before he does too much damage. > examine the hole A hole, not as artfully dug as what you did in the cellar, but what can you expect from Curb? In it you can see a skull. Curb peers curiously at the panga. > take skull Taken. Curb tries to gnaw on the piano. You shoo him off before he does too much damage. > look at it A human skull. It's wearing an eyepatch that's in surprisingly good condition. Curb peers curiously at the empty pewter mug. > take the eyepatch You slide the eyepatch off the skull. Curb scratches at the ground with his forepaws. > look in the skull You find nothing of interest. Curb peers curiously at the shred of cloth. > put the bolt in the eyepatch The eyepatch won't keep anything in it for long. If you want to sling the old bolt at something, you should just sling the old bolt at it directly. > Sling bolt at map Taking good aim, and a few practice swings, you haul your missile at the treasure map- up and up it goes- Hit! The treasure map tumbles down. But so does a part of the chandelier, knocking you out. The last thing you hear is Curbs anxious growling. The last thing you feel, unfortunately, is Curbs wet tongue, licking your cheek. Then, thankfully, you pass out. *** You have knocked yourself out.*** You wake up with a bad headache. Outside, the sun is shining again, the sandstorm is gone. Curb has rolled up at your side, and for all his faults, you love him for that. > put the bolt in the barrel (the musket barrel) That can't contain things. > hit the chandelier with the barrel (the musket barrel) It's high up on the ceiling, out of reach. Curb sniffs at the counter like the horrible little pervert he is. > Sling bolt at map Taking good aim, and a few practice swings, you haul your missile at the treasure map- up and up it goes- Hit! The treasure map tumbles down. But so does a part of the chandelier, knocking you out. The last thing you hear is Curbs anxious growling. The last thing you feel, unfortunately, is Curbs wet tongue, licking your cheek. Then, thankfully, you pass out. *** You have knocked yourself out.*** You wake up with a bad headache. Outside, the sun is shining again, the sandstorm is gone. Curb has rolled up at your side, and for all his faults, you love him for that. Curb stares at the lemonade cask with paranoid fascination. > take the map Taken. Curb sniffs at the chairs. like the horrible little pervert he is. > look at the map Well, it's obviously a treasure map, because it has a big X on it to mark the spot. But it's a pretty strange map: it's completely blank, and has a light iridescent sheen to it, like a photographic plate. Also, it's strangely warm to the touch. > touch the map It's definitely hotter in some spots than others. Curb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize. > look at what you're carrying with you You are carrying: a treasure map an eyepatch a skull a shred of cloth an empty pewter mug an empty glass bottle a piece of paper a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb snaps at flies. > touch the jar You feel nothing unexpected. Curb fixes you with a look of abject guilt and keens softly. > Author Scene 5, "Invisiclues", was written by Carl Muckenhoupt. > read the Treasure Huntery "For one thing, the maps are often nearly as well-hidden as the treasures themselves. However, that doesn't mean you're left to search aimlessly. The purpose of the map is defeated if no one has access to it, so treasure maps can usually be found among the effects of the treasure-hiders, or in places they frequented. Look in residences, gathering-places, and vehicles." Curb peers curiously at Treasure Huntery Lesson 1. > Keep going "Once you've found your map, the next step is deciphering it. Treasure maps are usually encrypted or obfuscated in some way. Edgar Allan Poe's short story The Gold Bug tells about a map that has instructions written in code... and also in invisible ink!" > Continue "Invisible ink is actually surprisingly common in authentic treasure maps -- and one of the main reasons that there are still treasure maps that have gone undetected. The most popular form of invisible ink is ordinary lemon juice, although any weak acid works just as well. When heat is applied to the paper, the parts weakened by the lemon juice discolor more quickly. There are recorded attempts at developing an ink that would work the other way around, but to our knowledge this has never been done successfully." Curb scratches his ear. > look at the lemonade You see nothing special about the lemonade cask. Curb attempts to howl, but it devolves into a whimper. > fill the mug with the lemonade The lemonade cask seems to be empty. > look at the lemon It's a clear glass bottle with a jaunty picture of an anthropomorphized lemon on the label. However, it is bone dry inside. > Inventory You are carrying: a treasure map an eyepatch a skull a shred of cloth an empty pewter mug an empty glass bottle a piece of paper a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb peers curiously at the diary. > look at cask Which do you mean, the beer cask, the wine cask, the moonshine cask, the rum cask, the sarsaparilla cask, or the lemonade cask? > fill the mug with the wine The pewter mug is now full of vinegar. Curb skitters about. > pour the vinegar on the map (the pewter mug of vinegar on the treasure map) Little wisps of vinegar-scented smoke curl upward as an image appears on the map. > examine the map The map shows an incomprehensible noisy pattern of red and blue pixels with a big black X in the middle. Curb fixes you with a look of abject guilt and keens softly. > fill the bottle with the rum The glass bottle is now full of rum. Curb scratches at the ground with his forepaws. > examine the rum (the glass bottle of rum) The rum is a brilliant red color, but it smells like rum all the same. > look at the map through bottle Aha! When you look through the red rum, you the pattern becomes clear. Instead of a map, all you see is the word "LUXOR". What the heck? The treasure is in Egypt? Well, there's nothing for it. If you're going to get that treasure, you'll have to get to Egypt. One plane flight later, some checking with the remainder of the map, and you find your way to a worn-down souk by the Necropolis. You've followed your treasure map to this dingy little tobacco house on the eastern bank of the Nile. Sleepy old men gather around the hookahs and trade smoke. A cabinet full of curiosities lines the back wall. Curb detracts from the scenic value of the vicinity. Curb scratches at the ground with his forepaws. > Author Scene 6, "The One-Armed Time Bandit", was written by Michael Martin. > look at the men The clientele here doesn't seem to be paying attention to much. Even the nicotine isn't keeping them alert. > examine the cabinet In the cabinet are some artifacts. Curb tries to gnaw on the tables. You shoo him off before he does too much damage. > look at artifacts These are relics and gewgaws from all over the world. One in particular catches your eye - a softwood box with your family crest imprinted on it. Curb peers curiously at the alligator stetson. > Examine box This fine sandalwood box must be some lost heirloom of your family line; it's got your crest on the lid. Curb peers curiously at the diary. > examine the crest It's the same symbol and motto that has been passed down through your family for generations: An extinguished lantern under the phrase SIC SEMPER RIMORIS. Curb savagely gnaws at his genitals with slurpy snarls of contentment. > take the box Taken. Curb peers curiously at the piece of paper. > open the box You open the heirloom box, revealing a decoder ring and a slip of paper. Curb peers curiously at the panga. > read the slip This old slip of paper has the mysterious message DSAJX YPFC, XUJPER on it. Curb peers curiously at the Twinkie and makes a famished whine. > examine the ring This decoder ring has a wheel that matches letters to other letters. Surely, with this, the darkest secrets of the cosmos are yours. [To use the decoder ring, type the command DECODE (text), where (text) is the text you wish to decode.] > wear the ring (first taking the decoder ring) You put on the decoder ring. Curb stares at the tables with paranoid fascination. > look at the tables The tables here are stained with years of smoking. Curb snaps at flies. > Xujper Using your mighty ancestral decoder ring, you decode DSAJX YPFC, XUJPER to WRONG CITY, GENIUS. > Decode luxor You ponder the map. "LUXOR" alone really isn't much of a clue to finding the treasure on its own. Perhaps if you put your ancestral decoder ring to work, it will produce a new clue. Let's see. "L" maps to "V", "U" to "E"... You feel a certain sinking feeling as you guess the rest. Yep. "LUXOR" decodes to "VEGAS". You've been searching on the wrong continent all this time. At least you did get that it was in a desert, though. Time to book another flight. It's dry as a bone out there, but at least in here the drinks flow freely. The map, suitably reinterpreted to this locale, lead you to this slot machine, right on the X in LUXOR. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred. Curb detracts from the scenic value of the vicinity. Curb skitters about. > examine the machine This slot machine looks much like the others here; video screens showing results, lots and lots of flashing lights and exciting sounds, and a slot with which you may insert all your money. > Play machine You stick a token in the machine and pull the lever. Lemon, Lemon, and... your family crest? This is no ordinary slot machine. It's no ordinary payout mechanism, either. A chute opens up beneath you, and you slide into darkness. This is more like it! The chute took you into this awesome command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. Curb detracts from the scenic value of the vicinity. You can also see a ladder here. Curb peers curiously at the alligator stetson. > climb the ladder You're here in front of a slot machine situated right on top of the X in the Luxor's logo. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred. A dark passage in front of the slot machine leads down. Curb scampers after you. > look at the slot This slot machine looks much like the others here; video screens showing results, lots and lots of flashing lights and exciting sounds, and a slot with which you may insert all your money. Curb peers curiously at the decoder ring.
[Themes: IF Whispers, sidekick NPC, post-apocalyptic] > Go down This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. Whether you like it or not. > Go north The acoustics in this room look carefully shaped, which is odd, because the centerpiece of this room is in fact a huge brass cannon. As you enter, a booming voice intones, "STAND BY FOR MIND CONTROL." > Test Time passes. The booming voice continues, "GO SOUTH." >go south This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. > Go south This room is decorated in the severest of blacks and whites. Everything is dead silent. A passageway leads quietly back up to the north. An invisible box squats against the south wall. You can also see a phantom wind machine here. Curb scampers after you. > look at the wind machine This is a small switch, painted in severe black and white. It is labeled "PHANTOM WIND MACHINE". Beneath that, in much smaller letters, is inscribed KUKURQPUVW. The phantom wind machine is currently switched off. Curb writhes about on his back, kicking his hind legs. > Decode kukurqpuvw Using your mighty ancestral decoder ring, you decode KUKURQPUVW to MEMESHIELD. Curb gnaws hungrily on his own forepaw. > turn on MACHINE You switch on the device, and suddenly a powerful wind assaults your face. Oddly, your hair and possessions seem totally unaffected. > Go north It's slow going fighting through the imaginary wind that's whipping your face. This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. Whether you like it or not. > go west It's slow going fighting through the imaginary wind that's whipping your face. This room appears to be some sort of shrine to old arcade games. A passage leads back east. Curb scampers after you. > Play What do you want to play? > go to the east It's slow going fighting through the imaginary wind that's whipping your face. This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. The wind abruptly stops. > examine hat (the alligator stetson) You never seen an alligator, but it's certain they make a fine hat. > take the hat (the alligator stetson) You already have that. Curb savagely gnaws at his genitals with slurpy snarls of contentment. > take the mome hat Though you realize that you risk the dreaded Mome Wrath for your defilement, you collect the Mome hat. Curb sniffs at the Mome statue like the horrible little pervert he is. > wear it You put on the Mome hat. > check your inventory You are carrying: a Mome hat (being worn) some gambling tokens a decoder ring (being worn) a heirloom box (open) a slip of paper a treasure map an eyepatch a skull a shred of cloth an empty pewter mug a glass bottle of rum a piece of paper a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Curb writhes about on his back, kicking his hind legs. > Pray You mumble a prayer from your childhood: I see the moon, and the moon sees me. God bless the moon and God bless me. It's a pretty selfish prayer, when you think about it. I mean, the moon is covered, but I guess you really don't care about anything or anyone else, do you? I swear... you belong in Vegas. Curb peers curiously at the piece of paper. > look at the statue The Mome's hat has been stolen. Curb peers curiously at Treasure Huntery Lesson 1. > About yourself You're tall and thirsty. Too old to be drifting loose, too young to have done anything much to deserve confirmation - your tattoos show that much. Curb chases his tail, squealing frustration. > Kiss statue You can only do that to something animate. > examine the tattoos Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed. Curb starts at nothing, and half falls over in a desperate attempt to escape it. > go west This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. > examine MACHINE This is a small switch, painted in severe black and white. It is labeled "PHANTOM WIND MACHINE". Beneath that, in much smaller letters, is inscribed KUKURQPUVW. The phantom wind machine is currently switched off. Curb fixes you with a look of abject guilt and keens softly. > turn on MACHINE You switch on the device, and suddenly a powerful wind assaults your face. Oddly, your hair and possessions seem totally unaffected. Curb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize. > go north It's slow going fighting through the imaginary wind that's whipping your face. This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Curb scampers after you. > go to the north It's slow going fighting through the imaginary wind that's whipping your face. The acoustics in this room look carefully shaped, which is odd, because the centerpiece of this room is in fact a huge brass cannon. A booming voice intones a command at you. The winds surrounding you distort the voice. You think it said "STAND BY FOR MIME CONTRAIL." > examine the cannon You enter the cannon. The booming voice continues with what sounds like "NOW SHOOT." > Shoot cannon The cannon fires, rocketing you through the plate glass window and into the room beyond. It's not as tidy as it was before you made your grand entrance through the window to the south, but this is still a perfectly functional office. An official-looking door leads west. Curb scampers after you. > examine the window You see nothing special about the plate glass window, except for the fact that it's been smashed into a hojillion pieces, thus allowing you access to the room beyond. Curb sniffs at your tattoos like the horrible little pervert he is. > go to the west It's slow going fighting through the imaginary wind that's whipping your face. You are in a brightly-lit pillared underground chamber, with purple shag carpeting and a group of very generous people. A back office lies to the east, while the west end of the lounge gives off a gentle glow. You can see Bruce K, Corinne Q, Sammy Z-E, a Cubist shape, a red square, a gray square, a brown square, and a black square here. Curb scampers after you. The wind abruptly stops. > Author Scene 7, "TBA", was written by N.B. Horvath. > take all Cubist shape: Taken. red square: Taken. gray square: Taken. brown square: Taken. black square: Taken. slip of paper: Taken. Bruce K gifts a small wooden fish to Corinne Q. Corinne Q hands a small wooden woodchuck to Bruce K. Sammy Z-E transfers a plastic card to Bruce K. Bruce K passes a bolt of cloth to Sammy Z-E. > read slip This old slip of paper has the mysterious message DSAJX YPFC, XUJPER on it. Bruce K gives a bolt of inspiration to Sammy Z-E. Sammy Z-E presents a small wooden house to Bruce K. Sammy Z-E forks over a bolt of cloth to Bruce K. Bruce K gives a bolt of cloth to Sammy Z-E. > check your inventory You are carrying: a slip of paper a black square a brown square a gray square > examine paper a Mome hat (being worn) some gambling tokens a decoder ring (being worn) a heirloom box (open but empty) a treasure map an eyepatch a skull a shred of cloth an empty pewter mug a glass bottle of rum a piece of paper a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Which do you mean, the slip of paper, or the piece of paper? > give square to Sammy Which do you mean, the black square, the brown square, the gray square, or the red square? > look at the piece Which do you mean, the shred of cloth, or the piece of paper? > examine the piece of paper An old, brittle, yellowing piece of paper, maybe once a shopping list, written in big, painful capital letters. Some of it has succumbed to time, but what you can read says: (smudge) RTS CREAM 2 DOSEN EGG 6 HINDGE BOLTS 50# LEAD FOR SHOOTING HALF DOSEN LEMONS MEDECENE FO(smudge)MPA The rest is all a blur. > Go west This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west. You pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene. You can see a set of pearly gates and a guardian angel here. Curb scampers after you. > examine angel Actually he's dressed as a Roman centurion, but you can tell that he's a guardian angel from the "HELLO MY NAME IS" name tag. > go west The angel gently blocks your way. "Sorry my child. You are not enlightened. You do not match. Not yet." > ask the angel about the enlightenment There is no reply. Curb peers curiously at the panga. > ask the angel about the match There is no reply. Curb peers curiously at the treasure map. > go east You are in a brightly-lit pillared underground chamber, with purple shag carpeting and a group of very generous people. A back office lies to the east, while the west end of the lounge gives off a gentle glow. You can see Bruce K, Corinne Q, and Sammy Z-E here. Curb scampers after you. Bruce K gifts a small wooden fish to Sammy Z-E. Sammy Z-E transfers a souvenir clock to Bruce K. Sammy Z-E gifts a small wooden fish to Corinne Q. Corinne Q gifts a bolt of lightning to Sammy Z-E. > give the cubist shape to Sammy You give the Cubist shape to Sammy Z-E. Sammy Z-E donates a bolt of cloth to you. Corinne Q passes a souvenir anchor to Bruce K. Bruce K gives a souvenir clock to Corinne Q. > give the bolt of the cloth to Corinne You give the bolt of cloth to Corinne Q. Corinne Q gives a plastic sword to you. Bruce K gifts a plastic shield to Sammy Z-E. Sammy Z-E hands a plastic card to Bruce K. Sammy Z-E gifts a plastic shield to Bruce K. Bruce K forks over a plastic card to Sammy Z-E. > look at Bruce Bruce K is identified by an extremely generic "HELLO MY NAME IS" name tag. He looks to be in his fifties. He stands a little over 6 feet tall, but he is stooped over slightly. He is wearing golf clothes and out-of-fashion glasses. Bruce K is carrying a plastic shield, a souvenir anchor, a souvenir basketball, and a bolt of inspiration. Corinne Q passes a souvenir clock to Sammy Z-E. Sammy Z-E forks over a souvenir clock to Corinne Q. > examine Sammy Sammy Z-E is identified by an extremely generic "HELLO MY NAME IS" name tag. He is probably in his early twenties but looks ten years younger than that. Sammy Z-E is carrying a plastic card, a Cubist shape, a bolt of lightning, and a small wooden woodchuck. Bruce K transfers a souvenir basketball to Sammy Z-E. Sammy Z-E gives a small wooden woodchuck to Bruce K. Corinne Q gives a small wooden house to Sammy Z-E. Sammy Z-E presents a souvenir basketball to Corinne Q. > hit Corinne Violence isn't the answer to this one. Corinne Q gives a bolt of cloth to Sammy Z-E. Sammy Z-E transfers a plastic card to Corinne Q. > look at Corinne Corinne Q is identified by an extremely generic "HELLO MY NAME IS" name tag. She is thirtysomething, stylish and attractive but a little nervous-looking. Corinne Q is carrying a plastic card, a souvenir basketball, a souvenir clock, and a small wooden fish. > examine square Which do you mean, the black square, the brown square, the gray square, or the red square? > look at the bolt Which do you mean, the bolt of inspiration, the bolt of cloth, or the bolt of lightning? > look at wooden Which do you mean, the small wooden woodchuck, the small wooden fish, or the small wooden house? > examine the souvenir Which do you mean, the souvenir anchor, the souvenir basketball, or the souvenir clock? > examine the black square This looks like another MOMA projectile. Corinne Q gives a souvenir clock to Bruce K. Bruce K gifts a souvenir anchor to Corinne Q. > examine the brown square This looks like another MOMA projectile. Corinne Q hands a small wooden fish to Bruce K. Bruce K gives a small wooden fish to Corinne Q. > give the black square to Bruce You give the black square to Bruce K. Bruce K gives a plastic shield to you. > look at what you're carrying with you You are carrying: a plastic shield a plastic sword a slip of paper a brown square a gray square a red square a Mome hat (being worn) some gambling tokens a decoder ring (being worn) a heirloom box (open but empty) a treasure map an eyepatch a skull a shred of cloth an empty pewter mug a glass bottle of rum a piece of paper a diary a glow-jar (providing light) your car keys (disgusting) a Son of Toil bar a Twinkie a musket barrel your guitar an alligator stetson (being worn) your panga Treasure Huntery Lesson 1 Corinne Q passes a souvenir basketball to Sammy Z-E. Sammy Z-E presents a bolt of lightning to Corinne Q. > look at Corinne Corinne Q is identified by an extremely generic "HELLO MY NAME IS" name tag. She is thirtysomething, stylish and attractive but a little nervous-looking. Corinne Q is carrying a bolt of lightning, a small wooden fish, a souvenir anchor, and a plastic card. Bruce K forks over a souvenir clock to Sammy Z-E. Sammy Z-E donates a Cubist shape to Bruce K. > give the brown square to Corinne You give the brown square to Corinne Q. Corinne Q gives a brown square to you. Bruce K hands a bolt of inspiration to Corinne Q. Corinne Q gives a small wooden fish to Bruce K. > give the brown square to Corinne You give the brown square to Corinne Q. Corinne Q forks over a plastic card to you. You glow with enlightenment. > Go west This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west. You pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene. You can see a set of pearly gates and a guardian angel here. Curb scampers after you. You glow with enlightenment. > go to the west The angel opens the gates with a smile, and you pass beyond. Could the treasure you seek lie beyond? The underground Las Vegas version of Heaven is as big as a major city railway terminal and brilliantly lit, with a high vault ceiling painted sky blue. Vapory, cottoney off-white structures flit about the room, blown by a pleasant breeze from discreetly placed and deeply muffled fans. It's all spectacularly fake, of course, but with superb production values. You can see a set of pearly gates and a heart-shaped bed here. And, more to the point, there's someone on the bed. Curb scampers after you. > Author Scene 8, "Heaven is Heart-Shaped Bed", was written by Jacqueline A Lott. > look at someone The woman on the bed is nothing short of a goddess. And it's not just the tacky Vegas version of Heaven that's making you think that way. > examine the bed The, um, goddess is lying down on a heart-shaped bed. Maybe it's more of a couch. It doesn't seem to have any sheets or anything... it seems to be upholstered in white fur. Looks soft, though. The couch, I mean. Well, the goddess too. I mean, she's not fat or anything. Just soft. You know, her skin. Curb peers curiously at the empty pewter mug. > Hi There is no reply. Curb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize. > ask the goddess about the goddess She just smiles at you seductively. Curb scratches his ear. > ask the goddess about the Treasure She giggles a little, but doesn't say a word. Curb peers curiously at the red square. > ask the goddess about the Vegas She raises an eyebrow, but remains silent. > look under the bed You find nothing of interest. Curb peers curiously at the musket barrel. > ask the goddess about Curb She giggles a little, but doesn't say a word. Curb scratches his ear. > give the tokens to Goddess The Goddess doesn't seem interested. Curb skitters about. > enter the bed You advance toward her, but she shakes her head. "I don't think so, lover. I'm not quite that easy... I'm a goddess, after all." Curb scratches at the ground with his forepaws. > Kiss Goddess You walk toward her, but she raises a hand to stop you. "Sorry, my darling. I'm not quite that easy... I'm a goddess, after all." > Pray You prostrate yourself before the goddess. She lowers her gaze. "Welcome to Heaven, you fiendish thing. Come here, lover." Curb chases his tail, squealing frustration. > enter the bed You walk toward her, and she welcomes you with open arms. She smiles as you climb up into the big, white, furry couch. Just one kiss, and the world seems to dissolve around you... > kiss her Oh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch. Curb detracts from the scenic value of the vicinity. You can't see "her" (the Goddess) at the moment.
[Themes: IF Whispers, sidekick NPC, surreal] > Look around A nothingness full of whiteness surrounds you. The only way out is not to leave. Disconcertingly, one of your possessions is making a faint buzzing sound. > touch Box (the Nox box) You feel nothing unexpected. > Examine box (the Nox box) The box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents. The Nox Box makes a noticable buzzing sound. > open Box (the Nox box) You open the Nox box, revealing a gear slot. > look in the slot In the gear slot is a red gear. > Close Box (the Nox box) You close the Nox box. > examine the guitar Your faithful rosewood six-string. > Wear helmet It suddenly becomes difficult to think. > think about the guitar Unbearably hellish music overwhelms your thoughts. You struggle mightily to think about something else. > play guitar You play a few notes of "Chobits ending theme 2". Contrary to IF convention, you actually play quite well. > search the guitar The guitar is empty. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! This would be pitch-black if it weren't for your glow-jar and a bit of light coming in via the window. A rickety staircase leads upwards. You can see a cupboard (closed) here. The Nox Box seems to have vanished from your possessions. > open the cupboard You open the cupboard, revealing a yellow gear and a blue gear. > take the gears yellow gear: Taken. blue gear: Taken. > go upward With a blink and a flash, you're suddenly somewhere a bit more familiar... You're here in front of a slot machine situated right on top of the X in the Luxor's logo. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred. A dark passage in front of the slot machine leads down. Your possessions shift slightly. The Nox Box seems to have returned. > get Box (the Nox box) You already have that. > open Nox You open the Nox box, revealing a gear slot. > put the yellow gear in Nox You put the yellow gear into the gear slot. > put the blue gear in Nox You put the blue gear into the gear slot. > Close nox You close the Nox box. > Shake nox As the box shakes, you get a vague impression of a field. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! A wide open field with a blue sky above. Far off in the distance, towards the setting sun, you can see a large, lone tree. Closer by, like nearly on top of you, is an enormous trebuchet. You can see an orange gear here. The Nox Box has vanished again. > take the orange gear Taken. > examine the Tree Far off in the distance, you can just make out a tree poking up over the tall grass. > look at trebuchet The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off. Far overhead, you hear the buzzing of a plane. > examine the plane You can definitely hear it, but you can't quite see it. The buzzing becomes louder. > Wait Time passes. The plane is almost directly overhead. > wait awhile Time passes. The plane continues on its way across the sky. > examine the rope The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off. The buzzing becomes very faint as the plane flies out of view. > Go north With a blink and a flash, you're suddenly somewhere a bit more familiar... A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside. Just outside the shadowed doorway, a parched corpse slumps in a rocking-chair. Your possessions shift slightly. The Nox Box seems to have returned. > open Nox You open the Nox box, revealing a gear slot. > put the orange gear in the slot You put the orange gear into the gear slot. > Close Box (the Nox box) You close the Nox box. > Shake nox As the box shakes, you get a vague impression of a tree. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! A tree stands majestically in the middle of a great open field. The sun, just rising over the horizon, makes the tree's shadow stretch off over the grass into the distance. The field continues in all directions. The Nox Box has vanished again. > look at the Tree You're not exactly sure what kind of tree this is as you're not a botanist. However, it is tall and sturdy and makes a nice amount of shade, and high up in the branches you can just make out a gear of some hue or other. > climb the Tree With a blink and a flash, you're suddenly somewhere a bit more familiar... You've climbed half-way up the stairs. To go any further would be foolishly risking your life. Your possessions shift slightly. The Nox Box seems to have returned. > examine Nox The box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents. The Nox Box makes a noticable buzzing sound. > examine the pattern The pattern, although still confusingly complex, gives you the vague impression of a tree. > Shake nox As the box shakes, you get a vague impression of an enclosed space. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! Hunched over in a cramped, lurching, noisy cabin makes your back hurt and endangers your hearing. Wires and cables are strung neatly nearly everywhere, and pipes prove useful when you need to grab onto something. A hatch in the ceiling leads to the deck above you, and a door is set into the hull of the plane. You can see a hull door, a hatch, and a giant silver sphere here. The Nox Box has vanished again. > examine the sphere Although the sphere appears to be silver, you can't be certain exactly what metal it's made of. The surface of it dances and swirls before your eyes, and when you lean close to it, your reflection distorts amusingly. At least, you assume your nose isn't that big. > Author Scene 10, "Endgame", was written by Mark J Musante. > open hatch You open the hatch. > Go upward With a blink and a flash, you're suddenly somewhere a bit more familiar... This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex. You can see a ladder here. Your possessions shift slightly. The Nox Box seems to have returned. > open the hull door You open the hull door. > enter the hull door You leap to your death. And your death takes a while to hit you, mostly because it comes in the form of the ground, which was far far below the plane. > open hatch That's already open. > go upwards With a blink and a flash, you're suddenly somewhere a bit more familiar... The building is in the state you've expected from a ghost town. Its upper floor is completely gone, but the front is still standing, and you can barely make out the words Kissing Bandit Saloon in sun-bleached red paint. One half of a swinging door leads north, inside. Your possessions shift slightly. The Nox Box seems to have returned. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! A wide open field with a blue sky above. Far off in the distance, towards the setting sun, you can see a large, lone tree. Closer by, like nearly on top of you, is an enormous trebuchet. The Nox Box has vanished again. > examine the trebuchet The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off. > wait awhile Time passes. > wait awhile Time passes. Far overhead, you hear the buzzing of a plane. > wait for a while Time passes. The buzzing becomes louder. > wait a while Time passes. The plane is almost directly overhead. A glint of light shines briefly below the plane. You squint but can't make it out. > Wait Time passes. The plane continues on its way across the sky. The glint of light becomes brighter, and a rushing, crackly, whooshing sound is coming from it. > Wait Time passes. The buzzing becomes very faint as the plane flies out of view. The glint of light rushes towards the ground at a fantastic rate. It thuds into the earth, throwing up rocks and dirt in an amazing display. Still more amazingly, it bounces up into the air and with a neat "plop", lands gently onto the trebuchet. > pull the lever Slowly at first, and then with increasing speed, the trebuchet pulls the loaded sling underneath and then the sling swings free. It flies far out into the distance and curves upwards in an arc that seems slow only because of the distance involved. At the top of the swing, almost up into the clouds, you see a flash of light as the sphere is thrown clear of the sling. It flies high into the air and you wait and wait as it comes down almost at the horizon. And right into the large lone tree in the distance. The tree shudders once and is still. > Go north With a blink and a flash, you're suddenly somewhere a bit more familiar... This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner. A counter is near the back wall. An impressive chandelier dangles from the remains of the ceiling. Curb has dug a hole into the ground here. Behind the counter is a shelf lined with a row of casks. Your possessions shift slightly. The Nox Box seems to have returned. > Shake nox As the box shakes, you get a vague impression of a tree. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! A tree stands majestically in the middle of a great open field. The sun, just rising over the horizon, makes the tree's shadow stretch off over the grass into the distance. The field continues in all directions. You can see a giant silver sphere and an indigo gear here. The Nox Box has vanished again. > take the indigo Taken. > examine the sphere Although the sphere appears to be silver, you can't be certain exactly what metal it's made of. The surface of it dances and swirls before your eyes, and when you lean close to it, your reflection distorts amusingly. At least, you assume your nose isn't that big. Despite the fact that it took quite a journey since you saw it last, it appears completely unharmed, with not a scratch to be seen. > examine the Tree You're not exactly sure what kind of tree this is as you're not a botanist. However, it is tall and sturdy and makes a nice amount of shade, although many of the branches are splintered and broken. > go north With a blink and a flash, you're suddenly somewhere a bit more familiar... This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west. You pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene. You can see a set of pearly gates and a guardian angel here. Your possessions shift slightly. The Nox Box seems to have returned. > put the indigo in Nox You put the indigo gear into the gear slot. > Close nox You close the Nox box. > Continue As the box shakes, you get a vague impression of a beach. > Touch pattern A snap of static jumps from the pattern to your fingers, and the world collapses around you! A picturesque beach at sunset. Clich?, but extremely pleasant. The sun glints over the waters as the waves crash gently on the shore. The beach is secluded, with cliffs all around you. At last, you can relax. It seems like forever ago when you started in By Your Car and your odd and surreal journey began. But now it's over, and you've found a place to rest. All it needs is a bit of music to be complete. The Nox Box has vanished again. > play the guitar You sit down in a comfortable spot, expertly tune your guitar, and play music to match the peaceful beauty of your surroundings. Your fingers fly over the guitar strings with the effortless ease of one who has mastered the instrument, and you close your eyes, breathing a sigh of completion. > 3 Enter saved game to load: Restore failed. Would you like to RESTART, RESTORE a saved game, or QUIT?
[Themes: Horror, profanity] It's Saturday night, and it's time to kick out some jams. You've been working your ass off all week, with the radio blaring stories at you about how some stupid prick politician faked his dissertation, and you're in dire need of some bass and some beer. Good thing it's that part of the month again: Department of Volxvergnuegen is throwing one of their action-packed techno parties at Glockenbachwerkstatt! Dr. Kong in: Plan DSDS from practice space (The Volxvergnuegen Adventure) A time travel anomaly by Two Guys From The Other Bar You are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building. Above you is the night sky. TO GET SOME INFORMATION ABOUT THIS GAME, TYPE "INFO" TO GET SOME HELP FOR PLAYING THIS GAME, TYPE "HELP". You can see Technodude and Electrowoman here. [Author's Note: All you want is to have a good time at the party. But then the people at the club turn out to be less alive and more kicking, the music completely sucks, and to top it all off, someone has kidnapped your internet pal mandy95.] > Info Hello, and welcome. This is a special little game. It was written for the interactive fiction event in Munich that the culture collective called "department of volxvergnuegen" organized on May 7, 2011. At least parts of the game you're playing right now take place on said event, during which a workshop for writers took place, we screened GET LAMP by Jason Scott and people could play several interactive fiction games on a couple of terminals we provided. Ah yes, and we played the game you're playing right now collectively on the big screen, which was a lot of fun also, in spite of all its bugginess. But now to my apologies. This is by no means a good game, if we take polished and well thought-out games like, well, let's face it, every single game that did well in the past 16 years of the Interactive Fiction Competition and compare them to our game; it was written in just a couple of weeks by me and my friend Anonymeuss (thanks to the rest of the Nerd Kru for making this insane story up, you know who you are!), and neither of us had ever written a piece of interactive fiction before. It's a very railroaded game and probably still pretty buggy, the puzzles aren't too avant-garde and it features long deserts of text that make the opening of Oliver Ullmann's "The Duel That Spanned The Ages" look like a four-line poem. But we still think our crazy little story is pretty funny and we hope you'll give it a spin. If you head over to [LINK] ms/258.html, you can find some pictures from the event that could get you in the mood (or if you locate the pictures folder on the disc in your game package). Most of our crew were dressed the way they are described in the game, and Jason Scott played along nicely too. This leads us to our thank you-list: Thanks to the amazing Jason Scott, who made this wonderful movie, was absolutely hilarious on skype and said the silly things i asked him to say (apart from being generally awesome). Cheers! I cannot thank enough all the members of the volxvergnuegen team who made this day very special. From designing and preparing all those gorgeous visuals to selling the drinks: You were amazing, and this game is dedicated to you. Thanks to Michael Baltes, Oliver Ullmann, Marius Müller, Ingo Scharmann and Martin Barth for hosting the workshop and exterminating some of the worst bugs, see you soon! And last but not least: Thank YOU, dear player, for still reading this. I sincerely hope you can at least get a good laugh while playing our game. Comments, suggestions,bug reports, death threats are best sent to [email protected]. HAVE FUN. > About yourself As good-looking as ever. > Inventory You are carrying: some money some change for cigarettes a fartroid smartphone a tattered shoulder-bag (being worn and closed) an apple > examine the money It's money. It stinks. > examine the change Some change for buying cigarettes. > look at the smartphone A Rottorola. The fartroid smartphone is currently switched off. > look at the bag Your trusty old bag. Made of black nylon, it has several little holes and scratches. A button depicting a guy throwing a swastika into a rubbish bin is attached to its flap. > open the bag You open the tattered shoulder-bag, revealing a red flyer. > look at the flyer It's the flyer for last month's Volxvergnuegen event. A red foil which makes the underlying text readable. (Hint: If you haven't got one, you better get one!) It was some kind of text adventure event. Too bad you couldn't make it. > examine the apple It's green. There's a sticker on the apple! You pull it off. > look at the sticker It says: "I'm so green". > examine the Electrowoman One of those bass-hungry females. At the moment, she's talking to Technodude. > ask the Technodude about the flyer He just asks: "Hey, are you on facebook?" without waiting for your reply. > ask the Electrowoman about the flyer She just asks: "Hey, are you on facebook?" without waiting for your reply. > turn on the phone You switch the fartroid smartphone on. > examine the phone A Rottorola.The device depicts the word "FARTROID" and boots up. You haven't installed any apps apart from the preinstalled Facebook app, but you have no clue how to activate the app. The fartroid smartphone is currently switched on. > turn off the phone You switch the fartroid smartphone off. > Go north You really wanna smoke a cigarette before entering. If you remember correctly, there's a cigarette machine east of the club. > go to the east You're standing east of the club, under the night sky. It's pretty quiet here. Steam rises from a grate in the pavement. You can go back to the front door by moving south. You can see a fag machine here. > examine the machine Your standard fare cigarette machine. You put change in, and usually, cigarettes pop out. > put the change in the machine The coins drop into the slot. After painfully proving that you are indeed old enough to smoke by sliding several ID and credit cards through a card reader and pressing your thumb onto some biometric device, a pack of your favorite brand of cigarettes lands on the pavement with a "thump". > take the pack Fuck, you forgot to bring a lighter with you! Whatever. Perhaps you can find a lighter inside the club. Taken. > examine grate Steam is rising up from the grate by the side of the road. You can't see much down there, but the smell is pretty strange. You never noticed this grate before. > look at the pack Les Fleurs Du Mal, your favorite brand of death sticks. Every pack contains a poem by your personal Uber-Dandy, Charles Baudelaire! > open the pack You open the pack of fags, revealing a folded poem and sixteen cigarettes. > examine the poem The unfolded poem reads: Behold the sweet evening, friend of the criminal; It comes like an accomplice, stealthily; the sky Closes slowly like an immense alcove, And impatient man turns into a beast of prey. O evening, kind evening, desired by him Whose arms can say, without lying: "Today We labored!" - It is the evening that comforts Those minds that are consumed by a savage sorrow, The obstinate scholar whose head bends with fatigue And the bowed laborer who returns to his bed. Awaken sluggishly, like businessmen, And take flight, bumping against porch roofs and shutters. Among the gas flames worried by the wind Prostitution catches alight in the streets; Like an ant-hill she lets her workers out; Everywhere she blazes a secret path, Like an enemy who plans a surprise attack; She moves in the heart of the city of mire Like a worm that steals from Man what he eats. Here and there one hears food sizzle in the kitchens, The theaters yell, the orchestras moan; The gambling dens, where games of chance delight, Fill up with whores and cardsharps, their accomplices; The burglars, who know neither respite nor mercy, Are soon going to begin their work, they also, And quietly force open cash-boxes and doors To enjoy life awhile and dress their mistresses. Meditate, O my soul, in this solemn moment, And close your ears to this uproar; It is now that the pains of the sick grow sharper! Somber Night grabs them by the throat; they reach the end Of their destinies and go to the common pit; The hospitals are filled with their sighs. - More than one Will come no more to get his fragrant soup By the fireside, in the evening, with a loved one. However, most of them have never known The sweetness of a home, have never lived! - William Aggeler, The Flowers of Evil (Fresno, CA: Academy Library Guild, 1954) > go south You are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building. Above you is the night sky. You can see Technodude and Electrowoman here. > ask the Technodude about lighter He just asks: "Hey, are you on facebook?" without waiting for your reply. > listen Basses. Louder. Inane Chatter. > examine table On the table here are a blue flyer and a card. > examine the blue flyer It's the flyer for the next event. It says "Department of Volxvergnuegen präsentiert: Die besten Wiesn-Hits aus den 60ern, 70ern und überhaupt: Super-Gaudi!!!!!". This must be a joke. > look at the card It just says 14,99. That's odd. Usually, the Volxvergnuegen parties only cost 4 bucks. > take the blue flyer and the card blue flyer: Taken. card: Fabi grabs the card. "Hey, get your hands off the card, man!" > examine Fabi He's always organizing stuff. Right now, he's charging the customers who want to enter the club. He is looking a bit off. His eyes are kind of blood-shot. Too much work and not enough sleep, you guess. > examine the lale She's wearing yellow tights, short jeans and a yellow top. Her usual smile looks a little frozen, and her right cheek is marred by a bruise. You remember her as the girl that was jumping, singing, chewing her fingernails and drinking beer. At the same time. Now she's just standing there. You wonder what's wrong with her. > look at the gothdude He's wearing some kind of trench coat. He's standing in the corner of this corridor like some crooked vulture, eyeing you with his dark-rimmed eyes. What a freak. > ask Fabi about card He cuts you off: "Hey, you wanna come in or what?!" > ask the lale about bruise She just stares at you. > ask the gothdude about lighter Barely audible, he manages to spit out the following: "rrrrrya....Facebook?" He's obviously had too much to drink. > buy the card Nothing is on sale. > go north Lale pushes you away from the doorway. Fabi looks at you as if he was about to hit you. "You have to pay before you enter!", he says. > give the money to Fabi You pay the ridiculous entrance fee to Fabi, who pockets the money. He gives you a ticket and just motions to the doorway to the north. What the fuck, you don't care. Let's roll! > examine the ticket A ragged strip of paper torn from a roll. It says "BEZAHLT". > Go north This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here. The music is louder here. Sounds like minimal techno...but wait...like minimal techno with some very cheesy plastic disco samples on top...have the DJs lost their mind? Dan is behind the counter of the Bar, serving cocktails. You can also see Hipster and Style-O-Chick here. > look at Dan He looks even more evil than usual. > look at Bar A dimly lit counter. People are pushing each other in order to be served first. It seems they only serve one kind of drink tonight, as everybody drinks from a glass with the same deep orange color. Looks like...a Zombie? On the counter is a bowl of white jelly sweets. > examine sweet Looks pretty disgusting, like something you might find in the trash can of an operation room. But the people seem to enjoy eating those lumps...perhaps you should give it a try? > take sweet Reluctantly, you pop a jelly sweet into your mouth and cautiously start chewing on it. Not bad. Not bad at all! While you're munching away on the delicious gelatinous substance, from the corner of your eye you see Dan refilling the bowl. He's grabbing the lumps out of the skull of a dead body! It's that goth guy you saw in the entrance! You pause for a moment pondering whether you should get another one or not before spitting the brain tissue out of your mouth in a wide white arch. > examine the Hipster A hipster wearing nerdy glasses and sporting only one arm... > ask Hipster about lighter He grabs you with his remaining arm and screams in your ear: "Man, you gotta try facebook, it's the newest shit! All the groovy volxvergnuegen people are on there!" Great, this weirdo smeared blood over your shirt...why is he bleeding?! What's going on here? > examine the Chick She's gorgeous...she's wearing a sexy see-through blouse that barely conceals anything...including several deep, still bleeding wounds...was there an accident? Nobody seems to notice anything... > ask the Chick about lighter She whispers in your ear: "Meet me on facebook, honey..." Her breath is cold and smells like an open grave. > go north A narrow and usually packed corridor with doors to the restroom for women to the east and the restroom to the west. To your confusion, only one pretty fucked up woman sits slumped into a heap in one corner. You can go back to the bar to the south. A door leads to the cellar below. > examine the woman Her gray and faded hair covers most of her face. She's got a beer bottle in her lap, but it's definitely not beer she's drinking. > look at the bottle The label is smeared with a sticky red substance... Jesus, this looks like blood! > ask the woman about the blood With a voice from a Venom-song, she says "Check out Facebook. Best thing that's happened to me in ages!" > go west Noone's in here, and I suggest you leave, too. The stench is almost unbearable. > Smell You're almost fainting from an overwhelming wave of ammonia. > Go east Not that you'd care about etiquette, you're just scared of female demons ripping your flesh.
[Themes: Horror, profanity] > Go downwards (first opening the cellar door) It seems to be locked. > go to the south This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here. Dan is behind the counter of the Bar, serving cocktails. You can also see Hipster and Style-O-Chick here. > Go west Dan blocks your way. > look at the speakers Huge speakers, pumping bass. > look at the freak Who do you mean, Postman or Ugly Naked Freak? > examine postman He's got one of those orange drinks in his hands. He's moving the glass towards his head and spills the beverage over his shoulder, uttering a satisfied grunt and repeats this strange sequence of actions ad nauseam (maybe an ex-alcoholic?). > examine the orange drink One of those Zombies. > look at naked One of his butt cheeks is semi-detached, swinging around in crazy movements as he dances his completely brainless dance. He's wearing a full beard. Drops of blood fall to the dance floor from his hairy chin. > examine the woman As you approach her, she suddenly turns around, and you see that she's carrying a severed arm, biting huge chunks of flesh off the bone. Blood runs down her chin in gushes. She flashes you a demonic grin, exposing her rotten teeth. > look at the arm A severed arm! > ask woman about the arm She looks at you excitedly, ignoring your question: "I met him on Facebook! Really tasty!" > ask naked about the butt You really should join the nudist group on Facebook. Free yourself from the oppression by the clothing industry! > ask the Postman about the sombrero He stops spilling his drink and asks you "Do you know that new Facebook game, Breweryville? It's awesome! I produce ten gallons of Weißbier every minute! What's your high score?" > go north It's a little quieter in here, although you can still feel the basses pumping. Behind a dirty wooden table sits a dubious-looking man with a beard and an eye-patch. His left hand is lying on the table, while his right hand is trying to jab a knife at the spaces between his fingers, failing miserably. He's constantly cutting his fingers, obviously not noticing his bruises. There's a colorful parrot sitting on his right shoulder. You can also see a small table (on which is a dinner jacket) here. The parrot bawks: "You bloody loser!", laughing at the pirate. > examine the pirate He's wearing a tricorn hat carrying a huge button that says "Ask me about Facebook". The parrot bawks: "You bloody loser!", laughing at the pirate. > look at the parrot You see nothing special about the parrot. The parrot bawks: "You bloody loser!", laughing at the pirate. > examine jacket An expensive looking dinner jacket the economy students of Munich like to wear. You can see a cartier lighter sticking out from one of its pockets. The parrot bawks: "You bloody loser!", laughing at the pirate. > take lighter Taken. The parrot bawks: "You bloody loser!", laughing at the pirate. > examine lighter The cartier lighter is currently switched off. The parrot bawks: "You bloody loser!", laughing at the pirate. > ask the pirate about Facebook "Facebook? Arrrr, a mighty damn fine social network it is, young fella. I surfed the seven seas of the interweb, and i know all about it." He grabs your fartroid smartphone. "Arrrr, a Rrrrrrottorrrrrrola. You don't seem to know how to operate your Facebook app, do ya? Lemme handle that." He plays around with your smartphone for a little while, leaving bloody fingerprints on the display. "Here ya go, landlubber! Now y'arr ready to set sail for the ultimate procrastination!" He gives you your phone back. The parrot bawks: "You bloody loser!", laughing at the pirate. > go south The music is really intense here. Huge speakers pump loud basses into the stomachs of the crowd. The floor is filled with people. Weird people. A cloak room lies to the north. East of here is the DJ booth, guarded by groupies dancing in sync. Next to one of the gigantic speakers is a freak in a postman's uniform wearing a sombrero. In the middle of the dance floor is an ugly naked freak, dancing his butt off. Literally. A pony-tailed woman in an adidas training suit is standing in a corner with her face to the wall. > Go east With your smartphone ready for Facebook, the groupies let you through to the DJ booth. Phew! The DJ booth is pretty small and dirty. Behind the mixer, the DJ, ghood, is spinning this crazy music you hear. On CDs... > look at the dj As you approach ghood, he notices you. "Hey, Kong! You're alive!" He looks at you, exhausted. "This is so fucked up man. We started the party as usual. But all of a sudden, a zombie entered the club, who knows from where, and started biting us. We fell, one by one. I'm the only one left alive! They let me live so i could spin these terrible records they gave me!" You ask him, "Who do you mean? Who?" "I don't know! They beat me! It was all fuzzy! A girl gave me this bag of CD-Rs and said that if i'd stop playing their music, the zombies would stop dancing and swarm out on the streets! If i stop playing this music, we're all doomed, Kong, do you understand?!" You nod, gravely. What's the purpose of all this? And what now? "You have to do something, Kong. I think all this horror comes from the basement, but you won't get there from the corridor, the door's locked. Maybe there's another way. You know, last month, we had this filmmaker, Jason Scott, on skype to talk about that text adventure movie he made, GET LAMP. And before he switched off, he said we should check out the beer cellar, that there was wisdom to be found there. What if he was right? Please, Dr. Kong, try to get through to the kitchen and see of you can find something there. Dan will not let you through, but if you ask him about bloody mary, he'll probably leave to find one. All his rotten brain can process is this zombie drink. And by the way, please bring me a beer while you're in the beer cellar. I'm so thirsty!" He looks you in the eye, yearningly, and starts spinning music again. A beep emanates from your smartphone. Looks like you received a Facebook message! You tap on the letter symbol and are faced with the following text from your old pal Mandy95: "Kong!!! Thank the fucking Baal you finally made it to Facebook! You wouldn't believe what happened to me! I was at that Volxvergnuegen event about text adventures. I just wanted to go to the toilet when I heard that weird black metal music coming from the basement. I opened the door leading to the practice rooms, went down a couple of steps and got hit on the head! When I woke up, I was here in this cell! They're taking my blood every day, although I never see anyone. I just hear this metal music from one of the practice rooms. Something very creepy is happening here, dude! I recently saw Rosemary's Baby, and I'm A+ sure there are some demon worshippers planning some sinister fuckup around here! You gotta help me, man! I don't know, you're always reading these science fiction books, do something, please!" You pause for a moment, terrified. This is not weird anymore, this is slowly staggering towards nightmare. You have to find a way to rescue your friend. There must be a way to get down to the basement. The door to the practice rooms seems blocked, but maybe you can get to a lower level from the kitchen? And what's wrong with all these people? They look like zombies! > ask Dan about the bloody mary Dan disappears somewhere in the kitchen! Seems like ghood was right! > go to the west The kitchen is a bloody mess. There's nothing to be found here. To the north is the beer cellar. > turn on lighter You switch the cartier lighter on. A small room with empty shelves on all sides except to the south, where the room leads back to the kitchen. You can see a case of beer (in which is a bottle of beer) here. > take the bottle Taken. > examine the case The case of beer is empty. > examine the beer (the bottle of beer) Augustiner. > turn off lighter You switch the cartier lighter off. > Go east This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here. You can see Hipster and Style-O-Chick here. > Go east The DJ booth is pretty small and dirty. Behind the mixer, the DJ, ghood, is spinning this crazy music you hear. On CDs... > give the bottle to the dj Ghood just says "Hey, thanks, I didn't think you'd return. You know, I'm just here to tell you to go to the beer cellar, dude." > look at what you're carrying with you You are carrying: a cartier lighter a ticket a blue flyer a pack of fags (open) a folded poem sixteen cigarettes a sticker some money a fartroid smartphone a tattered shoulder-bag (being worn and open) a red flyer an apple > Dance You act like Sheik Yerbouti for some time. Yowzah! > Go south (first opening the big green door) The door closes behind you. You are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building. Above you is the night sky. You can see Technodude and Electrowoman here. > go to the east You're standing east of the club, under the night sky. It's pretty quiet here. Steam rises from a grate in the pavement. You can go back to the front door by moving south. You can see a fag machine here. > Light cigarette This dangerous act would achieve little. > Smoke cigarette You smoke a cigarette. > turn on lighter You switch the cartier lighter on. A small room with empty shelves on all sides except to the south, where the room leads back to the kitchen. You can see a case of beer (empty) here. > take the case You put the case of beer on the concrete floor. On the wall behind the shelf is some writing! > examine the writing It says "xyzzy: magic word for time traveling" > Xyzzy You get all fuzzy and the room seems to circle around you; for a short moment, you are reminded of the last time you took LSD...when you feel normal again....you hear someone's voice from afar: "Thanks everybody for having me, it's been a pleasure. Colin asked me to give you all some advice for your lives, and all I can say is: Don't forget to ask about the banana; and check out the beer cellar. There's wisdom to be found there. Goodbye!" You open you eyes to see..... A small room with empty shelves on all sides except to the south, where the room leads back to the kitchen. You can see a case of beer (empty) here. > go south Everything is neat and tidy here. You can see a CD here. > look at the cd Best of Dieter Bohlen. Yuck! > take it YOU DO NOT WANT THIS! > Go east It's pretty deserted here. You can hear voices from the dance floor. > Go east Rows of chairs are lined up in front of a projection screen . A video beamer is projecting a skype startup screen. Cool people are hanging out, chatting, laughing. The walls are covered in words scribbled on black paper. You can make out the words "GET LAMP", "WHAT IS A GRUE" and "OH BOY! ARE WE GONNA DO SOMETHING DANGEROUS NOW?". Paula is here. She is wearing a blue wig and black-and-white striped espandrillos. A guy who calls himself Anonymeuss is here. His eyes are hidden behind a black bar. You can also see Jana, Moritz, Robo and Lale here. > look at Paula Her gray and faded hair covers most of her face. She's got a beer bottle in her lap, but it's definitely not beer she's drinking. > examine Jana She's wearing dark lilac stockings that go up to her knees, blue puffy trousers and a black pullover. > examine Moritz Blue-white striped shirt, and 3/4 length pants. Aye. > examine Robo A small white robot with glowing red electronic eyes. He's walking around the room, flirting with the girls. > examine Lale She's wearing yellow tights, short jeans and a yellow top. One her head is a crown. She's jumping, singing, chewing her fingernails and drinking beer. At the same time. She's funny. > Go north A couple of nerds are hunched in front of three laptops displaying only text. They seem very excited. Achim is here. He's wearing a grungy flannel shirt with a banana tucked into the front pocket. He's sporting a neon-yellow key chain that drops to his ankles without a key attached to it. A button that looks like a nipple is fixed to the left side of his shirt. You can also see Laptop #3, Laptop #2 and Laptop #1 here. > examine banana It's a banana. > ask the achim about the banana He grabs the banana, peels it and eats it in one go. As he does so, a key drops from his pocket to the floor! > go east The DJ booth is locked during cultural events. > go west It's pretty deserted here. You can hear voices from the dance floor. > go north A narrow corridor with doors to the restroom for women to the east and the restroom to the west. A door leads to the cellar below. > go west Noone's in here, and I suggest you leave, too. The stench is almost unbearable. > unlock the door with the key You unlock the cellar door.
[Themes: Horror] > go down Red light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east. You can see a black poster here. > type 16 on the keypad The metal door clicks open. > Go north This looks more like the room of a teenage girl than a practice room. The walls are plastered with posters of all the exchangable faces the casting shows produce. Apart from a karaoke machine and a pink tapedeck, there's no musical equipment here. You can see a desk and a wooden stand (on which is an old book) here. > look at the tapedeck In the pink tapedeck is a pink tape. > take the tape Taken. > examine it It's pink with glittery pentagrams on it. You can read the words "Richwall Music" on it. > examine the desk A school desk. It has a drawer. > open the drawer You open the drawer, revealing a diary. > look at the diary It's clad in a terrible pink hue. Some strange mouse-like monster is depicted on the cover. It says "Band-Tagebuch". > examine the stand It's a finely engraved wooden stand. It's only purpose seems to be a supporter for the strange book that sits on top of it. On the wooden stand is an old book. > examine the old book A very scary book. You can make out the name "NECRONOMICON" and a pentagram written in blood on a pretty smelly leather cover. Is this the book from the movie? The tail of a very ugly pink textile mouse is hanging out of the book, seemingly as a bookmark. > read the diary You open the diary. It's written in an ancient, unholy and not translatable language. But strangely though, it appears to be written by a young girl with a heart full of butterflies and i-dots full of hearts. Why should a modern young girl with a light soul use such an ancient, heavy-weight and slow language? You don't know, but start reading anyway: Taken. (first taking the diary) You flip the pages randomly and arrive at page 8: You read: "Tag 8 In ein paar Stunden ist es soweit. Wir haben den Deckel jetzt mit einer Schnur an die Schachtel mit den Alraunenmaennchen festgebunden, weil sie dauernd rauskommen. Sie scheinen richtig wuetend zu sein, die Schachtel huepft immer hoch. Die Leute vom Volxvergnuegen bauen gerade auf und schauen aus wie lauter Nerds, aber man muss das genau rausfinden. Einen Fehler duerfen wir nicht machen! Sie werden einen Film zeigen und wir stellen uns beim Klo auf. Wenn wir jemand mit Pickeln sehen, schnappt die Falle zu! Pickelpinkeln macht Superstars! Ich bin schon voll aufgeregt und Vanessa sagt, dass sie gleich in die Hosen macht, hihi." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: This day seems to be the day of the nerd event. The girls are waiting for their big kidnapping show (or in the toilet queue? Or for their pimples to disappear? It's hard to make any sense out of this.). > Continue You flip the pages randomly and arrive at page 1: You read: "Tag 1. Voll cool, wir schreiben jetzt Band-Tagebuch! Das ist der erste Eintrag. Vanessa meinte, dass unser Tagebuch dann in die Bravo kommt, wenn wir DSDS gewinnen. Aber da muessen wir uns richtig anstrengen. Die meisten da sind ja nur so Spacken und Hohlis. Die koennen gar nicht singen und schaun auch voll scheisse aus. Das Schwierige ist halt, da reinzukommen. Wenn wir erst drin sind, dann gewinnen wir! Das sagt Joerg auch und der ist voll cool. Der hat den Dieter (<3<3<3) schon mal getroffen, am Ballermann. Der Joerg verdient schon richtig Geld und fliegt jedes Jahr in Urlaub nach Malle.Voll cool! Und atzt da so richtig ab. Und da hat er den Dieter getroffen und mit ihm Sangria aus nem Eimer getrunken. Und der Joerg sagt, dass unsere Musik voll geil ist. Der hat im Urlaub auch den Juergen Drews kennengelernt, aber Vanessa und ich finden den doof. Wir haben jetzt auch nen eigenen Uebungsraum, voll im Zentrum. In der Glockenbachwerkstatt, da sind lauter Atzen und Hippies. Aber wir reden gar nicht mit denen. So Metaler ueben da auch, neben uns. Die sind voll doof, und die Musik ist soooo scheisse. Wir brauchen ganz viel Leute, die bei DSDS fuer uns stimmen. Das ist schwierig, weil uns keiner kennt. Die aus meiner Klasse stimmen natuerlich alle fuer uns, nur nicht die Karin und ihre Clique. Die Karin ist jetzt Emo und meint, dass sie voll cool ausschaut. Wir haben jetzt schon nen Namen, Postmodern Talking. Der Herr Reihertrog, der Deutschlehrer, hat uns den vorgeschlagen, weil wir den Dieter (<3<3<3) so toll finden. Und Modern Talking war die beste Band der Welt, bevor der bloede Thomas Anders sich so wichtig gemacht hat. Und seine Frau, die Nora! Der sieht voll schwul aus und ist jetzt sicher schon tot oder Friseur. Ich find den Namen auch gut, aber der die Franzi meinte, das waer doof, weil die Post nix taugt. Die geht bald pleite, sagt die Franzi, weil alle nur noch Emails schreiben und Facebooken. Uns ist das egal, stimmts, Vanessa? Die Vanessa hat gesagt, dass jetzt immer ich Tagebuch schreiben soll, weil ich so suesse Herzchen als i-Puenktchen mache. Aber jetzt muessen wir ueben, die Vanessa schaut total 80er aus, mit nem Zopf und so lila Socken." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: It seems this German text is a diary written by young girls who have a band covering Modern Talking songs and who want to win a super talent show. They have their practice room in this house next to a black metal band - that's all what you can make out of this confused girly-girly talk. > read the next page What do you want to read that in? > Diary You read: "Tag 2. Hurra! Wir sind bei der Abstimmung dabei. Gestern haben wir nen Brief bekommen, mit nem Foto von Dieter (<3<3<3), dass wir bei der Vorauswahl von DSDS dabei sind. Da sind nur Spacken, die da auftreten. Aber wenn die ihre Spackenfreunde mitbringen, dann gewinnen wir nicht, weil die in unserer Klasse uns nicht mehr moegen. Die sind jetzt alle voll Emo und finden uns doof. Nur die Frau Wurstbier sagt, dass wir weitermachen sollen, und dass man positiv denken soll. Und der Herr Reihertrog. Ich glaub, dass der in mich verliebt ist, der schaut mich immer so komisch an. Wenn ich den Dieter (<3<3<3) in echt sehe, dann falle ich glaube ich tot um. Wenn der mit mir sprechen wuerde, dann wuerde ich total rot werden. Ich find den total suess, wie der ausschaut, und wie der auch so voll fies sein kann. You are my heart, you are my soul, Dieter (<3<3<3)! Wenn der zu uns so fies waere, dann muesste ich weinen. Das waere mir egal, ob das im Fernsehen waere. Aber ist er sicher nicht, weil wenn der unsere Version von You are my heart, you are my soul hoert, dann flippt der sicher voll aus. Aber wir brauchen halt echte Fans, die fuer uns stimmen! Am 1. Sonntag im Juni ist die Abstimmung, dann sehe ich Dieter. (<3<3<3)" Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: It seems this page of the text says nothing meaningful at all. Lots of hearts though. > read the next page in the diary You read: "Tag 3. Total geil, gestern war Fotoshooting. Der Fotograf war total cool, der hat uns mit so nem grossen BMW abgeholt, voll porno. Die Karin und ihre Clique habens genau gesehen, aber extra weggeguckt. Aber wenn wir dann mit den Fotos in der Bravo sind, dann koennen sie gar nicht weggucken. Der Fotograf hat auch gemeint, dass unsere Musik voll geil waere, und will mal mit mir zum Essen gehen. Die Vanessa hat gestern bei den Super- News so nen Bericht ueber ein Buch gesehen, dass alle gerade lesen. Das heisst Necronomicon, und sie hats gleich beim Weltbild gekauft. Ich finde so alte Buecher bloed, eigentlich les ich eh nie. Aber beim Weltbild gab es letztes Jahr das Superstars-Buch mit total suessen Fotos. Und naechstes Jahr sind unsere Fotos drinnen: Vanessa Nockenpfohl und Baby Beethoven sind Postmodern Talking - die heissesten Fotos der Superstars 2011! (Die Vanessa will keinen Kuenstlernamen, das find ich voll doof. Alle echten Kuenstler haben Kuenstlernamen!) In dem Necronomicon steht naemlich, wie man beruehmt wird. Da gibt's ein Kapitel, das heisst "Von denen Hirnfressern und wie man Macht gewuennet". Das ist total alt das Buch, so ganz komisch geschrieben. Aber da steht, wenn man eine Beschwoerung macht, dann kann man Zombies aufwecken. Und die tun dann, was man will. Die schauen aus wie Menschen, sind aber keine. Aber wenn wir die zur Abstimmung mitnehmen, dann stimmen die alle fuer uns und wir sind Gewinner bei DSDS. Heute ueben wir Cheri, Cheri Lady! Das ist sooooo toll!" Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: You have the impression these girls are daydreaming without pause. Apart from going on and on about becoming this years' super talents, they claim to have found an old magick tome, "The Necronomicon", which contains a chapter on how to conjure Zombies. > read the next page in the diary You read: "Tag 4. Die Karin hat uns jetzt ne Idee gegeben! Wenn die wuesste, dass wir mit ihrer Idee DSDS gewinnen, dann wuerde die voll schwarz werden vor Wut. Aber die ist ja schon schwarz. Gestern in der Schule hatte sie das ganze Gesicht schwarz geschminkt, wie ein Neger. Die Karin hat gesagt, dass unter der Glockenbachwerkstatt ein total alter Indianerfriedhof ist. Die Mutter von der Karin ist naemlich mit Willy Michl und Pierre Briece befreundet, hat die Karin gesagt. Frueher hat die Karin auch immer die Winnetou-Bilder gesammelt. Die Mutter von der Karin findet den Style von der Karin auch voll scheisse. Die Karin schaut aus wie ne fette Koksnutte, sagt sie immer. Dabei ist die Mutter selber voll fett und man sieht immer die Speckfalten, die ihr der BH ins Fleisch schneidet. Ausserdem schauen Koksnutten anders aus, sagt der Joerg auch. Im Necronomicon steht naemlich, dass man die Beschwoerung auf nem Friedhof machen muss. Und jetzt haben wir den Friedhof, direkt unter dem Uebungsraum. Cheri, cheri Lady sitzt noch nicht so richtig, wir versingen uns immer. Am Samstag habe ich so nen Typen in der Disco kennengelernt, der meinte er waer der coolste. Mit Sonnenbrille, voll Porno. Der hat gesagt, er haette ne Plattenfirma, wo wir unsere CD machen koennen, und hat mir dabei immer auf den Hintern gehauen. Aber wenn wir bei den Superstars gewinnen, brauchen wir keine Plattenfirma, das macht dann der Dieter (<3<3<3) alles fuer uns. Ausserdem hatte der Sonnenbrillentyp Turnschuhe von Adidas an. Der lebt hinter dem Mond und denkt, dass er mich mit seiner Plattenfirma rumkriegen kann. Nichtmal die Karin hat Adidas-Turnschuhe! Ich hab dann noch ein bisschen geknutscht mit ihm, aber dann wollte er mir keinen Wodka-Bull mehr kaufen. Jetzt brauchen wir eine Jungfrau! Im Necronomicon steht, dass man bei der Beschwoerung eine nackte Jungfrau braucht. Aber das kann auch ein Mann sein. Also ein Jungmann, haha. Man muss die Jungfrau dann fesseln, auf den Ruecken auf den Boden legen, und den Mund voll mit Alraunen stopfen. Dann die Musik (voll geil, da war gleich son Downloadlink im Necronomicon! Haben wir gleich runtergeladen und auf die pinke Kassette gespielt.) und dann stehen die Zombies auf. Die Karin hat mir gesagt, wo Alraunen wachsen. Das kann ich hier aber nicht hinschreiben, hihihi. Schade, dass hier kein Galgen in der Naehe ist. Die Vanessa hat sich voll geekelt und gesagt, dass sie gleich kotzen muss." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: The two girls want to cast a spell of The Necronomicon in order to summon Zombies (Willy Michl? Pierre Briece? It's all very confusing...), who would vote for the girls' band in the super talent contest. They need a virgin though... And mandragore. And special music, which they already put on the pink tape. > read the next page in the diary You read: "Tag 5. In den Nachrichten steht, dass der Dieter (<3<3) jetzt verliebt ist. Vanessa und ich glauben das aber nicht. Es war ja auch kein Foto dabei. Und wenn der uns sieht... Wenn ich an den Dieter (<3<3<3) denke, dann kribbelts mir immer so, wie wenn man im Winter draussen pinkeln tut. Ich hab mal seinen Namen in den Schnee gepinkelt, aber dann hab ich mir auch auf die Schuhe gepinkelt. Der Joerg hat mich dann auch ins Krankenhaus begleitet, das war so eine Flatrate-Party. Da hab ich mich schon geschaemt nachher. Die Karin ist voll doof, aber die gibt uns immer total gute Infos. Sie hat jetzt Hausarrest, weil sie mit einer Sicherheitsnadel durch die Nase in die Schule gegangen ist. Ich musste ihr die Hausi bringen, hat der Herr Reihertrog gesagt. Bei ihr daheim ist es total ungemuetlich, ihr Zimmer ist ganz schwarz gestrichen, und auf dem Boden liegen ueberall Reissnaegel. Moebel hat sie gar keine, auch kein Bett, weil sie nie schlafen kann, sagt sie. Aber sie ist jetzt kein Emo mehr, sagt sie, sie macht jetzt beim Volxvergnuegen mit. Da sind total coole Leute, sagt sie, so Kuenstler und politisch, aber voll cool. Ich hab schon gedacht, sie sagt gar nichts Interessantes mehr, aber dann hat sie mir den Flyer von der naechsten Veranstaltung gezeigt. Der ist total doof, und ich haette gar nicht gecheckt, dass das ein Flyer ist. Sie hat gesagt, dass da so Computerspiele gezeigt werden, aber nur mit Text. Ich hab erstmal gar nichts gecheckt, weil Computerspiele nur mit Text, das ist doch wie nen Film auf Englisch anschauen. Also irgendwie langweilig. Aber sie hat gesagt, dass das den Leuten Spass macht, und da kommen lauter so picklige Nerds, das sind Leute, die noch nie Sex gehabt haetten, weil sie so schuechtern sind und immer nur Computerspiele machen. Ich hab zwar nix gecheckt, aber natuerlich gleich ans Necronomicon denken muessen, und die Karin gefragt, ob das wirklich stimmt, dass die noch nie Sex hatten. Ja, hat die Karin gesagt, das weiss sie genau, weil sie wahrscheinlich mit dem Chef vom Volxvergnuegen zusammen ist, und der ist voll cool und hat das auch gesagt. Der ist schon ueber 30 und total schlau, hat die Karin gesagt. Wieso sie wahrscheinlich mit dem zusammen ist, hab ich dann nicht mehr gefragt, weil die Karin dann ploetzlich hat weinen muessen und ich bin dann heimgegangen." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: Boring stories about drunken girly misbehaviour. But these girls now seem to have a bright idea: At the next Volxvergnuegen event a lot of nerds will come, because it is an evening about text computer games. They are sure that they will find a virgin among the audience. > read the next page in the diary You read: "Tag 6. Wir haben einen Plan. Genauer gesagt, zwei Plaene. Wir spielen naemlich Brother Louie, Louie auch noch. Das ist der eine Plan. Und ausserdem entfuehren wir einen pickligen Nerd. Wir haben schon ganz viele Alraunen gekauft, die gab es beim Lidl im Angebot. Wenn man nicht weiss, wo die wachsen, sind die gar nicht so eklig. Die Vanessa hat sich eine genommen und ganz lange angefasst. Ganz komisch geguckt hat sie dabei und gesagt, dass sie aussieht wie ein kleines Maennchen. Wie ein kleines nacktes Maennchen. Da haben wir total kichern muessen. Ich glaube, wir muessen aufhoeren mit dem Kichern, als Superstar geht das nicht mehr. Aber wenn sie dann auf den kleinen Alraunenpimmel gedrueckt hat, hab ich wieder kichern muessen. Die Alraunen sind jetzt in einer Schachtel bei mir im Zimmer, aber ich hab jetzt einen Deckel drauf gemacht. Weil ich so komische Traeume hatte, dass die kleinen nackten Alraunenmaennchen alle nachts in mein Bett gekrochen sind. Und die waren ganz kalt und rau und haben mit ihren fiepsigen Stimmchen Cheri, Cheri Lady gesungen. Vielleicht ist das ja ein gutes Vorzeichen, aber kuessen wollte ich die nicht, nicht mal im Traum. Uebermorgen ist das Nerd-Event, hat die Karin gesagt. Sie hat jetzt ihre Fingernaegel wegoperiern lassen und sagt, dass der Volxvergnuegenchef total suess ist. Naja, den koennen wir vergessen als Opfer. Wenn wir dann die Zombies haben, muessen wir nochmal eine Beschwoerung machen. Das haben wir am Anfang nicht gecheckt, aber jetzt haben wir das Kapitel nochmal gelesen. Man muss die Zombies trainieren, wie im Fitness-Studio. Die muessen bei einer Beschwoerung alle unsere Lieder hoeren. Aber wo bekommen wir so viele Zombies her? Heute war ein Foto von Dieters (<3) Freundin in den Nachrichten, aber die hat total schiefe Zaehne. Ich glaube nicht, dass der Dieter (<3) die lieben tut. Wenn der mit mir im Studio ist, ganz allein...Aber ich darf jetzt nicht traeumen!" Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: The girls bought mandragore - looking like little naked men. They need it for the magick spell to summon Zombies. And they will kidnap one of the nerds visiting the next event - because they need a virgin for the spell. Something about Dieter's girlfriend's teeth and hearts sums up this day's diary entry. > read the next page in the diary You read: "Tag 7. Jeden Tag ein neuer Plan. Und ein neuer Traum, pfuiteufel. In dieser Nacht haben die Alraunenmaennchen ein Zirkuskunstueck gemacht, sie haben sich zu einem Turm augfestellt, eins auf das andere. Aber der Turm war eigentlich ein Galgen und an dem hing Karins Mutter. Sie hat dann ganz komisch gezuckt und aus ihrem Mund ist Schaum gekommen. Am Morgen habe ich den Schaum ganz schnell aufgewischt, bevor Mama ihn sehen konnte. Die Schachtel mit den Alraunenmaennchen habe ich heute in den Uebungsraum gebracht, sie hat die ganze Zeit in meinen Haenden so komisch gezuckt. Ich glaube, dass die echt lebendig sind, und auch Vanessa wollte die gar nicht mehr anfassen. Der Plan ist, dass wir ne Party machen. Aber viel cooler! Die Karin sagt, dass beim Volxvergnuegen auch Parties sind, und dass da die Nerds immer alles aufbauen und abbauen. Und nichtmal Geld dabei verdienen, sagt die Karin. Die Karin hat sich jetzt so komische Loecher in die Backen geschnitten, da blaest sie immer den Zigarrenrauch raus, das schaut total komisch aus. Und wenn sie lacht, dann tut es immer bluten, aber sie lacht ja nie. Genau, die Nerds bauen die Party auf, und wir spielen dann die Musik. Die Karin hat gesagt, dass das geht, weil der Chef vom Volxvergnuegen voll nett ist. Wenn ein Zombie einen Menschen beisst und sein Gehirn frisst, dann wird der Mensch auch ein Zombie, hat die Vanessa im Necronomicon gelesen. Wir machen aus dem Nerd, den wir morgen entfuehren, einen Zombie und halten ihn im Keller gefangen. Er kriegt immer unsere Musik und muss nackt in der Zelle sitzen. Die Vanessa hat schon Chloroform gekauft und die Alraunenmaennchen zischen die ganze Zeit, waehrend ich das schreibe. Vorhin hat die Vanessa den Deckel von der Schachtel aufgemacht und wir haben voll kichern muessen, weil die Alraunenmaennchen total erregt waren. Aber irgendwie ist das auch unheimlich. In einem Monat ist die Party, und dann lassen wir den Zombie raus. Er beisst die Leute und alle werden Zombies, und dann haben wir unseren Auftritt, der eigentlich eine Beschwoerung ist. Und am Tag danach ist die Abstimmung von DSDS! Und dann stimmen alle Zombies fuer uns, und der Dieter (<3<3<3) wird seine Freundin verlassen. Ich hab mir schon ein neues Parfum beim Kick gekauft, das schaut voll Porno aus, so mit so nem Mann und so ner Frau drauf, die es gerade machen. Aber in schwarzweiss, nicht so billig." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: The mandragore men seem to be invading the girls' dreams in a more unpleasant way. A girl named Karin has cut holes in her cheeks, because she loves the boss of Volxvergnuegen (or because she wants to smoke through her cheeks). The plan is to kidnap a nerd, use him as a virgin for the spell to create a Zombie, who will then one month later infect party guests. They, being now Zombies themselves, will vote for the girls in the super talent show. Sounds pretty plausible. > read the next page in the diary You read: "Tag 8 In ein paar Stunden ist es soweit. Wir haben den Deckel jetzt mit einer Schnur an die Schachtel mit den Alraunenmaennchen festgebunden, weil sie dauernd rauskommen. Sie scheinen richtig wuetend zu sein, die Schachtel huepft immer hoch. Die Leute vom Volxvergnuegen bauen gerade auf und schauen aus wie lauter Nerds, aber man muss das genau rausfinden. Einen Fehler duerfen wir nicht machen! Sie werden einen Film zeigen und wir stellen uns beim Klo auf. Wenn wir jemand mit Pickeln sehen, schnappt die Falle zu! Pickelpinkeln macht Superstars! Ich bin schon voll aufgeregt und Vanessa sagt, dass sie gleich in die Hosen macht, hihi." Congratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language: This day seems to be the day of the nerd event. The girls are waiting for their big kidnapping show (or in the toilet queue? Or for their pimples to disappear? It's hard to make any sense out of this.). > read the next page in the diary There are only eight pages in the diary, the rest is blank. > examine the old book A very scary book. You can make out the name "NECRONOMICON" and a pentagram written in blood on a pretty smelly leather cover. Is this the book from the movie? The tail of a very ugly pink textile mouse is hanging out of the book, seemingly as a bookmark. > open the old book Some otherwordly power is keeping it shut. Tough luck. > take the tail It won't budge. And you don't want it. > Go south Through the gray door, you hear muffled voices arguing. As it seems, the black metal band wanted to record a demo tape this evening, but Arthanprank The Skullbreaker, one of the black metal dudes, forgot to bring a tape. He's defending himself: "Look guys, I really wanted to bring the tape, but I forgot my little sister's birthday, so I recorded her a tape from this new black metal band, Princess Lilyfist...I'm really sorry." Red light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east. You can see a black poster here. > go east There is fuzzy blue carpet everywhere. On the floor, on the walls, even on the ceiling. Three figures clothes in black are standing in a corner, gazing at their shoes. Anton, a hyperactive but very nice young man wearing a shirt brandishing the words "Nazi Industrial Fuck Off", is drinking some tea. You can also see pale metal guy, fat metal guy, tattooed metal guy and a black tape recorder (empty) here. Slowly, your brain starts to work. Are you really the famous Dr. Kong, known all over the world for his brilliant wit and unrivalled intelligence, or are you just some dumb text adventure geek sitting in front of a computer terminal? Anyhow, your brain came to the following conclusion: Those crazy girls have their ritual music on a pink tape. If you'd manage to record some other music on that tape, the ritual must fail! That's it! > put the pink tape in the recorder You put the pink tape into the black tape recorder. > turn on the recorder That's not something you can switch. Anton asks you "Hey, do you want to know anything about this place? We've been here for quite some time, you know. Just ask!" > take pink tape Taken. > give it to Anton Just put it in the recorder and ask Anton about it. And no funny stuff with the recorder! > ask Anton about the tape You tell the guys that you found a tape. "Wow!", says Anton, "Now we can record our demo! Awesome!" Immediately, the band members grab their instruments and start recording a song, from start to finish, first take. At least that's what they say when you come back to the practice room, it was just too loud. You take the tape and promise to make a copy for the band. > check your inventory You are carrying: a pink tape a diary a cellar key a cartier lighter (providing light) a ticket a pack of fags (open) a folded poem sixteen cigarettes a sticker some money a fartroid smartphone a tattered shoulder-bag (being worn and open) a red flyer an apple > Go west You freeze in your steps. Two scary looking girls dressed in glittery pink stand before you, their eyes bloodshot and evil. "Thank you for returning that tape, bitch!", the one with the braids and the purple socks says. She must be Vanessa. She takes the pink tape out of your hands and feeds it into the tapedeck the girls have brought here for the occasion. All the candles are lit. The other girl hits you with a karaoke microphone and you stumble to the floor. "The time has finally come," Vanessa shouts, "for us to complete the ritual and win DSDS!" The other girl removes a huge board from the eastern wall, revealing a black iron door with bars! She unlocks the door with a rusty key, opens it, and out stumbles your internet friend, mandy95, completely naked, looking miserable. Why didn't you see this?!? You could have freed him! The two girls throw him to the floor, tie him up with pink ribbons and feed him with mandrake roots. You feel paralyzed from the stench emanating from those disgusting roots. You just hope your trick with the black metal music will work, otherwise all is lost. Now Jennifer takes the Necronomicon, says "Zicke Zacke Hühnerkacke", and the evil book opens. She reads some sinister sounding ritualistic poems you don't really understand. All you can discern is "Azatoth Cznupolowski, gulli gulli ramsamsam", which makes the red lamp explode. Only the ritual candles give off light now, light and putrid smoke. "And now...the music!", Vanessa says, almost chanting, handing the tape over to her accomplice, who puts it into the tapedeck. You close your eyes. And clench your fists. As the play button on the tapedeck is pressed, hordes of completely braindead nordic emperors invade your ear canals! You hear a hoarse voice screaming "Blashyrk Mighty Ravendark!", and as the nordic riders charge forward to enter the burning castle, the music stops. you open your eyes again... The two girls lie on the floor unconscious. You shake them, and they slowly open their eyes, but they cannot remeber what has just happened. As you untie your friend and remove the roots from his mouth, he whispers, "Kong...you did it...you have defeated the Diddl Girls...the world is saved..." he stands up, picks up the rusty key from the floor and hands it to you. "But Kong, it's not over yet...You see...if i don't stay locked up in this cellar room for another month, i will not be able to send you that facebook message you received, and you will not be able to travel back in time to save me! So you have to lock me in again...no, Kong, don't look at me that way, you know I'm right. Don't worry about me, i have enough mandrake roots to feed on." He enters his cell.Reluctantly, you close the door and lock it. "Goodbye, Kong, we will meet again", mandy95 says, and you wave him goodbye as you cast xyzzy again, which by miraculous ways seems to be working again, and through a maelstrom of lights and smells, are carried back into the future. And now you're back at the party. In the bar. It's 3 am, everybody is having a good time. The music is great, ghood really rocks the crowd. You meet Fabi, who's looking remarkably good, arm in arm with a girl called Karin, although she has no arms anymore, she's had them removed as the ultimate body modification. They both seem very happy. You're dancing all through the night, and when the sun rises, you decide it's time to call it a day. You grab a fortune cookie from the bar counter, wave back at Dan, and step outside in the gentle morning sun. You unpack the fortune cookie and eat it. Yes, Dr. Kong, you've done it again. Saved the world from the impending demise AND had a terrific time. But wait.... What's written on the strip of paper from the fortune cookie? "Help! I'm locked in a fortune cookie factory! Help me, Dr. Kong!" It's signed by mandy95. That guy is just looking for trouble. Well, it looks like there's a new job for Dr. Kong, hipster, trickster, private eye. But not before you get some sleep. TO BE CONTINUED... > check your inventory You are carrying: a cartier lighter (providing light) a ticket a blue flyer a pack of fags (open) a folded poem sixteen cigarettes a sticker some money a fartroid smartphone a tattered shoulder-bag (being worn and open) a red flyer an apple > Xyzzy Hm...it doesn't seem to work...yet.... > go to the north A small room with empty shelves on all sides except to the south, where the room leads back to the kitchen. You can see a case of beer (empty) here.
[Themes: Humor] What is your last name? > Mudd "Good evening, Agent Mudd. Thank you for getting here so quickly..." He glances at your tuxedo. "...and you're already dressed for the part I need you to play this evening." "Oh? I was on my way to a party, this being New Year's Eve. But I'd rather be working, to be honest - while I'm a fan of the mayor and his wife, I'm not overly fond of going stag to New Year's Eve parties. What's the job this evening?" you ask, picking a piece of lint from your otherwise black trousers. Special Agent Buxton smiles amicably at you. "Well, I'm sorry to be the bearer of bad news, Mudd, but I'm afraid that's precisely where this evening's assignment takes you..." Another rather silly SpeedIF by Jacqueline A. Lott Beneath a flickering street light, 5th and Main Times have been hard in the spying business as of late, and the effects of budget cuts are hard and far-reaching: even Special Agent Buxton is reduced to meeting spies on dark street corners to hand out assignments. Agent Buxton stands here, waiting to answer your questions. > ask Buxton about the assignment "Tell me about the job," you inquire. "Yes, let's get down to business, shall we? This evening's job is a bit bizarre, even by our standards. We have some very reliable intelligence that..." He pauses, as if he's not quite comfortable with the part that comes next. "...that Adolf Hitler's scientists perfected a time machine and he plans to crash the mayor's party this evening. For what reason, we are unsure, but you must stop him at all costs." He lowers his voice and says, "All. Costs. Got me? You have a license to kill this evening, Mudd." With a smug look, Buxton produces a tiny box, which he gives to you. "Inside this is a mouse. But not just any mouse, mind you - it's an infected mouse. > ask Buxton about the mouse He says, "Inside this box is a mouse. But not just any mouse, mind you - it's an infected mouse." > ask Buxton about Hitler He says, "What do you mean, you don't know who Hitler was? Everyone knows who Hitler was. Didn't you have to take some sort of test before you got into Spy School? I weep for the future of our industry! Let is suffice to say that he must die, and that you are the man who will make it happen." > ask Buxton about the mayor He says, "He's not all that bad, as you know. More importantly, he's valuable to this administration. You must protect him." > ask Buxton about the backpay There's a pause, then he says, "I don't have time for idle banter, Mudd." "Look, you have the mouse and I've already explained the assignment - infect Hitler. I don't care how... just make sure that Hitler somehow comes in contact with the mouse's blood, feces, or saliva. "TAXI!" he hails a cab. You get in and direct the cabby to the mayor's house..." > ask Buxton about the infection Or are you just here to funnel some more cash into your Swiss bank account? Much as you hate to admit it, there's probably a lot of truth in the latter statement. You can see a table (on which are some egg nog and some hors d'oeuvres) here. > look at nog This coagulated mess of cream is popular for whatever reason around the holidays. This coagulated mess of cream is popular for whatever reason around the holidays. > take the nog You'd really rather not. You like the fact that your heart beats and your BMI is within normal range. > examine the hors The hors d'oeuvres on hand this evening are a variety of finger sandwiches in countless varieties, all scrumptious-looking. > take it You already have that. > take the nog You'd really rather not. You like the fact that your heart beats and your BMI is within normal range. A horribly snooty woman makes a move for the egg nog, but you block it with your body and chew your fried red panda sandwich in a very diligent, turtle-like manner, which repulses the would-be egg nog consumer. "Dreadfully sorry," you say through a mouth full of delicious finger food. "I've got this New Year's resolution to slowly masticate all sandwiches, and I'm starting early. > examine Hitler His dramatic entrance in the golf cart time machine aroused only temporary attentiveness in the guests. Despite his antiquated dress and ridiculous moustache, he was unable to hold their attention, and after their full fifteen-second attention span had been consumed, they went back to prattling on about their inane existances. A vapid man makes a move for the egg nog, but you block it with your body and chew your minced Riverine rabbit sandwich in a very pensive, cow-like manner, which repulses the would-be egg nog consumer. "Dreadfully sorry," you say through a mouth full of delicious finger food. "I've got this New Year's resolution to slowly masticate all sandwiches, and I'm very committed. > give the egg nog to Hitler (first taking the egg nog) You'd really rather not. You like the fact that your heart beats and your BMI is within normal range. A horribly snooty woman makes a move for the egg nog, but you block it with your body and chew your long-baked beaked echidna sandwich in a very meditative, sloth-like manner, which repulses the would-be egg nog consumer. "Dreadfully sorry," you say through a mouth full of delicious finger food. "I've got this New Year's resolution to slowly masticate all sandwiches, and I'm starting early. Hitler then siddles up to the egg nog bowl, but you make no move to stop him. In fact, you offer him a cup. "Mein Führer," you say, as you hand him the cup - possibly laying it on a bit thick, but a smile touches Hitler's lips, he nods to you, and he accepts your offer of the cup. He pours himself a helping of the thick, viscous, gelatinous (and deadly) goo. "Prosit Neujahr," he says, amicably, before downing the goopy, mucilaginous, glutinous (and deadly) glop." You watch Hitler carefully, and begin to count to yourself to see how long this is going to take. The average incubation time for hantavirus, the most common mouse-borne virus that springs to mind, is two to four weeks in humans. You know this from both your extensive spy training as well as your obsessive reading of Wikipedia. Two to four weeks?! Let's hope it ain't hantivirus, hm? > Wait Time passes. "Blech!" Hitler spits up some blood into his egg nog glass, the falls to a heap on the floor. That's what you were hoping for, deep down inside - fast acting Ebolavirus. Except - oh noes! It's so very infectious that soon you'll be infected, as well as all the guests. So much for collateral damage... What are you to do?! > take Hitler I don't suppose Adolf Hitler would care for that. The revelers are freaked out. How will you save them? > enter the cart There are so many reasons to not enter that contraption. First, you haven't the slightest idea how to drive the thing, through space or time. Secondly, who wants to be seen in a golf cart? I mean... really now. The party-goers are crazy with fear. How will you aid them?