Game details

Deephome (1999) by Joshua Wise

Session details

  • Session 1 : 2025-03-23
    Role call: DavidW, Jacqueline, Jade, Roger, Lionheart.

Session 1 transcript

ClubFloyd Clubhouse
Welcome to the ClubHouse! CF is a dedicated bot exclusively for ClubFloyd’s use, and has the same library of games as the 'original' Floyd you’ll find in the Toyshop. Have a seat in one of our (intentionally not implemented) comfy chairs and stay a while. If there’s anything you need, just pretend it’s here. ClubFloyd meets here each Sunday at noon Eastern.

To see how things work, you can read our rules & instructions, as well as past transcripts at

http://www.allthingsjacq.com/interactive_fiction.html

You can see: save button, green button, yellow button, ClubFloyd Suggestions, ClubFloyd Pass 06, ClubFloyd Pass 07, ClubFloyd Pass 08, ClubFloyd Pass 09
Players: CF, Jacqueline, PerrySimm
Visible Exits: None

<Jade> Jade has connected to ifMUD.

Jade has arrived.

DavidW says, "hi Jade"

Jade says, "hello"

Jade says, "I am at my parent’s House"

DavidW says, "I’m not sure if Jacqueline’s awake yet."

Roger has arrived.

Jade says, "I Will try to follow you"

DavidW says, "I’ve put up a new CF page at https://plover.net/~davidw/sol/cf/index.html with a short list of games we might want to play today."

DavidW says, "I know what I want to play, but I’d like to hear what the membership wants."

Jacqueline says, "I’ve not heard of Deephome."

DavidW says, "well, it’s from 1999 and wasn’t in a comp"

Jacqueline says, "I seem to recall having played and enjoyed Good Bones."

Jacqueline says, "Ah, yeah. Recent IC. Makes sense."

Jacqueline says, "I’m good with whatever. I’m taking a class so my brane is a little full."

DavidW says, "My first choice is Deephome. My second choice is Good Bones followed by Crash and Zit if there’s leftover time."

Jacqueline says, "My first choice is, conveniently, also Deephome."

DavidW says, "yay. Lemme make a quick coffee from instant. back in a bit."

DavidW says, "back. And when I said Crash, I meant The Crew. I had Crash on the list as well, but we played that one already."

Jacqueline says, "Okay. Pausing my class. Switching to here."

DavidW asks, "So, shall we start then?"

Jacqueline exclaims, "Sure!"

DavidW >> load sleepmask deephome

Secret Entrance                                        1/1

You crawl through the tight passageway, your lantern swinging in your hand, casting shadows that play about all around you. Perhaps a human would be claustraphobic here, certainly one of the Elves would, but you are a Dwarven Reclaimer, sent to explore and prepare the abandoned city for the return of its people. The ancient city awaits, just a little further up. You shuffle farther in until you finally see the wooden doorway that brings a large bearded smile to your face. You’re there! You have finally reached…​

DEEPHOME
A Telleen Adventure
THE RETURN: PART 1

For Help type "help" and for credits type…​you guessed it, "credits!"
Visit the Telleen homepage at http://www.angelfire.com/nj2/Yesuslave
All comments and suggestions should go to Joshua Wise at YesuSlave@Yahoo.com
Release 1 / Serial number 991210 / Inform v6.15 Library 6/8

Secret Entrance
This is a rather dark and small room, having only two exits, back north the way you came, from the ancestral homes of Tana, or through the heavily barred wooden door before you that leads southwest and inward to the abandoned Deephome, abode of the Dwarves in Telleen. It has been three hundred years since your people lived here.

The door blocks the way into the city of Deephome.

>

Roger >> say friend

Secret Entrance                                        1/1

> SAY FRIEND

Whom do you want to say to?

>

Roger >> door

Secret Entrance                                        1/1

> DOOR

Whom do you want to say to?

>

Roger >> me

Secret Entrance                                        1/1

> ME

Whom do you want to say to?

>

Jacqueline says, "hee"

Roger says, "whoops"

Jacqueline says, "Hm…​ This may be the only game I’ve played where I got a point just for starting the game."

DavidW asks (of Roger), "Are you driving then?"

Roger says, "nah I just wanted to try that off the top of my head before we got into it proper, thanks"

DavidW says (to Jacqueline), "I think there are other games that do, but they’re very rare."

Jacqueline says, "Kinda fun."

DavidW >> x me

Secret Entrance                                        1/2

> X ME

As good-looking as ever.

>

DavidW >> i

Secret Entrance                                        1/3

> I

You are carrying:
   King’s Order
   a lantern (providing light)

>

DavidW >> x order

Secret Entrance                                        1/4

> X ORDER

The note reads:
"Reclaimer:

You have the esteemed duty to return to our Mountain Kingdom of Deephome and prepare it for our return. There are several things a Reclaimer must do:

1.  Restore Power to the City
2.  Restore Water to the city.
3.  Visit each location and make sure it is safe, a quick appraisal should be sufficient.
4.  Open the City Gates once more.
5.  MOST IMPORTANT: Make sure the city is SAFE to return to.

May the Peace of Kraxis go with you

King Derash of the Mountain Tana, the year 782 SK."

>

Jacqueline says, "'As beardy as ever' would have been a fun >X ME"

DavidW says, "yeah, a bearded PC is also rare."

Jacqueline says, "I feel like sending just one dwarf for this is possibly not the safest or most efficient."

DavidW >> x lantern

Secret Entrance                                        1/5

> X LANTERN

This is an old and trusty (not rusty) lantern that has been in your family for centuries. It has yet to shut off at an inopportune moment. However, there is a saying in your family…​"That lantern is bound to go off at an inopportune time sometime!"

>

Jacqueline says, "FORESHADOWING"

DavidW says, "literally"

Jacqueline says, "heh"

DavidW >> x door

Secret Entrance                                        1/6

> X DOOR

This door is made of thick and sturdy wood. It has three symbols on it, a tree, a house, and a mountain.

>

DavidW >> x tree

Secret Entrance                                        1/7

> X TREE

The tree symbol looks as if it were etched into the wood.

>

DavidW >> x house

Secret Entrance                                        1/8

> X HOUSE

It is the typical human house, maybe two stories. It is etched into the wood.

>

DavidW >> x mountain

Secret Entrance                                        1/9

> X MOUNTAIN

The mountain looks mighty, a high peak among the clouds. It is etched into the wood.

>

DavidW >> open door

Secret Entrance                                        1/10

> OPEN DOOR

It seems to be locked.

>

DavidW >> l

Secret Entrance                                        1/11

> L

Secret Entrance
This is a rather dark and small room, having only two exits, back north the way you came, from the ancestral homes of Tana, or through the heavily barred wooden door before you that leads southwest and inward to the abandoned Deephome, abode of the Dwarves in Telleen. It has been three hundred years since your people lived here.

The door blocks the way into the city of Deephome.

>

DavidW >> unbar door

Secret Entrance                                        1/11

> UNBAR DOOR

That’s not a verb I recognise.

>

DavidW >> x bar

Secret Entrance                                        1/11

> X BAR

You can’t see any such thing.

>

DavidW says, "I suppose we should push the symbols"

DavidW >> x order

Secret Entrance                                        1/12

> X ORDER

The note reads:
"Reclaimer:

You have the esteemed duty to return to our Mountain Kingdom of Deephome and prepare it for our return. There are several things a Reclaimer must do:

1.  Restore Power to the City
2.  Restore Water to the city.
3.  Visit each location and make sure it is safe, a quick appraisal should be sufficient. 4.  Open the City Gates once more.
5.  MOST IMPORTANT: Make sure the city is SAFE to return to.

May the Peace of Kraxis go with you

King Derash of the Mountain Tana, the year 782 SK."

>

Jacqueline says, "I was thinking 'touch' but then figured this game was too old for that."

Lionheart asks, "Is there a new floyditorium?"

Jacqueline says (to Lionheart), "Yeah, for the last several years."

Jacqueline says, "Let me get you a pass, one sec."

Jacqueline gets ClubFloyd Pass 09.

Jacqueline says (to DW), "Gimme a sec."

Jacqueline gets bored and wanders off to the Toyshop.

DavidW says, "of course"

Jacqueline has arrived.

Lionheart has arrived.

Jacqueline says, "There we go."

Jacqueline says, "I can add you to the lock, but that is quicker for now."

DavidW says, "welcome LH"

Jacqueline says, "Yes! Welcome."

DavidW asks, "If this is a mountain home, maybe we just push mountain then house and leave tree alone?"

DavidW >> push mountain

Secret Entrance                                        6/13

> PUSH MOUNTAIN

As you touch the finely etched symbol, you hear a click and a whir. Then the door swings open before you, opening into the abandoned city of Deephome.

>

DavidW says, "oh. simpler"

DavidW >> sw

Northern Guard Post                                    7/14

> SW

Northern Guard Post
This guard post is small and inconspicuous, but positioned so that no one unwanted takes advantage of the secret entrance to the northeast, which is disguised as a common fireplace. On the northwest wall is a cabinet. To the southwest is a small door that leads out to the Main Hall and there is a tiny table in the middle of the room.

The cleverly hidden door is open, allowing you to pass through to the secret tunnel.

You can also see a cabinet (which is closed) here.

>

Jacqueline says (to LH), "You should be able to drop that pass, leave and come back without a hassle. If you want to try, go for it."

Lionheart asks, "Is there a recap channel for here?"

Jacqueline says (to LH), "Yes. #clubhouse, but you appear to already be on it."

DavidW >> close hidden door

Northern Guard Post                                    7/14

> CLOSE HIDDEN DOOR

You can’t see any such thing.

>

DavidW >> close fireplace

Northern Guard Post                                    7/15

> CLOSE FIREPLACE

That’s not something you can close.

>

DavidW >> close door

Northern Guard Post                                    7/15

> CLOSE DOOR

Which do you mean, the wooden door or the cabinet?

>

DavidW >> x cabinet

Northern Guard Post                                    7/16

> X CABINET

This is a rather small cabinet, only about three feet high, but is made of sturdy wood and has a door on the front.

>

DavidW >> open it

Northern Guard Post                                    7/17

> OPEN IT

You open the cabinet, revealing a Sword and a shield.

>

DavidW >> take all from it

Northern Guard Post                                    7/18

> TAKE ALL FROM IT

Sword: Removed. shield: Removed.

>

DavidW >> x sword

Northern Guard Post                                    7/19

> X SWORD

This blade is rather short, perhaps a foot an a half long. It is rather plain, with a leather wrapped grip and simple steel pommel, but it is weighted wonderfully and has a rather serious looking edge.

>

DavidW >> x shield

Northern Guard Post                                    7/20

> X SHIELD

This small leather buckler is typical of the Dwarven guards throughout the kingdom. A simple wooden disk covered with leather, dotted by steel studs to keep it together. A fairly effective tool.

>

Jacqueline says, "Convenient."

DavidW >> l

Northern Guard Post                                    7/21

> L

Northern Guard Post
This guard post is small and inconspicuous, but positioned so that no one unwanted takes advantage of the secret entrance to the northeast, which is disguised as a common fireplace. On the northwest wall is a cabinet. To the southwest is a small door that leads out to the Main Hall and there is a tiny table in the middle of the room.

The cleverly hidden door is open, allowing you to pass through to the secret tunnel.

You can also see a cabinet (which is empty) here.

>

DavidW >> close secret

Northern Guard Post                                    7/21

> CLOSE SECRET

You can’t see any such thing.

>

DavidW >> x fireplace

Northern Guard Post                                    7/22

> X FIREPLACE

The red brick hearth is quaint, but inside it holds no logs. Instead the back is a secret door.

>

DavidW >> close back

Northern Guard Post                                    7/22

> CLOSE BACK

You can’t see any such thing.

>

DavidW says, "I don’t think I can close the secret door."

DavidW says, "I’ll just assume it’s not important and wandering trolls won’t come in."

DavidW >> open wooden door

Northern Guard Post                                    7/22

> OPEN WOODEN DOOR

Which do you mean, the wooden door or the cabinet?

>

DavidW >> 1

Northern Guard Post                                    7/22

> 1

You can’t see any such thing.

>

DavidW >> open door

Northern Guard Post                                    7/22

> OPEN DOOR

Which do you mean, the wooden door or the cabinet?

>

DavidW >> wooden

Northern Guard Post                                    7/22

> WOODEN

Which do you mean, the wooden door or the cabinet?

>

DavidW >> sw

Northern Guard Post                                    7/22

> SW

I only understood you as far as wanting to open the southwest wall.

>

DavidW >> sw

Main Hall                                              8/23

> SW

You are met by an imposing and ominous dark phantom that fills most of the room.

Main Hall
The main hall is quite large, and is lit by magical torches that line the walls all around, in a pattern that spirals up the grandiose room. Elevators hang in mid air, no longer powered. To the northeast is a small opening that is usually covered over by a tapestry that has long since been removed, to the northwest is a staircase leading up to one of the villages where your people lived; to the west you see the railway station. A main street runs to the south.

You can see a Dark Spirit and a warning note here.

>

Jacqueline says, "Gosh."

Roger says, "mmm, rum"

DavidW says, "I’m sure the Dark Spirit will kindly wait until I’ve read the note."

DavidW >> read note

Main Hall                                              8/24

> READ NOTE

(King’s Order)
The note reads:
"Reclaimer:

You have the esteemed duty to return to our Mountain Kingdom of Deephome and prepare it for our return. There are several things a Reclaimer must do:

1.  Restore Power to the City
2.  Restore Water to the city.
3.  Visit each location and make sure it is safe, a quick appraisal should be sufficient.
4.  Open the City Gates once more.
5.  MOST IMPORTANT: Make sure the city is SAFE to return to.

May the Peace of Kraxis go with you

King Derash of the Mountain Tana, the year 782 SK."

>

DavidW >> x warning note

Main Hall                                              8/25

> X WARNING NOTE

"To whom it may concern: I tried to fix these blasted elevators, but I am missing the correct parts. I traveled south to a human town called Ember to procure the correct parts, but the shop there was all out. They did, however, say that they would be getting them in soon. Perhaps whoever completes this task can get what they need there. I am not inclined to stay, being harrassed by such spirits as are here (which is not in my contract).
Sincerely,
Bloppop Tinkertoe
Repairdwarf, 479SK.

>

DavidW >> x spirit

Main Hall                                              8/26

> X SPIRIT

This dark form is hard to discern, for it bears no resemblance to anything distinct. However, from time to time its form seems to resemble that of a person, tall and towering, but its translucent mutable form is basically beyond description.

>

DavidW >> talk to spirit

Main Hall                                              8/26

> TALK TO SPIRIT

That’s not a verb I recognise.

>

DavidW >> spirit, hi

Main Hall                                              8/27

> SPIRIT, HI

There is no reply.

The specter swirls around in a cyclone of misty darkness and seems to implode, disappearing from sight in a moment.
>

Jacqueline says, "Is this in our contract? I suppose it is."

DavidW says, "ok, it left on its own. That’s nice of it, but we probably need an actual exorcism later."

DavidW asks, "Shall we go south? Or up?"

Jacqueline shrugs.

DavidW >> s

N. Main Street                                         9/28

> S

N. Main Street
This was once a bustling trading center with shops lining the sides of the streets, and smaller, less affluent merchants' booths sitting outside of the doorways, offering items of lower quality at a substantially lower rate. At this particular point in the street you see a clothier to the northeast, a bakery to the east, and a scrivener’s to the west. To the north is the Main hall, and the street runs further south.

>

DavidW says, "This’ll be fun for me to map later, I’m sure."

DavidW >> e

Bakery                                                 10/29

> E

Bakery
Great stone ovens line the back wall here, and old and rotted bags of flour and wheat lay in a far back corner. A small pipe leads from outside, though one of the walls, emptying into a small cistern that would have provided the bakers with the water they needed. The exit is to the west.

You can see a bottle (which is empty) here.

>

DavidW >> take bottle

Bakery                                                 10/30

> TAKE BOTTLE

Taken.

>

DavidW >> x bags

Bakery                                                 10/31

> X BAGS

These bags stink horribly, the rotten and fermented grain and flour must have been treated with some magical protection against age, but it has worn off recently, perhaps in the last five years. The lack of rodents in Deephome has prevented any of the foul food from disappearing.

>

DavidW >> x pipe

Bakery                                                 10/32

> X PIPE

This small pipe emerges from the wall and empties into a standing cistern. It would have provided the bakers with what water they needed.

>

DavidW >> turn on pipe

Bakery                                                 10/33

> TURN ON PIPE

That’s not something you can switch.

>

DavidW >> x cistern

Bakery                                                 10/34

> X CISTERN

This porcelain cistern held several gallons of water for the bakers to use whenever they would need it. A small pipe leads into it.

>

DavidW >> w

N. Main Street                                         10/35

> W

N. Main Street

>

DavidW >> verbose

N. Main Street                                         10/35

> VERBOSE

DEEPHOME is now in its "verbose" mode, which always gives long descriptions of locations (even if you’ve been there before).

>

Jacqueline >> x bottle

N. Main Street                                         10/36

> X BOTTLE

The clear bottle is empty

>

DavidW says, "ah. thanks"

DavidW >> ne"

Clothier                                               11/37

> NE

Clothier
In this room you see the tools of a clothier’s trade, generally dwarven shaped wooden mannequins, a table for cutting, and other tools scattered about. The exit is to the southwest.

>

DavidW >> x tools

Clothier                                               11/38

> X TOOLS

Here, stored away safely on the wall, are the major tools of a clothier’s trade: pins, needles, scissors, and other assorted items. They are put neatly in slots on the wall.

>

DavidW >> take scissors

Clothier                                               11/39

> TAKE SCISSORS

You respect the code of law of Dwarves not to take something that belongs to another dwarf.

>

DavidW >> search tools

Clothier                                               11/40

> SEARCH TOOLS

You find nothing of interest.

>

DavidW >> sw

N. Main Street                                         11/41

> SW

N. Main Street
This was once a bustling trading center with shops lining the sides of the streets, and smaller, less affluent merchants' booths sitting outside of the doorways, offering items of lower quality at a substantially lower rate. At this particular point in the street you see a clothier to the northeast, a bakery to the east, and a scrivener’s to the west. To the north is the Main hall, and the street runs further south.

>

DavidW >> w

Scrivener's                                            12/42

> W

Scrivener’s
This room is very plain and has half a dozen desks and chairs where the scriveners would sit and write documents for those who could not read. The exit is to the east.

>

Roger says, "I would imagine we can use them in the workshop, though"

DavidW >> x desks

Scrivener's                                            12/43

> X DESKS

The desks and chairs are made of sturdy oak wood and are rather plain, serving only practical purposes of storing papers inside, and having not one bit of an aesthetic design.

>

DavidW >> look under desks

Scrivener's                                            12/44

> LOOK UNDER DESKS

You find nothing of interest.

>

DavidW >> e

N. Main Street                                         12/45

> E

N. Main Street
This was once a bustling trading center with shops lining the sides of the streets, and smaller, less affluent merchants' booths sitting outside of the doorways, offering items of lower quality at a substantially lower rate. At this particular point in the street you see a clothier to the northeast, a bakery to the east, and a scrivener’s to the west. To the north is the Main hall, and the street runs further south.

>

DavidW >> s

S. Main Street                                         13/46

> S

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> e

Dwarven Library                                        14/47

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Fresto’s Excorcisms and Tasty Hors Devours and Leshosh’s Encyclopedia here.

>

DavidW says, "yay, an exorcism book"

Jacqueline says, "Hooray"

DavidW >> x fresto’s

Dwarven Library                                        14/48

> X FRESTO’S

This old leather-bound book is a bit tattered, but still quite usable.

>

DavidW >> read it

Dwarven Library                                        14/48

> READ IT

What do you want to read that in?

>

DavidW >> open fresto’s

Dwarven Library                                        14/49

> OPEN FRESTO’S

That’s not something you can open.

>

Jacqueline says, "A comfy chair."

Jacqueline says, "I would like to read books in a comfy chair."

DavidW >> x chair

Dwarven Library                                        14/49

> X CHAIR

You can’t see any such thing.

>

Jacqueline says, "I’m not sure 'what do you want to read that in' means…​"

DavidW >> x tasty

Dwarven Library                                        14/50

> X TASTY

This old leather-bound book is a bit tattered, but still quite usable.

>

Roger says, "comfort denied, a parable for our age"

DavidW >> x encyclopedia

Dwarven Library                                        14/51

> X ENCYCLOPEDIA

This ancient Tome is quite magical in property. It contains knowledge on nearly all topics around the globe. However, you only have time to look up those things pertinent to your travels.

>

DavidW >> look up elevator in encyclopedia

Dwarven Library                                        14/52

> LOOK UP ELEVATOR IN ENCYCLOPEDIA

After searching for a while, you decide that its not important enough to waste any more time on.

>

DavidW >> look up dark spirit in encyclopedia

Dwarven Library                                        14/53

> LOOK UP DARK SPIRIT IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up dark spirit in fresto’s

Dwarven Library                                        14/54

> LOOK UP DARK SPIRIT IN FRESTO’S

You discover nothing of interest in Fresto’s Excorcisms and Tasty Hors Devours.

>

DavidW says, "oh, that’s one book, not two."

DavidW >> take tasty

Dwarven Library                                        14/55

> TAKE TASTY

Taken.

>

Jacqueline says, "Also, it’s a pun."

Jacqueline says, "Like, about excoriating rather than exorcising."

DavidW says, "I’m annoyed I can’t seem to read any instructions in it."

DavidW >> read tasty in library

Dwarven Library                                        14/55

> READ TASTY IN LIBRARY

What do you want to read in?

>

DavidW >> read in here

Dwarven Library                                        14/55

> READ IN HERE

What do you want to read in?

>

DavidW >> read in tasty

Dwarven Library                                        14/56

> READ IN TASTY

You discover nothing of interest in Fresto’s Excorcisms and Tasty Hors Devours.

>

Jacqueline says, "And Hors Devours rather than Hors D’oeuvres"

Roger says, "yeah, implementing stuff like a big encyclopaedia is fraught with the risk of disappointing the player"

DavidW >> x mural

Dwarven Library                                        14/57

> X MURAL

Here is the mythical tale of the creation of the world. Three lesser gods can be seen, as can the distant planet of Tiras. A single blue circle represents Kraxis, above all things.

>

DavidW >> take encylcopedia

Dwarven Library                                        14/57

> TAKE ENCYLCOPEDIA

You can’t see any such thing.

>

DavidW >> take book

Dwarven Library                                        14/58

> TAKE BOOK

(Leshosh’s Encyclopedia) The book is much too heavy for you to lift. After straining for a minute, you considerately decide not to remove the book.

>

DavidW >> look up tiras in it

Dwarven Library                                        14/59

> LOOK UP TIRAS IN IT

The First Creation. Made several thousand years before our own creation, Tiras was first formed with three races, humans, elves, and dwarves. These three races intermingled and became indistinct and Kraxis, displeased called the people out of the world, so that he might remake it. Only ten chose to go with the Creator, and they became the lesser gods. Of these, only four survived a climactic war with the dark god, who was slain. One of the four took the dark god’s place and left the Triumvirate. Kraxis took the Triumvirate and, with their powers and beings as tools, he fashioned our world of Malli. Though not as magical as the first world, ours is also not plagued by the dark god.

>

DavidW >> look up deephome in book

Dwarven Library                                        14/60

> LOOK UP DEEPHOME IN BOOK

(Fresto’s Excorcisms and Tasty Hors Devours)
You discover nothing of interest in Fresto’s Excorcisms and Tasty Hors Devours.

>

DavidW >> look up deephome in encyclopedia

Dwarven Library                                        14/61

> LOOK UP DEEPHOME IN ENCYCLOPEDIA

Shortly after the establishment of the Second Kingdom, Deephome was founded on the ancient site of Barath’s Forge, a small community on the continent of Telleen. The first lord over Deephome was Brandoo the Elder, and he reigned for almost two hundred years, upon which he was renamed Brandoo the REALLY Elder and stepped down in favor of his great grandson (on account that both his children and grandchildren had already died around the average life expectancy for a dwarf.) Since its founding, Deephome has experienced relative peace and prosperity, though recent hauntings have shed some doubt on its future health.

>

Roger says, "can you look up the encycl in itself"

Jacqueline says, "heh"

DavidW >> look up encyclopedia in encyclopedia

Dwarven Library                                        14/62

> LOOK UP ENCYCLOPEDIA IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up Leshosh in encyclopedia

Dwarven Library                                        14/63

> LOOK UP LESHOSH IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Jacqueline says, "I wonder if Brandoo is still knocking about the place."

Jacqueline says, "Brandoo the Extremely Elder Elder

DavidW >> l

Dwarven Library                                        14/64

> L

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

>

DavidW >> x books

Dwarven Library                                        14/65

> X BOOKS

The books are stacked by the thousands on cases all around the library. You can’t imagine ever having the time to read a hundredth of them.

>

DavidW >> u

Dwarven Library                                        14/66

> U

The stairs are blocked off by a chain and a sign which reads "closed for refurbishing. If you need a book, please ask librarian" You assume it will be a while before you can get hold of one.

>

Jacqueline says, "We gotta get past there."

DavidW asks, "do we?"

Jacqueline says, "If we don’t get past there then we won’t have been everywhere."

Jacqueline asks, "Isn’t that a requirement and the reason we get a point upon each new room?"

DavidW says, "oh, maybe"

DavidW >> step over chain

Dwarven Library                                        14/66

> STEP OVER CHAIN

That’s not a verb I recognise.

>

DavidW >> break chain

Dwarven Library                                        14/66

> BREAK CHAIN

You can’t see any such thing.

>

Jacqueline says, "o"

Jacqueline says, "er, oh"

Jacqueline asks, "So chain is not a word?"

DavidW >> ask librarian

Dwarven Library                                        14/66

> ASK LIBRARIAN

You can’t see any such thing.

>

DavidW asks, "Shall we visit the temple?"

Jacqueline says, "Sure."

DavidW >> w

S. Main Street                                         14/67

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> w

Great Temple of Kraxis                                 15/68

> W

Great Temple of Kraxis
The once great and shining temple of the One God, Kraxis, has been desecrated. Animal dung has been smeared on the beautiful wall murals, many of the tiles of the floor have been ripped up and thrown across the room, and the altar, a single large rock, unhewn by hands, has the statue of a pig-headed god on top of it. The large main doors lie to the east.

You can see a Dark Spirit here.

>

Jacqueline says, "Hiya, Rum."

DavidW >> x murals

Great Temple of Kraxis                                 15/69

> X MURALS

The murals portray the daily practices of the dwarven priests, bringing sacrifices to the God of Creation. Much of the beauty is covered by dung, however.

>

DavidW >> clean murals

Great Temple of Kraxis                                 15/70

> CLEAN MURALS

You achieve nothing by this.

>

DavidW >> remove dung

Great Temple of Kraxis                                 15/71

> REMOVE DUNG

(first taking the dung)
You want to, you really do, but you must obey the sacred laws of Kraxis. Only the priests may do such things in the Temple.

>

Jacqueline says, "ha"

Jacqueline says, "I’m sure that’s not intended."

DavidW >> x spirit

Great Temple of Kraxis                                 15/72

> X SPIRIT

This dark form is hard to discern, for it bears no resemblance to anything distinct. However, from time to time its form seems to resemble that of a person, tall and towering, but its translucent mutable form is basically beyond description.

>

DavidW >> read book to spirit

Great Temple of Kraxis                                 15/72

> READ BOOK TO SPIRIT

What do you want to read in?

>

DavidW >> read in spirit

Great Temple of Kraxis                                 15/73

> READ IN SPIRIT

You discover nothing of interest in the Dark Spirit.

>

DavidW >> read in book

Great Temple of Kraxis                                 15/74

> READ IN BOOK

You discover nothing of interest in Fresto’s Excorcisms and Tasty Hors Devours.

>

DavidW >> read excorcism in book

Great Temple of Kraxis                                 15/75

> READ EXCORCISM IN BOOK

You discover nothing of interest in Fresto’s Excorcisms and Tasty Hors Devours.

>

DavidW says, "I hope we can trade this useless book for something else."

Jacqueline asks, "Is that really supposed to be Exorcism?"

Lionheart >> exorcise spirit

Great Temple of Kraxis                                 15/75

> EXORCISE SPIRIT

That’s not a verb I recognise.

>

Lionheart >> banish spirit

Great Temple of Kraxis                                 15/75

> BANISH SPIRIT

That’s not a verb I recognise.

>

DavidW >> give book to spirit

Great Temple of Kraxis                                 15/76

> GIVE BOOK TO SPIRIT

You take a step toward the apparition and then two back. It is cold and foreboding, the fear in you wells to the point of inaction.

>

DavidW >> x altar

Great Temple of Kraxis                                 15/77

> X ALTAR

This is a rather large boulder, not hewn by mortal hands, as prescribed in the Venar. It has been desecrated by the statue of a god with a pig’s head. Everything within you cries out for you to remove it, but you don’t, out of obedience to the laws set down by Kraxis Himself.

>

DavidW >> l

Great Temple of Kraxis                                 15/78

> L

Great Temple of Kraxis
The once great and shining temple of the One God, Kraxis, has been desecrated. Animal dung has been smeared on the beautiful wall murals, many of the tiles of the floor have been ripped up and thrown across the room, and the altar, a single large rock, unhewn by hands, has the statue of a pig-headed god on top of it. The large main doors lie to the east.

You can see a Dark Spirit here.

>

Jacqueline >> remove dark spirit

Great Temple of Kraxis                                 15/79

> REMOVE DARK SPIRIT

(first taking the Dark Spirit) I don’t suppose the Dark Spirit would care for that.

>

DavidW >> ask dark spirit for change

Great Temple of Kraxis                                 15/80

> ASK DARK SPIRIT FOR CHANGE

No reply.

>

Jacqueline >> drink dark spirit

Great Temple of Kraxis                                 15/81

> DRINK DARK SPIRIT

There’s nothing suitable to drink here.

>

Lionheart >> topple statue

Great Temple of Kraxis                                 15/81

> TOPPLE STATUE

That’s not a verb I recognise.

>

Jacqueline says, "Sorry. Just continuing Roger’s pun."

DavidW says, "wrong type of spirit"

DavidW says, "We may want to look up Kraxis in the other book"

Lionheart says, "My revolutionary spirit is frustrated."

DavidW >> show book to spirit

Great Temple of Kraxis                                 15/82

> SHOW BOOK TO SPIRIT

The Dark Spirit is unimpressed.

>

DavidW >> e

S. Main Street                                         15/83

> E

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> e

Dwarven Library                                        15/84

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

>

DavidW >> look up kraxis in encyclopedia

Dwarven Library                                        15/85

> LOOK UP KRAXIS IN ENCYCLOPEDIA

"In the beginning, there was Kraxis" so reads the first line of the Venar, the holy book of the dwarves. According to current belief Kraxis is the Creator of all things, good and evil. He is the one who created the First World of Tiras and then came to create our world. He is worshipped almost universally by the Dwarves and by significant portions of the human and Elven populations. One of the most beautiful temples to the God is in the Dwarven city of Deephome.

>

Lionheart >> Look up Teleen in encyclopedia

Dwarven Library                                        15/86

> LOOK UP TELEEN IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> Look up Telleen in encyclopedia

Dwarven Library                                        15/87

> LOOK UP TELLEEN IN ENCYCLOPEDIA

There are three continents on the world of Malli: Vallish, Barra, and Telleen. Originally, each race possessed one continent to themselves. Eventually however, the Dwarves took to the mountains, the Elves to the forests, and the humans whatever else they could claim. Telleen is the westernmost of the continents, and has also been called the Great Continent by the Historian Willay Griam.

>

Lionheart >> Look up Barra in encyclopedia

Dwarven Library                                        15/88

> LOOK UP BARRA IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW says, "oh. That’s what the door symbols mean, I guess."

Lionheart >> Look up Vallish in encyclopedia"

Dwarven Library                                        15/89

> LOOK UP VALLISH IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Jacqueline nods.

Lionheart >> Look up elvesz in encyclopedia

Dwarven Library                                        15/90

> LOOK UP ELVESZ IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW says, "An elf would pick the tree; a human would pick the house."

Lionheart >> Look up elves in encyclopedia"

Dwarven Library                                        15/91

> LOOK UP ELVES IN ENCYCLOPEDIA

One of three races that reside on the world of Malli. They typically make their homes in forests and jungles, but also have been known to live in canyons and swamps. The Elves have no single ancestral home, but have several centers of learning and heritage.

>

Jacqueline >> look up griam in encyclopedia

Dwarven Library                                        15/92

> LOOK UP GRIAM IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> Look up humans in encyclopedia

Dwarven Library                                        15/93

> LOOK UP HUMANS IN ENCYCLOPEDIA

One of three races that reside on the world of Malli. They make their homes wherever Elves and Dwarves aren’t to be found. This general control of much of the world has led to some disputes between the humans themselves, but rarely between the races.

>

DavidW says, "Let me know when we’re done with the big book."

Lionheart >> look up dark god in encyclopedia

Dwarven Library                                        15/94

> LOOK UP DARK GOD IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Jacqueline >> look up spirits in encyclopedia

Dwarven Library                                        15/95

> LOOK UP SPIRITS IN ENCYCLOPEDIA

Since the beginnings of the world there have been sightings of different spirits, and in nearly all cases these spirits have been benign. However, in the year 476 SK (Second Kingdom) a young shepherd was out tending his rainbow sheep and was suddenly swept up in a whirlwind of "really bad feeling…​uh…​stuff" as he later recounted. It proved to be Hashar, a creature from the first creation known as one of the Few. Since then, in the past 100 years, the sightings of dark ominous spirits have been on the rise. According to the famed sorcerer Fresto, knowledge of a spirit’s name is imperative if one is to have any power over a spirit at all.

>

Lionheart >> look up the few in encyclopedia

Dwarven Library                                        15/96

> LOOK UP THE FEW IN ENCYCLOPEDIA

When Kraxis left Tiras, the First Creation, He took with Him the three lesser gods that ruled under Him. In their place he left ten minor gods to watch over and protect his world. While He was away, the dark god enticed seven of them to come over to his side, and they became known as the Few. The three remaining minor gods were destroyed quickly, and the Few assaulted Tiras brutally, until a single hero rose up and defeated the Few and destroyed the dark god, resigning his spirit to several tombs the world over. One of the Few, named Hashar, infiltrated our world and spawned several children.

>

Jacqueline says, "oho. We need the name."

Jacqueline >> look up rainbow

Dwarven Library                                        15/96

> LOOK UP RAINBOW

What do you want to look up in?

>

Jacqueline >> encyclopedia

Dwarven Library                                        15/97

> ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up hashar in encyclopedia

Dwarven Library                                        15/98

> LOOK UP HASHAR IN ENCYCLOPEDIA

One of the Few, he came over to the world of Malli to attempt domination. He was, however, thwarted in a way which he did not expect. Kraxis Himself looked down upon Hashar and smote him with mighty power. Condemning him to be forever spirit, with waning power, Kraxis set a fearsome precedent for any trespassers on the Second Creation. However, before Hashar was punished, he planted his evil seed in females of all three races. These children were also condemned to spirit form, though not all are manevolent.

>

DavidW >> look up children in encyclopedia

Dwarven Library                                        15/99

> LOOK UP CHILDREN IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart says, "*manevolent"

DavidW says, "yeah spelling wasn’t as strict in 1999."

DavidW says, "As least we know to look for the spirit’s names now."

Jacqueline asks, "So we’re saying that these weird not-quite-right words are not intentional?"

Roger says, "Who can say"

DavidW says, "some may be intentional"

Roger says, "The author, I guess, if they’re still alive"

Lionheart says, "To think such an esteemed encycylopedia would have such rank anti-human racism,"

DavidW asks, "shall we move on?"

Jacqueline says, "sure"

Lionheart >> look up lesser godsz in encyclopedia

Dwarven Library                                        15/100

> LOOK UP LESSER GODSZ IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up lesser gods in encyclopedia

Dwarven Library                                        15/101

> LOOK UP LESSER GODS IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up triumvirate in encyclopedia

Dwarven Library                                        15/102

> LOOK UP TRIUMVIRATE IN ENCYCLOPEDIA

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart says, "Okay, I’m done."

DavidW says, "okay"

DavidW >> w

S. Main Street                                         15/103

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> s

Intersection                                           16/104

> S

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> x sign

Intersection                                           16/105

> X SIGN

"East: Main Gates Guard Post, enter only with pass.
West: Royal Road, noble houses and Palace of the local Lord.
North: Main Street, Library & Temple.
South: Main Street, City Generator and Mining Facilities.

>

DavidW >> x post

Intersection                                           16/106

> X POST

"East: Main Gates Guard Post, enter only with pass.
West: Royal Road, noble houses and Palace of the local Lord.
North: Main Street, Library & Temple.
South: Main Street, City Generator and Mining Facilities.

>

DavidW asks, "Do we wanna be royals?"

Roger says, "probably"

DavidW >> w

East Royal Road                                        17/107

> W

East Royal Road
This road leads east to an intersection and west toward the castle of the regional Lord. It is lined with high walls and gates that open to lesser nobles' palaces. There is a gate open to the south.

>

DavidW >> x gate

East Royal Road                                        17/107

> X GATE

You can’t see any such thing.

>

DavidW >> s

Lesser Noble's Palace                                  18/108

> S

Lesser Noble’s Palace
This palace is quite beautiful, with many mosaics on the floors and several tapestries hanging on the walls. The columns that support the building are etched with pictures from Dwarven lore and are exquisitely done. However, despite the attention to beauty, there is little of anything of extreme cost here, for Dwarven craftsmanship is always ornate and admirable. The gates to the wall lead north to the Royal Road.

>

DavidW >> x tapestries

Lesser Noble's Palace                                  18/109

> X TAPESTRIES

Three scenes tell the story of the creation of the world, wonderfully illustrated, each focusing on an individual lesser god who aided Kraxis. Upon closer inspection, you notice that they are Dertari replicas.

>

Lionheart says, "Another location to look up later."

DavidW >> x columns

Lesser Noble's Palace                                  18/110

> X COLUMNS

Six columns depict the saga of Teldar Jemmlethrax, the great Dwarven priest who singlehandedly defended the western border of the Girloff pass. A wonderful story.

>

DavidW >> x first column

Lesser Noble's Palace                                  18/110

> X FIRST COLUMN

You can’t see any such thing.

>

DavidW >> l

Lesser Noble's Palace                                  18/111

> L

Lesser Noble’s Palace
This palace is quite beautiful, with many mosaics on the floors and several tapestries hanging on the walls. The columns that support the building are etched with pictures from Dwarven lore and are exquisitely done. However, despite the attention to beauty, there is little of anything of extreme cost here, for Dwarven craftsmanship is always ornate and admirable. The gates to the wall lead north to the Royal Road.

>

DavidW >> x mosaics

Lesser Noble's Palace                                  18/112

> X MOSAICS

The mosaic floors show mountain scenes in which heroic warriors fight a wild creature with 69 eyes. You remember this story, of how the mythical creature escaped from its home world to terrorize your people. The mosaic is elegantly titled: "Hurumph".

>

Jacqueline says, "69 eyes, eh? Interesting."

Lionheart says, "They tried to get Girloff, but they couldn’t. Jemmlethrax would not yield."

DavidW asks, "should we go look all this up?"

DavidW >> search tapestries

Lesser Noble's Palace                                  18/113

> SEARCH TAPESTRIES

You find nothing of interest.

>

DavidW >> move tapestries

Lesser Noble's Palace                                  18/114

> MOVE TAPESTRIES

You are unable to.

>

DavidW >> look behind them

Lesser Noble's Palace                                  18/114

> LOOK BEHIND THEM

I only understood you as far as wanting to look.

>

DavidW >> n

East Royal Road                                        18/115

> N

East Royal Road
This road leads east to an intersection and west toward the castle of the regional Lord. It is lined with high walls and gates that open to lesser nobles' palaces. There is a gate open to the south.

>

DavidW >> x walls

East Royal Road                                        18/115

> X WALLS

You can’t see any such thing.

>

DavidW >> w

West Royal Road                                        19/116

> W

West Royal Road
This road is quite beautiful, decorated on its sides with fluorescent mosses that feed on the minerals in the stones that line the sides of the roads. Somehow, the mosses do not leave their designated stones. High walls on both sides make the street feel more like a hall than an open passageway, and gates leading to palaces break up the monotony of the stone. A single gate is open to the north. The road continues east and to the west is the outer court of the Lord’s Palace.

>

DavidW >> n

Greater Noble's Palace                                 20/117

> N

Greater Noble’s Palace
This palace rises high, probably consisting of ten or twelve floors, all carved out of the mountain. The walls are covered with beautiful murals and tapestries, the floors are mosaics with fountains and baths interrupting them. Many gold and silver objects sit here gleaming in the light. It is clearly a wealthy abode. To the south is the gate that leads to the main street.

>

DavidW >> x murals

Greater Noble's Palace                                 20/118

> X MURALS

Absolutely gorgeous paintings of different Dwarven epochs give a feeling of theater to the room. You recognize the dashing Helto of Tana, the mysterious Belto of Clath, and the moderately interesting Smelto of the South.

>

DavidW >> x helto

Greater Noble's Palace                                 20/118

> X HELTO

You can’t see any such thing.

>

DavidW >> x tapestries

Greater Noble's Palace                                 20/119

> X TAPESTRIES

The tapestries complement the room by showing lush landscapes of underground waterfalls and moss carpeted caverns. Close inspection finds them to be original Dertari works!

>

DavidW >> x mosaics

Greater Noble's Palace                                 20/119

> X MOSAICS

You can’t see any such thing.

>

DavidW >> x mosaic

Greater Noble's Palace                                 20/119

> X MOSAIC

You can’t see any such thing.

>

DavidW >> l

Greater Noble's Palace                                 20/120

> L

Greater Noble’s Palace
This palace rises high, probably consisting of ten or twelve floors, all carved out of the mountain. The walls are covered with beautiful murals and tapestries, the floors are mosaics with fountains and baths interrupting them. Many gold and silver objects sit here gleaming in the light. It is clearly a wealthy abode. To the south is the gate that leads to the main street.

>

DavidW >> x fountains

Greater Noble's Palace                                 20/120

> X FOUNTAINS

You can’t see any such thing.

>

DavidW >> x baths

Greater Noble's Palace                                 20/121

> X BATHS

Steps lead down into shallow pools that are quite empty.

>

DavidW >> x gold

Greater Noble's Palace                                 20/122

> X GOLD

Small statues and ornamental decorations abound, sparkling in gold and silver. Surely the owner is very wealthy.

>

DavidW >> search statues

Greater Noble's Palace                                 20/122

> SEARCH STATUES

You can’t see any such thing.

>

DavidW >> search gold

Greater Noble's Palace                                 20/123

> SEARCH GOLD

You find nothing of interest.

>

DavidW >> s

West Royal Road                                        20/124

> S

West Royal Road
This road is quite beautiful, decorated on its sides with fluorescent mosses that feed on the minerals in the stones that line the sides of the roads. Somehow, the mosses do not leave their designated stones. High walls on both sides make the street feel more like a hall than an open passageway, and gates leading to palaces break up the monotony of the stone. A single gate is open to the north. The road continues east and to the west is the outer court of the Lord’s Palace.

>

DavidW >> w

Outer Court                                            21/125

> W

Outer Court
High walls surround this court, and a long pathway leads from the gates to the east to the throne room to the west. Most of the palace is locked securely, but the courtyard is still open, for the very reason of allowing a Dwarven Reclaimer to have access to the Throne Room.

>

Lionheart says, "that would be a fine epithet. Belto the Mysterious and their compatriot Smelto the Moderately Interesting."

DavidW >> w

Throne Room                                            22/126

> W

Throne Room
The throne room is much more simple and quaint than you might expect. A large tapestry hangs behind the throne itself and a long red carpet leads from the great doorway to the east, and except for the throne itself, there is little here.

You can see a Luminous Spirit here.

>

Jacqueline says, "Finally a different spirit."

DavidW >> x spirit

Throne Room                                            22/127

> X SPIRIT

This luminous spirit coalesces into the distinct form of a lady almost randomly from a small white translucent cloud that pulsates with an inner power.

>

DavidW >> spirit, hi

Throne Room                                            22/128

> SPIRIT, HI

There is no reply.

>

Lionheart >> Spirit, who are you

Throne Room                                            22/129

> SPIRIT, WHO ARE YOU

There is no reply.

>

DavidW >> ask spirit about herself

Throne Room                                            22/130

> ASK SPIRIT ABOUT HERSELF

The spirit seems to face you and you hear in a melodic tone, "Cholok"

>

Jacqueline >> spirit, hel-LO

Throne Room                                            22/131

> SPIRIT, HEL-LO

There is no reply.

>

DavidW >> ask cholok about dark spirits

Throne Room                                            22/132

> ASK CHOLOK ABOUT DARK SPIRITS

No reply.

>

Jacqueline >> spirit, cholok

Throne Room                                            22/133

> SPIRIT, CHOLOK

There is no reply.

>

Lionheart >> Cholok, hello

Throne Room                                            22/134

> CHOLOK, HELLO

There is no reply.

>

DavidW >> ask cholok about throne

Throne Room                                            22/135

> ASK CHOLOK ABOUT THRONE

No reply.

>

DavidW >> ask cholok about cholok

Throne Room                                            22/136

> ASK CHOLOK ABOUT CHOLOK

The spirit coalesces even further into a feminine form, wearing long robes, her face quite beautiful. Her eyes, however, are stricken with fear.

>

Lionheart >> ask cholok about dark spirit

Throne Room                                            22/137

> ASK CHOLOK ABOUT DARK SPIRIT

No reply.

>

DavidW >> ask cholok about fear

Throne Room                                            22/138

> ASK CHOLOK ABOUT FEAR

No reply.

>

DavidW >> ask cholok about deephome

Throne Room                                            22/139

> ASK CHOLOK ABOUT DEEPHOME

No reply.

>

DavidW >> x throne

Throne Room                                            22/140

> X THRONE

A far cry from the king’s throne in Tana, the regional lord’s seat of power is a simple and sturdy stone seat with a high back and prominent arm rests. While simple and sturdy, the chair still gives a sense of royalty.

>

DavidW >> x tapestry

Throne Room                                            22/141

> X TAPESTRY

Bright and beautiful, bursting with color, the story of the original world of Tiras and its creation plays across the western wall of the room.

>

Lionheart >> sit on throne

Throne Room                                            22/142

> SIT ON THRONE

You get onto the throne.

>

DavidW >> x carpet

Throne Room                                            22/142

> X CARPET

You can’t see any such thing.

>

DavidW >> take cholok

Throne Room                                            22/143

> TAKE CHOLOK

I don’t suppose the Luminous Spirit would care for that.

>

DavidW >> show book to cholok

Throne Room                                            22/144

> SHOW BOOK TO CHOLOK

The Luminous Spirit is unimpressed.

>

DavidW >> ask cholok about kraxis

Throne Room                                            22/145

> ASK CHOLOK ABOUT KRAXIS

No reply.

>

Lionheart >> ask cholok about king

Throne Room                                            22/146

> ASK CHOLOK ABOUT KING

No reply.

>

Lionheart >> ask cholok about temple

Throne Room                                            22/147

> ASK CHOLOK ABOUT TEMPLE

No reply.

>

DavidW says, "Was it Hashan or Hashar that was one of the few. My handwriting isn’t always clear."

Jacqueline says, "Hashar"

DavidW >> ask cholok about hashar

Throne Room                                            22/148

> ASK CHOLOK ABOUT HASHAR

She looks reverently up toward the ceiling and then disgustedly down at the floor.

>

DavidW >> x ceiling

Throne Room                                            22/149

> X CEILING

You see nothing special about the ceiling.

>

DavidW >> ask cholok about temple

Throne Room                                            22/150

> ASK CHOLOK ABOUT TEMPLE

No reply.

>

DavidW >> cholok, follow me

Throne Room                                            22/151

> CHOLOK, FOLLOW ME

There is no reply.

>

Lionheart >> ask cholok about malli

Throne Room                                            22/152

> ASK CHOLOK ABOUT MALLI

No reply.

>

Lionheart >> ask cholok about tiras

Throne Room                                            22/153

> ASK CHOLOK ABOUT TIRAS

No reply.

>

Jacqueline says, "brb"

DavidW says, "I think we should leave Cholok here and keep exploring."

Lionheart says, "Sure"

DavidW >> e

Throne Room                                            22/154

> E

You’ll have to get off the throne first.

>

DavidW >> stand

Throne Room                                            22/155

> STAND

You get off the throne.

Throne Room
The throne room is much more simple and quaint than you might expect. A large tapestry hangs behind the throne itself and a long red carpet leads from the great doorway to the east, and except for the throne itself, there is little here.

You can see a Luminous Spirit here.

>

DavidW >> e

Outer Court                                            22/156

> E

Outer Court
High walls surround this court, and a long pathway leads from the gates to the east to the throne room to the west. Most of the palace is locked securely, but the courtyard is still open, for the very reason of allowing a Dwarven Reclaimer to have access to the Throne Room.

>

Lionheart says, "That kind of lux just ain’t for us."

DavidW >> e

West Royal Road                                        22/157

> E

West Royal Road
This road is quite beautiful, decorated on its sides with fluorescent mosses that feed on the minerals in the stones that line the sides of the roads. Somehow, the mosses do not leave their designated stones. High walls on both sides make the street feel more like a hall than an open passageway, and gates leading to palaces break up the monotony of the stone. A single gate is open to the north. The road continues east and to the west is the outer court of the Lord’s Palace.

>

DavidW >> e

East Royal Road                                        22/158

> E

East Royal Road
This road leads east to an intersection and west toward the castle of the regional Lord. It is lined with high walls and gates that open to lesser nobles' palaces. There is a gate open to the south.

>

DavidW >> e

Intersection                                           22/159

> E

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> s

Extreme South Main Street                              23/160

> S

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

Jacqueline says (to LH), "Belatedly, yay. I was trying and failing to come up with a joke along those lines."

DavidW >> e

City Generator                                         24/161

> E

City Generator
Here is a large wonder of technology and ingenuity. The generator runs on the natural heat of the world, having pipes that lead all the way to near the core of the world. However, it requires a small fire to start the process of activating the power. The generator itself is large and black, having a small furnace in the very front. A doorway leads to the west, out into the street.

>

Lionheart says, "Ah, power and water, two of our quests."

DavidW >> x generator

City Generator                                         24/162

> X GENERATOR

This large black beast of a machine is quite impressing. There is a lever here attached to it.

>

DavidW >> x lever

City Generator                                         24/163

> X LEVER

The lever is currently switched off.

>

DavidW >> x furnace

City Generator                                         24/164

> X FURNACE

This is a rather small furnace, only large enough to hold a handful of coal. But such a small amount is enough to start the process of bringing up the power of the world’s core.

>

DavidW >> push lever

City Generator                                         24/165

> PUSH LEVER

You are unable to.

>

DavidW >> turn on lever

City Generator                                         24/166

> TURN ON LEVER

You flip the lever on and you see a spark in the furnace, but nothing more happens. The lever returns to its original position.

>

DavidW >> g

City Generator                                         24/167

> G

You flip the lever on and you see a spark in the furnace, but nothing more happens. The lever returns to its original position.

>

DavidW asks, "I suppose kindling?"

DavidW says, "I didn’t pick up the warning note. I could sacrifice that, I think."

Lionheart says, "The city’s pilot light went out."

DavidW says, "basically, yes."

DavidW >> w

Extreme South Main Street                              24/168

> W

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

Jacqueline says, "heh"

DavidW >> sw

Water Works                                            25/169

> SW

Water Works
This room is filled with scores and scores of pipes, leading this way and that, all connecting with the walls at one point or another. A large wheel sticks out of a rather significant pipe and there is a sign above it. To the northeast is the main road.

>

DavidW >> x sign

Water Works                                            25/170

> X SIGN

"Main Water Control"

>

DavidW >> turn wheel

Water Works                                            25/171

> TURN WHEEL

Nothing happens.

>

DavidW >> x wheel

Water Works                                            25/172

> X WHEEL

This metal wheel has spokes burgeoning from the center to meet the outer rim. It looks rather heavy, but there is no rust, even after centuries of disuse. It is connected to a low, overhanging pipe.

>

DavidW >> x pipe

Water Works                                            25/173

> X PIPE

Maybe eighty pipes run all over this room, zigzagging all around. One large pipe, hanging low over the room, has a wheel on it.

>

DavidW says, "Perhaps power is needed first."

DavidW >> ne

Extreme South Main Street                              25/174

> NE

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

DavidW >> s

Mining Center                                          26/175

> S

Mining Center
This is the main center of all of the mining that takes place in Deephome. To the east are coal mines, rarely used because of the nature of the generator, and to the south are the ore mines, used for simultaneously mining all kinds of metal ores from the deeps of the mountains. To the north is the Main street.

>

DavidW >> e

Coal Mines                                             27/176

> E

Coal Mines
The coal mines are rather stark, for by the time the Dwarves moved into Deephome, they had already developed the technology to use the world’s core for energy, what they called Geothermal power. The rock on the wall looks like it has been dug in some, however. The mine opens up to the mining center to the west.

>

DavidW >> x coal

Coal Mines                                             27/177

> X COAL

This small chunk of coal fits in the palm of your hand. Just enough to start a small fire with.

>

DavidW >> take it

Coal Mines                                             27/178

> TAKE IT

You can’t see any such thing.

>

DavidW >> take coal

Coal Mines                                             27/179

> TAKE COAL

You can’t see any such thing.

>

Lionheart >> Dig for coal

Coal Mines                                             27/179

> DIG FOR COAL

You can’t see any such thing.

>

DavidW >> dig

Coal Mines                                             27/179

> DIG

What do you want to dig hole in?

>

Lionheart >> Dig

Coal Mines                                             27/179

> DIG

What do you want to dig hole in?

>

DavidW >> x wall

Coal Mines                                             27/179

> X WALL

Which do you mean, the north wall, the south wall, the east wall, the west wall, the northeast wall, the northwest wall, the southeast wall, the southwest wall or the rock?

>

DavidW >> l

Coal Mines                                             27/180

> L

Coal Mines
The coal mines are rather stark, for by the time the Dwarves moved into Deephome, they had already developed the technology to use the world’s core for energy, what they called Geothermal power. The rock on the wall looks like it has been dug in some, however. The mine opens up to the mining center to the west.

>

DavidW >> x rock

Coal Mines                                             27/181

> X ROCK

The rock of the wall looks like it has been used for mining at least once before.

>

DavidW >> mine rock

Coal Mines                                             27/181

> MINE ROCK

That’s not a verb I recognise.

>

DavidW >> hit rock with sword

Coal Mines                                             27/181

> HIT ROCK WITH SWORD

I only understood you as far as wanting to hit the rock.

>

Lionheart >> dig in rock

Coal Mines                                             27/181

> DIG IN ROCK

What do you want to dig in the rock with?

>

DavidW >> hit rock

Coal Mines                                             27/182

> HIT ROCK

Violence isn’t the answer to this one.

>

Lionheart >> dig in rock with sword

Coal Mines                                             27/183

> DIG IN ROCK WITH SWORD

You don’t have anything to dig with.

>

Jacqueline says, "Need a pickaxe."

DavidW >> w

Mining Center                                          27/184

> W

Mining Center
This is the main center of all of the mining that takes place in Deephome. To the east are coal mines, rarely used because of the nature of the generator, and to the south are the ore mines, used for simultaneously mining all kinds of metal ores from the deeps of the mountains. To the north is the Main street.

>

DavidW >> s

Ore Mines                                              28/185

> S

Ore Mines
These mines branch off into different directions with signs above each, indicating which kind of ore vein the mine follows. They are all shut down except for the first few yards of the gold mine. To the north is the mining center.

You can see a pickaxe here.

>

Jacqueline says, "There we go."

DavidW >> take pickaxe

Ore Mines                                              28/186

> TAKE PICKAXE

Taken.

>

Lionheart says, "Well, that was easy."

DavidW >> hit gold with pickaxe

Ore Mines                                              28/186

> HIT GOLD WITH PICKAXE

You can’t see any such thing.

>

DavidW >> x gold

Ore Mines                                              28/186

> X GOLD

You can’t see any such thing.

>

DavidW >> l

Ore Mines                                              28/187

> L

Ore Mines
These mines branch off into different directions with signs above each, indicating which kind of ore vein the mine follows. They are all shut down except for the first few yards of the gold mine. To the north is the mining center.

>

DavidW >> s

Ore Mines                                              28/188

> S

You can’t go that way.

>

DavidW >> x signs

Ore Mines                                              28/189

> X SIGNS

The signs read "iron" "copper" "nickle" and a few others that you can’t make out for lack of light.

>

DavidW >> n

Mining Center                                          28/190

> N

Mining Center
This is the main center of all of the mining that takes place in Deephome. To the east are coal mines, rarely used because of the nature of the generator, and to the south are the ore mines, used for simultaneously mining all kinds of metal ores from the deeps of the mountains. To the north is the Main street.

>

DavidW >> e

Coal Mines                                             28/191

> E

Coal Mines
The coal mines are rather stark, for by the time the Dwarves moved into Deephome, they had already developed the technology to use the world’s core for energy, what they called Geothermal power. The rock on the wall looks like it has been dug in some, however. The mine opens up to the mining center to the west.

>

DavidW >> hit rock with pickaxe

Coal Mines                                             28/191

> HIT ROCK WITH PICKAXE

I only understood you as far as wanting to hit the rock.

>

DavidW >> hit rock

Coal Mines                                             28/192

> HIT ROCK

Violence isn’t the answer to this one.

>

DavidW >> break rock

Coal Mines                                             28/193

> BREAK ROCK

Violence isn’t the answer to this one.

>

DavidW >> use pickaxe

Coal Mines                                             28/194

> USE PICKAXE

You have to be just a bit more specific than that. Another verb perhaps.

>

Jacqueline says, "huh"

Jacqueline asks, "mine?"

DavidW >> mine coal

Coal Mines                                             28/194

> MINE COAL

That’s not a verb I recognise.

>

Lionheart says, "It knows 'dig'"

DavidW >> mine rock

Coal Mines                                             28/194

> MINE ROCK

That’s not a verb I recognise.

>

DavidW >> strike rock

Coal Mines                                             28/194

> STRIKE ROCK

That’s not a verb I recognise.

>

DavidW >> hit rock

Coal Mines                                             28/195

> HIT ROCK

Violence isn’t the answer to this one.

>

DavidW >> x rock

Coal Mines                                             28/196

> X ROCK

The rock of the wall looks like it has been used for mining at least once before.

>

Lionheart >> kick rocks

Coal Mines                                             28/196

> KICK ROCKS

That’s not a verb I recognise.

>

DavidW >> take coal

Coal Mines                                             28/197

> TAKE COAL

You can’t see any such thing.

>

DavidW >> x coal

Coal Mines                                             28/198

> X COAL

This small chunk of coal fits in the palm of your hand. Just enough to start a small fire with.

>

DavidW asks, "that’s weird. is it here or not here?"

Jacqueline >> i

Coal Mines                                             28/199

> I

You are carrying:
  a pickaxe
  Fresto’s Excorcisms and Tasty Hors Devours
  a bottle
  a shield
  a Sword
  King’s Order
  a lantern (providing light)

>

Jacqueline says, "What the heck"

DavidW >> take all

Coal Mines                                             28/200

> TAKE ALL

pickaxe: You already have that.
Fresto’s Excorcisms and Tasty Hors Devours: You already have that.
bottle: You already have that.
shield: You already have that.
Sword: You already have that.
King’s Order: You already have that.
lantern: You already have that.

>

Lionheart says, "Maybe the author put the wrong description on the unmined coal"

DavidW >> hit coal with pickaxe

Coal Mines                                             28/200

> HIT COAL WITH PICKAXE

I only understood you as far as wanting to hit the piece of coal.

>

DavidW >> take piece

Coal Mines                                             28/201

> TAKE PIECE

You can’t see any such thing.

>

Lionheart >> dig in coal with pickaxe

Coal Mines                                             28/202

> DIG IN COAL WITH PICKAXE

You can’t do that.

>

DavidW >> dig coal

Coal Mines                                             28/202

> DIG COAL

What do you want to dig the piece of coal with?

>

DavidW >> pickaxe

Coal Mines                                             28/203

> PICKAXE

You can’t do that.

>

Jacqueline >> dig rock

Coal Mines                                             28/203

> DIG ROCK

What do you want to dig the rock with?

>

Jacqueline >> pickaxe

Coal Mines                                             28/204

> PICKAXE

You dig for a while, breaking a thick sweat, and finally come upon a small chunk of coal. Digging just isn’t your forte. It just goes to show that all of those humans who say all Dwarves are miners just don’t know what they are talking about.

>

Jacqueline says, "HELL YEAH"

Roger says, "Thank you for persevering"

DavidW >> take coal

Coal Mines                                             38/205

> TAKE COAL

Taken.

>

DavidW >> w

Mining Center                                          38/206

> W

Mining Center
This is the main center of all of the mining that takes place in Deephome. To the east are coal mines, rarely used because of the nature of the generator, and to the south are the ore mines, used for simultaneously mining all kinds of metal ores from the deeps of the mountains. To the north is the Main street.

>

DavidW >> n

Extreme South Main Street 38/207

> N

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

DavidW >> e

City Generator 38/208

> E

City Generator
Here is a large wonder of technology and ingenuity. The generator runs on the natural heat of the world, having pipes that lead all the way to near the core of the world. However, it requires a small fire to start the process of activating the power. The generator itself is large and black, having a small furnace in the very front. A doorway leads to the west, out into the street.

>

DavidW >> x coal

City Generator 38/209

> X COAL

This small chunk of coal fits in the palm of your hand. Just enough to start a small fire with.

>

DavidW >> put it in furnace

City Generator 38/210

> PUT IT IN FURNACE

The generator furnace is closed.

>

DavidW >> open furnace

City Generator 38/211

> OPEN FURNACE

You open the generator furnace.

>

Jacqueline says, "I feel cheated that the coal was only 1 point."

Lionheart >> eat rock

City Generator 38/211

> EAT ROCK

You can’t see any such thing.

>

Lionheart >> eat coal

City Generator 38/212

> EAT COAL

That’s plainly inedible.

>

DavidW >> put coal in furnace

City Generator 38/213

> PUT COAL IN FURNACE

You put the piece of coal into the generator furnace.

>

DavidW >> close furnace

City Generator 38/214

> CLOSE FURNACE

You close the generator furnace.

>

Lionheart says, "Just wanted to try that before we burn it up"

DavidW >> push lever

City Generator 38/215

> PUSH LEVER

You are unable to.

>

DavidW >> pull lever

City Generator 68/216

> PULL LEVER

The furnace sparks, then lights. The room shakes for a moment while the generator begins its labor after centuries of lying dormant. Soon the room becomes very warm.

>

Jacqueline says, "Whoah. Okay."

DavidW >> x order

City Generator 68/217

> X ORDER

The note reads: "Reclaimer:

You have the esteemed duty to return to our Mountain Kingdom of Deephome and prepare it for our return. There are several things a Reclaimer must do:

  1. Restore Power to the City

  2. Restore Water to the city.

  3. Visit each location and make sure it is safe, a quick appraisal should be sufficient.

  4. Open the City Gates once more.

  5. MOST IMPORTANT: Make sure the city is SAFE to return to.

May the Peace of Kraxis go with you

King Derash of the Mountain Tana, the year 782 SK."

>

DavidW >> w Extreme South Main Street 68/218

> W

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

DavidW >> sw Water Works 68/219

> SW

Water Works
This room is filled with scores and scores of pipes, leading this way and that, all connecting with the walls at one point or another. A large wheel sticks out of a rather significant pipe and there is a sign above it. To the northeast is the main road.

>

DavidW >> turn wheel Water Works 68/220

> TURN WHEEL

Nothing happens.

> Lionheart says, "(crossing line off our to-do list)"

DavidW >> x pipe Water Works 68/221

> X PIPE

Maybe eighty pipes run all over this room, zigzagging all around. One large pipe, hanging low over the room, has a wheel on it.

>

DavidW >> look in pipe Water Works 68/222

> LOOK IN PIPE

You find nothing of interest.

>

DavidW >> search pipes Water Works 68/223

> SEARCH PIPES

You find nothing of interest.

> DavidW says, "I wonder what’s wrong here."

Lionheart >> enter pipe Water Works 68/224

> ENTER PIPE

They’re not something you can enter.

> DavidW >> l Water Works 68/225

> L

Water Works
This room is filled with scores and scores of pipes, leading this way and that, all connecting with the walls at one point or another. A large wheel sticks out of a rather significant pipe and there is a sign above it. To the northeast is the main road.

>

DavidW >> x sign Water Works 68/226

> X SIGN

"Main Water Control"

>

DavidW >> turn on wheel Water Works 68/227

> TURN ON WHEEL

That’s not something you can switch.

>

DavidW >> turn wheel Water Works 68/228

> TURN WHEEL

Nothing happens.

>

Lionheart >> push wheel Water Works 68/229

> PUSH WHEEL

Nothing happens.

>

Lionheart >> pull wheel Water Works 68/230

> PULL WHEEL

Nothing happens.

>

Lionheart >> move wheel Water Works 68/231

> MOVE WHEEL

Nothing happens.

>

DavidW >> listen to pipes Water Works 68/232

> LISTEN TO PIPES

You hear nothing unexpected.

>

DavidW >> hit pipes Water Works 68/233

> HIT PIPES

Violence isn’t the answer to this one.

>

Lionheart >> knock on pipes Water Works 68/233

> KNOCK ON PIPES

That’s not a verb I recognise.

>

Lionheart >> x significant pipe Water Works 68/233

> X SIGNIFICANT PIPE

You can’t see any such thing.

> Jacqueline says, "I wonder if something somewhere is blocked." DavidW says, "Maybe we gotta buy it dinner first." Lionheart >> turn valve Water Works 68/233

> TURN VALVE

You can’t see any such thing.

> DavidW says, "I didn’t see a way to the human town for elevator parts." DavidW says, "We need to explore more, I think" Jacqueline nods.

DavidW >> ne Extreme South Main Street 68/234

> NE

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

DavidW >> w Extreme South Main Street 68/235

> W

You can’t go that way.

>

DavidW >> n Intersection 68/236

> N

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> e Eastern Guard Post 69/237

> E

Eastern Guard Post
This is the most fortified of the guard posts, for it protects the entrance to the Dwarven City of Deephome. There are several weapons racks in this rather interesting room, including one that obviously hung crossbows. The layout is like an hourglass, with the walls closing in on the center of the room, and two heavy iron banded doors hanging there, ready to be closed if attackers should come. In the outer wide area that leads to the gates of the city, there are several low walls designed to function as defensive points should enemies enter in here. To the west is an intersection. The actual city gates are to the southeast.

> Lionheart asks, "We haven’t found the elevator yet, have we?" DavidW says, "yes, main hall" Jacqueline says, "Yeah, pretty close to the start, might have been in what you recapped." DavidW says, "we didn’t stop to look at them since they had no power" Lionheart says, "Oh there it is." Jacqueline says, "Also there was a ghost." DavidW says, "There were stairs up too"

DavidW >> se City Gates 70/238

> SE

City Gates
The city gates stand closed, allowing some sunlight to filter into the immediate room. The doors are always closed when a city is abandoned, so that interlopers do not come in and desecrate the holy places. A heavy chain connected to a series of gears and a control panel are used to open the gate which lies to the south. The guard post stands defensively to the northwest.

The Gates block the way out of the city of Deephome.

>

DavidW >> x panel City Gates 70/239

> X PANEL

This panel has a simple red button on it and a lever. There is also, on the side of the podium that the panel sits on, a small hatch.

>

DavidW >> open hatch City Gates 70/240

> OPEN HATCH

You open the hatch.

>

DavidW >> look in hatch City Gates 70/241

> LOOK IN HATCH

Inside the hatch are two posts, one with a small gear on it.

> DavidW says, "so we need a second gear, I bet"

Lionheart >> x gear" City Gates 70/241

> X GEAR

You can’t see any such thing.

>

Lionheart >> x posts City Gates 70/241

> X POSTS

You can’t see any such thing.

>

Lionheart >> enter hatch City Gates 70/242

> ENTER HATCH

That’s not something you can enter.

>

DavidW >> x button City Gates 70/243

> X BUTTON

The red button is dull and plain.

>

DavidW >> x lever City Gates 70/244

> X LEVER

The lever sits in the position marked "Neutral." It can be moved up to "Gate" or down to "Portcullis."

>

Lionheart >> polish button City Gates 70/245

> POLISH BUTTON

You achieve nothing by this.

> Jacqueline asks, "The last thing is to open the gate, right?" DavidW asks, "Is it the last?"

DavidW >> x orders City Gates 70/246

> X ORDERS

The note reads: "Reclaimer:

You have the esteemed duty to return to our Mountain Kingdom of Deephome and prepare it for our return. There are several things a Reclaimer must do:

  1. Restore Power to the City

  2. Restore Water to the city.

  3. Visit each location and make sure it is safe, a quick appraisal should be sufficient.

  4. Open the City Gates once more.

  5. MOST IMPORTANT: Make sure the city is SAFE to return to.

May the Peace of Kraxis go with you

King Derash of the Mountain Tana, the year 782 SK."

> Lionheart says, "next to last." DavidW says, "I don’t think the order is significant." Jacqueline says, "Okay" DavidW says, "We need to get past the gate to get the elevator parts, I think." Lionheart says, "You’d think it might be a bad idea to open the gates before it’s SAFE but…​" DavidW says, "I think if we explore up from Main Hall, we might find a clue." DavidW says, "We can also stop by the library and read up on the new names we found."

DavidW >> nw Eastern Guard Post 70/247

> NW

Eastern Guard Post
This is the most fortified of the guard posts, for it protects the entrance to the Dwarven City of Deephome. There are several weapons racks in this rather interesting room, including one that obviously hung crossbows. The layout is like an hourglass, with the walls closing in on the center of the room, and two heavy iron banded doors hanging there, ready to be closed if attackers should come. In the outer wide area that leads to the gates of the city, there are several low walls designed to function as defensive points should enemies enter in here. To the west is an intersection. The actual city gates are to the southeast.

Lionheart >> appraise location > Eastern Guard Post 70/247

> APPRAISE LOCATION

That’s not a verb I recognise.

> DavidW asks, "er what?" Lionheart says, "'a quick appraisal should be sufficient'"

DavidW >> w Intersection 70/248

> W

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> n S. Main Street 70/249

> N

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> e Dwarven Library 70/250

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

>

DavidW >> w S. Main Street 70/251

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

>

DavidW >> drop book S. Main Street 70/252

> DROP BOOK

Dropped.

>

DavidW >> e Dwarven Library 70/253

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

>

DavidW >> look up cholok in book Dwarven Library 70/254

> LOOK UP CHOLOK IN BOOK

One of the daughters of Hashar, cursed to exist only in spiritual form. Upon the study of her powers, the magician Fresto determined her to be of the spirit class Yetzuiz.

> Lionheart says, "Gesundheit."

DavidW >> look up Yetzuiz in book Dwarven Library 70/255

> LOOK UP YETZUIZ IN BOOK

After searching for a while, you decide that its not important enough to waste any more time on.

>

DavidW >> w S. Main Street 70/256

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

You can see Fresto’s Excorcisms and Tasty Hors Devours here.

>

DavidW >> look up Yetzuiz in book S. Main Street 70/257

> LOOK UP YETZUIZ IN BOOK

Extremely rare spirit that is deeply benevolent and meek to the point of self sacrifice. These spirits are, however, rarely very powerful and need not be feared at all. Exorcising them, is therefore, a dirty business. It is suggested that some living animal be given to the spirit to allow it to inhabit. Older means of destroying benevolent spirits are available, but I do not see the need to present them here.

A note is scribbled on the bottom of the page: "Leshosh has excellent advice on how to catch small animals under the individual animals' topics."

> Jacqueline says, "Let’s turn her into a rainbow sheep."

DavidW >> e Dwarven Library 70/258

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

>

DavidW >> look up sheep in book Dwarven Library 70/259

> LOOK UP SHEEP IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

> Lionheart asks, "Oh goody, we gonna get an animal companion?"

Lionheart >> look up squirrel in book Dwarven Library 70/260

> LOOK UP SQUIRREL IN BOOK

Squirrels are a common sight in both the forests and semi-wooded areas of the world. Their diet consists of assorted nuts, but especially acorns. For the hunter and trapper, squirrels can be caught in a variety of manners. The most effective being with a shallow hole covered with a net and a few acorns placed in the net.

> Jacqueline says (to LH), "That is my hope." Lionheart says, "Shot in the dark, got it in one." DavidW says, "yup" DavidW says, "I assume that’s still on the other side of the gate."

Lionheart >> look up animals in book" Dwarven Library 70/261

> LOOK UP ANIMALS IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up Teldar Jemmlethrax in book Dwarven Library 70/262

> LOOK UP TELDAR JEMMLETHRAX IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up Dertari in book Dwarven Library 70/263

> LOOK UP DERTARI IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up girloff in book Dwarven Library 70/264

> LOOK UP GIRLOFF IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up Hurumph in book Dwarven Library 70/265

> LOOK UP HURUMPH IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up dorn in book Dwarven Library 70/266

> LOOK UP DORN IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

> Jacqueline says, "This game should not suggest the existence of rainbow sheep and then not let me see one."

DavidW >> look up Helto in book Dwarven Library 70/267

> LOOK UP HELTO IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up Belto in book Dwarven Library 70/268

> LOOK UP BELTO IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> look up Smelto in book Dwarven Library 70/269

> LOOK UP SMELTO IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

DavidW >> he who Smelto, Delto. Dwarven Library 70/269

> HE WHO SMELTO, DELTO.

You seem to want to talk to someone, but I can’t see whom.

>

Lionheart >> look up Tana in book Dwarven Library 70/270

> LOOK UP TANA IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up clath in book Dwarven Library 70/271

> LOOK UP CLATH IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up spirit class in book Dwarven Library 70/272

> LOOK UP SPIRIT CLASS IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up king in book Dwarven Library 70/273

> LOOK UP KING IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

>

Lionheart >> look up queen in book" Dwarven Library 70/274

> LOOK UP QUEEN IN BOOK

You discover nothing of interest in Leshosh’s Encyclopedia.

> DavidW asks, "We got Cholok’s name by asking her about herself. Perhaps the other spirits are similar in that way?" Jacqueline says, "Oh yeah. Possibly."

DavidW >> w S. Main Street 70/275

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

You can see Fresto’s Excorcisms and Tasty Hors Devours here.

> Jacqueline says, "Though the name is powerful, so maybe not."

DavidW >> w Great Temple of Kraxis 70/276

> W

Great Temple of Kraxis
The once great and shining temple of the One God, Kraxis, has been desecrated. Animal dung has been smeared on the beautiful wall murals, many of the tiles of the floor have been ripped up and thrown across the room, and the altar, a single large rock, unhewn by hands, has the statue of a pig-headed god on top of it. The large main doors lie to the east.

You can see a Dark Spirit here.

>

DavidW >> ask spirit about himself Great Temple of Kraxis 70/277

> ASK SPIRIT ABOUT HIMSELF

The misty form seems to whisper in a harsh tone, "Indanaz".

>

DavidW >> e S. Main Street 70/278

> E

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

You can see Fresto’s Excorcisms and Tasty Hors Devours here.

>

DavidW >> e Dwarven Library 70/279

> E

Dwarven Library
The Library is quite large: floor after floor of books rises before you, clinging to the walls of this circular room. Stairs lead up the middle, spiraling along and pausing at landings at each floor. At the very center of the building you can look straight up and see the roof, and on it a mural. The exit is to the west.

You can see Leshosh’s Encyclopedia here.

> Lionheart says, "Wasn’t expecting the dark one to be so forthcoming"

DavidW >> look up Indanaz in book Dwarven Library 70/280

> LOOK UP INDANAZ IN BOOK

One of the sons of Hashar, a dark creature that was cursed to reside only in spirit form. Upon study of his powers, the magician Fresto deduced that he is of the class of spirits known as Ternalim.

>

DavidW >> w S. Main Street 70/281

> W

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

You can see Fresto’s Excorcisms and Tasty Hors Devours here.

>

DavidW >> look up Ternalim in book S. Main Street 70/282

> LOOK UP TERNALIM IN BOOK

These spirits are quite pesky and are rather hard to do away with. However, the following recipe for banishment is usually foolproof: Take a coin and put it before the spirit. Pour water on the coin. Put the ashes of a blank paper on the coin. Then place a four leaf clover on the coin. Finally, after praying to Kraxis, speak the word "Manaz." Prayer is essential, for any utterance of this word without protection will cause certain death.

> Lionheart says, "By coin, ash, and clover" DavidW says, "I don’t think we’ll find all that in the next half-hour." Jacqueline says, "That’s a lot of steps." Jacqueline says, "Why is exorcism so darn complicated."

Lionheart >> pray to kraxis" S. Main Street 70/283

> PRAY TO KRAXIS

You feel comforted knowing that Kraxis has heard your prayer.

> DavidW asks, "Shall we head back to the main hall?"

Lionheart >> pray to pig-headed god S. Main Street 70/283

> PRAY TO PIG-HEADED GOD

You can’t see any such thing.

>

Lionheart >> pray to statue S. Main Street 70/283

> PRAY TO STATUE

You can’t see any such thing.

> DavidW asks, "You want us to be killed, I assume?" Lionheart says, "Haven’t have a good smiting in a while."

DavidW >> n N. Main Street 70/284

> N

N. Main Street
This was once a bustling trading center with shops lining the sides of the streets, and smaller, less affluent merchants' booths sitting outside of the doorways, offering items of lower quality at a substantially lower rate. At this particular point in the street you see a clothier to the northeast, a bakery to the east, and a scrivener’s to the west. To the north is the Main hall, and the street runs further south.

>

DavidW >> n Main Hall 70/285

> N

Main Hall
The main hall is quite large, and is lit by magical torches that line the walls all around, in a pattern that spirals up the grandiose room. Elevators hang in mid air, no longer powered. To the northeast is a small opening that is usually covered over by a tapestry that has long since been removed, to the northwest is a staircase leading up to one of the villages where your people lived; to the west you see the railway station. A main street runs to the south.

You can see a warning note here.

> Jacqueline asks, "Oh ye who go about saying unto each: "pray to pig-head": Dost thou know the magnitude of thy sin before the gods?"

DavidW >> take note Main Hall 70/286

> TAKE NOTE

(the warning note) Taken.

>

DavidW >> x elevators Main Hall 70/287

> X ELEVATORS

The elevators hang in mid air by sturdy steel cables, no longer powered. They look in prime condition, however, and if the power came back on, you are pretty sure that they would run again.

>

DavidW >> u Dwarven Village 71/288

> U

Dwarven Village
Here you see a long street with many stone stairways leading up to heavy wooden doors. They range from being three or four feet off the ground to nearly fifty feet from the stone floor. The doors will all be locked and barred, and only the families' special keys will be able to open the doors. A stairway leads down and southeast to the main hall.

>

DavidW >> x doors Dwarven Village 71/289

> X DOORS

The doors are all made of solid oak and strengthened with steel. There is very little in the way of crime in Dwarven communities, unlike human and Elven ones, but still, the underfolk like to have their privacy.

>

DavidW >> u Dwarven Village 71/290

> U

Traipsing up all of those stairs, knowing that all of the doors are locked would just be foolishness, now wouldn’t it?

>

DavidW >> w Dwarven Village 71/291

> W

You can’t go that way.

>

DavidW >> e Dwarven Village 71/292

> E

You can’t go that way.

>

DavidW >> d Main Hall 71/293

> D

Main Hall
The main hall is quite large, and is lit by magical torches that line the walls all around, in a pattern that spirals up the grandiose room. Elevators hang in mid air, no longer powered. To the northeast is a small opening that is usually covered over by a tapestry that has long since been removed, to the northwest is a staircase leading up to one of the villages where your people lived; to the west you see the railway station. A main street runs to the south.

>

DavidW >> enter elevator Main Hall 71/294

> ENTER ELEVATOR

That’s not something you can enter.

> DavidW asks, "um. Now what?" Jacqueline says, "I don’t like the answer that comes to mind." Jacqueline says, "Which is 'fix the elevators'" Lionheart says, "We can go to the temple and see if there’s a funny smiting death. we could see what happens when you press the tree or the house."

DavidW >> fix elevators Main Hall 71/295

> FIX ELEVATORS

You would achieve nothing by this.

> Jacqueline asks, "So, we turned on power, didn’t?"

DavidW >> use elevator Main Hall 71/296

> USE ELEVATOR

You have to be just a bit more specific than that. Another verb perhaps.

> Jacqueline asks, "er, didn’t we?"

DavidW >> x warning Main Hall 71/297

> X WARNING

"To whom it may concern: I tried to fix these blasted elevators, but I am missing the correct parts. I traveled south to a human town called Ember to procure the correct parts, but the shop there was all out. They did, however, say that they would be getting them in soon. Perhaps whoever completes this task can get what they need there. I am not inclined to stay, being harrassed by such spirits as are here (which is not in my contract). Sincerely, Bloppop Tinkertoe Repairdwarf, 479SK.

> Jacqueline says, "South" Jacqueline says, "oh gosh" Jacqueline asks, "Do we need to leave the whole place and go south?" DavidW says, "yes. Through the main gate." DavidW says, "That’s also where clover and a squirrel are likely to be." Jacqueline says, "That first 'this is the way from which you’ve come' always feels like a 'no no no, you already came from that way the only way forward is forward' sort of thig" Jacqueline says, "er, thing" DavidW says, "I haven’t seen them in the mountain." Jacqueline says, "Oh, Yeah. Good point about the clover and the squirrel, I guess." Jacqueline says, "Well, let’s go." DavidW asks, "Aren’t we missing a gear?" DavidW says, "like, I didn’t actually try the controls."

DavidW >> ne" Northern Guard Post 71/298

> NE

Northern Guard Post
This guard post is small and inconspicuous, but positioned so that no one unwanted takes advantage of the secret entrance to the northeast, which is disguised as a common fireplace. On the northwest wall is a cabinet. To the southwest is a small door that leads out to the Main Hall and there is a tiny table in the middle of the room.

The cleverly hidden door is open, allowing you to pass through to the secret tunnel.

You can also see a cabinet (which is empty) here.

>

DavidW >> n Northern Guard Post 71/299

> N

You can’t go that way.

> Lionheart says, "well, if we’re going to a machine part shop in the south, might be a gear there too" DavidW >> enter fireplace Northern Guard Post 71/300

> ENTER FIREPLACE

That’s not something you can enter.

> Jacqueline says, "Yeah, that was my thought."

DavidW >> ne Secret Entrance 71/301

> NE

Secret Entrance
This is a rather dark and small room, having only two exits, back north the way you came, from the ancestral homes of Tana, or through the heavily barred wooden door before you that leads southwest and inward to the abandoned Deephome, abode of the Dwarves in Telleen. It has been three hundred years since your people lived here.

The heavy door stands open, admitting you into Deephome.

>

DavidW >> n Secret Entrance 71/302

> N

What kind of Reclaimer would you be if you went back to Tana without completing your mission?

> Jacqueline says, "Called it."

DavidW >> sw Northern Guard Post 71/303

> SW

Northern Guard Post
This guard post is small and inconspicuous, but positioned so that no one unwanted takes advantage of the secret entrance to the northeast, which is disguised as a common fireplace. On the northwest wall is a cabinet. To the southwest is a small door that leads out to the Main Hall and there is a tiny table in the middle of the room.

The cleverly hidden door is open, allowing you to pass through to the secret tunnel.

You can also see a cabinet (which is empty) here.

> DavidW says, "That’s probably the end action when we think we’re done, though."

DavidW >> x table Northern Guard Post 71/304

> X TABLE

This table is very small and rickety, and could only allow two dwarves to sit at it comfortably. It was probably almost never used, however, since this post was rarely manned. That would explain why there are no chairs. There is, however a letter on the table.

>

DavidW >> x letter Northern Guard Post 71/305

> X LETTER

The letter reads "General Ilgam, in the year 479 SK, to the remaining forces in Deephome, Many greetings I understand your concern, we can not fight these spirits with regular weapons, they are dangerous and illusive. However, time is on our side. We will pull back from Deephome and allow the spirits to either leave, or stay and become bound to the place. If that happens, I trust that whoever returns to confront them will receive this letter and understand that a certain Tome from the library called Fresto’s Exorcisms and Tasty Hors Devours will explain how to dispel the spirits. Courage and the peace of Kraxis be with you."

> Lionheart says, "oh, how’d we miss that" DavidW says, "I missed it. sorry." Jacqueline says, "Exorcisms is spelled correctly there." DavidW >> take letter Northern Guard Post 71/306

> TAKE LETTER

Taken.

> DavidW says, "lemme actually try the gate control" DavidW >> se Northern Guard Post 71/307

> SE

You can’t go that way.

>

DavidW >> sw Main Hall 71/308

> SW

Main Hall
The main hall is quite large, and is lit by magical torches that line the walls all around, in a pattern that spirals up the grandiose room. Elevators hang in mid air, no longer powered. To the northeast is a small opening that is usually covered over by a tapestry that has long since been removed, to the northwest is a staircase leading up to one of the villages where your people lived; to the west you see the railway station. A main street runs to the south.

>

DavidW >> s N. Main Street 71/309

> S

N. Main Street
This was once a bustling trading center with shops lining the sides of the streets, and smaller, less affluent merchants' booths sitting outside of the doorways, offering items of lower quality at a substantially lower rate. At this particular point in the street you see a clothier to the northeast, a bakery to the east, and a scrivener’s to the west. To the north is the Main hall, and the street runs further south.

>

DavidW >> s S. Main Street 71/310

> S

S. Main Street
This section of the Main street is dedicated to quieter pursuits. To the east is the Library, and to the west is the Great Temple. Main Street runs north and south from here.

You can see Fresto’s Excorcisms and Tasty Hors Devours here.

>

DavidW >> s Intersection 71/311

> S

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> e Eastern Guard Post 71/312

> E

Eastern Guard Post
This is the most fortified of the guard posts, for it protects the entrance to the Dwarven City of Deephome. There are several weapons racks in this rather interesting room, including one that obviously hung crossbows. The layout is like an hourglass, with the walls closing in on the center of the room, and two heavy iron banded doors hanging there, ready to be closed if attackers should come. In the outer wide area that leads to the gates of the city, there are several low walls designed to function as defensive points should enemies enter in here. To the west is an intersection. The actual city gates are to the southeast.

>

DavidW >> se City Gates 71/313

> SE

City Gates
The city gates stand closed, allowing some sunlight to filter into the immediate room. The doors are always closed when a city is abandoned, so that interlopers do not come in and desecrate the holy places. A heavy chain connected to a series of gears and a control panel are used to open the gate which lies to the south. The guard post stands defensively to the northwest.

The Gates block the way out of the city of Deephome.

>

DavidW >> push button City Gates 71/314

> PUSH BUTTON

Nothing happens.

>

DavidW >> x lever City Gates 71/315

> X LEVER

The lever sits in the position marked "Neutral." It can be moved up to "Gate" or down to "Portcullis."

>

DavidW >> move lever up City Gates 71/316

> MOVE LEVER UP

Is that the best you can think of?

>

DavidW >> push lever City Gates 71/317

> PUSH LEVER

You push the lever to the position marked "Gate."

> Jacqueline says, "Game, do not be rude to David."

DavidW >> pull lever City Gates 71/318

> PULL LEVER

You pull the lever to the position marked "Neutral."

>

DavidW >> g City Gates 71/319

> G

You pull the lever to the position marked "Portcullis."

>

DavidW >> push lever City Gates 71/320

> PUSH LEVER

You push the lever to the position marked "Neutral."

> DavidW says, "yeah, nothing happens."

Lionheart >> x control panel City Gates 71/321

> X CONTROL PANEL

This panel has a simple red button on it and a lever. There is also, on the side of the podium that the panel sits on, a small hatch.

> DavidW says, "I’m sure we need to find (or make) a gear."

Lionheart >> pull lever. push button. City Gates 71/323

> PULL LEVER. PUSH BUTTON.

You pull the lever to the position marked "Portcullis." Nothing happens.

> DavidW says, "For all I know, there’s one stuck in the water pipe." Jacqueline says, "Prolly not." Jacqueline says, "Possibly, though." DavidW says, "Or maybe we can enter the iron mine." DavidW >> nw Eastern Guard Post 71/324

> NW

Eastern Guard Post
This is the most fortified of the guard posts, for it protects the entrance to the Dwarven City of Deephome. There are several weapons racks in this rather interesting room, including one that obviously hung crossbows. The layout is like an hourglass, with the walls closing in on the center of the room, and two heavy iron banded doors hanging there, ready to be closed if attackers should come. In the outer wide area that leads to the gates of the city, there are several low walls designed to function as defensive points should enemies enter in here. To the west is an intersection. The actual city gates are to the southeast.

>

DavidW >> x racks Eastern Guard Post 71/325

> X RACKS

These steel posts once held weapons for the guards to get at quickly, should invaders attack.

>

DavidW >> x doors Eastern Guard Post 71/326

> X DOORS

These heavy doors are ready to be swung shut and locked, should attackers breach the main gates.

>

DavidW >> close doors Eastern Guard Post 71/327

> CLOSE DOORS

They’re not something you can close.

>

DavidW >> open doors Eastern Guard Post 71/328

> OPEN DOORS

They’re not something you can open.

>

Lionheart >> push door Eastern Guard Post 71/328

> PUSH DOOR

You can’t see any such thing.

>

Lionheart >> look behind door Eastern Guard Post 71/328

> LOOK BEHIND DOOR

I only understood you as far as wanting to look.

> DavidW says, "game doesn’t know 'behind'"

DavidW >> w Intersection 71/329

> W

Intersection
Here meet the two major roads of the city proper: Main Street, which runs north and south, and the Royal road which runs west from here. To the east is a guard post with a sign next to it.

>

DavidW >> s Extreme South Main Street 71/330

> S

Extreme South Main Street
Only people working for the city actually ever come down here, unless they are on a tour. A few mining operations lie to the south of this road, and to the east is the main generator for the city. To the southwest there is a doorway leading to the city water works. The street ends here, but continues to the north.

>

DavidW >> s Mining Center 71/331

> S

Mining Center
This is the main center of all of the mining that takes place in Deephome. To the east are coal mines, rarely used because of the nature of the generator, and to the south are the ore mines, used for simultaneously mining all kinds of metal ores from the deeps of the mountains. To the north is the Main street.

>

DavidW >> s Ore Mines 71/332

> S

Ore Mines
These mines branch off into different directions with signs above each, indicating which kind of ore vein the mine follows. They are all shut down except for the first few yards of the gold mine. To the north is the mining center.

>

DavidW >> s Ore Mines 71/333

> S

You can’t go that way.

>

DavidW >> x signs Ore Mines 71/334

> X SIGNS

The signs read "iron" "copper" "nickle" and a few others that you can’t make out for lack of light.

>

DavidW >> enter iron Ore Mines 71/334

> ENTER IRON

You can’t see any such thing.

>

Lionheart >> go iron Ore Mines 71/334

> GO IRON

You can’t see any such thing.

>

DavidW >> s Ore Mines 71/335

> S

You can’t go that way.

>

DavidW >> sw Ore Mines 71/336

> SW

You can’t go that way.

>

DavidW >> se Ore Mines 71/337

> SE

You can’t go that way.

>

DavidW >> w Ore Mines 71/338

> W

You can’t go that way.

>

DavidW >> e Ore Mines 71/339

> E

You can’t go that way.

>

Lionheart >> enter gold Ore Mines 71/339

> ENTER GOLD

You can’t see any such thing.

>

DavidW says, "I guess we can’t go further here."

Lionheart >> x iron Ore Mines 71/339

> X IRON

You can’t see any such thing.

>

Lionheart >> x nickel Ore Mines 71/339

> X NICKEL

You can’t see any such thing.

>

Lionheart >> x nickle Ore Mines 71/339

> X NICKLE

You can’t see any such thing.

>

Lionheart >> x copper Ore Mines 71/339

> X COPPER

You can’t see any such thing.

>

Jacqueline >> x gold Ore Mines 71/339

> X GOLD

You can’t see any such thing.

>

DavidW says, "We’re running out of time for today."

Jacqueline says, "Oh gosh, we are."

Lionheart >> search tunnels Ore Mines 71/339

> SEARCH TUNNELS

You can’t see any such thing.

>

DavidW asks, "Any ideas for the pipe? Or anything else?"

Lionheart shrugs.

Jacqueline says, "Not at present, unfortunately."

Lionheart says, "Still want to try getting smited though."

DavidW >> SAVE

DavidW >> cf27

> > SAVE %% Enter a save filename to write: Ore Mines 71/339 Ok.

>

DavidW >> meraz Ore Mines 71/339

> MERAZ

That’s not a verb I recognise.

>

Jacqueline says, "heh"

DavidW >> say meraz Ore Mines 71/339

> SAY MERAZ

Whom do you want to say to?

>

DavidW >> manaz Ore Mines 71/339

> MANAZ

The power trembles inside of you, bursting through you veins. You feel the bliss of unknowable strength. But as quickly as it comes, it turns to excruciating pain. Light leaps from your body and arcs back to strike your chest. Your sight becomes white with horrible brilliance and in a moment, you feel yourself being ripped apart.

That’s what you get when you have no reverence for power or its Creator.

<i>*** You have died ***</i>

In that game you scored 71 out of a possible 300, in 339 turns, Ahh, just coming into your own, I see.

Would you like to RESTART, RESTORE a saved game, give the FULL score for that game or QUIT? >

Jacqueline says, "Well done."

DavidW >> full Ore Mines 71/339

> FULL

In that game you scored 71 out of a possible 300, in 339 turns, Ahh, just coming into your own, I see.

The score was made up as follows:

30 Turning on the Power
 5 Entering the City
10 finding sundry items
26 visiting various places
71 total (out of 300)

Would you like to RESTART, RESTORE a saved game, give the FULL score for that game or QUIT? >

Jacqueline says, "Great way to, um, end things."

Lionheart says, "What a way to go."

DavidW >> undo Ore Mines 71/339

> UNDO

Ore Mines

>

DavidW >> save > > SAVE %% Enter a save filename to write:

DavidW >> cfdeephome Ore Mines 71/339 Ok.

>

Jacqueline says, "71 outta 300"

DavidW says, "Thanks for the game all. I hope I think of a way to proceed before next Sunday."

Lionheart says, "plenty of time to make a map see if covered every exit."

Lionheart exclaims, "Thanks for the invite!"

DavidW says, "yeah. I often miss something in a session that I find when making the notes."

DavidW says, "Glad you could join us!"

Jacqueline says, "Who knows, maybe one of us will have an epiphany."