Game details
Deephome (1999) by Joshua Wise
Session details
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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:
-
Restore Power to the City
-
Restore Water to the city.
-
Visit each location and make sure it is safe, a quick appraisal should be sufficient.
-
Open the City Gates once more.
-
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:
-
Restore Power to the City
-
Restore Water to the city.
-
Visit each location and make sure it is safe, a quick appraisal should be sufficient.
-
Open the City Gates once more.
-
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."