Game details

Deephome (1999) by Joshua Wise

Session details

Session 2 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, Roger
Visible Exits: None

DavidW says, "hm. No Perry."

DavidW says, "I’m recording regardless, though."

PerrySimm has arrived.

DavidW says, "hi Perry!"

  • NewsBoy hollers, "Extra! Extra! PerrySimm has posted message 417, about 'No Jacq', to the bulletin board! Sheesh, this again? @recap a few, already."

DavidW says, "Soon!"

DavidW says, "I’ve updated my CF page, https://plover.net/~davidw/sol/cf/ , and updated the notes, and I tried to reformat the transcript from last week, but I ran out of time to complete that last job, so it’s only partly formatted."

DavidW says, "I need to write up a transcript prettifier program."

DavidW says, "Doing it by hands takes ages."

Roger says, "mmhmm"

DavidW says, "I’m hoping Jade and/or Lionheart will arrive soon."

DavidW says, "Unfortunate that Jacqueline can’t be here, but she sends her best."

DavidW says, "I’ll wait until 10 minutes after the hour. I’ll start after that even if it’s just the two of us."

Roger says, "Sounds like a good plan to me"

DavidW says, "When making my notes, I discovered that we overlooked the west exit to the railway station from the main hall, that we never opened the desks in the scriveners, and that the moss on the royal road is both takeable and something that glows."

DavidW says, "oh, and that we have a 10 item carrying capacity limit."

DavidW says, "asparagus went and played the game himself and he said he finished it. So, nice to know that."

DavidW >> l

Ore Mines                                              71/340

> 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 >> i

Ore Mines                                              71/341

> I

You are carrying:
a letter
a warning note
a pickaxe
a bottle
a shield
a Sword
King’s Order
a lantern (providing light)

>

DavidW >> n

Mining Center                                          71/342

> 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 >> n

Extreme South Main Street                              71/343

> 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 >> n

Intersection                                           71/344

> 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 >> n

S. Main Street                                         71/345

> 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.

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

>

DavidW >> n

N. Main Street                                         71/346

> 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 >> drop pickaxe, warning

N. Main Street                                         71/347

> DROP PICKAXE, WARNING

pickaxe: Dropped.
warning note: Dropped.

>

DavidW >> i

N. Main Street                                         71/348

> I

You are carrying:
a letter
a bottle
a shield
a Sword
King’s Order
a lantern (providing light)

>

DavidW >> drop letter

N. Main Street                                         71/349

> DROP LETTER

Dropped.

>

DavidW >> w

Scrivener's                                            71/350

> 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.

>

DavidW >> e

N. Main Street                                         71/351

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> n

Main Hall                                              71/352

> 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.

>

DavidW >> w

Railway Station                                        72/353

> W

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Smithy Court, the Soldiers' Court, and the Treasury. You can hear the hum of the motor in the car. To the east is the Main Hall.

You can see a rail car here.

[Your score has just gone up by one point.]

>

DavidW >> x car

Railway Station                                        72/354

> X CAR

This steel car hangs from a set of thick cables that span the expanses of Deephome. There is a door on the side. The car itself has no windows or other openeings.

>

DavidW >> in

Railway Station                                        72/355

> IN

You can’t go that way.

>

DavidW >> enter car

Railway Station                                        72/356

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it:
The yellow button reads "Smithy Court"
The green button reads "Barracks"
The red button reads "Treasury"

>

DavidW asks, "Where to first, guv’nor?"

Roger says, "oh I dunno"

Roger says, "in order is fine with me"

DavidW says, "sure. It bothers me there’s no button to return us back here."

DavidW >> push yellow

Railway Station                                        72/357

> PUSH YELLOW

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> l

Railway Station                                        73/358

> L

Railway Station (in the rail car)
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. You can hear the hum of the motor in the car. From here you can reach the Main Hall, the Soldiers Court, and the Treasury. To the northwest is the Smithy Court.

[Your score has just gone up by one point.]

>

DavidW >> x buttons

Railway Station                                        73/359

> X BUTTONS

The yellow button reads "Main Hall"
The green button reads "Barracks"
The red button reads "Treasury"

>

DavidW >> out

Railway Station                                        73/360

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. You can hear the hum of the motor in the car. From here you can reach the Main Hall, the Soldiers Court, and the Treasury. To the northwest is the Smithy Court.

You can see a rail car here.

>

DavidW >> nw

Smithy Court                                           74/361

> NW

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

[Your score has just gone up by one point.]

>

DavidW says, "quite the hub"

DavidW says, "Might as well do these in order as well."

Roger says, "they were an orderly people"

Roger says, "agreed"

DavidW >> sw

Blacksmith                                             75/362

> SW

Blacksmith
Here you see a heavy forge and a few scrap pieces of iron and steel lying on the floor. An anvil sits in the middle of the room, and next to it is a small barrel that at one time held water and a large one that held oil. The exit is to the northeast.

You can see a gear here.

[Your score has just gone up by one point.]

>

DavidW >> x geqar

Blacksmith                                             75/362

> X GEQAR

You can’t see any such thing.

>

DavidW >> x gear

Blacksmith                                             75/363

> X GEAR

This small gear has a hole through the middle so that it can be used on machinery.

>

DavidW >> take it

Blacksmith                                             75/364

> TAKE IT

Taken.

>

DavidW >> x forge

Blacksmith                                             75/365

> X FORGE

Large and soot covered, this forge has a bellows and a coal furnace that opens to allow the smith to heat metal to extreme temperatures.

>

DavidW >> open furnace

Blacksmith                                             75/366

> OPEN FURNACE

You open the forge, revealing some coal.

>

DavidW >> x small barrel

Blacksmith                                             75/367

> X SMALL BARREL

Water was used to cool the worked metal quickly, giving it a harder and more solid composition. The blacksmith would dip glowing hot objects here as he worked.

>

DavidW >> x large barrel

Blacksmith                                             75/368

> X LARGE BARREL

Through no great feat of intellect do you know that this was once an oil barrel, seeing as it has "Oil" written on the side. Oil was used for hardening the blades of metals, and giving them a different surface than water.

>

DavidW >> l

Blacksmith                                             75/369

> L

Blacksmith
Here you see a heavy forge and a few scrap pieces of iron and steel lying on the floor. An anvil sits in the middle of the room, and next to it is a small barrel that at one time held water and a large one that held oil. The exit is to the northeast.

>

DavidW >> x anvil

Blacksmith                                             75/370

> X ANVIL

This is a heavy metal block for beating metal into shape. It was much too heavy for the Blacksmith to take with him.

>

DavidW >> x scrap

Blacksmith                                             75/371

> X SCRAP

Random small pieces of twisted and bent iron and steel left behind by the blacksmith. If put together they could only form a small spike or something similar.

>

DavidW >> put scrap together

Blacksmith                                             75/371

> PUT SCRAP TOGETHER

I didn’t understand that sentence.

>

DavidW >> take scrap

Blacksmith                                             75/372

> TAKE SCRAP

Taken.

>

DavidW >> make spike

Blacksmith                                             75/372

> MAKE SPIKE

That’s not a verb I recognise.

>

DavidW says, "I’m not at all sure I should burden ourselves with scrap."

DavidW >> drop scrap

Blacksmith                                             75/373

> DROP SCRAP

Dropped.

>

DavidW >> ne

Smithy Court                                           75/374

> NE

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> w

Silversmith                                            76/375

> W

Silversmith
There is almost nothing in this room, only a small furnace and equally small anvil. The floor is clear of any refuse, and it seems that the smith who left his shop took the time to clean it. The exit is to the east.

[Your score has just gone up by one point.]

>

DavidW >> x furnace

Silversmith                                            76/376

> X FURNACE

This is a small furnace, knee high and without a door, simply open for the silversmith to work with.

>

DavidW >> x anvil

Silversmith                                            76/377

> X ANVIL

This anvil is relatively small and compact, most of the silver being delicate work. Though small, it is still very heavy.

>

DavidW >> look in furnace

Silversmith                                            76/378

> LOOK IN FURNACE

The silver furnace is empty.

>

DavidW >> e

Smithy Court                                           76/379

> E

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> nw

Carpenter's Shop                                       77/380

> NW

Carpenter’s Shop
Wood is rarely used in the kingdoms of the Dwarves, mostly because it does not grow underground. So, few dwarves ever become carpenters. However, by law, there must be at least one carpenter in each city at each time. Though their jobs are few, the carpenters usually make a fair amount of money on the projects that they are hired for. This shop, and its fancy furnishings, tells no different story. The exit is to the southeast

[Your score has just gone up by one point.]

>

DavidW >> x wood

Carpenter's Shop                                       77/380

> X WOOD

You can’t see any such thing.

>

DavidW says, "Nothing here as far as I can tell."

DavidW >> se

Smithy Court                                           77/381

> SE

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> n

Common Forge                                           78/382

> N

Common Forge
This symbolic forge is the result of the nearly catastrophic Wares Wars in which the smiths of different trades first competed for excellence, and then actually took the lives of artisans who were beating them, so that they would not lose profit. It was finally decided that a common forge would be established in all Smithy Courts where artisans could gather and peacefully exchange secrets and tricks of their trades. To the south is the Smithy Court.

[Your score has just gone up by one point.]

>

DavidW >> x forge

Common Forge                                           78/383

> X FORGE

Though actually functional, this forge has never been used. It is pristine and beautiful, and has the words written on it: "Like the metals, we may be one in flames."

>

DavidW >> open forge

Common Forge                                           78/384

> OPEN FORGE

That’s not something you can open.

>

DavidW >> s

Smithy Court                                           78/385

> S

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> ne

Slag Pit                                               79/386

> NE

Slag Pit
Here is a deep, dark pit, that all of the slag is thrown into. It is forbidden by law to throw anything at all into such a pit except slag. The Smithy Court is to the southwest.

[Your score has just gone up by one point.]

>

DavidW >> x slag

Slag Pit                                               79/387

> X SLAG

The pit is very deep and dark, and you are unable to see the bottom.

>

DavidW >> d

Slag Pit                                               79/388

> D

You can’t go that way.

>

DavidW >> enter pit

Slag Pit                                               79/389

> ENTER PIT

That’s not something you can enter.

>

DavidW >> sw

Smithy Court                                           79/390

> SW

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> e

Goldsmith                                              80/391

> E

Goldsmith
This shop is quite fancy, with intricate etching on the door-posts and a shiny mirror on the back wall, which must have been meticulously cleaned every day to keep the dirt and grime and smoke from dimming its brilliance. The forge itself, however, is not to be found. To the west is the Smithy Court.

[Your score has just gone up by one point.]

>

DavidW >> x mirror

Goldsmith                                              80/392

> X MIRROR

As you look into the mirror, you take a long hard look at yourself and come to the same conclusion that you always do: Are you sexy!

>

DavidW >> take mirror

Goldsmith                                              80/393

> TAKE MIRROR

That’s hardly portable.

>

DavidW >> move mirror

Goldsmith                                              80/394

> MOVE MIRROR

You are unable to.

>

DavidW >> look behind mirror

Goldsmith                                              80/394

> LOOK BEHIND MIRROR

I only understood you as far as wanting to look.

>

Roger says, "weird flex but okay"

DavidW >> open mirror

Goldsmith                                              80/395

> OPEN MIRROR

That’s not something you can open.

>

DavidW >> l

Goldsmith                                              80/396

> L

Goldsmith
This shop is quite fancy, with intricate etching on the door-posts and a shiny mirror on the back wall, which must have been meticulously cleaned every day to keep the dirt and grime and smoke from dimming its brilliance. The forge itself, however, is not to be found. To the west is the Smithy Court.

>

DavidW >> w

Smithy Court                                           80/397

> W

Smithy Court
All around this common square sit smithies that have lain cold for three centuries. To the southwest is a blacksmith’s shop, to the west is a silversmith, to the northwest is a carpenter’s shop, at the north lies a common forge, the northeast holds a slag pit, and a goldsmith is to the east. The Railway is to the southeast.

>

DavidW >> se

Railway Station                                        80/398

> SE

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. You can hear the hum of the motor in the car. From here you can reach the Main Hall, the Soldiers Court, and the Treasury. To the northwest is the Smithy Court.

You can see a rail car here.

>

DavidW >> enter car

Railway Station                                        80/399

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it:
The yellow button reads "Main Hall"
The green button reads "Barracks"
The red button reads "Treasury"

>

DavidW >> push green

Railway Station                                        80/400

> PUSH GREEN

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> out

Railway Station                                        81/401

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Treasury. You can hear the hum of the motor in the car. To the west are the barracks.

You can see a rail car here.

[Your score has just gone up by one point.]

>

DavidW >> w

Soldiers' Barracks                                     82/402

> W

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

[Your score has just gone up by one point.]

>

DavidW >> w

Armory                                                 83/403

> W

Armory
The armory is stocked with many different kinds of weapons from swords and axes to bows and slings. There are also suits of armor here on racks. The armory doorway leads east to the barracks.

[Your score has just gone up by one point.]

>

DavidW >> x weapons

Armory                                                 83/404

> X WEAPONS

A multitude of different weapons lines the room’s walls. They are all in perfect condition, waiting for their owners to return for them.

>

DavidW >> x suits

Armory                                                 83/405

> X SUITS

These suits of armor are well designed and very sturdy. They hang on metal pegs on the wall.

>

DavidW >> e

Soldiers' Barracks                                     83/406

> E

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> s

Mess Hall                                              84/407

> S

Mess Hall
Long tables of stone sit on the open floor here, and a substantial kitchen forms a U shape around the eating area. Nearly a thousand Dwarves could probably eat here at once. To the north are the barracks.

[Your score has just gone up by one point.]

>

DavidW >> x tables

Mess Hall                                              84/408

> X TABLES

Low and plain, the stone tables serve only the function of supporting food, and not being at all aesthetically pleasing.

>

DavidW >> x kitchen

Mess Hall                                              84/409

> X KITCHEN

The kitchen outlines the room, starting with an entrance to the right of the doorway, where the soldiers would enter the line, and follow around to three opening where they could then leave to sit down.

>

DavidW >> enter kitchen

Mess Hall                                              84/410

> ENTER KITCHEN

That’s not something you can enter.

>

DavidW >> look under tables

Mess Hall                                              84/411

> LOOK UNDER TABLES

You find nothing of interest.

>

DavidW >> n

Soldiers' Barracks                                     84/412

> N

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> sw

Training Grounds                                       85/413

> SW

Training Grounds
This vast cavern is a patchwork of different fields for training soldiers. There are archery ranges and several different sized mounds. To the northeast are the barracks, and to the southwest can be heard the sound of rushing water.

[Your score has just gone up by one point.]

>

DavidW >> x ranges

Training Grounds                                       85/413

> X RANGES

You can’t see any such thing.

>

DavidW >> x mounds

Training Grounds                                       85/414

> X MOUNDS

These mounds are different sizes all used for training soldiers for different terrain.

>

DavidW >> sw

Waterfall                                              86/415

> SW

Waterfall
Water plummets nearly a hundred feet, crashing on the rocks below, into a flowing river, and slowly smoothing the entire landscape. The old access ladders that reach the top of the waterfall are gone, swept away, but a large intake pipe is here, pulled away from the water.

You can see a Terrock here.

The Terrock gives you a suspicious glare.

[Your score has just gone up by one point.]

>

DavidW >> x terrock

Waterfall                                              86/416

> X TERROCK

Yes, that is definitely your common Terrock, about twice as tall as yourself, and with a wingspan of nearly thirty feet (a bit under ten meters), the head of a ferocious dog, body of a fish, and claws like an eagle. You remember stories of how they would eat anyone who entered their nest. Whew! Good thing you remembered those stories!

The Terrock gives you a suspicious glare.

>

DavidW >> x pipe

Waterfall                                              86/417

> X PIPE

A large and impressive pipe twice as large around as you are tall. Atop the intake opening is an even larger nest, upon which several eggs sit.

The Terrock lets out a piercing scream, and dives down at you, warning you to avoid its nest.

>

DavidW says, "okay, that’s why the water works didn’t work. The pipe here needs to move."

DavidW says, "I need a bathroom break. bbiab"

Roger says, "ok"

DavidW says, "back"

DavidW says, "(whew)"

DavidW says, "I suggest reading up on tarrock in the encyclopedia before battling it."

DavidW >> fill bottle

Waterfall                                              86/418

> FILL BOTTLE

There is nothing here with which to fill the bottle.

The beast stretches, its vicious mouth cracking in a monstrous yawn.

>

DavidW >> fill bottle with water

Waterfall                                              86/418

> FILL BOTTLE WITH WATER

I only understood you as far as wanting to fill the bottle.

>

DavidW >> put water in bottle

Waterfall                                              86/419

> PUT WATER IN BOTTLE

You need to be holding the river before you can put it into something else.

The beast stretches, its vicious mouth cracking in a monstrous yawn.

>

DavidW says, "wow."

DavidW says, "There was a sink in the bakery or something; I guess we have to do it there."

Roger says, "I’ll thrash around a bit"

Roger >> put bottle in water

Waterfall                                              86/420

> PUT BOTTLE IN WATER

You drop the The bottle into the churning waters below. It will probably never be seen again.

The large beast dives into the water and comes up with a rather scary looking sea creature with horns and three tails, and swallows it in one gulp, hardly satisfied by its meager meal.

>

Roger >> undo

Waterfall                                              86/419

> UNDO

Waterfall
[Previous turn undone.]

>

Roger says, "whoopsies"

DavidW >> SAVE

DavidW >> cf28

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

Waterfall                                              86/419
Ok.

>

Roger asks, "dare we enter?"

DavidW says, "uh, feel free."

Roger >> enter river

Waterfall                                              86/420

> ENTER RIVER

That’s not something you can enter.

The Terrock lets out a piercing scream, and dives down at you, warning you to avoid its nest.

>

Roger >> swim

Waterfall                                              86/421

> SWIM

There’s not enough water to swim in.

The Terrock gives you a suspicious glare.

>

Roger >> enter water

Waterfall                                              86/422

> ENTER WATER

That’s not something you can enter.

The Terrock gives you a suspicious glare.

>

Roger >> enter waterfall

Waterfall                                              86/422

> ENTER WATERFALL

You can’t see any such thing.

>

Roger says, "I guess not"

DavidW says, "give it up. ain’t workin'."

DavidW says, "Time to visit the treasury next."

DavidW >> ne

Training Grounds                                       86/423

> NE

Training Grounds
This vast cavern is a patchwork of different fields for training soldiers. There are archery ranges and several different sized mounds. To the northeast are the barracks, and to the southwest can be heard the sound of rushing water.

>

DavidW >> n

Training Grounds                                       86/424

> N

You can’t go that way.

>

DavidW >> ne

Soldiers' Barracks                                     86/425

> NE

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> e

Railway Station                                        86/426

> E

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Treasury. You can hear the hum of the motor in the car. To the west are the barracks.

You can see a rail car here.

>

DavidW >> enter car

Railway Station                                        86/427

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it:
The yellow button reads "Main Hall"
The green button reads "Smithy Court"
The red button reads "Treasury"

>

DavidW >> push red

Railway Station                                        86/428

> PUSH RED

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> out

Railway Station                                        87/429

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Soldiers' Court . You can hear the hum of the motor in the car. To the southwest is the Treasury Antechamber.

You can see a rail car here.

[Your score has just gone up by one point.]

>

DavidW >> sw

Treasury Antechamber                                   88/430

> SW

Treasury Antechamber
This room has many portraits hanging on the walls, all of the treasurers of Deephome from its very founding a millennium and a half ago. To the west is a large steel vault door and to the north is the bank used by the common people of Deephome. To the northeast is a Railway station.

The door blocks the way into the city Treasury.

[Your score has just gone up by one point.]

>

DavidW >> x portraits

Treasury Antechamber                                   88/431

> X PORTRAITS

There are a score and a half of treasurers' portraits here, from the very first, Klos Nolom, to the most recent Crashen Voor.

>

DavidW >> x nolom

Treasury Antechamber                                   88/431

> X NOLOM

You can’t see any such thing.

>

DavidW >> x klos nolom

Treasury Antechamber                                   88/431

> X KLOS NOLOM

You can’t see any such thing.

>

DavidW >> x door

Treasury Antechamber                                   88/432

> X DOOR

The thick steel door protects the city’s treasury. It has a large keyhole under the latch.

>

DavidW >> x keyhole

Treasury Antechamber                                   88/433

> X KEYHOLE

The thick steel door protects the city’s treasury. It has a large keyhole under the latch.

>

DavidW >> open door

Treasury Antechamber                                   88/434

> OPEN DOOR

It seems to be locked.

>

DavidW >> n

The Common Bank                                        89/435

> N

The Common Bank
This room is rather spacious and has scores of teller booths with steel chain hanging between where the customer would stand and where the tellers took money or gave it out. A sign is here, above a table in the middle with pamphlets on it, and a thick steel door is open to the west, obviously leading to the vault. There is also a deposit box here. The treasury antechamber is to the south.

A wooden deposit box stands in almost the middle of the room.

[Your score has just gone up by one point.]

>

DavidW >> x sign

The Common Bank                                        89/436

> X SIGN

The sign reads "Deposites? Loans? Take a pamphlet and learn about our great rates! One per customer please."

>

DavidW >> take pamphlet

The Common Bank                                        89/437

> TAKE PAMPHLET

You take a pamphlet.

>

DavidW >> read it

The Common Bank                                        89/437

> READ IT

What do you want to read that in?

>

DavidW >> read pamphlet

The Common Bank                                        89/438

> READ PAMPHLET

(the pamphlet) The pamphlet outlines the interest rates for loans and savings accounts here at the Bank of Deephome. It goes very in depth about procedure and interest rates, and how they are calculated.

>

DavidW >> drop it

The Common Bank                                        89/439

> DROP IT

Dropped.

>

DavidW >> l

The Common Bank                                        89/440

> L

The Common Bank
This room is rather spacious and has scores of teller booths with steel chain hanging between where the customer would stand and where the tellers took money or gave it out. A sign is here, above a table in the middle with pamphlets on it, and a thick steel door is open to the west, obviously leading to the vault. There is also a deposit box here. The treasury antechamber is to the south.

A wooden deposit box stands in almost the middle of the room.

>

DavidW >> x deposit box

The Common Bank                                        89/441

> X DEPOSIT BOX

This wooden box has a slit in the top which deposit slips would be put through. The slit is rather wide, though, allowing light inside. There is a small lock on the side.

>

DavidW >> open it

The Common Bank                                        89/442

> OPEN IT

It seems to be locked.

>

DavidW >> w

Common Vault                                           90/443

> W

Common Vault
This room is empty, but from the dust marks on the shelves, once held a great many round objects, probably bags of gold coins. It would be reasonable for people to take their money out of the local bank if the realm was being evacuated. To the east is the common bank.

You can see a memo here.

[Your score has just gone up by one point.]

>

DavidW >> x memo

Common Vault                                           90/444

> X MEMO

"To all employees of the Bank of Deephome: I am sorry to report to you that this branch will be shutting down within the next two weeks (the 17th of Hunter), due to the dark spirits that have been causing rampant fear among our patrons. We will disperse all funds to those who return for them, and all other money will be transferred to the Main Bank in the ancestral home. We would be bringing the money from the Treasury, however the main key has gone missing. Anyone who finds it should report it to me immediately.

Sincerely, Elgo GoldenThumb, Senior Manager 3rd of Hunter, 478SK"

>

DavidW >> e

The Common Bank                                        90/445

> E

The Common Bank
This room is rather spacious and has scores of teller booths with steel chain hanging between where the customer would stand and where the tellers took money or gave it out. A sign is here, above a table in the middle with pamphlets on it, and a thick steel door is open to the west, obviously leading to the vault. There is also a deposit box here. The treasury antechamber is to the south.

A wooden deposit box stands in almost the middle of the room.

>

DavidW >> x chain

The Common Bank                                        90/445

> X CHAIN

You can’t see any such thing.

>

DavidW >> x table

The Common Bank                                        90/446

> X TABLE

This table has atop it pamphlets from the bank of Deephome. It sits in the middle of the room.

>

DavidW >> take box

The Common Bank                                        90/447

> TAKE BOX

That’s fixed in place.

>

DavidW >> break box

The Common Bank                                        90/448

> BREAK BOX

Violence isn’t the answer to this one.

>

DavidW says, "I want to be Izma and smash it with a comically large hammer."

DavidW >> look under table

The Common Bank                                        90/449

> LOOK UNDER TABLE

You find nothing of interest.

>

DavidW says, "I have no idea where the key could be."

DavidW says, "I suggest looking up Tarrock in the encyclopedia and using the gear to open the gate."

DavidW says, "er Terrock"

DavidW >> s

Treasury Antechamber                                   90/450

> S

Treasury Antechamber
This room has many portraits hanging on the walls, all of the treasurers of Deephome from its very founding a millennium and a half ago. To the west is a large steel vault door and to the north is the bank used by the common people of Deephome. To the northeast is a Railway station.

The door blocks the way into the city Treasury.

>

DavidW >> ne

Railway Station                                        90/451

> NE

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Soldiers' Court . You can hear the hum of the motor in the car. To the southwest is the Treasury Antechamber.

You can see a rail car here.

>

DavidW >> enter car

Railway Station                                        90/452

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it:
The yellow button reads "Main Hall"
The green button reads "Barracks" s+ The red button reads "Smithy Court"

>

DavidW >> push yellow

Railway Station                                        90/453

> PUSH YELLOW

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> out

Railway Station                                        90/454

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Smithy Court, the Soldiers' Court, and the Treasury. You can hear the hum of the motor in the car. To the east is the Main Hall.

You can see a rail car here.

>

DavidW >> e

Main Hall                                              90/455

> E

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                                         90/456

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> s

S. Main Street                                         90/457

> 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 >> e

Dwarven Library                                        90/458

> 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 terrock in book

Dwarven Library                                        90/459

> LOOK UP TERROCK IN BOOK

These large creatures with the heads of dogs bodies of fish and eagles' claws. The creatures are on average, eight feet tall and have a wingspan of approximately thirty feet. Known to build their nests away from the bustles of city life, the Terrock is wont to make its nest near running water where its favorite treats live. Violently allergic to some plants, the Terrock is more of a wilderness creature. WARNING: Terrocks are VERY deadly!

>

DavidW says, "The only plant I’ve seen in this mountain is the moss, but there’s bound to some more options south of the gate."

Roger says, "mmhmm"

DavidW >> w

S. Main Street                                         90/460

> 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 >> s

Intersection                                           90/461

> 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                                     90/462

> 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                                             90/463

> 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 >> put gear in panel

City Gates                                             90/464

> PUT GEAR IN PANEL

That can’t contain things.

>

DavidW >> x gate

City Gates                                             90/465

> X GATE

The gates are heavy, and can only be opened and closed by a control panel against the wall.

>

DavidW >> x panel

City Gates                                             90/466

> 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 >> put gear in hatch

City Gates                                             90/467

> PUT GEAR IN HATCH

That can’t contain things.

>

DavidW >> x hatch

City Gates                                             90/468

> X HATCH

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

>

DavidW >> put gear on post

City Gates                                             90/469

> PUT GEAR ON POST

You put the gear on the peg.

>

DavidW >> close hatch

City Gates                                             90/470

> CLOSE HATCH

You close the hatch.

>

DavidW >> x panel

City Gates                                             90/471

> 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 >> x lever

City Gates                                             90/472

> X LEVER

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

>

DavidW >> push lever

City Gates                                             90/473

> PUSH LEVER

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

>

DavidW >> push button

City Gates                                             90/474

> PUSH BUTTON

Nothing happens.

>

DavidW >> pull lever

City Gates                                             90/475

> PULL LEVER

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

>

DavidW >> g

City Gates                                             90/476

> G

You can’t pull it any farther.

>

DavidW >> push button

City Gates                                             90/477

> PUSH BUTTON

The heavy iron portcullis falls down behind the doors and blocks the passage to the outside.

>

DavidW >> push button

City Gates                                             90/478

> PUSH BUTTON

The chains whine a bit as the heavy portcullis rises slowly.

>

DavidW >> push lever

City Gates                                             90/479

> PUSH LEVER

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

>

DavidW >> push lever

City Gates                                             90/480

> PUSH LEVER

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

>

DavidW >> push button

City Gates                                             130/481

> PUSH BUTTON

The gears grind and turn and the city gate opens before you. [Your score has just gone up by forty points.]

>

DavidW >> SAVE

DavidW >> cf29

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

City Gates                                             130/481
Ok.

>

DavidW >> i

City Gates                                             130/482

> I

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

>

DavidW >> s

Deephome Entrance                                      130/483

> S

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> x signpost

Deephome Entrance                                      130/484

> X SIGNPOST

The sign reads: "West: Great Woods South: Town of Ember"

>

DavidW >> x trees

Deephome Entrance                                      130/484

> X TREES

You can’t see any such thing.

>

DavidW >> x pines

Deephome Entrance                                      130/484

> X PINES

You can’t see any such thing.

>

DavidW asks, "The woods were listed first?"

DavidW >> w

Western Road                                           130/485

> W

Western Road
This long, and somewhat overgrown, road leads west to the Great Woods and east to the cave entrance to Deephome.

>

DavidW >> w

Great Woods Limits                                     130/486

> W

Great Woods Limits
You stand outside of the entrance to the mighty forest known as the Great Woods. It is an enchanted wood and will send an unwary adventurer to unsuspecting places, or back to where he began. Only by knowing the correct paths could a person ever get where they were going. To the east is a road leading to Deephome, and to the west is an opening in the wood.

You can see a sign here.

>

DavidW >> x sign

Great Woods Limits                                     130/487

> X SIGN

"Which way should I go?" SWarthy Thomas asked. "Well," said Faery, "I don’t know. Surely I’m not up to the task." "Enough of this!" Said poor Thomas, Needing not to be confused. "Whatever way is as good as any, so Every way is the way I chose."

>

DavidW >> w. sw. w. s. e. n. w. e.

Forest Clearing                                        130/495

> W. SW. W. S. E. N. W. E.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Forest Clearing
You come upon a small clearing with a patch of clover growing in the middle. A large tree grows up right in the middle of the clearing, and a small brook encircles the tree. A sign stands in the clearing also.

>

DavidW >> x tree

Forest Clearing                                        130/496

> X TREE

This magnificent tree reaches toward the sky in a majestic stance above the clearing, lending shade from the hot sun to the soft grassy ground.

>

DavidW >> x sign

Forest Clearing                                        130/497

> X SIGN

"South went Swarthy Thomas, after completing his quest. East he went then, returning as the undisputed best." (Ok, this isn’t great poetry, its not even fair, but I’m giving you the way out, OK?)

>

DavidW >> u

Forest Clearing                                        130/498

> U

You can’t go that way.

>

DavidW >> x hole

Forest Clearing                                        130/498

> X HOLE

You can’t see any such thing.

>

DavidW >> l

Forest Clearing                                        130/499

> L

Forest Clearing
You come upon a small clearing with a patch of clover growing in the middle. A large tree grows up right in the middle of the clearing, and a small brook encircles the tree. A sign stands in the clearing also.

>

DavidW >> x brook

Forest Clearing                                        130/500

> X BROOK

This small brook runs out of the surrounding woods and parts around the large tree. On the other side it rejoins once again to proceed on to the south.

>

DavidW >> x clover

Forest Clearing                                        130/501

> X CLOVER

You find a perfect four leaf clover.

>

DavidW >> take clover

Forest Clearing                                        130/502

> TAKE CLOVER

(the four leaf clover)
Taken.

>

Roger says, "lucky us"

DavidW >> s. e.

Great Woods Limits                                     130/504

> S. E.

Forest
You are immediately turned around and unsure of where you are or which way you came. Every direction looks the same to you. The trees tower over you and block out the sun. You can only guess at which direction is which.

Great Woods Limits
You stand outside of the entrance to the mighty forest known as the Great Woods. It is an enchanted wood and will send an unwary adventurer to unsuspecting places, or back to where he began. Only by knowing the correct paths could a person ever get where they were going. To the east is a road leading to Deephome, and to the west is an opening in the wood.

You can see a sign here.

>

DavidW says, "yes"

DavidW says, "I worried that I might have to get bad luck by breaking the mirror first."

DavidW >> e

Western Road                                           130/505

> E

Western Road
This long, and somewhat overgrown, road leads west to the Great Woods and east to the cave entrance to Deephome.

>

DavidW >> e

Deephome Entrance                                      130/506

> E

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> s

Southern Road                                          130/507

> S

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> s

Wooded Path                                            130/508

> S

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

The squirrel hops around, shaking its tail and looking back and forth quickly. The squirrel avoids you.

>

DavidW >> x squirrel

Wooded Path                                            130/509

> X SQUIRREL

The small squirrel is light brown and has a very cute squirrel nose!

The squirrel hops around, shaking its tail and looking back and forth quickly. The squirrel avoids you.

>

DavidW >> x tree

Wooded Path                                            130/510

> X TREE

This large black tree’s branches hang low over the road, casting a shadow on the dirt.

After hopping from branch to branch the squirrel returns to the ground. The squirrel avoids you.

>

DavidW >> u

Wooded Path                                            130/511

> U

You can’t go that way.

The squirrel grabs an acorn and darts away with it; returning after a moment. The squirrel avoids you.

>

DavidW >> climb tree

Wooded Path                                            130/512

> CLIMB TREE

You climb the tree and sit on its lowest branch. The small furry creature looks around for something to eat.

>

DavidW >> climb tree

Wooded Path                                            130/513

> CLIMB TREE

I don’t think much is to be achieved by that.

The squirrel hops around, shaking its tail and looking back and forth quickly.

>

DavidW >> u

Wooded Path                                            130/514

> U

You’ll have to get out of the large tree first.

The small furry creature looks around for something to eat.

>

DavidW >> x branch

Wooded Path                                            130/514

> X BRANCH

You can’t see any such thing.

>

DavidW >> d

Wooded Path                                            130/515

> D

You get out of the large tree.

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

The squirrel avoids you.

>

DavidW says, "We don’t have any hole making tools or nets yet."

DavidW >> x leaves

Wooded Path                                            130/515

> X LEAVES

You can’t see any such thing.

>

DavidW says, "Until we get those, might as well leave the acorns here."

DavidW >> s

Town of Ember                                          130/516

> S

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> x buildings

Town of Ember                                          130/516

> X BUILDINGS

You can’t see any such thing.

>

DavidW >> s

Ember's Town Square                                    130/517

> S

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW asks, "Maybe the terrock is allergic to roses?"

Roger says, "could be"

DavidW >> x rose

Ember's Town Square                                    130/517

> X ROSE

You can’t see any such thing.

>

DavidW >> x roses

Ember's Town Square                                    130/517

> X ROSES

You can’t see any such thing.

>

DavidW >> x bushes

Ember's Town Square                                    130/517

> X BUSHES

You can’t see any such thing.

>

Roger says, "maybe not"

DavidW says, "or not, yeah"

DavidW >> s

Pond                                                   130/518

> S

Pond
This shallow pond is surrounded by tall trees that shade the entire area. Lily-pads float atop the still water, allowing small creatures to hop from one side of the pond to another. Thick rushes grown up on the southern side of the pond, where it looks like a small stream leads into the water. It is unusually quiet here.

You can see an Eranti here.

>

DavidW >> x eranti

Pond                                                   130/519

> X ERANTI

The form of a wolf covered with the small gray scales of a lizard is the creature that now faces you. Its pointed ears are perked in your direction, and the open fang filled mouth salivates as the beast catches whiff of your scent. The glowing yellow eyes complete the viciously disturbing image.

The Eranti digs its claws into the soft ground, and looks right at you.

>

DavidW >> x pond

Pond                                                   130/520

> X POND

The pond is nearly covered in Lily-pads that small animals hop across.

The Eranti circles the pond and moves toward you, its fangs bared.

>

DavidW >> fill bottle

Pond                                                   130/521

> FILL BOTTLE

You fill the bottle with water.

The Eranti attacks…​.and delivers a devastating blow to your chest, knocking you over and breaking several ribs.

>

DavidW >> undo

Pond                                                   130/520

> UNDO

Pond
[Previous turn undone.]

>

DavidW says, "I don’t want several ribs broken."

DavidW >> n

Ember's Town Square                                    130/521

> N

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> e

Small Shack                                            130/522

> E

Small Shack
This shack is rather empty except for a small hay pile and a blanket, obviously someone’s bed, and a rather large iron chest with a peculiar looking lock. Other than that this small space only contains a few necessities of life. The doorway leads west to the town square.

>

DavidW >> x chest

Small Shack                                            130/523

> X CHEST

This heavy and sturdy chest is banded with steel. There is a heavy lock hanging from the chest.

>

DavidW >> x lock

Small Shack                                            130/524

> X LOCK

This heavy and sturdy chest is banded with steel. There is a heavy lock hanging from the chest.

>

DavidW >> x hay

Small Shack                                            130/525

> X HAY

This small hay pile and blanket are clearly the bed of whoever resides here. You decide not to disturb them.

>

DavidW >> w

Ember's Town Square                                    130/526

> W

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> w

Ember Tool Shop                                        130/527

> W

The young man behind the counter looks up over his book casually and then looks down. He quickly does a double take, realizing that you are a dwarf, and drops the book. Recovering immediately from his shock, the man picks the book up and casually returns to his reading, every once in a while stealing a glance over the top of the volume.

Ember Tool Shop
This tool shop is quite unique in your travels in that it actually is functional. A young and somewhat intelligent looking human is standing behind the counter, reading a thick book. The walls are covered with all kinds of tools from hammers to saws to wrenches and claws. The doorway leads east to the town square.

You can see a Young Man and a hammer here.

Stretching a bit, the man looks around, ignoring the book for just a moment.

>

DavidW >> x man

Ember Tool Shop                                        130/528

> X MAN

This young man is wearing a rather plain set of clothes, sports a short brown beard and same colored hair. His chestnut eyes betray a deep wisdom and a vast knowledge. He is holding a thick volume that he is scrutinizing deeply.

The young man scratches his head and looks in wonder at his book.

>

DavidW >> x book

Ember Tool Shop                                        130/529

> X BOOK

The thick well bound book has in big letters on the front of it "Pracitical Theology for Common Person."

>

DavidW >> x hammer

Ember Tool Shop                                        130/530

> X HAMMER

This heavy black hammer is perfect for a blacksmith. Its handle is a little long for your tastes, but any trained dwarf could compensate easily.

A low baying can be heard from beyond the walls of the shop and the shop owner mutters under his breath "Dirty Eranti."

>

DavidW >> ask man about hammer

Ember Tool Shop                                        130/531

> ASK MAN ABOUT HAMMER

"That’s 2 gold pieces." You admit that you don’t have that much. "Hmmm…​.well, I suppose that if you got rid of that Eranti, you could have it for free.

The shop owner makes a few notes on the side of the book’s page.

>

DavidW >> e

Ember's Town Square                                    130/532

> E

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> n

Town of Ember                                          130/533

> N

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> w

Shops                                                  130/534

> W

Shops
These shops seem in somewhat better condition than the rest of the town, especially the carpenter’s. However, all of the doors are closed and signs reading "Closed due to wild Eranti" adorn almost all. To the east is the town proper.

>

DavidW >> x doors

Shops                                                  130/534

> X DOORS

You can’t see any such thing.

>

DavidW >> x shops

Shops                                                  130/534

> X SHOPS

You can’t see any such thing.

>

DavidW >> w

Shops                                                  130/535

> W

You can’t go that way.

>

DavidW >> n

Shops                                                  130/536

> N

You can’t go that way.

>

DavidW >> sw

Shops                                                  130/537

> SW

You can’t go that way.

>

DavidW >> e

Town of Ember                                          130/538

> E

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> n

Wooded Path                                            130/539

> N

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

The small furry creature looks around for something to eat. The squirrel avoids you.

>

DavidW >> n

Southern Road                                          130/540

> N

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> n

Deephome Entrance                                      130/541

> N

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> n

City Gates                                             130/542

> N

City Gates
The city gates stand open, allowing free passage to and from Deephome. 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 city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> ne

City Gates                                             130/543

> NE

You can’t go that way.

>

DavidW >> nw

Eastern Guard Post                                     130/544

> 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 >> w

Intersection                                           130/545

> 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                                         130/546

> 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.

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

>

DavidW >> e

Dwarven Library                                        130/547

> 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 eranti in book

Dwarven Library                                        130/548

> LOOK UP ERANTI IN BOOK

Eranti are a blood thirsty breed of lizard-wolf that usually live in the deep woods. However, they have been known to take up residence in towns when the fall approaches. No one is exactly sure why this happens, and no effective way of removing Eranti has been found, except for meeting them in combat, at which they are very good.

>

DavidW says, "well, I guess we want some armor, then, from the armory."

DavidW says, "I’d like to grab some moss first, though."

DavidW >> w

S. Main Street                                         130/549

> 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 >> s

Intersection                                           130/550

> 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 >> w

East Royal Road                                        130/551

> 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 >> w

West Royal Road                                        130/552

> 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 >> take moss

West Royal Road                                        130/553

> TAKE MOSS

You take a hand full of green moss from a rock.

>

DavidW >> x moss

West Royal Road                                        130/554

> X MOSS

(the green moss) This green moss, a favorite in posh society for its unusual smell and the ability to illuminate rooms, is also known as Trapper’s moss, for its ability to attract game animals and repel predatory creatures.

>

DavidW says, "sounds promising"

DavidW >> e

East Royal Road                                        130/555

> 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                                           130/556

> 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 >> n

S. Main Street                                         130/557

> 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.

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

>

DavidW >> n

N. Main Street                                         130/558

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> n

Main Hall                                              130/559

> 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.

>

DavidW >> w

Railway Station                                        130/560

> W

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Smithy Court, the Soldiers' Court, and the Treasury. You can hear the hum of the motor in the car. To the east is the Main Hall.

You can see a rail car here.

>

DavidW >> enter car

Railway Station                                        130/561

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it: The yellow button reads "Smithy Court" The green button reads "Barracks" The red button reads "Treasury"

>

DavidW >> push green

Railway Station                                        130/562

> PUSH GREEN

(the green moss) Nothing obvious happens.

>

DavidW >> push green button

Railway Station                                        130/563

> PUSH GREEN BUTTON

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> out

Railway Station                                        130/564

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Treasury. You can hear the hum of the motor in the car. To the west are the barracks.

You can see a rail car here.

>

DavidW >> w

Soldiers' Barracks                                     130/565

> W

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> w

Armory                                                 130/566

> W

Armory
The armory is stocked with many different kinds of weapons from swords and axes to bows and slings. There are also suits of armor here on racks. The armory doorway leads east to the barracks.

>

DavidW >> wear suit

Armory                                                 130/567

> WEAR SUIT

(first taking the suits of armor) You know very well that the penalty for stealing a suit of armor is death.

>

DavidW says, "tsk"

DavidW >> e

Soldiers' Barracks                                     130/568

> E

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> s

Mess Hall                                              130/569

> S

Mess Hall
Long tables of stone sit on the open floor here, and a substantial kitchen forms a U shape around the eating area. Nearly a thousand Dwarves could probably eat here at once. To the north are the barracks.

>

DavidW >> n

Soldiers' Barracks                                     130/570

> N

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> sw

Training Grounds                                       130/571

> SW

Training Grounds
This vast cavern is a patchwork of different fields for training soldiers. There are archery ranges and several different sized mounds. To the northeast are the barracks, and to the southwest can be heard the sound of rushing water.

>

DavidW >> sw

Waterfall                                              130/572

> SW

Waterfall
Water plummets nearly a hundred feet, crashing on the rocks below, into a flowing river, and slowly smoothing the entire landscape. The old access ladders that reach the top of the waterfall are gone, swept away, but a large intake pipe is here, pulled away from the water.

You can see a Terrock here.

The Terrock perches itself on its nest, eyeing you dangerously.

>

DavidW >> show moss to terrock

Waterfall                                              130/573

> SHOW MOSS TO TERROCK

The Terrock is unimpressed.

The large beast dives into the water and comes up with a rather scary looking sea creature with horns and three tails, and swallows it in one gulp, hardly satisfied by its meager meal.

>

DavidW >> give moss to terrock

Waterfall                                              130/574

> GIVE MOSS TO TERROCK

The Terrock doesn’t seem interested.

The large beast dives into the water and comes up with a rather scary looking sea creature with horns and three tails, and swallows it in one gulp, hardly satisfied by its meager meal.

>

DavidW >> x nest

Waterfall                                              130/575

> X NEST

A common Terrok’s nest, made of heavy sticks and scraps of metal and rock. You can even see bits of the old ladder system that used to climb the face of the waterfall in there. The Terrock’s eggs are sitting comfortably on top of the rather uncomfortable looking nest.

The Terrock gives you a suspicious glare.

>

DavidW >> push pipe

Waterfall                                              130/576

> PUSH PIPE

You are unable to.

The Terrock perches itself on its nest, eyeing you dangerously.

>

DavidW >> x pipe

Waterfall                                              130/577

> X PIPE

A large and impressive pipe twice as large around as you are tall. Atop the intake opening is an even larger nest, upon which several eggs sit.

Streatching its wings, the Terrock takes to flight, flying around the room, and finally landing near the waterfall.

>

DavidW >> take nest

Waterfall                                              130/578

> TAKE NEST

That’s hardly portable.

The large beast dives into the water and comes up with a rather scary looking sea creature with horns and three tails, and swallows it in one gulp, hardly satisfied by its meager meal.

>

DavidW >> put moss in nest

Waterfall                                              140/579

> PUT MOSS IN NEST

You put the green moss into the big nest.

The Terrock gives you a suspicious glare. The Terrock lifts its head, sniffs and screams a loud screeching wail. It dives down and snatches up the moss, flinging it into the water. Then, with powerful claws it lifts its nest and flies away, evidently to find a more secure home for its children. [Your score has just gone up by ten points.]

>

DavidW >> SAVE

DavidW >> cf30

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

Waterfall                                              140/579
Ok.

>

Roger says, "This game requires a level of patience which eludes me"

DavidW says, "yeah, one has to hammer it into shape"

DavidW says, "The author didn’t know to handle close but not quite attempts."

Roger says, "golden path or nothing"

DavidW >> x pipe

Waterfall                                              140/580

> X PIPE

A large and impressive pipe twice as large around as you are tall hangs out over the empty space above the river below, a short distance from the raging waterfall. The intake opening is at the top, and attached to the pipe is a long thin rod.

>

DavidW >> x rod

Waterfall                                              140/581

> X ROD

This long, thin rod is attached to the intake pipe by a small hinge.

>

DavidW >> pull rod

Waterfall                                              140/582

> PULL ROD

You are unable to.

>

DavidW >> push rod

Waterfall                                              140/583

> PUSH ROD

You push the rod and the large pipe swings out, under the booming downpour of water, filling the pipe and flowing into the city’s water system.

>

DavidW >> e

Waterfall                                              140/584

> E

You can’t go that way.

>

DavidW >> ne

Training Grounds                                       140/585

> NE

Training Grounds
This vast cavern is a patchwork of different fields for training soldiers. There are archery ranges and several different sized mounds. To the northeast are the barracks, and to the southwest can be heard the sound of rushing water.

>

DavidW >> ne

Soldiers' Barracks                                     140/586

> NE

Soldiers' Barracks
Scores of plain mounds stand before you, all with closed and locked doors. Inside each one will be accommodations for twenty dwarves. However, as is customary, they can not be entered until a sufficiently ranked officer is present. To the east is the Railway Station, the Armory lies to the west, the mess hall is to the south, and the training grounds are to the southwest.

>

DavidW >> e

Railway Station                                        140/587

> E

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Main Hall, the Smithy Court, and the Treasury. You can hear the hum of the motor in the car. To the west are the barracks.

You can see a rail car here.

>

DavidW >> enter car

Railway Station                                        140/588

> ENTER CAR

You get into the railcar.

You see a control panel before you with three buttons on it:
The yellow button reads "Main Hall"
The green button reads "Smithy Court"
The red button reads "Treasury"

>

DavidW >> push yellow

Railway Station                                        140/589

> PUSH YELLOW

You feel the car begin to swing and sway. After a moment the sensation of going forward takes hold and after a few moments, you come to a smooth stop. You notice that the button labels have changed.

>

DavidW >> e

Railway Station                                        140/590

> E

You’ll have to get out of the rail car first.

>

DavidW >> out

Railway Station                                        140/591

> OUT

You get out of the rail car.

Railway Station
Here hangs, from thick cables, the major means of transportation over the great chasms that separate the locals of the city. From here you can reach the Smithy Court, the Soldiers' Court, and the Treasury. You can hear the hum of the motor in the car. To the east is the Main Hall.

You can see a rail car here.

>

DavidW >> e

Main Hall                                              140/592

> E

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                                         140/593

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> s

S. Main Street                                         140/594

> 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                                           140/595

> 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 >> s

Extreme South Main Street                              140/596

> 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 >> sw

Water Works                                            140/597

> 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                                            170/598

> TURN WHEEL

You turn the wheel and hear the water begin to flow through the pipes, rushing down for the first time in three hundred years. [Your score has just gone up by thirty points.]

>

DavidW >> SAVE

DavidW >> cf31

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

Water Works                                            170/598
Ok.

>

DavidW says, "I wish we could’ve worn armour for the eranti battle. But I think we need to try that next."

Roger says, "worth a shot"

DavidW >> ne

Extreme South Main Street                              170/599

> 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 >> e

City Generator                                         170/600

> 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 >> w

Extreme South Main Street                              170/601

> 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 >> n

Intersection                                           170/602

> 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                                     170/603

> 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                                             170/604

> SE

City Gates
The city gates stand open, allowing free passage to and from Deephome. 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 city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> s

Deephome Entrance                                      170/605

> S

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> s

Southern Road                                          170/606

> S

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> s

Wooded Path                                            170/607

> S

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

After hopping from branch to branch the squirrel returns to the ground. The squirrel avoids you.

>

DavidW >> s

Town of Ember                                          170/608

> S

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> s

Ember's Town Square                                    170/609

> S

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> s

Pond                                                   170/610

> S

Pond
This shallow pond is surrounded by tall trees that shade the entire area. Lily-pads float atop the still water, allowing small creatures to hop from one side of the pond to another. Thick rushes grown up on the southern side of the pond, where it looks like a small stream leads into the water. It is unusually quiet here.

You can see an Eranti here.

The Eranti attacks…​.and bites you hard in the arm, delivering a deep wound that starts to bleed badly. >

DavidW >> undo

Ember's Town Square                                    170/609

> UNDO

Ember’s Town Square
[Previous turn undone.]

>

DavidW >> s

Pond                                                   170/610

> S

Pond
This shallow pond is surrounded by tall trees that shade the entire area. Lily-pads float atop the still water, allowing small creatures to hop from one side of the pond to another. Thick rushes grown up on the southern side of the pond, where it looks like a small stream leads into the water. It is unusually quiet here.

You can see an Eranti here.

The Eranti attacks…​.and delivers a devastating blow to your chest, knocking you over and breaking several ribs.

>

DavidW >> undo

Ember's Town Square                                    170/609

> UNDO

Ember’s Town Square
[Previous turn undone.]

>

DavidW >> s

Pond                                                   170/610

> S

Pond
This shallow pond is surrounded by tall trees that shade the entire area. Lily-pads float atop the still water, allowing small creatures to hop from one side of the pond to another. Thick rushes grown up on the southern side of the pond, where it looks like a small stream leads into the water. It is unusually quiet here.

You can see an Eranti here.

The Eranti attacks…​.and you dodge out of the way.

>

DavidW >> attack eranti with sword

Pond                                                   170/610

> ATTACK ERANTI WITH SWORD

I only understood you as far as wanting to attack the Eranti.

>

DavidW >> attack eranti

Pond                                                   170/611

> ATTACK ERANTI

The Eranti slashes a clawed paw, blocking your attack.

The Eranti attacks…​.and delivers a devastating blow to your chest, knocking you over and breaking several ribs.

>

DavidW >> g

Pond                                                   170/612

> G

The Eranti slashes a clawed paw, blocking your attack.

The Eranti attacks…​.and you block the blow easily.

>

DavidW >> g

Pond                                                   170/613

> G

The Eranti slashes a clawed paw, blocking your attack.

The Eranti attacks…​.and you dodge out of the way.

>

DavidW >> g

Pond                                                   170/614

> G

Your attack flies wide of the Eranti.

The Eranti attacks…​.and you dodge out of the way.

>

DavidW >> g

Pond                                                   170/615

> G

The Eranti slashes a clawed paw, blocking your attack.

The Eranti attacks…​.and delivers a devastating blow to your chest, knocking you over and breaking several ribs.

>

DavidW >> g

Pond                                                   170/616

> G

The creature slithers out of the way of your attack.

The Eranti attacks…​.and delivers a devastating blow to your chest, knocking you over and breaking several ribs.

You have been killed by the Eranti!

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

In that game you scored 170 out of a possible 300, in 616 turns, No wonder you finished in the top of your Reclaimer class)

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

DavidW >> restore

> > RESTORE %% Enter a save filename to read:

DavidW >> cf31

Water Works                                            170/598
Ok.

>

DavidW says, "hm"

Roger says, "with all the forgey stuff, I wonder if we need to make or re-make a weapon for ourselves"

DavidW says, "I was hoping to find a coin in the treasury. We need a coin for the dark spirit."

Roger says, "or maybe in that wooden box"

DavidW says, "yeah, maybe"

DavidW says, "Or maybe we find the lost key"

Roger says, "lots of possibilities"

Roger says, "maybe with the plumbing operational we can fill our water bottle"

DavidW >> i

Water Works                                            170/599

> I

You are carrying: a four leaf clover a bottle a shield a Sword King’s Order a lantern (providing light)

>

DavidW >> x bottle

Water Works                                            170/600

> X BOTTLE

The clear bottle is empty

>

DavidW >> fill bottle

Water Works                                            170/601

> FILL BOTTLE

There is nothing here with which to fill the bottle.

>

DavidW >> ne

Extreme South Main Street                              170/602

> 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 >> n

Intersection                                           170/603

> 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 >> n

S. Main Street                                         170/604

> 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.

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

>

DavidW >> n

N. Main Street                                         170/605

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> e

Bakery                                                 170/606

> 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, and is pouring water into a small cistern that would have provided the bakers with the water they needed. The exit is to the west.

>

DavidW >> fill bottle

Bakery                                                 170/607

> FILL BOTTLE

You fill the bottle with water.

>

DavidW says, "done"

DavidW says, "need to deal with other plumbing. back in a sec"

Roger says, "O7"

DavidW says, "back"

DavidW asks, "maybe we can dig a hole by hand and cover it with leaves for the squirrel?"

DavidW >> w

N. Main Street                                         170/608

> W

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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> s

S. Main Street                                         170/609

> 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                                           170/610

> 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 >> drop bottle and clover

Intersection                                           170/611

> DROP BOTTLE AND CLOVER

bottle: Dropped. four leaf clover: Dropped.

>

There’s no obvious exit in that direction.

DavidW >> e

Eastern Guard Post                                     170/612

> 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                                             170/613

> SE

City Gates
The city gates stand open, allowing free passage to and from Deephome. 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 city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> s

Deephome Entrance                                      170/614

> S

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> s

Southern Road                                          170/615

> S

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> s

Wooded Path                                            170/616

> S

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

The squirrel grabs an acorn and darts away with it; returning after a moment. The squirrel avoids you.

>

DavidW >> dig

Wooded Path                                            170/616

> DIG

What do you want to dig hole in?

>

DavidW >> ground

Wooded Path                                            170/616

> GROUND

What do you want to dig hole in the ground with?

>

DavidW >> hand

Wooded Path                                            170/616

> HAND

You can’t see any such thing.

>

DavidW >> i

Wooded Path                                            170/617

> I

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

After hopping from branch to branch the squirrel returns to the ground. The squirrel avoids you.

>

DavidW >> dig hole in ground with sword

Wooded Path                                            170/618

> DIG HOLE IN GROUND WITH SWORD

You can’t do that.

The squirrel grabs an acorn and darts away with it; returning after a moment. The squirrel avoids you.

>

DavidW says, "We haven’t seen a shovel"

DavidW asks, "Should we get the pickaxe?"

DavidW >> take acorns

Wooded Path                                            170/619

> TAKE ACORNS

Taken.

The squirrel avoids you.

>

DavidW >> n

Southern Road                                          170/620

> N

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> n

Deephome Entrance                                      170/621

> N

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> n

City Gates                                             170/622

> N

City Gates
The city gates stand open, allowing free passage to and from Deephome. 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 city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> nw

Eastern Guard Post                                     170/623

> 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 >> w

Intersection                                           170/624

> 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.

You can see a four leaf clover and a bottle here.

>

DavidW >> s

Extreme South Main Street                              170/625

> 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                                          170/626

> 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 >> n

Extreme South Main Street                              170/627

> 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 >> n

Intersection                                           170/628

> 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.

You can see a four leaf clover and a bottle here.

>

DavidW >> n

S. Main Street                                         170/629

> 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.

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

>

DavidW >> n

N. Main Street                                         170/630

> 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.

You can see a letter, a warning note and a pickaxe here.

>

DavidW >> take axe

N. Main Street                                         170/631

> TAKE AXE

Taken.

>

DavidW >> s

S. Main Street                                         170/632

> 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                                           170/633

> 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.

You can see a four leaf clover and a bottle here.

>

DavidW >> e

Eastern Guard Post                                     170/634

> 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                                             170/635

> SE

City Gates
The city gates stand open, allowing free passage to and from Deephome. 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 city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> s

Deephome Entrance                                      170/636

> S

Deephome Entrance
Tall pine trees stand all about, somewhat obscuring the large cave entrance into Deephome. After three hundred years the original main road has grown over quite a bit. There is a signpost here and a road leading west and south. The cave’s entrance leads north.

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> s

Southern Road                                          170/637

> S

Southern Road
The tree lined southern road winds on for several miles and finally ends at the south in a little town called Ember. To the north it leads to Deephome.

>

DavidW >> s

Wooded Path                                            170/638

> S

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a squirrel here.

The squirrel avoids you.

>

DavidW >> dig ground with axe

Wooded Path                                            170/639

> DIG GROUND WITH AXE

You dig a hole about two feet deep in the ground with your hefty axe. Y’know, you’re getting better at this digging stuff.

The squirrel avoids you.

>

DavidW says, "why…​ why does that work"

DavidW >> cover hole with leaves

Wooded Path                                            170/639

> COVER HOLE WITH LEAVES

I only understood you as far as wanting to cover the shallow hole.

>

DavidW >> cover hole

Wooded Path                                            170/640

> COVER HOLE

That’s not something you can close.

The squirrel grabs an acorn and darts away with it; returning after a moment. The squirrel avoids you.

>

_You are carrying _

_ magic pocket_

_ gift tree_

_ transporting crystal_

_ object editor_

_ a small golden bell_

_ ifMud white pages_

_ an imaginary flower_

DavidW >> i

Wooded Path                                            170/641

> I

You are carrying: a pickaxe some acorns a shield a Sword King’s Order a lantern (providing light)

After hopping from branch to branch the squirrel returns to the ground. The squirrel avoids you.

>

DavidW asks, "We haven’t seen any net yet, correct?"

DavidW >> s

Town of Ember                                          170/642

> S

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> s

Ember's Town Square                                    170/643

> S

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> w

Ember Tool Shop                                        170/644

> W

Ember Tool Shop
This tool shop is quite unique in your travels in that it actually is functional. A young and somewhat intelligent looking human is standing behind the counter, reading a thick book. The walls are covered with all kinds of tools from hammers to saws to wrenches and claws. The doorway leads east to the town square.

You can see a Young Man and a hammer here.

The shop owner makes a few notes on the side of the book’s page.

>

DavidW >> ask man about eranti

Ember Tool Shop                                        170/645

> ASK MAN ABOUT ERANTI

"Blasted lizard-wolf! Its been eating all of Old man Cooper’s chickens and Sally Warner’s rabbits. I’ve seen it down by the pond also, getting a drink."

>

DavidW >> ask man about pond

Ember Tool Shop                                        170/646

> ASK MAN ABOUT POND

No reply.

>

DavidW >> ask man about cooper

Ember Tool Shop                                        170/647

> ASK MAN ABOUT COOPER

No reply.

>

DavidW >> ask man about shack

Ember Tool Shop                                        170/648

> ASK MAN ABOUT SHACK

No reply.

The shop owner makes a few notes on the side of the book’s page.

>

DavidW >> ask man about book

Ember Tool Shop                                        170/649

> ASK MAN ABOUT BOOK

No reply.

The young man scratches his head and looks in wonder at his book.

>

DavidW says, "The traditional ways in stories to kill a dragon is to give it a poisoned sheep."

Roger says, "hunh"

DavidW asks, "Maybe we can just UNDO every time the thing hurts us?"

DavidW says, "That seems unsatisfactory, but I’m not sure what else to try."

Roger says, "maybe, but we never connected with any of our attacks, which leads me to think that it requires a different way"

DavidW says, "hmm"

DavidW says, "It would be weird if the moss worked twice."

DavidW says, "I’ll go grab the moss, see if makes a difference."

DavidW >> n

Ember Tool Shop                                        170/650

> N

You can’t go that way.

A low baying can be heard from beyond the walls of the shop and the shop owner mutters under his breath "Dirty Eranti."

>

DavidW >> e

Ember's Town Square                                    170/651

> E

Ember’s Town Square
The town square is rather beautiful, with several benches and a quaint covered well in the middle. Some rose bushes grow about the perimeter, forming a sort of hedge that defines the square. To the west is a small shop with a picture of a hammer on it, and a small shack lies to the east. The main town lies to the north, and a small pond is south.

>

DavidW >> n

Town of Ember                                          170/652

> N

Town of Ember
This small town looks as if it isn’t very old. The buildings, though small and ramshackle, all have fresh paint on them and the parts that are falling off seem due to poor craftsmanship instead of time. There are some shops to the west, a town square to the south, and a road leads north.

>

DavidW >> n

Wooded Path                                            170/653

> N

Wooded Path
Trees stand along the sides of this road, their branches hanging low above the hard packed dirt. Acorns are sparsely scattered in the grass among the leaves. One rather large tree is here, with very low hanging branches.

You can see a shallow hole and a squirrel here.

After hopping from branch to branch the squirrel returns to the ground. The squirrel avoids you.

>

DavidW >> brief

Wooded Path                                            170/653

> BRIEF

DEEPHOME is now in its normal "brief" printing mode, which gives long descriptions of places never before visited and short descriptions otherwise.

>

DavidW >> n

Southern Road                                          170/654

> N

Southern Road

>

DavidW >> n

Deephome Entrance                                      170/655

> N

Deephome Entrance

The heavy gates stand open, admitting you into Deephome.

>

DavidW >> n

City Gates                                             170/656

> N

City Gates

The city gates are open, allowing entrance to the city from the outside world.

>

DavidW >> nw

Eastern Guard Post                                     170/657

> NW

Eastern Guard Post

>

DavidW >> w

Intersection                                           170/658

> W

Intersection

You can see a four leaf clover and a bottle here.

>

DavidW >> w

East Royal Road                                        170/659

> W

East Royal Road

>

DavidW >> w

West Royal Road                                        170/660

> W

West Royal Road

>

DavidW >> take moss

West Royal Road                                        170/661

> TAKE MOSS

You really shouldn’t take any more moss, its there for a reason, you know.

>

DavidW says, "oh. And the first sample is gone."

DavidW says, "I suppose once we have the hammer, we can pound the scrap metal into something on the common forge."

DavidW says, "um. Let’s end the session at this point. I might think of something when I do my notes later."

DavidW >> save

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

DavidW >> cfdeephome2

West Royal Road                                        170/661
Ok.

>

Roger says, "sounds good! Thanks again for all your work"