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"