ClubFloyd Transcript:
Deephome: A Telleen Adventure by Joshua Wise
As played on ifMUD on March 23 - April 6, 2025

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Deephome: A Telleen Adventure written by Joshua Wise. It was released in 1999. You can learn more about the game, including how to download it, by visiting IFDB.


WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.


ToyShop & Floyditorium
#ClubFloyd Discussion



*** SESSION 1 ***
DavidW says (to ClubFloyd), "load sleepmask deephome"
CF ] Secret Entrance 1/1
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | You crawl through the tight passageway, your lantern swinging in your
CF | hand, casting shadows that play about all around you. Perhaps a human
CF | would be claustraphobic here, certainly one of the Elves would, but
CF | you are a Dwarven Reclaimer, sent to explore and prepare the abandoned
CF | city for the return of its people. The ancient city awaits, just a
CF | little further up. You shuffle farther in until you finally see the
CF | wooden doorway that brings a large bearded smile to your face. You're
CF | there! You have finally reached...
CF |
CF |
CF | DEEPHOME
CF | A Telleen Adventure
CF | THE RETURN: PART 1
CF |
CF | For Help type "help" and for credits type...you guessed it, "credits!"
CF | Visit the Telleen homepage at [LINK]
CF | All comments and suggestions should go to Joshua Wise at
CF | YesuSlave@Yahoo.com
CF | Release 1 / Serial number 991210 / Inform v6.15 Library 6/8
CF |
CF | Secret Entrance
CF | This is a rather dark and small room, having only two exits, back
CF | north the way you came, from the ancestral homes of Tana, or through
CF | the heavily barred wooden door before you that leads southwest and
CF | inward to the abandoned Deephome, abode of the Dwarves in Telleen. It
CF | has been three hundred years since your people lived here.
CF |
CF | The door blocks the way into the city of Deephome.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
Roger says (to f), "say friend"
CF ] Secret Entrance 1/1
CF |
CF | > SAY FRIEND
CF |
CF | Whom do you want to say to?
CF |
CF | >
Roger says (to cf), "door"
CF ] Secret Entrance 1/1
CF |
CF | > DOOR
CF |
CF | Whom do you want to say to?
CF |
CF | >
Roger says (to cf), "me"
CF ] Secret Entrance 1/1
CF |
CF | > ME
CF |
CF | Whom do you want to say to?
CF |
CF | > Jacqueline says, "hee"
Roger says, "whoops"
Jacqueline says, "Hm... This may be the only game I've played where I got a point just for starting the game."
DavidW asks (of Roger), "Are you driving then?"
Roger says, "nah I just wanted to try that off the top of my head before we got into it proper, thanks"
DavidW says (to Jacqueline), "I think there are other games that do, but they're very rare."
Jacqueline says, "Kinda fun."
DavidW says (to ClubFloyd), "x me"
CF ] Secret Entrance 1/2
CF |
CF | > X ME
CF |
CF | As good-looking as ever.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Secret Entrance 1/3
CF |
CF | > I
CF |
CF | You are carrying:
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "x order"
CF ] Secret Entrance 1/4
CF |
CF | > X ORDER
CF |
CF | The note reads:
CF | "Reclaimer:
CF |
CF | You have the esteemed duty to return to our Mountain Kingdom of
CF | Deephome and prepare it for our return. There are several things a
CF | Reclaimer must do:
CF |
CF | 1. Restore Power to the City
CF | 2. Restore Water to the city.
CF | 3. Visit each location and make sure it is safe, a quick appraisal
CF | should be sufficient.
CF | 4. Open the City Gates once more.
CF | 5. MOST IMPORTANT: Make sure the city is SAFE to return to.
CF |
CF | May the Peace of Kraxis go with you
CF |
CF | King Derash of the Mountain Tana, the year 782 SK."
CF |
CF | > Jacqueline says, "'As beardy as ever' would have been a fun >X ME"
DavidW says, "yeah, a bearded PC is also rare."
Jacqueline says, "I feel like sending just one dwarf for this is possibly not the safest or most efficient."
DavidW says (to ClubFloyd), "x lantern"
CF ] Secret Entrance 1/5
CF |
CF | > X LANTERN
CF |
CF | This is an old and trusty (not rusty) lantern that has been in your
CF | family for centuries. It has yet to shut off at an inopportune
CF | moment. However, there is a saying in your family..."That lantern is
CF | bound to go off at an inopportune time sometime!"
CF |
CF | > Jacqueline says, "FORESHADOWING"
DavidW says, "literally"
Jacqueline says, "heh"
DavidW says (to ClubFloyd), "x door"
CF ] Secret Entrance 1/6
CF |
CF | > X DOOR
CF |
CF | This door is made of thick and sturdy wood. It has three symbols on
CF | it, a tree, a house, and a mountain.
CF |
CF | >
DavidW says (to ClubFloyd), "x tree"
CF ] Secret Entrance 1/7
CF |
CF | > X TREE
CF |
CF | The tree symbol looks as if it were etched into the wood.
CF |
CF | >
DavidW says (to ClubFloyd), "x house"
CF ] Secret Entrance 1/8
CF |
CF | > X HOUSE
CF |
CF | It is the typical human house, maybe two stories. It is etched into
CF | the wood.
CF |
CF | >
DavidW says (to ClubFloyd), "x mountain"
CF ] Secret Entrance 1/9
CF |
CF | > X MOUNTAIN
CF |
CF | The mountain looks mighty, a high peak among the clouds. It is etched
CF | into the wood.
CF |
CF | >
DavidW says (to ClubFloyd), "open door"
CF ] Secret Entrance 1/10
CF |
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Secret Entrance 1/11
CF |
CF | > L
CF |
CF |
CF | Secret Entrance
CF | This is a rather dark and small room, having only two exits, back
CF | north the way you came, from the ancestral homes of Tana, or through
CF | the heavily barred wooden door before you that leads southwest and
CF | inward to the abandoned Deephome, abode of the Dwarves in Telleen. It
CF | has been three hundred years since your people lived here.
CF |
CF | The door blocks the way into the city of Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "unbar door"
CF ] Secret Entrance 1/11
CF |
CF | > UNBAR DOOR
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "x bar"
CF ] Secret Entrance 1/11
CF |
CF | > X BAR
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "I suppose we should push the symbols"
DavidW says (to ClubFloyd), "x order"
CF ] Secret Entrance 1/12
CF |
CF | > X ORDER
CF |
CF | The note reads:
CF | "Reclaimer:
CF |
CF | You have the esteemed duty to return to our Mountain Kingdom of
CF | Deephome and prepare it for our return. There are several things a
CF | Reclaimer must do:
CF |
CF | 1. Restore Power to the City
CF | 2. Restore Water to the city.
CF | 3. Visit each location and make sure it is safe, a quick appraisal
CF | should be sufficient.
CF | 4. Open the City Gates once more.
CF | 5. MOST IMPORTANT: Make sure the city is SAFE to return to.
CF |
CF | May the Peace of Kraxis go with you
CF |
CF | King Derash of the Mountain Tana, the year 782 SK."
CF |
CF | > Jacqueline says, "I was thinking 'touch' but then figured this game was too old for that."
Lionheart asks, "Is there a new floyditorium?"
Jacqueline says (to Lionheart), "Yeah, for the last several years."
Jacqueline says, "Let me get you a pass, one sec."
Jacqueline gets ClubFloyd Pass 09. Jacqueline says (to DW), "Gimme a sec."
Jacqueline gets bored and wanders off to the Toyshop. DavidW says, "of course"
Jacqueline has arrived.
Lionheart has arrived. Jacqueline says, "There we go."
Jacqueline says, "I can add you to the lock, but that is quicker for now."
DavidW says, "welcome LH"
Jacqueline says, "Yes! Welcome."
DavidW asks, "If this is a mountain home, maybe we just push mountain then house and leave tree alone?"
DavidW says (to ClubFloyd), "push mountain"
CF ] Secret Entrance 6/13
CF |
CF | > PUSH MOUNTAIN
CF |
CF | As you touch the finely etched symbol, you hear a click and a whir.
CF | Then the door swings open before you, opening into the abandoned city
CF | of Deephome.
CF | [Your score has just gone up by five points.]
CF |
CF | > DavidW says, "oh. simpler"
DavidW says (to ClubFloyd), "sw"
CF ] Northern Guard Post 7/14
CF |
CF | > SW
CF |
CF |
CF | Northern Guard Post
CF | This guard post is small and inconspicuous, but positioned so that no
CF | one unwanted takes advantage of the secret entrance to the northeast,
CF | which is disguised as a common fireplace. On the northwest wall is a
CF | cabinet. To the southwest is a small door that leads out to the Main
CF | Hall and there is a tiny table in the middle of the room.
CF |
CF | The cleverly hidden door is open, allowing you to pass through to the
CF | secret tunnel.
CF |
CF | You can also see a cabinet (which is closed) here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says (to LH), "You should be able to drop that pass, leave and come back without a hassle. If you want to try, go for it."
Lionheart asks, "Is there a recap channel for here?" Jacqueline says (to LH), "Yes. #clubhouse, but you appear to already be on it."
DavidW says (to ClubFloyd), "close hidden door"
CF ] Northern Guard Post 7/14
CF |
CF | > CLOSE HIDDEN DOOR
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "close fireplace"
CF ] Northern Guard Post 7/15
CF |
CF | > CLOSE FIREPLACE
CF |
CF | That's not something you can close.
CF |
CF | >
DavidW says (to ClubFloyd), "close door"
CF ] Northern Guard Post 7/15
CF |
CF | > CLOSE DOOR
CF |
CF | Which do you mean, the wooden door or the cabinet?
CF |
CF | >
DavidW says (to ClubFloyd), "x cabinet"
CF ] Northern Guard Post 7/16
CF |
CF | > X CABINET
CF |
CF | This is a rather small cabinet, only about three feet high, but is
CF | made of sturdy wood and has a door on the front.
CF |
CF | >
DavidW says (to ClubFloyd), "open it"
CF ] Northern Guard Post 7/17
CF |
CF | > OPEN IT
CF |
CF | You open the cabinet, revealing a Sword and a shield.
CF |
CF | >
DavidW says (to ClubFloyd), "take all from it"
CF ] Northern Guard Post 7/18
CF |
CF | > TAKE ALL FROM IT
CF |
CF | Sword: Removed.
CF | shield: Removed.
CF |
CF | >
DavidW says (to ClubFloyd), "x sword"
CF ] Northern Guard Post 7/19
CF |
CF | > X SWORD
CF |
CF | This blade is rather short, perhaps a foot an a half long. It is
CF | rather plain, with a leather wrapped grip and simple steel pommel, but
CF | it is weighted wonderfully and has a rather serious looking edge.
CF |
CF | >
DavidW says (to ClubFloyd), "x shield"
CF ] Northern Guard Post 7/20
CF |
CF | > X SHIELD
CF |
CF | This small leather buckler is typical of the Dwarven guards throughout
CF | the kingdom. A simple wooden disk covered with leather, dotted by
CF | steel studs to keep it together. A fairly effective tool.
CF |
CF | > Jacqueline says, "Convenient."
DavidW says (to ClubFloyd), "l"
CF ] Northern Guard Post 7/21
CF |
CF | > L
CF |
CF |
CF | Northern Guard Post
CF | This guard post is small and inconspicuous, but positioned so that no
CF | one unwanted takes advantage of the secret entrance to the northeast,
CF | which is disguised as a common fireplace. On the northwest wall is a
CF | cabinet. To the southwest is a small door that leads out to the Main
CF | Hall and there is a tiny table in the middle of the room.
CF |
CF | The cleverly hidden door is open, allowing you to pass through to the
CF | secret tunnel.
CF |
CF | You can also see a cabinet (which is empty) here.
CF |
CF | >
DavidW says (to ClubFloyd), "close secret"
CF ] Northern Guard Post 7/21
CF |
CF | > CLOSE SECRET
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x fireplace"
CF ] Northern Guard Post 7/22
CF |
CF | > X FIREPLACE
CF |
CF | The red brick hearth is quaint, but inside it holds no logs. Instead
CF | the back is a secret door.
CF |
CF | >
DavidW says (to ClubFloyd), "close back"
CF ] Northern Guard Post 7/22
CF |
CF | > CLOSE BACK
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "I don't think I can close the secret door."
DavidW says, "I'll just assume it's not important and wandering trolls won't come in."
DavidW says (to ClubFloyd), "open wooden door"
CF ] Northern Guard Post 7/22
CF |
CF | > OPEN WOODEN DOOR
CF |
CF | Which do you mean, the wooden door or the cabinet?
CF |
CF | >
DavidW says (to ClubFloyd), "1"
CF ] Northern Guard Post 7/22
CF |
CF | > 1
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "open door"
CF ] Northern Guard Post 7/22
CF |
CF | > OPEN DOOR
CF |
CF | Which do you mean, the wooden door or the cabinet?
CF |
CF | >
DavidW says (to ClubFloyd), "wooden"
CF ] Northern Guard Post 7/22
CF |
CF | > WOODEN
CF |
CF | Which do you mean, the wooden door or the cabinet?
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northern Guard Post 7/22
CF |
CF | > SW
CF |
CF | I only understood you as far as wanting to open the southwest wall.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Main Hall 8/23
CF |
CF | > SW
CF |
CF | You are met by an imposing and ominous dark phantom that fills most of
CF | the room.
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | You can see a Dark Spirit and a warning note here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says, "Gosh."
Roger says, "mmm, rum"
DavidW says, "I'm sure the Dark Spirit will kindly wait until I've read the note."
DavidW says (to ClubFloyd), "read note"
CF ] Main Hall 8/24
CF |
CF | > READ NOTE
CF |
CF | (King's Order)
CF | The note reads:
CF | "Reclaimer:
CF |
CF | You have the esteemed duty to return to our Mountain Kingdom of
CF | Deephome and prepare it for our return. There are several things a
CF | Reclaimer must do:
CF |
CF | 1. Restore Power to the City
CF | 2. Restore Water to the city.
CF | 3. Visit each location and make sure it is safe, a quick appraisal
CF | should be sufficient.
CF | 4. Open the City Gates once more.
CF | 5. MOST IMPORTANT: Make sure the city is SAFE to return to.
CF |
CF | May the Peace of Kraxis go with you
CF |
CF | King Derash of the Mountain Tana, the year 782 SK."
CF |
CF | >
DavidW says (to ClubFloyd), "x warning note"
CF ] Main Hall 8/25
CF |
CF | > X WARNING NOTE
CF |
CF | "To whom it may concern:
CF | I tried to fix these blasted elevators, but I am missing the correct
CF | parts. I traveled south to a human town called Ember to procure the
CF | correct parts, but the shop there was all out. They did, however, say
CF | that they would be getting them in soon. Perhaps whoever completes
CF | this task can get what they need there. I am not inclined to stay,
CF | being harrassed by such spirits as are here (which is not in my
CF | contract).
CF | Sincerely,
CF | Bloppop Tinkertoe
CF | Repairdwarf, 479SK.
CF |
CF | >
DavidW says (to ClubFloyd), "x spirit"
CF ] Main Hall 8/26
CF |
CF | > X SPIRIT
CF |
CF | This dark form is hard to discern, for it bears no resemblance to
CF | anything distinct. However, from time to time its form seems to
CF | resemble that of a person, tall and towering, but its translucent
CF | mutable form is basically beyond description.
CF |
CF | >
DavidW says (to ClubFloyd), "talk to spirit"
CF ] Main Hall 8/26
CF |
CF | > TALK TO SPIRIT
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "spirit, hi"
CF ] Main Hall 8/27
CF |
CF | > SPIRIT, HI
CF |
CF | There is no reply.
CF |
CF | The specter swirls around in a cyclone of misty darkness and seems to
CF | implode, disappearing from sight in a moment.
CF | > Jacqueline says, "Is this in *our* contract? I suppose it is."
DavidW says, "ok, it left on its own. That's nice of it, but we probably need an actual exorcism later."
DavidW asks, "Shall we go south? Or up?"
Jacqueline shrugs.
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 9/28
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > DavidW says, "This'll be fun for me to map later, I'm sure."
DavidW says (to ClubFloyd), "e"
CF ] Bakery 10/29
CF |
CF | > E
CF |
CF |
CF | Bakery
CF | Great stone ovens line the back wall here, and old and rotted bags of
CF | flour and wheat lay in a far back corner. A small pipe leads from
CF | outside, though one of the walls, emptying into a small cistern that
CF | would have provided the bakers with the water they needed. The exit
CF | is to the west.
CF |
CF | You can see a bottle (which is empty) here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "take bottle"
CF ] Bakery 10/30
CF |
CF | > TAKE BOTTLE
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x bags"
CF ] Bakery 10/31
CF |
CF | > X BAGS
CF |
CF | These bags stink horribly, the rotten and fermented grain and flour
CF | must have been treated with some magical protection against age, but
CF | it has worn off recently, perhaps in the last five years. The lack of
CF | rodents in Deephome has prevented any of the foul food from
CF | disappearing.
CF |
CF | >
DavidW says (to ClubFloyd), "x pipe"
CF ] Bakery 10/32
CF |
CF | > X PIPE
CF |
CF | This small pipe emerges from the wall and empties into a standing
CF | cistern. It would have provided the bakers with what water they
CF | needed.
CF |
CF | >
DavidW says (to ClubFloyd), "turn on pipe"
CF ] Bakery 10/33
CF |
CF | > TURN ON PIPE
CF |
CF | That's not something you can switch.
CF |
CF | >
DavidW says (to ClubFloyd), "x cistern"
CF ] Bakery 10/34
CF |
CF | > X CISTERN
CF |
CF | This porcelain cistern held several gallons of water for the bakers to
CF | use whenever they would need it. A small pipe leads into it.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] N. Main Street 10/35
CF |
CF | > W
CF |
CF |
CF | N. Main Street
CF |
CF | >
DavidW says (to ClubFloyd), "verbose"
CF ] N. Main Street 10/35
CF |
CF | > VERBOSE
CF |
CF | DEEPHOME is now in its "verbose" mode, which always gives long
CF | descriptions of locations (even if you've been there before).
CF |
CF | >
Jacqueline says (to ClubFloyd), "x bottle"
CF ] N. Main Street 10/36
CF |
CF | > X BOTTLE
CF |
CF | The clear bottle is empty
CF |
CF | > DavidW says, "ah. thanks"
DavidW says (to ClubFloyd), "ne"
CF ] Clothier 11/37
CF |
CF | > NE
CF |
CF |
CF | Clothier
CF | In this room you see the tools of a clothier's trade, generally
CF | dwarven shaped wooden mannequins, a table for cutting, and other tools
CF | scattered about. The exit is to the southwest.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x tools"
CF ] Clothier 11/38
CF |
CF | > X TOOLS
CF |
CF | Here, stored away safely on the wall, are the major tools of a
CF | clothier's trade: pins, needles, scissors, and other assorted items.
CF | They are put neatly in slots on the wall.
CF |
CF | >
DavidW says (to ClubFloyd), "take scissors"
CF ] Clothier 11/39
CF |
CF | > TAKE SCISSORS
CF |
CF | You respect the code of law of Dwarves not to take something that
CF | belongs to another dwarf.
CF |
CF | >
DavidW says (to ClubFloyd), "search tools"
CF ] Clothier 11/40
CF |
CF | > SEARCH TOOLS
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] N. Main Street 11/41
CF |
CF | > SW
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Scrivener's 12/42
CF |
CF | > W
CF |
CF |
CF | Scrivener's
CF | This room is very plain and has half a dozen desks and chairs where
CF | the scriveners would sit and write documents for those who could not
CF | read. The exit is to the east.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Roger says, "I would imagine we can use them in the workshop, though"
DavidW says (to ClubFloyd), "x desks"
CF ] Scrivener's 12/43
CF |
CF | > X DESKS
CF |
CF | The desks and chairs are made of sturdy oak wood and are rather plain,
CF | serving only practical purposes of storing papers inside, and having
CF | not one bit of an aesthetic design.
CF |
CF | >
DavidW says (to ClubFloyd), "look under desks"
CF ] Scrivener's 12/44
CF |
CF | > LOOK UNDER DESKS
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] N. Main Street 12/45
CF |
CF | > E
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 13/46
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 14/47
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours and Leshosh's
CF | Encyclopedia here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > DavidW says, "yay, an exorcism book"
Jacqueline says, "Hooray"
DavidW says (to ClubFloyd), "x fresto's"
CF ] Dwarven Library 14/48
CF |
CF | > X FRESTO'S
CF |
CF | This old leather-bound book is a bit tattered, but still quite usable.
CF |
CF | >
DavidW says (to ClubFloyd), "read it"
CF ] Dwarven Library 14/48
CF |
CF | > READ IT
CF |
CF | What do you want to read that in?
CF |
CF | >
DavidW says (to ClubFloyd), "open fresto's"
CF ] Dwarven Library 14/49
CF |
CF | > OPEN FRESTO'S
CF |
CF | That's not something you can open.
CF |
CF | > Jacqueline says, "A comfy chair."
Jacqueline says, "I would like to read books in a comfy chair."
DavidW says (to ClubFloyd), "x chair"
CF ] Dwarven Library 14/49
CF |
CF | > X CHAIR
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "I'm not sure 'what do you want to read that in' means..."
DavidW says (to ClubFloyd), "x tasty"
CF ] Dwarven Library 14/50
CF |
CF | > X TASTY
CF |
CF | This old leather-bound book is a bit tattered, but still quite usable.
CF |
CF | > Roger says, "comfort denied, a parable for our age"
DavidW says (to ClubFloyd), "x encyclopedia"
CF ] Dwarven Library 14/51
CF |
CF | > X ENCYCLOPEDIA
CF |
CF | This ancient Tome is quite magical in property. It contains knowledge
CF | on nearly all topics around the globe. However, you only have time to
CF | look up those things pertinent to your travels.
CF |
CF | >
DavidW says (to ClubFloyd), "look up elevator in encyclopedia"
CF ] Dwarven Library 14/52
CF |
CF | > LOOK UP ELEVATOR IN ENCYCLOPEDIA
CF |
CF | After searching for a while, you decide that its not important enough
CF | to waste any more time on.
CF |
CF | >
DavidW says (to ClubFloyd), "look up dark spirit in encyclopedia"
CF ] Dwarven Library 14/53
CF |
CF | > LOOK UP DARK SPIRIT IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up dark spirit in fresto's"
CF ] Dwarven Library 14/54
CF |
CF | > LOOK UP DARK SPIRIT IN FRESTO'S
CF |
CF | You discover nothing of interest in Fresto's Excorcisms and Tasty Hors
CF | Devours.
CF |
CF | > DavidW says, "oh, that's one book, not two."
DavidW says (to ClubFloyd), "take tasty"
CF ] Dwarven Library 14/55
CF |
CF | > TAKE TASTY
CF |
CF | Taken.
CF |
CF | > Jacqueline says, "Also, it's a pun."
Jacqueline says, "Like, about excoriating rather than exorcising."
DavidW says, "I'm annoyed I can't seem to read any instructions in it."
DavidW says (to ClubFloyd), "read tasty in library"
CF ] Dwarven Library 14/55
CF |
CF | > READ TASTY IN LIBRARY
CF |
CF | What do you want to read in?
CF |
CF | >
DavidW says (to ClubFloyd), "read in here"
CF ] Dwarven Library 14/55
CF |
CF | > READ IN HERE
CF |
CF | What do you want to read in?
CF |
CF | >
DavidW says (to ClubFloyd), "read in tasty"
CF ] Dwarven Library 14/56
CF |
CF | > READ IN TASTY
CF |
CF | You discover nothing of interest in Fresto's Excorcisms and Tasty Hors
CF | Devours.
CF |
CF | > Jacqueline says, "And Hors Devours rather than Hors D'oeuvres"
Roger says, "yeah, implementing stuff like a big encyclopaedia is fraught with the risk of disappointing the player"
DavidW says (to ClubFloyd), "x mural"
CF ] Dwarven Library 14/57
CF |
CF | > X MURAL
CF |
CF | Here is the mythical tale of the creation of the world. Three lesser
CF | gods can be seen, as can the distant planet of Tiras. A single blue
CF | circle represents Kraxis, above all things.
CF |
CF | >
DavidW says (to ClubFloyd), "take encylcopedia"
CF ] Dwarven Library 14/57
CF |
CF | > TAKE ENCYLCOPEDIA
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "take book"
CF ] Dwarven Library 14/58
CF |
CF | > TAKE BOOK
CF |
CF | (Leshosh's Encyclopedia)
CF | The book is much too heavy for you to lift. After straining for a
CF | minute, you considerately decide not to remove the book.
CF |
CF | >
DavidW says (to ClubFloyd), "look up tiras in it"
CF ] Dwarven Library 14/59
CF |
CF | > LOOK UP TIRAS IN IT
CF |
CF | The First Creation. Made several thousand years before our own
CF | creation, Tiras was first formed with three races, humans, elves, and
CF | dwarves. These three races intermingled and became indistinct and
CF | Kraxis, displeased called the people out of the world, so that he
CF | might remake it. Only ten chose to go with the Creator, and they
CF | became the lesser gods. Of these, only four survived a climactic war
CF | with the dark god, who was slain. One of the four took the dark god's
CF | place and left the Triumvirate. Kraxis took the Triumvirate and, with
CF | their powers and beings as tools, he fashioned our world of Malli.
CF | Though not as magical as the first world, ours is also not plagued by
CF | the dark god.
CF |
CF | >
DavidW says (to ClubFloyd), "look up deephome in book"
CF ] Dwarven Library 14/60
CF |
CF | > LOOK UP DEEPHOME IN BOOK
CF |
CF | (Fresto's Excorcisms and Tasty Hors Devours)
CF | You discover nothing of interest in Fresto's Excorcisms and Tasty Hors
CF | Devours.
CF |
CF | >
DavidW says (to ClubFloyd), "look up deephome in encyclopedia"
CF ] Dwarven Library 14/61
CF |
CF | > LOOK UP DEEPHOME IN ENCYCLOPEDIA
CF |
CF | Shortly after the establishment of the Second Kingdom, Deephome was
CF | founded on the ancient site of Barath's Forge, a small community on
CF | the continent of Telleen. The first lord over Deephome was Brandoo
CF | the Elder, and he reigned for almost two hundred years, upon which he
CF | was renamed Brandoo the REALLY Elder and stepped down in favor of his
CF | great grandson (on account that both his children and grandchildren
CF | had already died around the average life expectancy for a dwarf.)
CF | Since its founding, Deephome has experienced relative peace and
CF | prosperity, though recent hauntings have shed some doubt on its future
CF | health.
CF |
CF | > Roger says, "can you look up the encycl in itself"
Jacqueline says, "heh"
DavidW says (to ClubFloyd), "look up encyclopedia in encyclopedia"
CF ] Dwarven Library 14/62
CF |
CF | > LOOK UP ENCYCLOPEDIA IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Leshosh in encyclopedia"
CF ] Dwarven Library 14/63
CF |
CF | > LOOK UP LESHOSH IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > Jacqueline says, "I wonder if Brandoo is still knocking about the place."
Jacqueline says, "Brandoo the Extremely Elder Elder..."
DavidW says (to ClubFloyd), "l"
CF ] Dwarven Library 14/64
CF |
CF | > L
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "x books"
CF ] Dwarven Library 14/65
CF |
CF | > X BOOKS
CF |
CF | The books are stacked by the thousands on cases all around the
CF | library. You can't imagine ever having the time to read a hundredth
CF | of them.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Dwarven Library 14/66
CF |
CF | > U
CF |
CF | The stairs are blocked off by a chain and a sign which reads "closed
CF | for refurbishing. If you need a book, please ask librarian" You
CF | assume it will be a while before you can get hold of one.
CF |
CF | > Jacqueline says, "We gotta get past there."
DavidW asks, "do we?"
Jacqueline says, "If we don't get past there then we won't have been everywhere."
Jacqueline asks, "Isn't that a requirement and the reason we get a point upon each new room?"
DavidW says, "oh, maybe"
DavidW says (to ClubFloyd), "step over chain"
CF ] Dwarven Library 14/66
CF |
CF | > STEP OVER CHAIN
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "break chain"
CF ] Dwarven Library 14/66
CF |
CF | > BREAK CHAIN
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "o"
Jacqueline says, "er, oh"
Jacqueline asks, "So chain is not a word?"
DavidW says (to ClubFloyd), "ask librarian"
CF ] Dwarven Library 14/66
CF |
CF | > ASK LIBRARIAN
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "Shall we visit the temple?"
Jacqueline says, "Sure."
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 14/67
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Great Temple of Kraxis 15/68
CF |
CF | > W
CF |
CF |
CF | Great Temple of Kraxis
CF | The once great and shining temple of the One God, Kraxis, has been
CF | desecrated. Animal dung has been smeared on the beautiful wall
CF | murals, many of the tiles of the floor have been ripped up and thrown
CF | across the room, and the altar, a single large rock, unhewn by hands,
CF | has the statue of a pig-headed god on top of it. The large main doors
CF | lie to the east.
CF |
CF | You can see a Dark Spirit here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says, "Hiya, Rum."
DavidW says (to ClubFloyd), "x murals"
CF ] Great Temple of Kraxis 15/69
CF |
CF | > X MURALS
CF |
CF | The murals portray the daily practices of the dwarven priests,
CF | bringing sacrifices to the God of Creation. Much of the beauty is
CF | covered by dung, however.
CF |
CF | >
DavidW says (to ClubFloyd), "clean murals"
CF ] Great Temple of Kraxis 15/70
CF |
CF | > CLEAN MURALS
CF |
CF | You achieve nothing by this.
CF |
CF | >
DavidW says (to ClubFloyd), "remove dung"
CF ] Great Temple of Kraxis 15/71
CF |
CF | > REMOVE DUNG
CF |
CF | (first taking the dung)
CF | You want to, you really do, but you must obey the sacred laws of
CF | Kraxis. Only the priests may do such things in the Temple.
CF |
CF | > Jacqueline says, "ha"
Jacqueline says, "I'm sure that's not intended."
DavidW says (to ClubFloyd), "x spirit"
CF ] Great Temple of Kraxis 15/72
CF |
CF | > X SPIRIT
CF |
CF | This dark form is hard to discern, for it bears no resemblance to
CF | anything distinct. However, from time to time its form seems to
CF | resemble that of a person, tall and towering, but its translucent
CF | mutable form is basically beyond description.
CF |
CF | >
DavidW says (to ClubFloyd), "read book to spirit"
CF ] Great Temple of Kraxis 15/72
CF |
CF | > READ BOOK TO SPIRIT
CF |
CF | What do you want to read in?
CF |
CF | >
DavidW says (to ClubFloyd), "read in spirit"
CF ] Great Temple of Kraxis 15/73
CF |
CF | > READ IN SPIRIT
CF |
CF | You discover nothing of interest in the Dark Spirit.
CF |
CF | >
DavidW says (to ClubFloyd), "read in book"
CF ] Great Temple of Kraxis 15/74
CF |
CF | > READ IN BOOK
CF |
CF | You discover nothing of interest in Fresto's Excorcisms and Tasty Hors
CF | Devours.
CF |
CF | >
DavidW says (to ClubFloyd), "read excorcism in book"
CF ] Great Temple of Kraxis 15/75
CF |
CF | > READ EXCORCISM IN BOOK
CF |
CF | You discover nothing of interest in Fresto's Excorcisms and Tasty Hors
CF | Devours.
CF |
CF | > DavidW says, "I hope we can trade this useless book for something else."
Jacqueline asks, "Is that really supposed to be Exorcism?"
Lionheart says (to ClubFloyd), "exorcise spirit"
CF ] Great Temple of Kraxis 15/75
CF |
CF | > EXORCISE SPIRIT
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Lionheart says (to ClubFloyd), "banish spirit"
CF ] Great Temple of Kraxis 15/75
CF |
CF | > BANISH SPIRIT
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "give book to spirit"
CF ] Great Temple of Kraxis 15/76
CF |
CF | > GIVE BOOK TO SPIRIT
CF |
CF | You take a step toward the apparition and then two back. It is cold
CF | and foreboding, the fear in you wells to the point of inaction.
CF |
CF | >
DavidW says (to ClubFloyd), "x altar"
CF ] Great Temple of Kraxis 15/77
CF |
CF | > X ALTAR
CF |
CF | This is a rather large boulder, not hewn by mortal hands, as
CF | prescribed in the Venar. It has been desecrated by the statue of a
CF | god with a pig's head. Everything within you cries out for you to
CF | remove it, but you don't, out of obedience to the laws set down by
CF | Kraxis Himself.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Great Temple of Kraxis 15/78
CF |
CF | > L
CF |
CF |
CF | Great Temple of Kraxis
CF | The once great and shining temple of the One God, Kraxis, has been
CF | desecrated. Animal dung has been smeared on the beautiful wall
CF | murals, many of the tiles of the floor have been ripped up and thrown
CF | across the room, and the altar, a single large rock, unhewn by hands,
CF | has the statue of a pig-headed god on top of it. The large main doors
CF | lie to the east.
CF |
CF | You can see a Dark Spirit here.
CF |
CF | >
Jacqueline says (to ClubFloyd), "remove dark spirit"
CF ] Great Temple of Kraxis 15/79
CF |
CF | > REMOVE DARK SPIRIT
CF |
CF | (first taking the Dark Spirit)
CF | I don't suppose the Dark Spirit would care for that.
CF |
CF | >
DavidW says (to ClubFloyd), "ask dark spirit for change"
CF ] Great Temple of Kraxis 15/80
CF |
CF | > ASK DARK SPIRIT FOR CHANGE
CF |
CF | No reply.
CF |
CF | >
Jacqueline says (to ClubFloyd), "drink dark spirit"
CF ] Great Temple of Kraxis 15/81
CF |
CF | > DRINK DARK SPIRIT
CF |
CF | There's nothing suitable to drink here.
CF |
CF | >
Lionheart says (to ClubFloyd), "topple statue"
CF ] Great Temple of Kraxis 15/81
CF |
CF | > TOPPLE STATUE
CF |
CF | That's not a verb I recognise.
CF |
CF | > Jacqueline says, "Sorry. Just continuing Roger's pun."
DavidW says, "wrong type of spirit"
DavidW says, "We may want to look up Kraxis in the other book"
Lionheart says, "My revolutionary spirit is frustrated."
DavidW says (to ClubFloyd), "show book to spirit"
CF ] Great Temple of Kraxis 15/82
CF |
CF | > SHOW BOOK TO SPIRIT
CF |
CF | The Dark Spirit is unimpressed.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] S. Main Street 15/83
CF |
CF | > E
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 15/84
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up kraxis in encyclopedia"
CF ] Dwarven Library 15/85
CF |
CF | > LOOK UP KRAXIS IN ENCYCLOPEDIA
CF |
CF | "In the beginning, there was Kraxis" so reads the first line of the
CF | Venar, the holy book of the dwarves. According to current belief
CF | Kraxis is the Creator of all things, good and evil. He is the one who
CF | created the First World of Tiras and then came to create our world.
CF | He is worshipped almost universally by the Dwarves and by significant
CF | portions of the human and Elven populations. One of the most
CF | beautiful temples to the God is in the Dwarven city of Deephome.
CF |
CF | >
Lionheart says (to CF), "Look up Teleen in encyclopedia"
CF ] Dwarven Library 15/86
CF |
CF | > LOOK UP TELEEN IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to CF), "Look up Telleen in encyclopedia"
CF ] Dwarven Library 15/87
CF |
CF | > LOOK UP TELLEEN IN ENCYCLOPEDIA
CF |
CF | There are three continents on the world of Malli: Vallish, Barra, and
CF | Telleen. Originally, each race possessed one continent to themselves.
CF | Eventually however, the Dwarves took to the mountains, the Elves to
CF | the forests, and the humans whatever else they could claim. Telleen
CF | is the westernmost of the continents, and has also been called the
CF | Great Continent by the Historian Willay Griam.
CF |
CF | >
Lionheart says (to CF), "Look up Barra in encyclopedia"
CF ] Dwarven Library 15/88
CF |
CF | > LOOK UP BARRA IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > DavidW says, "oh. That's what the door symbols mean, I guess."
Lionheart says (to CF), "Look up Vallish in encyclopedia"
CF ] Dwarven Library 15/89
CF |
CF | > LOOK UP VALLISH IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > Jacqueline nods.
Lionheart says (to CF), "Look up elvesz in encyclopedia"
CF ] Dwarven Library 15/90
CF |
CF | > LOOK UP ELVESZ IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > DavidW says, "An elf would pick the tree; a human would pick the house."
Lionheart says (to CF), "Look up elves in encyclopedia"
CF ] Dwarven Library 15/91
CF |
CF | > LOOK UP ELVES IN ENCYCLOPEDIA
CF |
CF | One of three races that reside on the world of Malli. They typically
CF | make their homes in forests and jungles, but also have been known to
CF | live in canyons and swamps. The Elves have no single ancestral home,
CF | but have several centers of learning and heritage.
CF |
CF | >
Jacqueline says (to ClubFloyd), "look up griam in encyclopedia"
CF ] Dwarven Library 15/92
CF |
CF | > LOOK UP GRIAM IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to CF), "Look up humans in encyclopedia"
CF ] Dwarven Library 15/93
CF |
CF | > LOOK UP HUMANS IN ENCYCLOPEDIA
CF |
CF | One of three races that reside on the world of Malli. They make their
CF | homes wherever Elves and Dwarves aren't to be found. This general
CF | control of much of the world has led to some disputes between the
CF | humans themselves, but rarely between the races.
CF |
CF | > DavidW says, "Let me know when we're done with the big book."
Lionheart says (to CF), "look up dark god in encyclopedia"
CF ] Dwarven Library 15/94
CF |
CF | > LOOK UP DARK GOD IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Jacqueline says (to ClubFloyd), "look up spirits in encyclopedia"
CF ] Dwarven Library 15/95
CF |
CF | > LOOK UP SPIRITS IN ENCYCLOPEDIA
CF |
CF | Since the beginnings of the world there have been sightings of
CF | different spirits, and in nearly all cases these spirits have been
CF | benign. However, in the year 476 SK (Second Kingdom) a young shepherd
CF | was out tending his rainbow sheep and was suddenly swept up in a
CF | whirlwind of "really bad feeling...uh...stuff" as he later recounted.
CF | It proved to be Hashar, a creature from the first creation known as
CF | one of the Few. Since then, in the past 100 years, the sightings of
CF | dark ominous spirits have been on the rise. According to the famed
CF | sorcerer Fresto, knowledge of a spirit's name is imperative if one is
CF | to have any power over a spirit at all.
CF |
CF | >
Lionheart says (to CF), "look up the few in encyclopedia"
CF ] Dwarven Library 15/96
CF |
CF | > LOOK UP THE FEW IN ENCYCLOPEDIA
CF |
CF | When Kraxis left Tiras, the First Creation, He took with Him the three
CF | lesser gods that ruled under Him. In their place he left ten minor
CF | gods to watch over and protect his world. While He was away, the dark
CF | god enticed seven of them to come over to his side, and they became
CF | known as the Few. The three remaining minor gods were destroyed
CF | quickly, and the Few assaulted Tiras brutally, until a single hero
CF | rose up and defeated the Few and destroyed the dark god, resigning his
CF | spirit to several tombs the world over.
CF | One of the Few, named Hashar, infiltrated our world and spawned
CF | several children.
CF |
CF | > Jacqueline says, "oho. We need the name."
Jacqueline says (to ClubFloyd), "look up rainbow"
CF ] Dwarven Library 15/96
CF |
CF | > LOOK UP RAINBOW
CF |
CF | What do you want to look up in?
CF |
CF | >
Jacqueline says (to ClubFloyd), "encyclopedia"
CF ] Dwarven Library 15/97
CF |
CF | > ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up hashar in encyclopedia"
CF ] Dwarven Library 15/98
CF |
CF | > LOOK UP HASHAR IN ENCYCLOPEDIA
CF |
CF | One of the Few, he came over to the world of Malli to attempt
CF | domination. He was, however, thwarted in a way which he did not
CF | expect. Kraxis Himself looked down upon Hashar and smote him with
CF | mighty power. Condemning him to be forever spirit, with waning power,
CF | Kraxis set a fearsome precedent for any trespassers on the Second
CF | Creation. However, before Hashar was punished, he planted his evil
CF | seed in females of all three races. These children were also
CF | condemned to spirit form, though not all are manevolent.
CF |
CF | >
DavidW says (to ClubFloyd), "look up children in encyclopedia"
CF ] Dwarven Library 15/99
CF |
CF | > LOOK UP CHILDREN IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > Lionheart says, "*manevolent"
DavidW says, "yeah spelling wasn't as strict in 1999."
DavidW says, "As least we know to look for the spirit's names now."
Jacqueline asks, "So we're saying that these weird not-quite-right words are not intentional?"
Roger says, "Who can say"
DavidW says, "some may be intentional"
Roger says, "The author, I guess, if they're still alive"
Lionheart says, "To think such an esteemed encycylopedia would have such rank anti-human racism,"
DavidW asks, "shall we move on?"
Jacqueline says, "sure"
Lionheart says (to CF), "look up lesser godsz in encyclopedia"
CF ] Dwarven Library 15/100
CF |
CF | > LOOK UP LESSER GODSZ IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to CF), "look up lesser gods in encyclopedia"
CF ] Dwarven Library 15/101
CF |
CF | > LOOK UP LESSER GODS IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to CF), "look up triumvirate in encyclopedia"
CF ] Dwarven Library 15/102
CF |
CF | > LOOK UP TRIUMVIRATE IN ENCYCLOPEDIA
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says, "Okay, I'm done." DavidW says, "okay"
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 15/103
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 16/104
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] Intersection 16/105
CF |
CF | > X SIGN
CF |
CF | "East: Main Gates Guard Post, enter only with pass.
CF | West: Royal Road, noble houses and Palace of the local Lord.
CF | North: Main Street, Library & Temple.
CF | South: Main Street, City Generator and Mining Facilities.
CF |
CF | >
DavidW says (to ClubFloyd), "x post"
CF ] Intersection 16/106
CF |
CF | > X POST
CF |
CF | "East: Main Gates Guard Post, enter only with pass.
CF | West: Royal Road, noble houses and Palace of the local Lord.
CF | North: Main Street, Library & Temple.
CF | South: Main Street, City Generator and Mining Facilities.
CF |
CF | > DavidW asks, "Do we wanna be royals?"
Roger says, "probably"
DavidW says (to ClubFloyd), "w"
CF ] East Royal Road 17/107
CF |
CF | > W
CF |
CF |
CF | East Royal Road
CF | This road leads east to an intersection and west toward the castle of
CF | the regional Lord. It is lined with high walls and gates that open to
CF | lesser nobles' palaces. There is a gate open to the south.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x gate"
CF ] East Royal Road 17/107
CF |
CF | > X GATE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Lesser Noble's Palace 18/108
CF |
CF | > S
CF |
CF |
CF | Lesser Noble's Palace
CF | This palace is quite beautiful, with many mosaics on the floors and
CF | several tapestries hanging on the walls. The columns that support the
CF | building are etched with pictures from Dwarven lore and are
CF | exquisitely done. However, despite the attention to beauty, there is
CF | little of anything of extreme cost here, for Dwarven craftsmanship is
CF | always ornate and admirable. The gates to the wall lead north to the
CF | Royal Road.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x tapestries"
CF ] Lesser Noble's Palace 18/109
CF |
CF | > X TAPESTRIES
CF |
CF | Three scenes tell the story of the creation of the world, wonderfully
CF | illustrated, each focusing on an individual lesser god who aided
CF | Kraxis. Upon closer inspection, you notice that they are Dertari
CF | replicas.
CF |
CF | >
Lionheart says, "Another location to look up later."
DavidW says (to ClubFloyd), "x columns"
CF ] Lesser Noble's Palace 18/110
CF |
CF | > X COLUMNS
CF |
CF | Six columns depict the saga of Teldar Jemmlethrax, the great Dwarven
CF | priest who singlehandedly defended the western border of the Girloff
CF | pass. A wonderful story.
CF |
CF | >
DavidW says (to ClubFloyd), "x first column"
CF ] Lesser Noble's Palace 18/110
CF |
CF | > X FIRST COLUMN
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x l"
CF ] Lesser Noble's Palace 18/110
CF |
CF | > X L
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Lesser Noble's Palace 18/111
CF |
CF | > L
CF |
CF |
CF | Lesser Noble's Palace
CF | This palace is quite beautiful, with many mosaics on the floors and
CF | several tapestries hanging on the walls. The columns that support the
CF | building are etched with pictures from Dwarven lore and are
CF | exquisitely done. However, despite the attention to beauty, there is
CF | little of anything of extreme cost here, for Dwarven craftsmanship is
CF | always ornate and admirable. The gates to the wall lead north to the
CF | Royal Road.
CF |
CF | >
DavidW says (to ClubFloyd), "x mosaics"
CF ] Lesser Noble's Palace 18/112
CF |
CF | > X MOSAICS
CF |
CF | The mosaic floors show mountain scenes in which heroic warriors fight
CF | a wild creature with 69 eyes. You remember this story, of how the
CF | mythical creature escaped from its home world to terrorize your
CF | people. The mosaic is elegantly titled: "Hurumph".
CF |
CF | > Jacqueline says, "69 eyes, eh? Interesting."
Lionheart says, "They tried to get Girloff, but they couldn't. Jemmlethrax would not yield."
DavidW asks, "should we go look all this up?"
DavidW says (to ClubFloyd), "search tapestries"
CF ] Lesser Noble's Palace 18/113
CF |
CF | > SEARCH TAPESTRIES
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "move tapestries"
CF ] Lesser Noble's Palace 18/114
CF |
CF | > MOVE TAPESTRIES
CF |
CF | You are unable to.
CF |
CF | >
DavidW says (to ClubFloyd), "look behind them"
CF ] Lesser Noble's Palace 18/114
CF |
CF | > LOOK BEHIND THEM
CF |
CF | I only understood you as far as wanting to look.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] East Royal Road 18/115
CF |
CF | > N
CF |
CF |
CF | East Royal Road
CF | This road leads east to an intersection and west toward the castle of
CF | the regional Lord. It is lined with high walls and gates that open to
CF | lesser nobles' palaces. There is a gate open to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "x walls"
CF ] East Royal Road 18/115
CF |
CF | > X WALLS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] West Royal Road 19/116
CF |
CF | > W
CF |
CF |
CF | West Royal Road
CF | This road is quite beautiful, decorated on its sides with fluorescent
CF | mosses that feed on the minerals in the stones that line the sides of
CF | the roads. Somehow, the mosses do not leave their designated stones.
CF | High walls on both sides make the street feel more like a hall than an
CF | open passageway, and gates leading to palaces break up the monotony of
CF | the stone. A single gate is open to the north. The road continues
CF | east and to the west is the outer court of the Lord's Palace.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Greater Noble's Palace 20/117
CF |
CF | > N
CF |
CF |
CF | Greater Noble's Palace
CF | This palace rises high, probably consisting of ten or twelve floors,
CF | all carved out of the mountain. The walls are covered with beautiful
CF | murals and tapestries, the floors are mosaics with fountains and baths
CF | interrupting them. Many gold and silver objects sit here gleaming in
CF | the light. It is clearly a wealthy abode. To the south is the gate
CF | that leads to the main street.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x murals"
CF ] Greater Noble's Palace 20/118
CF |
CF | > X MURALS
CF |
CF | Absolutely gorgeous paintings of different Dwarven epochs give a
CF | feeling of theater to the room. You recognize the dashing Helto of
CF | Tana, the mysterious Belto of Clath, and the moderately interesting
CF | Smelto of the South.
CF |
CF | >
DavidW says (to ClubFloyd), "x helto"
CF ] Greater Noble's Palace 20/118
CF |
CF | > X HELTO
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x tapestries"
CF ] Greater Noble's Palace 20/119
CF |
CF | > X TAPESTRIES
CF |
CF | The tapestries complement the room by showing lush landscapes of
CF | underground waterfalls and moss carpeted caverns. Close inspection
CF | finds them to be original Dertari works!
CF |
CF | >
DavidW says (to ClubFloyd), "x mosaics"
CF ] Greater Noble's Palace 20/119
CF |
CF | > X MOSAICS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x mosaic"
CF ] Greater Noble's Palace 20/119
CF |
CF | > X MOSAIC
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Greater Noble's Palace 20/120
CF |
CF | > L
CF |
CF |
CF | Greater Noble's Palace
CF | This palace rises high, probably consisting of ten or twelve floors,
CF | all carved out of the mountain. The walls are covered with beautiful
CF | murals and tapestries, the floors are mosaics with fountains and baths
CF | interrupting them. Many gold and silver objects sit here gleaming in
CF | the light. It is clearly a wealthy abode. To the south is the gate
CF | that leads to the main street.
CF |
CF | >
DavidW says (to ClubFloyd), "x fountains"
CF ] Greater Noble's Palace 20/120
CF |
CF | > X FOUNTAINS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x baths"
CF ] Greater Noble's Palace 20/121
CF |
CF | > X BATHS
CF |
CF | Steps lead down into shallow pools that are quite empty.
CF |
CF | >
DavidW says (to ClubFloyd), "x gold"
CF ] Greater Noble's Palace 20/122
CF |
CF | > X GOLD
CF |
CF | Small statues and ornamental decorations abound, sparkling in gold and
CF | silver. Surely the owner is very wealthy.
CF |
CF | >
DavidW says (to ClubFloyd), "search statues"
CF ] Greater Noble's Palace 20/122
CF |
CF | > SEARCH STATUES
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "search gold"
CF ] Greater Noble's Palace 20/123
CF |
CF | > SEARCH GOLD
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] West Royal Road 20/124
CF |
CF | > S
CF |
CF |
CF | West Royal Road
CF | This road is quite beautiful, decorated on its sides with fluorescent
CF | mosses that feed on the minerals in the stones that line the sides of
CF | the roads. Somehow, the mosses do not leave their designated stones.
CF | High walls on both sides make the street feel more like a hall than an
CF | open passageway, and gates leading to palaces break up the monotony of
CF | the stone. A single gate is open to the north. The road continues
CF | east and to the west is the outer court of the Lord's Palace.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Outer Court 21/125
CF |
CF | > W
CF |
CF |
CF | Outer Court
CF | High walls surround this court, and a long pathway leads from the
CF | gates to the east to the throne room to the west. Most of the palace
CF | is locked securely, but the courtyard is still open, for the very
CF | reason of allowing a Dwarven Reclaimer to have access to the Throne
CF | Room.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Lionheart says, "that would be a fine epithet. Belto the Mysterious and their compatriot Smelto the Moderately Interesting."
DavidW says (to ClubFloyd), "w"
CF ] Throne Room 22/126
CF |
CF | > W
CF |
CF |
CF | Throne Room
CF | The throne room is much more simple and quaint than you might expect.
CF | A large tapestry hangs behind the throne itself and a long red carpet
CF | leads from the great doorway to the east, and except for the throne
CF | itself, there is little here.
CF |
CF | You can see a Luminous Spirit here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says, "Finally a different spirit."
DavidW says (to ClubFloyd), "x spirit"
CF ] Throne Room 22/127
CF |
CF | > X SPIRIT
CF |
CF | This luminous spirit coalesces into the distinct form of a lady almost
CF | randomly from a small white translucent cloud that pulsates with an
CF | inner power.
CF |
CF | >
DavidW says (to ClubFloyd), "spirit, hi"
CF ] Throne Room 22/128
CF |
CF | > SPIRIT, HI
CF |
CF | There is no reply.
CF |
CF | >
Lionheart says (to CF), "Spirit, who are you"
CF ] Throne Room 22/129
CF |
CF | > SPIRIT, WHO ARE YOU
CF |
CF | There is no reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask spirit about herself"
CF ] Throne Room 22/130
CF |
CF | > ASK SPIRIT ABOUT HERSELF
CF |
CF | The spirit seems to face you and you hear in a melodic tone, "Cholok"
CF |
CF | >
Jacqueline says (to ClubFloyd), "spirit, hel-LO"
CF ] Throne Room 22/131
CF |
CF | > SPIRIT, HEL-LO
CF |
CF | There is no reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about dark spirits"
CF ] Throne Room 22/132
CF |
CF | > ASK CHOLOK ABOUT DARK SPIRITS
CF |
CF | No reply.
CF |
CF | >
Jacqueline says (to ClubFloyd), "spirit, cholok"
CF ] Throne Room 22/133
CF |
CF | > SPIRIT, CHOLOK
CF |
CF | There is no reply.
CF |
CF | >
Lionheart says (to cf), "Cholok, hello"
CF ] Throne Room 22/134
CF |
CF | > CHOLOK, HELLO
CF |
CF | There is no reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about throne"
CF ] Throne Room 22/135
CF |
CF | > ASK CHOLOK ABOUT THRONE
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about cholok"
CF ] Throne Room 22/136
CF |
CF | > ASK CHOLOK ABOUT CHOLOK
CF |
CF | The spirit coalesces even further into a feminine form, wearing long
CF | robes, her face quite beautiful. Her eyes, however, are stricken with
CF | fear.
CF |
CF | >
Lionheart says (to cf), "ask cholok about dark spirit"
CF ] Throne Room 22/137
CF |
CF | > ASK CHOLOK ABOUT DARK SPIRIT
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about fear"
CF ] Throne Room 22/138
CF |
CF | > ASK CHOLOK ABOUT FEAR
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about deephome"
CF ] Throne Room 22/139
CF |
CF | > ASK CHOLOK ABOUT DEEPHOME
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "x throne"
CF ] Throne Room 22/140
CF |
CF | > X THRONE
CF |
CF | A far cry from the king's throne in Tana, the regional lord's seat of
CF | power is a simple and sturdy stone seat with a high back and prominent
CF | arm rests. While simple and sturdy, the chair still gives a sense of
CF | royalty.
CF |
CF | >
DavidW says (to ClubFloyd), "x tapestry"
CF ] Throne Room 22/141
CF |
CF | > X TAPESTRY
CF |
CF | Bright and beautiful, bursting with color, the story of the original
CF | world of Tiras and its creation plays across the western wall of the
CF | room.
CF |
CF | >
Lionheart says (to CF), "sit on throne"
CF ] Throne Room 22/142
CF |
CF | > SIT ON THRONE
CF |
CF | You get onto the throne.
CF |
CF | >
DavidW says (to ClubFloyd), "x carpet"
CF ] Throne Room 22/142
CF |
CF | > X CARPET
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "take cholok"
CF ] Throne Room 22/143
CF |
CF | > TAKE CHOLOK
CF |
CF | I don't suppose the Luminous Spirit would care for that.
CF |
CF | >
DavidW says (to ClubFloyd), "show book to cholok"
CF ] Throne Room 22/144
CF |
CF | > SHOW BOOK TO CHOLOK
CF |
CF | The Luminous Spirit is unimpressed.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about kraxis"
CF ] Throne Room 22/145
CF |
CF | > ASK CHOLOK ABOUT KRAXIS
CF |
CF | No reply.
CF |
CF | >
Lionheart says (to CF), "ask cholok about king"
CF ] Throne Room 22/146
CF |
CF | > ASK CHOLOK ABOUT KING
CF |
CF | No reply.
CF |
CF | >
Lionheart says (to CF), "ask cholok about temple"
CF ] Throne Room 22/147
CF |
CF | > ASK CHOLOK ABOUT TEMPLE
CF |
CF | No reply.
CF |
CF | > DavidW says, "Was it Hashan or Hashar that was one of the few. My handwriting isn't always clear."
Jacqueline says, "Hashar"
DavidW says (to ClubFloyd), "ask cholok about hashar"
CF ] Throne Room 22/148
CF |
CF | > ASK CHOLOK ABOUT HASHAR
CF |
CF | She looks reverently up toward the ceiling and then disgustedly down
CF | at the floor.
CF |
CF | >
DavidW says (to ClubFloyd), "x ceiling"
CF ] Throne Room 22/149
CF |
CF | > X CEILING
CF |
CF | You see nothing special about the ceiling.
CF |
CF | >
DavidW says (to ClubFloyd), "ask cholok about temple"
CF ] Throne Room 22/150
CF |
CF | > ASK CHOLOK ABOUT TEMPLE
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "cholok, follow me"
CF ] Throne Room 22/151
CF |
CF | > CHOLOK, FOLLOW ME
CF |
CF | There is no reply.
CF |
CF | >
Lionheart says (to CF), "ask cholok about malli"
CF ] Throne Room 22/152
CF |
CF | > ASK CHOLOK ABOUT MALLI
CF |
CF | No reply.
CF |
CF | >
Lionheart says (to CF), "ask cholok about tiras"
CF ] Throne Room 22/153
CF |
CF | > ASK CHOLOK ABOUT TIRAS
CF |
CF | No reply.
CF |
CF | > Jacqueline says, "brb"
DavidW says, "I think we should leave Cholok here and keep exploring."
Lionheart says, "Sure"
DavidW says (to ClubFloyd), "e"
CF ] Throne Room 22/154
CF |
CF | > E
CF |
CF | You'll have to get off the throne first.
CF |
CF | >
DavidW says (to ClubFloyd), "stand"
CF ] Throne Room 22/155
CF |
CF | > STAND
CF |
CF | You get off the throne.
CF |
CF | Throne Room
CF | The throne room is much more simple and quaint than you might expect.
CF | A large tapestry hangs behind the throne itself and a long red carpet
CF | leads from the great doorway to the east, and except for the throne
CF | itself, there is little here.
CF |
CF | You can see a Luminous Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "x carpet"
CF ] Throne Room 22/155
CF |
CF | > X CARPET
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Outer Court 22/156
CF |
CF | > E
CF |
CF |
CF | Outer Court
CF | High walls surround this court, and a long pathway leads from the
CF | gates to the east to the throne room to the west. Most of the palace
CF | is locked securely, but the courtyard is still open, for the very
CF | reason of allowing a Dwarven Reclaimer to have access to the Throne
CF | Room.
CF |
CF | > Lionheart says, "That kind of lux just ain't for us."
DavidW says (to ClubFloyd), "e"
CF ] West Royal Road 22/157
CF |
CF | > E
CF |
CF |
CF | West Royal Road
CF | This road is quite beautiful, decorated on its sides with fluorescent
CF | mosses that feed on the minerals in the stones that line the sides of
CF | the roads. Somehow, the mosses do not leave their designated stones.
CF | High walls on both sides make the street feel more like a hall than an
CF | open passageway, and gates leading to palaces break up the monotony of
CF | the stone. A single gate is open to the north. The road continues
CF | east and to the west is the outer court of the Lord's Palace.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] East Royal Road 22/158
CF |
CF | > E
CF |
CF |
CF | East Royal Road
CF | This road leads east to an intersection and west toward the castle of
CF | the regional Lord. It is lined with high walls and gates that open to
CF | lesser nobles' palaces. There is a gate open to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Intersection 22/159
CF |
CF | > E
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Extreme South Main Street 23/160
CF |
CF | > S
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says (to LH), "Belatedly, yay. I was trying and failing to come up with a joke along those lines."
DavidW says (to ClubFloyd), "e"
CF ] City Generator 24/161
CF |
CF | > E
CF |
CF |
CF | City Generator
CF | Here is a large wonder of technology and ingenuity. The generator
CF | runs on the natural heat of the world, having pipes that lead all the
CF | way to near the core of the world. However, it requires a small fire
CF | to start the process of activating the power. The generator itself is
CF | large and black, having a small furnace in the very front. A doorway
CF | leads to the west, out into the street.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Lionheart says, "Ah, power and water, two of our quests."
DavidW says (to ClubFloyd), "x generator"
CF ] City Generator 24/162
CF |
CF | > X GENERATOR
CF |
CF | This large black beast of a machine is quite impressing. There is a
CF | lever here attached to it.
CF |
CF | >
DavidW says (to ClubFloyd), "x lever"
CF ] City Generator 24/163
CF |
CF | > X LEVER
CF |
CF | The lever is currently switched off.
CF |
CF | >
DavidW says (to ClubFloyd), "x furnace"
CF ] City Generator 24/164
CF |
CF | > X FURNACE
CF |
CF | This is a rather small furnace, only large enough to hold a handful of
CF | coal. But such a small amount is enough to start the process of
CF | bringing up the power of the world's core.
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Generator 24/165
CF |
CF | > PUSH LEVER
CF |
CF | You are unable to.
CF |
CF | >
DavidW says (to ClubFloyd), "turn on lever"
CF ] City Generator 24/166
CF |
CF | > TURN ON LEVER
CF |
CF | You flip the lever on and you see a spark in the furnace, but nothing
CF | more happens. The lever returns to its original position.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] City Generator 24/167
CF |
CF | > G
CF |
CF | You flip the lever on and you see a spark in the furnace, but nothing
CF | more happens. The lever returns to its original position.
CF |
CF | > DavidW asks, "I suppose kindling?"
DavidW says, "I didn't pick up the warning note. I could sacrifice that, I think."
Lionheart says, "The city's pilot light went out."
DavidW says, "basically, yes."
DavidW says (to ClubFloyd), "w"
CF ] Extreme South Main Street 24/168
CF |
CF | > W
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | > Jacqueline says, "heh"
DavidW says (to ClubFloyd), "sw"
CF ] Water Works 25/169
CF |
CF | > SW
CF |
CF |
CF | Water Works
CF | This room is filled with scores and scores of pipes, leading this way
CF | and that, all connecting with the walls at one point or another. A
CF | large wheel sticks out of a rather significant pipe and there is a
CF | sign above it. To the northeast is the main road.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] Water Works 25/170
CF |
CF | > X SIGN
CF |
CF | "Main Water Control"
CF |
CF | >
DavidW says (to ClubFloyd), "turn wheel"
CF ] Water Works 25/171
CF |
CF | > TURN WHEEL
CF |
CF | Nothing happens.
CF |
CF | >
DavidW says (to ClubFloyd), "x wheel"
CF ] Water Works 25/172
CF |
CF | > X WHEEL
CF |
CF | This metal wheel has spokes burgeoning from the center to meet the
CF | outer rim. It looks rather heavy, but there is no rust, even after
CF | centuries of disuse. It is connected to a low, overhanging pipe.
CF |
CF | >
DavidW says (to ClubFloyd), "x pipe"
CF ] Water Works 25/173
CF |
CF | > X PIPE
CF |
CF | Maybe eighty pipes run all over this room, zigzagging all around. One
CF | large pipe, hanging low over the room, has a wheel on it.
CF |
CF | > DavidW says, "Perhaps power is needed first."
DavidW says (to ClubFloyd), "ne"
CF ] Extreme South Main Street 25/174
CF |
CF | > NE
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mining Center 26/175
CF |
CF | > S
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Coal Mines 27/176
CF |
CF | > E
CF |
CF |
CF | Coal Mines
CF | The coal mines are rather stark, for by the time the Dwarves moved
CF | into Deephome, they had already developed the technology to use the
CF | world's core for energy, what they called Geothermal power. The rock
CF | on the wall looks like it has been dug in some, however. The mine
CF | opens up to the mining center to the west.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x coal"
CF ] Coal Mines 27/177
CF |
CF | > X COAL
CF |
CF | This small chunk of coal fits in the palm of your hand. Just enough
CF | to start a small fire with.
CF |
CF | >
DavidW says (to ClubFloyd), "take it"
CF ] Coal Mines 27/178
CF |
CF | > TAKE IT
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "take coal"
CF ] Coal Mines 27/179
CF |
CF | > TAKE COAL
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to CF), "Dig for coal"
CF ] Coal Mines 27/179
CF |
CF | > DIG FOR COAL
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "dig"
CF ] Coal Mines 27/179
CF |
CF | > DIG
CF |
CF | What do you want to dig hole in?
CF |
CF | >
Lionheart says (to CF), "Dig"
CF ] Coal Mines 27/179
CF |
CF | > DIG
CF |
CF | What do you want to dig hole in?
CF |
CF | >
DavidW says (to ClubFloyd), "x wall"
CF ] Coal Mines 27/179
CF |
CF | > X WALL
CF |
CF | Which do you mean, the north wall, the south wall, the east wall, the
CF | west wall, the northeast wall, the northwest wall, the southeast wall,
CF | the southwest wall or the rock?
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Coal Mines 27/180
CF |
CF | > L
CF |
CF |
CF | Coal Mines
CF | The coal mines are rather stark, for by the time the Dwarves moved
CF | into Deephome, they had already developed the technology to use the
CF | world's core for energy, what they called Geothermal power. The rock
CF | on the wall looks like it has been dug in some, however. The mine
CF | opens up to the mining center to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "x rock"
CF ] Coal Mines 27/181
CF |
CF | > X ROCK
CF |
CF | The rock of the wall looks like it has been used for mining at least
CF | once before.
CF |
CF | >
DavidW says (to ClubFloyd), "mine rock"
CF ] Coal Mines 27/181
CF |
CF | > MINE ROCK
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "hit rock with sword"
CF ] Coal Mines 27/181
CF |
CF | > HIT ROCK WITH SWORD
CF |
CF | I only understood you as far as wanting to hit the rock.
CF |
CF | >
Lionheart says (to CF), "dig in rock"
CF ] Coal Mines 27/181
CF |
CF | > DIG IN ROCK
CF |
CF | What do you want to dig in the rock with?
CF |
CF | >
DavidW says (to ClubFloyd), "hit rock"
CF ] Coal Mines 27/182
CF |
CF | > HIT ROCK
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Lionheart says (to CF), "dig in rock with sword"
CF ] Coal Mines 27/183
CF |
CF | > DIG IN ROCK WITH SWORD
CF |
CF | You don't have anything to dig with.
CF |
CF | > Jacqueline says, "Need a pickaxe."
DavidW says (to ClubFloyd), "w"
CF ] Mining Center 27/184
CF |
CF | > W
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ore Mines 28/185
CF |
CF | > S
CF |
CF |
CF | Ore Mines
CF | These mines branch off into different directions with signs above
CF | each, indicating which kind of ore vein the mine follows. They are
CF | all shut down except for the first few yards of the gold mine. To the
CF | north is the mining center.
CF |
CF | You can see a pickaxe here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Jacqueline says, "There we go."
DavidW says (to ClubFloyd), "take pickaxe"
CF ] Ore Mines 28/186
CF |
CF | > TAKE PICKAXE
CF |
CF | Taken.
CF |
CF | > Lionheart says, "Well, that was easty."
DavidW says (to ClubFloyd), "hit gold with pickaxe"
CF ] Ore Mines 28/186
CF |
CF | > HIT GOLD WITH PICKAXE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x gold"
CF ] Ore Mines 28/186
CF |
CF | > X GOLD
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Ore Mines 28/187
CF |
CF | > L
CF |
CF |
CF | Ore Mines
CF | These mines branch off into different directions with signs above
CF | each, indicating which kind of ore vein the mine follows. They are
CF | all shut down except for the first few yards of the gold mine. To the
CF | north is the mining center.
CF |
CF | >
DavidW says (to ClubFloyd), "f n"
CF ] Ore Mines 28/187
CF |
CF | > F N
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ore Mines 28/188
CF |
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "x signs"
CF ] Ore Mines 28/189
CF |
CF | > X SIGNS
CF |
CF | The signs read "iron" "copper" "nickle" and a few others that you
CF | can't make out for lack of light.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Mining Center 28/190
CF |
CF | > N
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Coal Mines 28/191
CF |
CF | > E
CF |
CF |
CF | Coal Mines
CF | The coal mines are rather stark, for by the time the Dwarves moved
CF | into Deephome, they had already developed the technology to use the
CF | world's core for energy, what they called Geothermal power. The rock
CF | on the wall looks like it has been dug in some, however. The mine
CF | opens up to the mining center to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "hit rock with pickaxe"
CF ] Coal Mines 28/191
CF |
CF | > HIT ROCK WITH PICKAXE
CF |
CF | I only understood you as far as wanting to hit the rock.
CF |
CF | >
DavidW says (to ClubFloyd), "hit rock"
CF ] Coal Mines 28/192
CF |
CF | > HIT ROCK
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
DavidW says (to ClubFloyd), "break rock"
CF ] Coal Mines 28/193
CF |
CF | > BREAK ROCK
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
DavidW says (to ClubFloyd), "use pickaxe"
CF ] Coal Mines 28/194
CF |
CF | > USE PICKAXE
CF |
CF | You have to be just a bit more specific than that. Another verb
CF | perhaps.
CF |
CF | > Jacqueline says, "huh"
Jacqueline asks, "mine?"
DavidW says (to ClubFloyd), "mine coal"
CF ] Coal Mines 28/194
CF |
CF | > MINE COAL
CF |
CF | That's not a verb I recognise.
CF |
CF | > Lionheart says, "It knows 'dig'"
DavidW says (to ClubFloyd), "mine rock"
CF ] Coal Mines 28/194
CF |
CF | > MINE ROCK
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "strike rock"
CF ] Coal Mines 28/194
CF |
CF | > STRIKE ROCK
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "hit rock"
CF ] Coal Mines 28/195
CF |
CF | > HIT ROCK
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
DavidW says (to ClubFloyd), "x rock"
CF ] Coal Mines 28/196
CF |
CF | > X ROCK
CF |
CF | The rock of the wall looks like it has been used for mining at least
CF | once before.
CF |
CF | >
Lionheart says (to cf), "kick rocks"
CF ] Coal Mines 28/196
CF |
CF | > KICK ROCKS
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "take coal"
CF ] Coal Mines 28/197
CF |
CF | > TAKE COAL
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x coal"
CF ] Coal Mines 28/198
CF |
CF | > X COAL
CF |
CF | This small chunk of coal fits in the palm of your hand. Just enough
CF | to start a small fire with.
CF |
CF | > DavidW asks, "that's weird. is it here or not here?"
Jacqueline says (to ClubFloyd), "i"
CF ] Coal Mines 28/199
CF |
CF | > I
CF |
CF | You are carrying:
CF | a pickaxe
CF | Fresto's Excorcisms and Tasty Hors Devours
CF | a bottle
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | > Jacqueline says, "What the heck"
DavidW says (to ClubFloyd), "take all"
CF ] Coal Mines 28/200
CF |
CF | > TAKE ALL
CF |
CF | pickaxe: You already have that.
CF | Fresto's Excorcisms and Tasty Hors Devours: You already have that.
CF | bottle: You already have that.
CF | shield: You already have that.
CF | Sword: You already have that.
CF | King's Order: You already have that.
CF | lantern: You already have that.
CF |
CF | > Lionheart says, "Maybe the author put the wrong description on the unmined coal"
DavidW says (to ClubFloyd), "hit coal with pickaxe"
CF ] Coal Mines 28/200
CF |
CF | > HIT COAL WITH PICKAXE
CF |
CF | I only understood you as far as wanting to hit the piece of coal.
CF |
CF | >
DavidW says (to ClubFloyd), "take piece"
CF ] Coal Mines 28/201
CF |
CF | > TAKE PIECE
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "dig in coal with pickaxe"
CF ] Coal Mines 28/202
CF |
CF | > DIG IN COAL WITH PICKAXE
CF |
CF | You can't do that.
CF |
CF | >
DavidW says (to ClubFloyd), "dig coal"
CF ] Coal Mines 28/202
CF |
CF | > DIG COAL
CF |
CF | What do you want to dig the piece of coal with?
CF |
CF | >
DavidW says (to ClubFloyd), "pickaxe"
CF ] Coal Mines 28/203
CF |
CF | > PICKAXE
CF |
CF | You can't do that.
CF |
CF | >
Jacqueline says (to ClubFloyd), "dig rock"
CF ] Coal Mines 28/203
CF |
CF | > DIG ROCK
CF |
CF | What do you want to dig the rock with?
CF |
CF | >
Jacqueline says (to ClubFloyd), "pickaxe"
CF ] Coal Mines 28/204
CF |
CF | > PICKAXE
CF |
CF | You dig for a while, breaking a thick sweat, and finally come upon a
CF | small chunk of coal. Digging just isn't your forte. It just goes to
CF | show that all of those humans who say all Dwarves are miners just
CF | don't know what they are talking about.
CF |
CF | > Jacqueline says, "HELL YEAH"
Roger says, "Thank you for persevering"
DavidW says (to ClubFloyd), "take coal"
CF ] Coal Mines 38/205
CF |
CF | > TAKE COAL
CF |
CF | Taken.
CF |
CF | [Your score has just gone up by ten points.]
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Mining Center 38/206
CF |
CF | > W
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Extreme South Main Street 38/207
CF |
CF | > N
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] City Generator 38/208
CF |
CF | > E
CF |
CF |
CF | City Generator
CF | Here is a large wonder of technology and ingenuity. The generator
CF | runs on the natural heat of the world, having pipes that lead all the
CF | way to near the core of the world. However, it requires a small fire
CF | to start the process of activating the power. The generator itself is
CF | large and black, having a small furnace in the very front. A doorway
CF | leads to the west, out into the street.
CF |
CF | >
DavidW says (to ClubFloyd), "x coal"
CF ] City Generator 38/209
CF |
CF | > X COAL
CF |
CF | This small chunk of coal fits in the palm of your hand. Just enough
CF | to start a small fire with.
CF |
CF | >
DavidW says (to ClubFloyd), "put it in furnace"
CF ] City Generator 38/210
CF |
CF | > PUT IT IN FURNACE
CF |
CF | The generator furnace is closed.
CF |
CF | >
DavidW says (to ClubFloyd), "open furnace"
CF ] City Generator 38/211
CF |
CF | > OPEN FURNACE
CF |
CF | You open the generator furnace.
CF |
CF | > Jacqueline says, "I feel cheated that the coal was only 1 point."
Lionheart says (to cf), "eat rock"
CF ] City Generator 38/211
CF |
CF | > EAT ROCK
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "eat coal"
CF ] City Generator 38/212
CF |
CF | > EAT COAL
CF |
CF | That's plainly inedible.
CF |
CF | >
DavidW says (to ClubFloyd), "put coal in furnace"
CF ] City Generator 38/213
CF |
CF | > PUT COAL IN FURNACE
CF |
CF | You put the piece of coal into the generator furnace.
CF |
CF | >
DavidW says (to ClubFloyd), "close furnace"
CF ] City Generator 38/214
CF |
CF | > CLOSE FURNACE
CF |
CF | You close the generator furnace.
CF |
CF | > Lionheart says, "Just wanted to try that before we burn it up"
DavidW says (to ClubFloyd), "push lever"
CF ] City Generator 38/215
CF |
CF | > PUSH LEVER
CF |
CF | You are unable to.
CF |
CF | >
DavidW says (to ClubFloyd), "pull lever"
CF ] City Generator 68/216
CF |
CF | > PULL LEVER
CF |
CF | The furnace sparks, then lights. The room shakes for a moment while
CF | the generator begins its labor after centuries of lying dormant. Soon
CF | the room becomes very warm.
CF | [Your score has just gone up by thirty points.]
CF |
CF | > Jacqueline says, "Whoah. Okay."
DavidW says (to ClubFloyd), "x order"
CF ] City Generator 68/217
CF |
CF | > X ORDER
CF |
CF | The note reads:
CF | "Reclaimer:
CF |
CF | You have the esteemed duty to return to our Mountain Kingdom of
CF | Deephome and prepare it for our return. There are several things a
CF | Reclaimer must do:
CF |
CF | 1. Restore Power to the City
CF | 2. Restore Water to the city.
CF | 3. Visit each location and make sure it is safe, a quick appraisal
CF | should be sufficient.
CF | 4. Open the City Gates once more.
CF | 5. MOST IMPORTANT: Make sure the city is SAFE to return to.
CF |
CF | May the Peace of Kraxis go with you
CF |
CF | King Derash of the Mountain Tana, the year 782 SK."
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Extreme South Main Street 68/218
CF |
CF | > W
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Water Works 68/219
CF |
CF | > SW
CF |
CF |
CF | Water Works
CF | This room is filled with scores and scores of pipes, leading this way
CF | and that, all connecting with the walls at one point or another. A
CF | large wheel sticks out of a rather significant pipe and there is a
CF | sign above it. To the northeast is the main road.
CF |
CF | >
DavidW says (to ClubFloyd), "turn wheel"
CF ] Water Works 68/220
CF |
CF | > TURN WHEEL
CF |
CF | Nothing happens.
CF |
CF | > Lionheart says, "(crossing line off our to-do list)"
DavidW says (to ClubFloyd), "x pipe"
CF ] Water Works 68/221
CF |
CF | > X PIPE
CF |
CF | Maybe eighty pipes run all over this room, zigzagging all around. One
CF | large pipe, hanging low over the room, has a wheel on it.
CF |
CF | >
DavidW says (to ClubFloyd), "look in pipe"
CF ] Water Works 68/222
CF |
CF | > LOOK IN PIPE
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "search pipes"
CF ] Water Works 68/223
CF |
CF | > SEARCH PIPES
CF |
CF | You find nothing of interest.
CF |
CF | > DavidW says, "I wonder what's wrong here."
Lionheart says (to CF), "enter pipe"
CF ] Water Works 68/224
CF |
CF | > ENTER PIPE
CF |
CF | They're not something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Water Works 68/225
CF |
CF | > L
CF |
CF |
CF | Water Works
CF | This room is filled with scores and scores of pipes, leading this way
CF | and that, all connecting with the walls at one point or another. A
CF | large wheel sticks out of a rather significant pipe and there is a
CF | sign above it. To the northeast is the main road.
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] Water Works 68/226
CF |
CF | > X SIGN
CF |
CF | "Main Water Control"
CF |
CF | >
DavidW says (to ClubFloyd), "turn on wheel"
CF ] Water Works 68/227
CF |
CF | > TURN ON WHEEL
CF |
CF | That's not something you can switch.
CF |
CF | >
DavidW says (to ClubFloyd), "turn wheel"
CF ] Water Works 68/228
CF |
CF | > TURN WHEEL
CF |
CF | Nothing happens.
CF |
CF | >
Lionheart says (to cf), "push wheel"
CF ] Water Works 68/229
CF |
CF | > PUSH WHEEL
CF |
CF | Nothing happens.
CF |
CF | >
Lionheart says (to cf), "pull wheel"
CF ] Water Works 68/230
CF |
CF | > PULL WHEEL
CF |
CF | Nothing happens.
CF |
CF | >
Lionheart says (to cf), "move wheel"
CF ] Water Works 68/231
CF |
CF | > MOVE WHEEL
CF |
CF | Nothing happens.
CF |
CF | >
DavidW says (to ClubFloyd), "listen to pipes"
CF ] Water Works 68/232
CF |
CF | > LISTEN TO PIPES
CF |
CF | You hear nothing unexpected.
CF |
CF | >
DavidW says (to ClubFloyd), "hit pipes"
CF ] Water Works 68/233
CF |
CF | > HIT PIPES
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Lionheart says (to CF), "knock on pipes"
CF ] Water Works 68/233
CF |
CF | > KNOCK ON PIPES
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Lionheart says (to CF), "x significant pipe"
CF ] Water Works 68/233
CF |
CF | > X SIGNIFICANT PIPE
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "I wonder if something somewhere is blocked."
DavidW says, "Maybe we gotta buy it dinner first."
Lionheart says (to cf), "turn valve"
CF ] Water Works 68/233
CF |
CF | > TURN VALVE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "I didn't see a way to the human town for elevator parts."
DavidW says, "We need to explore more, I think"
Jacqueline nods.
DavidW says (to ClubFloyd), "ne"
CF ] Extreme South Main Street 68/234
CF |
CF | > NE
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Extreme South Main Street 68/235
CF |
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 68/236
CF |
CF | > N
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 69/237
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > Lionheart asks, "We haven't found the elevator yet, have we?"
DavidW says, "yes, main hall"
Jacqueline says, "Yeah, pretty close to the start, might have been in what you recapped."
DavidW says, "we didn't stop to look at them since they had no power"
Lionheart says, "Oh there it is."
Jacqueline says, "Also there was a ghost."
DavidW says, "There were stairs up too"
DavidW says (to ClubFloyd), "se"
CF ] City Gates 70/238
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand closed, allowing some sunlight to filter into the
CF | immediate room. The doors are always closed when a city is abandoned,
CF | so that interlopers do not come in and desecrate the holy places. A
CF | heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The Gates block the way out of the city of Deephome.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x panel"
CF ] City Gates 70/239
CF |
CF | > X PANEL
CF |
CF | This panel has a simple red button on it and a lever. There is also,
CF | on the side of the podium that the panel sits on, a small hatch.
CF |
CF | >
DavidW says (to ClubFloyd), "open hatch"
CF ] City Gates 70/240
CF |
CF | > OPEN HATCH
CF |
CF | You open the hatch.
CF |
CF | >
DavidW says (to ClubFloyd), "look in hatch"
CF ] City Gates 70/241
CF |
CF | > LOOK IN HATCH
CF |
CF | Inside the hatch are two posts, one with a small gear on it.
CF |
CF | > DavidW says, "so we need a second gear, I bet"
Lionheart says (to CF), "x gear"
CF ] City Gates 70/241
CF |
CF | > X GEAR
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to CF), "x posts"
CF ] City Gates 70/241
CF |
CF | > X POSTS
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to CF), "enter hatch"
CF ] City Gates 70/242
CF |
CF | > ENTER HATCH
CF |
CF | That's not something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "x button"
CF ] City Gates 70/243
CF |
CF | > X BUTTON
CF |
CF | The red button is dull and plain.
CF |
CF | >
DavidW says (to ClubFloyd), "x lever"
CF ] City Gates 70/244
CF |
CF | > X LEVER
CF |
CF | The lever sits in the position marked "Neutral." It can be moved up
CF | to "Gate" or down to "Portcullis."
CF |
CF | >
Lionheart says (to cf), "polish button"
CF ] City Gates 70/245
CF |
CF | > POLISH BUTTON
CF |
CF | You achieve nothing by this.
CF |
CF | > Jacqueline asks, "The last thing is to open the gate, right?"
DavidW asks, "Is it the last?"
DavidW says (to ClubFloyd), "x orders"
CF ] City Gates 70/246
CF |
CF | > X ORDERS
CF |
CF | The note reads:
CF | "Reclaimer:
CF |
CF | You have the esteemed duty to return to our Mountain Kingdom of
CF | Deephome and prepare it for our return. There are several things a
CF | Reclaimer must do:
CF |
CF | 1. Restore Power to the City
CF | 2. Restore Water to the city.
CF | 3. Visit each location and make sure it is safe, a quick appraisal
CF | should be sufficient.
CF | 4. Open the City Gates once more.
CF | 5. MOST IMPORTANT: Make sure the city is SAFE to return to.
CF |
CF | May the Peace of Kraxis go with you
CF |
CF | King Derash of the Mountain Tana, the year 782 SK."
CF |
CF | > Lionheart says, "next to last."
DavidW says, "I don't think the order is significant."
Jacqueline says, "Okay"
DavidW says, "We need to get past the gate to get the elevator parts, I think."
Lionheart says, "You'd think it might be a bad idea to open the gates before it's SAFE but..."
DavidW says, "I think if we explore up from Main Hall, we might find a clue."
DavidW says, "We can also stop by the library and read up on the new names we found."
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 70/247
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
Lionheart says (to cf), "appraise location"
CF | >
CF ] Eastern Guard Post 70/247
CF |
CF | > APPRAISE LOCATION
CF |
CF | That's not a verb I recognise.
CF |
CF | > DavidW asks, "er what?"
Lionheart says, "'a quick appraisal should be sufficient'"
DavidW says (to ClubFloyd), "w"
CF ] Intersection 70/248
CF |
CF | > W
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 70/249
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 70/250
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 70/251
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop book"
CF ] S. Main Street 70/252
CF |
CF | > DROP BOOK
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 70/253
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up cholok in book"
CF ] Dwarven Library 70/254
CF |
CF | > LOOK UP CHOLOK IN BOOK
CF |
CF | One of the daughters of Hashar, cursed to exist only in spiritual
CF | form. Upon the study of her powers, the magician Fresto determined
CF | her to be of the spirit class Yetzuiz.
CF |
CF | > Lionheart says, "Gesundheit."
DavidW says (to ClubFloyd), "look up Yetzuiz in book"
CF ] Dwarven Library 70/255
CF |
CF | > LOOK UP YETZUIZ IN BOOK
CF |
CF | After searching for a while, you decide that its not important enough
CF | to waste any more time on.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 70/256
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Yetzuiz in book"
CF ] S. Main Street 70/257
CF |
CF | > LOOK UP YETZUIZ IN BOOK
CF |
CF | Extremely rare spirit that is deeply benevolent and meek to the point
CF | of self sacrifice. These spirits are, however, rarely very powerful
CF | and need not be feared at all. Exorcising them, is therefore, a dirty
CF | business. It is suggested that some living animal be given to the
CF | spirit to allow it to inhabit. Older means of destroying benevolent
CF | spirits are available, but I do not see the need to present them here.
CF |
CF | A note is scribbled on the bottom of the page: "Leshosh has excellent
CF | advice on how to catch small animals under the individual animals'
CF | topics."
CF |
CF | > Jacqueline says, "Let's turn her into a rainbow sheep."
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 70/258
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up sheep in book"
CF ] Dwarven Library 70/259
CF |
CF | > LOOK UP SHEEP IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > Lionheart asks, "Oh goody, we gonna get an animal companion?"
Lionheart says (to cf), "look up squirrel in book"
CF ] Dwarven Library 70/260
CF |
CF | > LOOK UP SQUIRREL IN BOOK
CF |
CF | Squirrels are a common sight in both the forests and semi-wooded areas
CF | of the world. Their diet consists of assorted nuts, but especially
CF | acorns. For the hunter and trapper, squirrels can be caught in a
CF | variety of manners. The most effective being with a shallow hole
CF | covered with a net and a few acorns placed in the net.
CF |
CF | > Jacqueline says (to LH), "That is my hope."
Lionheart says, "Shot in the dark, got it in one."
DavidW says, "yup"
DavidW says, "I assume that's still on the other side of the gate."
Lionheart says (to cf), "look up animals in book"
CF ] Dwarven Library 70/261
CF |
CF | > LOOK UP ANIMALS IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up Teldar Jemmlethrax in book"
CF ] Dwarven Library 70/262
CF |
CF | > LOOK UP TELDAR JEMMLETHRAX IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Dertari in book"
CF ] Dwarven Library 70/263
CF |
CF | > LOOK UP DERTARI IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up girloff in book"
CF ] Dwarven Library 70/264
CF |
CF | > LOOK UP GIRLOFF IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Hurumph in book"
CF ] Dwarven Library 70/265
CF |
CF | > LOOK UP HURUMPH IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up dorn in book"
CF ] Dwarven Library 70/266
CF |
CF | > LOOK UP DORN IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > Jacqueline says, "This game should not suggest the existence of rainbow sheep and then not let me see one."
DavidW says (to ClubFloyd), "look up Helto in book"
CF ] Dwarven Library 70/267
CF |
CF | > LOOK UP HELTO IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Belto in book"
CF ] Dwarven Library 70/268
CF |
CF | > LOOK UP BELTO IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Smelto in book"
CF ] Dwarven Library 70/269
CF |
CF | > LOOK UP SMELTO IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
DavidW says (to ClubFloyd), "he who Smelto, Delto."
CF ] Dwarven Library 70/269
CF |
CF | > HE WHO SMELTO, DELTO.
CF |
CF | You seem to want to talk to someone, but I can't see whom.
CF |
CF | >
Lionheart says (to cf), "look up Tana in book"
CF ] Dwarven Library 70/270
CF |
CF | > LOOK UP TANA IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up clath in book"
CF ] Dwarven Library 70/271
CF |
CF | > LOOK UP CLATH IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up spirit class in book"
CF ] Dwarven Library 70/272
CF |
CF | > LOOK UP SPIRIT CLASS IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up king in book"
CF ] Dwarven Library 70/273
CF |
CF | > LOOK UP KING IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | >
Lionheart says (to cf), "look up queen in book"
CF ] Dwarven Library 70/274
CF |
CF | > LOOK UP QUEEN IN BOOK
CF |
CF | You discover nothing of interest in Leshosh's Encyclopedia.
CF |
CF | > DavidW asks, "We got Cholok's name by asking her about herself. Perhaps the other spirits are similar in that way?"
Jacqueline says, "Oh yeah. Possibly."
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 70/275
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | > Jacqueline says, "Though the name is powerful, so maybe not."
DavidW says (to ClubFloyd), "w"
CF ] Great Temple of Kraxis 70/276
CF |
CF | > W
CF |
CF |
CF | Great Temple of Kraxis
CF | The once great and shining temple of the One God, Kraxis, has been
CF | desecrated. Animal dung has been smeared on the beautiful wall
CF | murals, many of the tiles of the floor have been ripped up and thrown
CF | across the room, and the altar, a single large rock, unhewn by hands,
CF | has the statue of a pig-headed god on top of it. The large main doors
CF | lie to the east.
CF |
CF | You can see a Dark Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "ask spirit about himself"
CF ] Great Temple of Kraxis 70/277
CF |
CF | > ASK SPIRIT ABOUT HIMSELF
CF |
CF | The misty form seems to whisper in a harsh tone, "Indanaz".
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] S. Main Street 70/278
CF |
CF | > E
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 70/279
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | > Lionheart says, "Wasn't expecting the dark one to be so forthcoming"
DavidW says (to ClubFloyd), "look up Indanaz in book"
CF ] Dwarven Library 70/280
CF |
CF | > LOOK UP INDANAZ IN BOOK
CF |
CF | One of the sons of Hashar, a dark creature that was cursed to reside
CF | only in spirit form. Upon study of his powers, the magician Fresto
CF | deduced that he is of the class of spirits known as Ternalim.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 70/281
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up Ternalim in book"
CF ] S. Main Street 70/282
CF |
CF | > LOOK UP TERNALIM IN BOOK
CF |
CF | These spirits are quite pesky and are rather hard to do away with.
CF | However, the following recipe for banishment is usually foolproof:
CF | Take a coin and put it before the spirit. Pour water on the coin. Put
CF | the ashes of a blank paper on the coin. Then place a four leaf clover
CF | on the coin. Finally, after praying to Kraxis, speak the word
CF | "Manaz." Prayer is essential, for any utterance of this word without
CF | protection will cause certain death.
CF |
CF | > Lionheart says, "By coin, ash, and clover"
DavidW says, "I don't think we'll find all that in the next half-hour."
Jacqueline says, "That's a lot of steps."
Jacqueline says, "Why is exorcism so darn complicated."
Lionheart says (to cf), "pray to kraxis"
CF ] S. Main Street 70/283
CF |
CF | > PRAY TO KRAXIS
CF |
CF | You feel comforted knowing that Kraxis has heard your prayer.
CF |
CF | > DavidW asks, "Shall we head back to the main hall?"
Lionheart says (to cf), "pray to pig-headed god"
CF ] S. Main Street 70/283
CF |
CF | > PRAY TO PIG-HEADED GOD
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "pray to statue"
CF ] S. Main Street 70/283
CF |
CF | > PRAY TO STATUE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "You want us to be killed, I assume?"
Lionheart says, "Haven't have a good smiting in a while."
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 70/284
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Main Hall 70/285
CF |
CF | > N
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | You can see a warning note here.
CF |
CF | > Jacqueline asks, "Oh ye who go about saying unto each: "pray to pig-head": Dost thou know the magnitude of thy sin before the gods?"
DavidW says (to ClubFloyd), "take note"
CF ] Main Hall 70/286
CF |
CF | > TAKE NOTE
CF |
CF | (the warning note)
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x elevators"
CF ] Main Hall 70/287
CF |
CF | > X ELEVATORS
CF |
CF | The elevators hang in mid air by sturdy steel cables, no longer
CF | powered. They look in prime condition, however, and if the power came
CF | back on, you are pretty sure that they would run again.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Dwarven Village 71/288
CF |
CF | > U
CF |
CF |
CF | Dwarven Village
CF | Here you see a long street with many stone stairways leading up to
CF | heavy wooden doors. They range from being three or four feet off the
CF | ground to nearly fifty feet from the stone floor. The doors will all
CF | be locked and barred, and only the families' special keys will be able
CF | to open the doors. A stairway leads down and southeast to the main
CF | hall.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x doors"
CF ] Dwarven Village 71/289
CF |
CF | > X DOORS
CF |
CF | The doors are all made of solid oak and strengthened with steel.
CF | There is very little in the way of crime in Dwarven communities,
CF | unlike human and Elven ones, but still, the underfolk like to have
CF | their privacy.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Dwarven Village 71/290
CF |
CF | > U
CF |
CF | Traipsing up all of those stairs, knowing that all of the doors are
CF | locked would just be foolishness, now wouldn't it?
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Dwarven Village 71/291
CF |
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Village 71/292
CF |
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Main Hall 71/293
CF |
CF | > D
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "enter elevator"
CF ] Main Hall 71/294
CF |
CF | > ENTER ELEVATOR
CF |
CF | That's not something you can enter.
CF |
CF | > DavidW asks, "um. Now what?"
Jacqueline says, "I don't like the answer that comes to mind."
Jacqueline says, "Which is 'fix the elevators'"
Lionheart says, "We can go to the temple and see if there's a funny smiting death. we could see what happens when you press the tree or the house."
DavidW says (to ClubFloyd), "fix elevators"
CF ] Main Hall 71/295
CF |
CF | > FIX ELEVATORS
CF |
CF | You would achieve nothing by this.
CF |
CF | > Jacqueline asks, "So, we turned on power, didn't?"
DavidW says (to ClubFloyd), "use elevator"
CF ] Main Hall 71/296
CF |
CF | > USE ELEVATOR
CF |
CF | You have to be just a bit more specific than that. Another verb
CF | perhaps.
CF |
CF | > Jacqueline asks, "er, didn't we?"
DavidW says (to ClubFloyd), "x warning"
CF ] Main Hall 71/297
CF |
CF | > X WARNING
CF |
CF | "To whom it may concern:
CF | I tried to fix these blasted elevators, but I am missing the correct
CF | parts. I traveled south to a human town called Ember to procure the
CF | correct parts, but the shop there was all out. They did, however, say
CF | that they would be getting them in soon. Perhaps whoever completes
CF | this task can get what they need there. I am not inclined to stay,
CF | being harrassed by such spirits as are here (which is not in my
CF | contract).
CF | Sincerely,
CF | Bloppop Tinkertoe
CF | Repairdwarf, 479SK.
CF |
CF | > Jacqueline says, "South"
Jacqueline says, "oh gosh"
Jacqueline asks, "Do we need to leave the whole place and go south?"
DavidW says, "yes. Through the main gate."
DavidW says, "That's also where clover and a squirrel are likely to be."
Jacqueline says, "That first 'this is the way from which you've come' always feels like a 'no no no, you already came from that way the only way forward is forward' sort of thig"
Jacqueline says, "er, thing"
DavidW says, "I haven't seen them in the mountain."
Jacqueline says, "Oh, Yeah. Good point about the clover and the squirrel, I guess."
Jacqueline says, "Well, let's go."
DavidW asks, "Aren't we missing a gear?"
DavidW says, "like, I didn't actually try the controls."
DavidW says (to ClubFloyd), "ne"
CF ] Northern Guard Post 71/298
CF |
CF | > NE
CF |
CF |
CF | Northern Guard Post
CF | This guard post is small and inconspicuous, but positioned so that no
CF | one unwanted takes advantage of the secret entrance to the northeast,
CF | which is disguised as a common fireplace. On the northwest wall is a
CF | cabinet. To the southwest is a small door that leads out to the Main
CF | Hall and there is a tiny table in the middle of the room.
CF |
CF | The cleverly hidden door is open, allowing you to pass through to the
CF | secret tunnel.
CF |
CF | You can also see a cabinet (which is empty) here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northern Guard Post 71/299
CF |
CF | > N
CF |
CF | You can't go that way.
CF |
CF | > Lionheart says, "well, if we're going to a machine part shop in the south, might be a gear there too"
DavidW says (to ClubFloyd), "enter fireplace"
CF ] Northern Guard Post 71/300
CF |
CF | > ENTER FIREPLACE
CF |
CF | That's not something you can enter.
CF |
CF | > Jacqueline says, "Yeah, that was my thought."
DavidW says (to ClubFloyd), "ne"
CF ] Secret Entrance 71/301
CF |
CF | > NE
CF |
CF |
CF | Secret Entrance
CF | This is a rather dark and small room, having only two exits, back
CF | north the way you came, from the ancestral homes of Tana, or through
CF | the heavily barred wooden door before you that leads southwest and
CF | inward to the abandoned Deephome, abode of the Dwarves in Telleen. It
CF | has been three hundred years since your people lived here.
CF |
CF | The heavy door stands open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Secret Entrance 71/302
CF |
CF | > N
CF |
CF | What kind of Reclaimer would you be if you went back to Tana without
CF | completing your mission?
CF |
CF | > Jacqueline says, "Called it."
DavidW says (to ClubFloyd), "sw"
CF ] Northern Guard Post 71/303
CF |
CF | > SW
CF |
CF |
CF | Northern Guard Post
CF | This guard post is small and inconspicuous, but positioned so that no
CF | one unwanted takes advantage of the secret entrance to the northeast,
CF | which is disguised as a common fireplace. On the northwest wall is a
CF | cabinet. To the southwest is a small door that leads out to the Main
CF | Hall and there is a tiny table in the middle of the room.
CF |
CF | The cleverly hidden door is open, allowing you to pass through to the
CF | secret tunnel.
CF |
CF | You can also see a cabinet (which is empty) here.
CF |
CF | > DavidW says, "That's probably the end action when we think we're done, though."
DavidW says (to ClubFloyd), "x table"
CF ] Northern Guard Post 71/304
CF |
CF | > X TABLE
CF |
CF | This table is very small and rickety, and could only allow two dwarves
CF | to sit at it comfortably. It was probably almost never used, however,
CF | since this post was rarely manned. That would explain why there are
CF | no chairs. There is, however a letter on the table.
CF |
CF | >
DavidW says (to ClubFloyd), "x letter"
CF ] Northern Guard Post 71/305
CF |
CF | > X LETTER
CF |
CF | The letter reads "General Ilgam, in the year 479 SK, to the remaining
CF | forces in Deephome, Many greetings
CF | I understand your concern, we can not fight these spirits with regular
CF | weapons, they are dangerous and illusive. However, time is on our
CF | side. We will pull back from Deephome and allow the spirits to either
CF | leave, or stay and become bound to the place. If that happens, I
CF | trust that whoever returns to confront them will receive this letter
CF | and understand that a certain Tome from the library called Fresto's
CF | Exorcisms and Tasty Hors Devours will explain how to dispel the
CF | spirits.
CF | Courage and the peace of Kraxis be with you."
CF |
CF | > Lionheart says, "oh, how'd we miss that"
DavidW says, "I missed it. sorry."
Jacqueline says, "Exorcisms is spelled correctly there."
DavidW says (to ClubFloyd), "take letter"
CF ] Northern Guard Post 71/306
CF |
CF | > TAKE LETTER
CF |
CF | Taken.
CF |
CF | > DavidW says, "lemme actually try the gate control"
DavidW says (to ClubFloyd), "se"
CF ] Northern Guard Post 71/307
CF |
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Main Hall 71/308
CF |
CF | > SW
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 71/309
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 71/310
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 71/311
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 71/312
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 71/313
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand closed, allowing some sunlight to filter into the
CF | immediate room. The doors are always closed when a city is abandoned,
CF | so that interlopers do not come in and desecrate the holy places. A
CF | heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The Gates block the way out of the city of Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "push button"
CF ] City Gates 71/314
CF |
CF | > PUSH BUTTON
CF |
CF | Nothing happens.
CF |
CF | >
DavidW says (to ClubFloyd), "x lever"
CF ] City Gates 71/315
CF |
CF | > X LEVER
CF |
CF | The lever sits in the position marked "Neutral." It can be moved up
CF | to "Gate" or down to "Portcullis."
CF |
CF | >
DavidW says (to ClubFloyd), "move lever up"
CF ] City Gates 71/316
CF |
CF | > MOVE LEVER UP
CF |
CF | Is that the best you can think of?
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Gates 71/317
CF |
CF | > PUSH LEVER
CF |
CF | You push the lever to the position marked "Gate."
CF |
CF | > Jacqueline says, "Game, do not be rude to David."
DavidW says (to ClubFloyd), "pull lever"
CF ] City Gates 71/318
CF |
CF | > PULL LEVER
CF |
CF | You pull the lever to the position marked "Neutral."
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] City Gates 71/319
CF |
CF | > G
CF |
CF | You pull the lever to the position marked "Portcullis."
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Gates 71/320
CF |
CF | > PUSH LEVER
CF |
CF | You push the lever to the position marked "Neutral."
CF |
CF | > DavidW says, "yeah, nothing happens."
Lionheart says (to cf), "x control panel"
CF ] City Gates 71/321
CF |
CF | > X CONTROL PANEL
CF |
CF | This panel has a simple red button on it and a lever. There is also,
CF | on the side of the podium that the panel sits on, a small hatch.
CF |
CF | > DavidW says, "I'm sure we need to find (or make) a gear."
Lionheart says (to cf), "pull lever. push button."
CF ] City Gates 71/323
CF |
CF | > PULL LEVER. PUSH BUTTON.
CF |
CF | You pull the lever to the position marked "Portcullis."
CF | Nothing happens.
CF |
CF | > DavidW says, "For all I know, there's one stuck in the water pipe."
Jacqueline says, "Prolly not."
Jacqueline says, "Possibly, though."
DavidW says, "Or maybe we can enter the iron mine."
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 71/324
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x racks"
CF ] Eastern Guard Post 71/325
CF |
CF | > X RACKS
CF |
CF | These steel posts once held weapons for the guards to get at quickly,
CF | should invaders attack.
CF |
CF | >
DavidW says (to ClubFloyd), "x doors"
CF ] Eastern Guard Post 71/326
CF |
CF | > X DOORS
CF |
CF | These heavy doors are ready to be swung shut and locked, should
CF | attackers breach the main gates.
CF |
CF | >
DavidW says (to ClubFloyd), "close doors"
CF ] Eastern Guard Post 71/327
CF |
CF | > CLOSE DOORS
CF |
CF | They're not something you can close.
CF |
CF | >
DavidW says (to ClubFloyd), "open doors"
CF ] Eastern Guard Post 71/328
CF |
CF | > OPEN DOORS
CF |
CF | They're not something you can open.
CF |
CF | >
Lionheart says (to cf), "push door"
CF ] Eastern Guard Post 71/328
CF |
CF | > PUSH DOOR
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "look behind door"
CF ] Eastern Guard Post 71/328
CF |
CF | > LOOK BEHIND DOOR
CF |
CF | I only understood you as far as wanting to look.
CF |
CF | > DavidW says, "game doesn't know 'behind'"
DavidW says (to ClubFloyd), "w"
CF ] Intersection 71/329
CF |
CF | > W
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Extreme South Main Street 71/330
CF |
CF | > S
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mining Center 71/331
CF |
CF | > S
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ore Mines 71/332
CF |
CF | > S
CF |
CF |
CF | Ore Mines
CF | These mines branch off into different directions with signs above
CF | each, indicating which kind of ore vein the mine follows. They are
CF | all shut down except for the first few yards of the gold mine. To the
CF | north is the mining center.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ore Mines 71/333
CF |
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "x signs"
CF ] Ore Mines 71/334
CF |
CF | > X SIGNS
CF |
CF | The signs read "iron" "copper" "nickle" and a few others that you
CF | can't make out for lack of light.
CF |
CF | >
DavidW says (to ClubFloyd), "enter iron"
CF ] Ore Mines 71/334
CF |
CF | > ENTER IRON
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "go iron"
CF ] Ore Mines 71/334
CF |
CF | > GO IRON
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ore Mines 71/335
CF |
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Ore Mines 71/336
CF |
CF | > SW
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Ore Mines 71/337
CF |
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ore Mines 71/338
CF |
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Ore Mines 71/339
CF |
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Lionheart says (to cf), "enter gold"
CF ] Ore Mines 71/339
CF |
CF | > ENTER GOLD
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "I guess we can't go further here."
Lionheart says (to cf), "x iron"
CF ] Ore Mines 71/339
CF |
CF | > X IRON
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "x nickel"
CF ] Ore Mines 71/339
CF |
CF | > X NICKEL
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "x nickle"
CF ] Ore Mines 71/339
CF |
CF | > X NICKLE
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to cf), "x copper"
CF ] Ore Mines 71/339
CF |
CF | > X COPPER
CF |
CF | You can't see any such thing.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x gold"
CF ] Ore Mines 71/339
CF |
CF | > X GOLD
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "We're running out of time for today."
Jacqueline says, "Oh gosh, we are."
Lionheart says (to cf), "search tunnels"
CF ] Ore Mines 71/339
CF |
CF | > SEARCH TUNNELS
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "Any ideas for the pipe? Or anything else?"
Lionheart shrugs.
Jacqueline says, "Not at present, unfortunately."
Lionheart says, "Still want to try getting smited though."
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf27"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Ore Mines 71/339
CF | Ok.
CF |
CF | >
DavidW says (to ClubFloyd), "meraz"
CF ] Ore Mines 71/339
CF |
CF | > MERAZ
CF |
CF | That's not a verb I recognise.
CF |
CF | > Jacqueline says, "heh"
DavidW says (to ClubFloyd), "say meraz"
CF ] Ore Mines 71/339
CF |
CF | > SAY MERAZ
CF |
CF | Whom do you want to say to?
CF |
CF | >
DavidW says (to ClubFloyd), "manaz"
CF ] Ore Mines 71/339
CF |
CF | > MANAZ
CF |
CF | The power trembles inside of you, bursting through you veins. You
CF | feel the bliss of unknowable strength. But as quickly as it comes, it
CF | turns to excruciating pain. Light leaps from your body and arcs back
CF | to strike your chest. Your sight becomes white with horrible
CF | brilliance and in a moment, you feel yourself being ripped apart.
CF |
CF | That's what you get when you have no reverence for power or its
CF | Creator.
CF |
CF | *** You have died ***
CF |
CF |
CF | In that game you scored 71 out of a possible 300, in 339 turns,
CF | Ahh, just coming into your own, I see.
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | > Jacqueline says, "Well done."
DavidW says (to ClubFloyd), "full"
CF ] Ore Mines 71/339
CF |
CF | > FULL
CF |
CF |
CF | In that game you scored 71 out of a possible 300, in 339 turns,
CF | Ahh, just coming into your own, I see.
CF |
CF | The score was made up as follows:
CF |
CF | 30 Turning on the Power
CF | 5 Entering the City
CF | 10 finding sundry items
CF | 26 visiting various places
CF |
CF | 71 total (out of 300)
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | > Jacqueline says, "Great way to, um, end things."
Lionheart says, "What a way to go."
DavidW says (to ClubFloyd), "undo"
CF ] Ore Mines 71/339
CF |
CF | > UNDO
CF |
CF | Ore Mines
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
DavidW says (to ClubFloyd), "cfdeephome"
CF ] Ore Mines 71/339
CF | Ok.
CF |
CF | > Jacqueline says, "71 outta 300"
DavidW says, "Thanks for the game all. I hope I think of a way to proceed before next Sunday."
Jade has left.
Jade has arrived. Lionheart says, "plenty of time to make a map see if covered every exit."
Lionheart exclaims, "Thanks for the invite!"
DavidW says, "yeah. I often miss something in a session that I find when making the notes."
DavidW says, "Glad you could join us!"
Jacqueline says, "Who knows, maybe one of us will have an epiphany."
Jacqueline says (to LH), "Hey, drop your pass."
Jacqueline says, "See if you can get back in, please."
Lionheart drops ClubFloyd Pass 09.
ClubFloyd Pass 09 goes home. DavidW says, "xyzzy takes you to Long Hall"
Lionheart hehs. "Ah, I was trying 'out', 'exit', 'leave', the Visible Exits: None notwithstanding. DavidW says, "or maybe the Audience Hall"
Lionheart concentrates, and disappears. Jacqueline says, "That's on purpose."
Lionheart has arrived. Jacqueline says, "woo"
Lionheart says, "Yeah, I get why."
DavidW says, "Yeah, to leave you gotta use 'home' or 'lounge' or some other magic word."
says, "I've set up this room so that if you forget to direct a command to CF you don't accidentally leave the room, because that's stupidly annoying, yeah."
Lionheart says, "For some reason 'drop pass' says "You are not carrying that." I had to 'drop clubfloyd'" Jacqueline says, "Yeah, we don't use them much, so I didn't implement them too deeply."
Jacqueline says, "They're just temp keys for when new folks show up and I'm not here to add them to the lock."
DavidW says, "I kinda want a nap and snacks."
DavidW says, "I've been eating peanuts and raisins, but I can't gorge on that."
Lionheart says, "I'd like a bowl of soup."
DavidW says, "oh, that might be nice. But I like soup in a mug, usually."
DavidW says, "I remember once having a bowl of squash soup in a restaurant that was surprisingly good."
DavidW says, "I only ordered because it was on special and I wanted something different. I didn't really expect to like it."
Lionheart says, "Hm, I got a festive big ol' nutcracker mug from a Big Lots clearance sale a couple months ago, might hold a whole Progresso can."
DavidW says, "Unfortunately, I no longer own a ladle or a saucepan that has a pouring indentation."
Lionheart says, "Hm. 18.5 oz. cans, 18 oz. mug, almost."
DavidW says, "oh well, you probably didn't want to fill the mug that high anyway."
Lionheart puts a 20 oz mug on their shopping list.
Lionheart disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
DavidW has disconnected.
DavidW has connected. DavidW says, "lost my connection there"
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. DavidW says, "We did miss a location. There's a railway station west of the main hall and a rail car that only needs the power turned on to take us to three destinations."
Jacqueline says, "Ah, interesting."
DavidW says, "anyway, that gives us a direction where to start next session at."
Jacqueline says, "Yeah. Good catch, D."
DavidW says, "I've also found that the desks in the sciverner's open; I found a pile of blank paper inside."
DavidW says, "We need the ashes of such a thing for the dark spirit."
Jacqueline says, "Right. Yeah, burning that paper is about the only thing I can think of for it at present."
DavidW says, "I've also confirmed that the spirit we saw in main hall is the same one that's later in the temple. They're not two different spirits."
Jacqueline nods. "Okay. I wasn't thinking they were different, but good to know for sure."
DavidW says, "I missed the booths in the north main street and the ovens in the bakery, but nothing found in either."
DavidW says, "The ovens don't even have doors on them. Regulations."
Jacqueline says, "Um, okay."
Roger says, "I've seen ovens like that"
Roger says, "with a conveyor belt in them"
DavidW says, "well, in this case the doors were removed."
Jacqueline asks, "Oh, you don't mean that it's a closed box, you mean that it's always open because there are no doors?"
DavidW says, "That's what Roger is saying"
DavidW says, "The old EZ Bake Ovens didn't have doors. You just pushed it through in one side and out the other."
DavidW says, "By contrast: | These ovens are built right into the rock of the cavern itself. Their gaping maws are empty and the iron doors that used to hang on their hinges were removed according to an old tradition whose origins have been long forgotten."
Roger says, "that's so children don't get trapped in them"
*** SESSION 2 ***
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 says (to ClubFloyd), "l"
CF ] Ore Mines 71/340
CF |
CF | > L
CF |
CF |
CF | Ore Mines
CF | These mines branch off into different directions with signs above
CF | each, indicating which kind of ore vein the mine follows. They are
CF | all shut down except for the first few yards of the gold mine. To the
CF | north is the mining center.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Ore Mines 71/341
CF |
CF | > I
CF |
CF | You are carrying:
CF | a letter
CF | a warning note
CF | a pickaxe
CF | a bottle
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Mining Center 71/342
CF |
CF | > N
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Extreme South Main Street 71/343
CF |
CF | > N
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 71/344
CF |
CF | > N
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 71/345
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 71/346
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | >
DavidW says (to ClubFloyd), "drop pickaxe, warning"
CF ] N. Main Street 71/347
CF |
CF | > DROP PICKAXE, WARNING
CF |
CF | pickaxe: Dropped.
CF | warning note: Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] N. Main Street 71/348
CF |
CF | > I
CF |
CF | You are carrying:
CF | a letter
CF | a bottle
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "drop letter"
CF ] N. Main Street 71/349
CF |
CF | > DROP LETTER
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Scrivener's 71/350
CF |
CF | > W
CF |
CF |
CF | Scrivener's
CF | This room is very plain and has half a dozen desks and chairs where
CF | the scriveners would sit and write documents for those who could not
CF | read. The exit is to the east.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] N. Main Street 71/351
CF |
CF | > E
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Main Hall 71/352
CF |
CF | > N
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Railway Station 72/353
CF |
CF | > W
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Smithy Court, the Soldiers' Court, and the Treasury.
CF | You can hear the hum of the motor in the car. To the east is the Main
CF | Hall.
CF |
CF | You can see a rail car here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x car"
CF ] Railway Station 72/354
CF |
CF | > X CAR
CF |
CF | This steel car hangs from a set of thick cables that span the expanses
CF | of Deephome. There is a door on the side. The car itself has no
CF | windows or other openeings.
CF |
CF | >
DavidW says (to ClubFloyd), "in"
CF ] Railway Station 72/355
CF |
CF | > IN
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 72/356
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Smithy Court"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | > 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 says (to ClubFloyd), "push yellow"
CF ] Railway Station 72/357
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have
CF | changed.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Railway Station 73/358
CF |
CF | > L
CF |
CF |
CF | Railway Station (in the rail car)
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. You can hear
CF | the hum of the motor in the car. From here you can reach the Main
CF | Hall, the Soldiers Court, and the Treasury. To the northwest is the
CF | Smithy Court.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x buttons"
CF ] Railway Station 73/359
CF |
CF | > X BUTTONS
CF |
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 73/360
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. You can hear
CF | the hum of the motor in the car. From here you can reach the Main
CF | Hall, the Soldiers Court, and the Treasury. To the northwest is the
CF | Smithy Court.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Smithy Court 74/361
CF |
CF | > NW
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > 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 says (to ClubFloyd), "sw"
CF ] Blacksmith 75/362
CF |
CF | > SW
CF |
CF |
CF | Blacksmith
CF | Here you see a heavy forge and a few scrap pieces of iron and steel
CF | lying on the floor. An anvil sits in the middle of the room, and next
CF | to it is a small barrel that at one time held water and a large one
CF | that held oil. The exit is to the northeast.
CF |
CF | You can see a gear here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x geqar"
CF ] Blacksmith 75/362
CF |
CF | > X GEQAR
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x gear"
CF ] Blacksmith 75/363
CF |
CF | > X GEAR
CF |
CF | This small gear has a hole through the middle so that it can be used
CF | on machinery.
CF |
CF | >
DavidW says (to ClubFloyd), "take it"
CF ] Blacksmith 75/364
CF |
CF | > TAKE IT
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x forge"
CF ] Blacksmith 75/365
CF |
CF | > X FORGE
CF |
CF | Large and soot covered, this forge has a bellows and a coal furnace
CF | that opens to allow the smith to heat metal to extreme temperatures.
CF |
CF | >
DavidW says (to ClubFloyd), "open furnace"
CF ] Blacksmith 75/366
CF |
CF | > OPEN FURNACE
CF |
CF | You open the forge, revealing some coal.
CF |
CF | >
DavidW says (to ClubFloyd), "x small barrel"
CF ] Blacksmith 75/367
CF |
CF | > X SMALL BARREL
CF |
CF | Water was used to cool the worked metal quickly, giving it a harder
CF | and more solid composition. The blacksmith would dip glowing hot
CF | objects here as he worked.
CF |
CF | >
DavidW says (to ClubFloyd), "x large barrel"
CF ] Blacksmith 75/368
CF |
CF | > X LARGE BARREL
CF |
CF | Through no great feat of intellect do you know that this was once an
CF | oil barrel, seeing as it has "Oil" written on the side. Oil was used
CF | for hardening the blades of metals, and giving them a different
CF | surface than water.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Blacksmith 75/369
CF |
CF | > L
CF |
CF |
CF | Blacksmith
CF | Here you see a heavy forge and a few scrap pieces of iron and steel
CF | lying on the floor. An anvil sits in the middle of the room, and next
CF | to it is a small barrel that at one time held water and a large one
CF | that held oil. The exit is to the northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x anvil"
CF ] Blacksmith 75/370
CF |
CF | > X ANVIL
CF |
CF | This is a heavy metal block for beating metal into shape. It was much
CF | too heavy for the Blacksmith to take with him.
CF |
CF | >
DavidW says (to ClubFloyd), "x scrap"
CF ] Blacksmith 75/371
CF |
CF | > X SCRAP
CF |
CF | Random small pieces of twisted and bent iron and steel left behind by
CF | the blacksmith. If put together they could only form a small spike or
CF | something similar.
CF |
CF | >
DavidW says (to ClubFloyd), "put scrap together"
CF ] Blacksmith 75/371
CF |
CF | > PUT SCRAP TOGETHER
CF |
CF | I didn't understand that sentence.
CF |
CF | >
DavidW says (to ClubFloyd), "take scrap"
CF ] Blacksmith 75/372
CF |
CF | > TAKE SCRAP
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "make spike"
CF ] Blacksmith 75/372
CF |
CF | > MAKE SPIKE
CF |
CF | That's not a verb I recognise.
CF |
CF | > DavidW says, "I'm not at all sure I should burden ourselves with scrap."
DavidW says (to ClubFloyd), "drop scrap"
CF ] Blacksmith 75/373
CF |
CF | > DROP SCRAP
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Smithy Court 75/374
CF |
CF | > NE
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Silversmith 76/375
CF |
CF | > W
CF |
CF |
CF | Silversmith
CF | There is almost nothing in this room, only a small furnace and equally
CF | small anvil. The floor is clear of any refuse, and it seems that the
CF | smith who left his shop took the time to clean it. The exit is to the
CF | east.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x furnace"
CF ] Silversmith 76/376
CF |
CF | > X FURNACE
CF |
CF | This is a small furnace, knee high and without a door, simply open for
CF | the silversmith to work with.
CF |
CF | >
DavidW says (to ClubFloyd), "x anvil"
CF ] Silversmith 76/377
CF |
CF | > X ANVIL
CF |
CF | This anvil is relatively small and compact, most of the silver being
CF | delicate work. Though small, it is still very heavy.
CF |
CF | >
DavidW says (to ClubFloyd), "look in furnace"
CF ] Silversmith 76/378
CF |
CF | > LOOK IN FURNACE
CF |
CF | The silver furnace is empty.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Smithy Court 76/379
CF |
CF | > E
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Carpenter's Shop 77/380
CF |
CF | > NW
CF |
CF |
CF | Carpenter's Shop
CF | Wood is rarely used in the kingdoms of the Dwarves, mostly because it
CF | does not grow underground. So, few dwarves ever become carpenters.
CF | However, by law, there must be at least one carpenter in each city at
CF | each time. Though their jobs are few, the carpenters usually make a
CF | fair amount of money on the projects that they are hired for. This
CF | shop, and its fancy furnishings, tells no different story. The exit
CF | is to the southeast
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x wood"
CF ] Carpenter's Shop 77/380
CF |
CF | > X WOOD
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "Nothing here as far as I can tell."
DavidW says (to ClubFloyd), "se"
CF ] Smithy Court 77/381
CF |
CF | > SE
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Common Forge 78/382
CF |
CF | > N
CF |
CF |
CF | Common Forge
CF | This symbolic forge is the result of the nearly catastrophic Wares
CF | Wars in which the smiths of different trades first competed for
CF | excellence, and then actually took the lives of artisans who were
CF | beating them, so that they would not lose profit. It was finally
CF | decided that a common forge would be established in all Smithy Courts
CF | where artisans could gather and peacefully exchange secrets and tricks
CF | of their trades. To the south is the Smithy Court.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x forge"
CF ] Common Forge 78/383
CF |
CF | > X FORGE
CF |
CF | Though actually functional, this forge has never been used. It is
CF | pristine and beautiful, and has the words written on it: "Like the
CF | metals, we may be one in flames."
CF |
CF | >
DavidW says (to ClubFloyd), "open forge"
CF ] Common Forge 78/384
CF |
CF | > OPEN FORGE
CF |
CF | That's not something you can open.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Smithy Court 78/385
CF |
CF | > S
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Slag Pit 79/386
CF |
CF | > NE
CF |
CF |
CF | Slag Pit
CF | Here is a deep, dark pit, that all of the slag is thrown into. It is
CF | forbidden by law to throw anything at all into such a pit except slag.
CF | The Smithy Court is to the southwest.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x slag"
CF ] Slag Pit 79/387
CF |
CF | > X SLAG
CF |
CF | The pit is very deep and dark, and you are unable to see the bottom.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Slag Pit 79/388
CF |
CF | > D
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "enter pit"
CF ] Slag Pit 79/389
CF |
CF | > ENTER PIT
CF |
CF | That's not something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Smithy Court 79/390
CF |
CF | > SW
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Goldsmith 80/391
CF |
CF | > E
CF |
CF |
CF | Goldsmith
CF | This shop is quite fancy, with intricate etching on the door-posts and
CF | a shiny mirror on the back wall, which must have been meticulously
CF | cleaned every day to keep the dirt and grime and smoke from dimming
CF | its brilliance. The forge itself, however, is not to be found. To
CF | the west is the Smithy Court.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x mirror"
CF ] Goldsmith 80/392
CF |
CF | > X MIRROR
CF |
CF | As you look into the mirror, you take a long hard look at yourself and
CF | come to the same conclusion that you always do: Are you sexy!
CF |
CF | >
DavidW says (to ClubFloyd), "take mirror"
CF ] Goldsmith 80/393
CF |
CF | > TAKE MIRROR
CF |
CF | That's hardly portable.
CF |
CF | >
DavidW says (to ClubFloyd), "move mirror"
CF ] Goldsmith 80/394
CF |
CF | > MOVE MIRROR
CF |
CF | You are unable to.
CF |
CF | >
DavidW says (to ClubFloyd), "look behind mirror"
CF ] Goldsmith 80/394
CF |
CF | > LOOK BEHIND MIRROR
CF |
CF | I only understood you as far as wanting to look.
CF |
CF | > Roger says, "weird flex but okay"
DavidW says (to ClubFloyd), "open mirror"
CF ] Goldsmith 80/395
CF |
CF | > OPEN MIRROR
CF |
CF | That's not something you can open.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Goldsmith 80/396
CF |
CF | > L
CF |
CF |
CF | Goldsmith
CF | This shop is quite fancy, with intricate etching on the door-posts and
CF | a shiny mirror on the back wall, which must have been meticulously
CF | cleaned every day to keep the dirt and grime and smoke from dimming
CF | its brilliance. The forge itself, however, is not to be found. To
CF | the west is the Smithy Court.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Smithy Court 80/397
CF |
CF | > W
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Railway Station 80/398
CF |
CF | > SE
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. You can hear
CF | the hum of the motor in the car. From here you can reach the Main
CF | Hall, the Soldiers Court, and the Treasury. To the northwest is the
CF | Smithy Court.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 80/399
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push green"
CF ] Railway Station 80/400
CF |
CF | > PUSH GREEN
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 81/401
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Treasury. You can
CF | hear the hum of the motor in the car. To the west are the barracks.
CF |
CF | You can see a rail car here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Soldiers' Barracks 82/402
CF |
CF | > W
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Armory 83/403
CF |
CF | > W
CF |
CF |
CF | Armory
CF | The armory is stocked with many different kinds of weapons from swords
CF | and axes to bows and slings. There are also suits of armor here on
CF | racks. The armory doorway leads east to the barracks.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x weapons"
CF ] Armory 83/404
CF |
CF | > X WEAPONS
CF |
CF | A multitude of different weapons lines the room's walls. They are all
CF | in perfect condition, waiting for their owners to return for them.
CF |
CF | >
DavidW says (to ClubFloyd), "x suits"
CF ] Armory 83/405
CF |
CF | > X SUITS
CF |
CF | These suits of armor are well designed and very sturdy. They hang on
CF | metal pegs on the wall.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Soldiers' Barracks 83/406
CF |
CF | > E
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mess Hall 84/407
CF |
CF | > S
CF |
CF |
CF | Mess Hall
CF | Long tables of stone sit on the open floor here, and a substantial
CF | kitchen forms a U shape around the eating area. Nearly a thousand
CF | Dwarves could probably eat here at once. To the north are the
CF | barracks.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x tables"
CF ] Mess Hall 84/408
CF |
CF | > X TABLES
CF |
CF | Low and plain, the stone tables serve only the function of supporting
CF | food, and not being at all aesthetically pleasing.
CF |
CF | >
DavidW says (to ClubFloyd), "x kitchen"
CF ] Mess Hall 84/409
CF |
CF | > X KITCHEN
CF |
CF | The kitchen outlines the room, starting with an entrance to the right
CF | of the doorway, where the soldiers would enter the line, and follow
CF | around to three opening where they could then leave to sit down.
CF |
CF | >
DavidW says (to ClubFloyd), "enter kitchen"
CF ] Mess Hall 84/410
CF |
CF | > ENTER KITCHEN
CF |
CF | That's not something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "look under tables"
CF ] Mess Hall 84/411
CF |
CF | > LOOK UNDER TABLES
CF |
CF | You find nothing of interest.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Soldiers' Barracks 84/412
CF |
CF | > N
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Training Grounds 85/413
CF |
CF | > SW
CF |
CF |
CF | Training Grounds
CF | This vast cavern is a patchwork of different fields for training
CF | soldiers. There are archery ranges and several different sized
CF | mounds. To the northeast are the barracks, and to the southwest can
CF | be heard the sound of rushing water.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x ranges"
CF ] Training Grounds 85/413
CF |
CF | > X RANGES
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x mounds"
CF ] Training Grounds 85/414
CF |
CF | > X MOUNDS
CF |
CF | These mounds are different sizes all used for training soldiers for
CF | different terrain.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Waterfall 86/415
CF |
CF | > SW
CF |
CF |
CF | Waterfall
CF | Water plummets nearly a hundred feet, crashing on the rocks below,
CF | into a flowing river, and slowly smoothing the entire landscape. The
CF | old access ladders that reach the top of the waterfall are gone, swept
CF | away, but a large intake pipe is here, pulled away from the water.
CF |
CF | You can see a Terrock here.
CF |
CF | The Terrock gives you a suspicious glare.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x terrock"
CF ] Waterfall 86/416
CF |
CF | > X TERROCK
CF |
CF | Yes, that is definitely your common Terrock, about twice as tall as
CF | yourself, and with a wingspan of nearly thirty feet (a bit under ten
CF | meters), the head of a ferocious dog, body of a fish, and claws like
CF | an eagle. You remember stories of how they would eat anyone who
CF | entered their nest. Whew! Good thing you remembered those stories!
CF |
CF | The Terrock gives you a suspicious glare.
CF |
CF | >
DavidW says (to ClubFloyd), "x pipe"
CF ] Waterfall 86/417
CF |
CF | > X PIPE
CF |
CF | A large and impressive pipe twice as large around as you are tall.
CF | Atop the intake opening is an even larger nest, upon which several
CF | eggs sit.
CF |
CF | The Terrock lets out a piercing scream, and dives down at you, warning
CF | you to avoid its nest.
CF |
CF | > 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 says (to ClubFloyd), "fill bottle"
CF ] Waterfall 86/418
CF |
CF | > FILL BOTTLE
CF |
CF | There is nothing here with which to fill the bottle.
CF |
CF | The beast stretches, its vicious mouth cracking in a monstrous yawn.
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle with water"
CF ] Waterfall 86/418
CF |
CF | > FILL BOTTLE WITH WATER
CF |
CF | I only understood you as far as wanting to fill the bottle.
CF |
CF | >
DavidW says (to ClubFloyd), "put water in bottle"
CF ] Waterfall 86/419
CF |
CF | > PUT WATER IN BOTTLE
CF |
CF | You need to be holding the river before you can put it into something
CF | else.
CF |
CF | The beast stretches, its vicious mouth cracking in a monstrous yawn.
CF |
CF | > 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 says (to cf), "put bottle in water"
CF ] Waterfall 86/420
CF |
CF | > PUT BOTTLE IN WATER
CF |
CF | You drop the The bottle into the churning waters below. It will
CF | probably never be seen again.
CF |
CF | The large beast dives into the water and comes up with a rather scary
CF | looking sea creature with horns and three tails, and swallows it in
CF | one gulp, hardly satisfied by its meager meal.
CF |
CF | >
Roger says (to cf), "undo"
CF ] Waterfall 86/419
CF |
CF | > UNDO
CF |
CF | Waterfall
CF | [Previous turn undone.]
CF |
CF | > Roger says, "whoopsies"
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf28"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Waterfall 86/419
CF | Ok.
CF |
CF | > Roger asks, "dare we enter?"
DavidW says, "uh, feel free."
Roger says (to cf), "enter river"
CF ] Waterfall 86/420
CF |
CF | > ENTER RIVER
CF |
CF | That's not something you can enter.
CF |
CF | The Terrock lets out a piercing scream, and dives down at you, warning
CF | you to avoid its nest.
CF |
CF | >
Roger says (to cf), "swim"
CF ] Waterfall 86/421
CF |
CF | > SWIM
CF |
CF | There's not enough water to swim in.
CF |
CF | The Terrock gives you a suspicious glare.
CF |
CF | >
Roger says (to cf), "enter water"
CF ] Waterfall 86/422
CF |
CF | > ENTER WATER
CF |
CF | That's not something you can enter.
CF |
CF | The Terrock gives you a suspicious glare.
CF |
CF | >
Roger says (to cf), "enter waterfall"
CF ] Waterfall 86/422
CF |
CF | > ENTER WATERFALL
CF |
CF | You can't see any such thing.
CF |
CF | > Roger says, "I guess not"
DavidW says, "give it up. ain't workin'."
DavidW says, "Time to visit the treasury next."
DavidW says (to ClubFloyd), "ne"
CF ] Training Grounds 86/423
CF |
CF | > NE
CF |
CF |
CF | Training Grounds
CF | This vast cavern is a patchwork of different fields for training
CF | soldiers. There are archery ranges and several different sized
CF | mounds. To the northeast are the barracks, and to the southwest can
CF | be heard the sound of rushing water.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Training Grounds 86/424
CF |
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Soldiers' Barracks 86/425
CF |
CF | > NE
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Railway Station 86/426
CF |
CF | > E
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Treasury. You can
CF | hear the hum of the motor in the car. To the west are the barracks.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 86/427
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Smithy Court"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push red"
CF ] Railway Station 86/428
CF |
CF | > PUSH RED
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 87/429
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Soldiers' Court .
CF | You can hear the hum of the motor in the car. To the southwest is the
CF | Treasury Antechamber.
CF |
CF | You can see a rail car here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Treasury Antechamber 88/430
CF |
CF | > SW
CF |
CF |
CF | Treasury Antechamber
CF | This room has many portraits hanging on the walls, all of the
CF | treasurers of Deephome from its very founding a millennium and a half
CF | ago. To the west is a large steel vault door and to the north is the
CF | bank used by the common people of Deephome. To the northeast is a
CF | Railway station.
CF |
CF | The door blocks the way into the city Treasury.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x portraits"
CF ] Treasury Antechamber 88/431
CF |
CF | > X PORTRAITS
CF |
CF | There are a score and a half of treasurers' portraits here, from the
CF | very first, Klos Nolom, to the most recent Crashen Voor.
CF |
CF | >
DavidW says (to ClubFloyd), "x nolom"
CF ] Treasury Antechamber 88/431
CF |
CF | > X NOLOM
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x klos nolom"
CF ] Treasury Antechamber 88/431
CF |
CF | > X KLOS NOLOM
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x door"
CF ] Treasury Antechamber 88/432
CF |
CF | > X DOOR
CF |
CF | The thick steel door protects the city's treasury. It has a large
CF | keyhole under the latch.
CF |
CF | >
DavidW says (to ClubFloyd), "x keyhole"
CF ] Treasury Antechamber 88/433
CF |
CF | > X KEYHOLE
CF |
CF | The thick steel door protects the city's treasury. It has a large
CF | keyhole under the latch.
CF |
CF | >
DavidW says (to ClubFloyd), "open door"
CF ] Treasury Antechamber 88/434
CF |
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Common Bank 89/435
CF |
CF | > N
CF |
CF |
CF | The Common Bank
CF | This room is rather spacious and has scores of teller booths with
CF | steel chain hanging between where the customer would stand and where
CF | the tellers took money or gave it out. A sign is here, above a table
CF | in the middle with pamphlets on it, and a thick steel door is open to
CF | the west, obviously leading to the vault. There is also a deposit box
CF | here. The treasury antechamber is to the south.
CF |
CF | A wooden deposit box stands in almost the middle of the room.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] The Common Bank 89/436
CF |
CF | > X SIGN
CF |
CF | The sign reads "Deposites? Loans? Take a pamphlet and learn about our
CF | great rates! One per customer please."
CF |
CF | >
DavidW says (to ClubFloyd), "take pamphlet"
CF ] The Common Bank 89/437
CF |
CF | > TAKE PAMPHLET
CF |
CF | You take a pamphlet.
CF |
CF | >
DavidW says (to ClubFloyd), "read it"
CF ] The Common Bank 89/437
CF |
CF | > READ IT
CF |
CF | What do you want to read that in?
CF |
CF | >
DavidW says (to ClubFloyd), "read pamphlet"
CF ] The Common Bank 89/438
CF |
CF | > READ PAMPHLET
CF |
CF | (the pamphlet)
CF | The pamphlet outlines the interest rates for loans and savings
CF | accounts here at the Bank of Deephome. It goes very in depth about
CF | procedure and interest rates, and how they are calculated.
CF |
CF | >
DavidW says (to ClubFloyd), "drop it"
CF ] The Common Bank 89/439
CF |
CF | > DROP IT
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] The Common Bank 89/440
CF |
CF | > L
CF |
CF |
CF | The Common Bank
CF | This room is rather spacious and has scores of teller booths with
CF | steel chain hanging between where the customer would stand and where
CF | the tellers took money or gave it out. A sign is here, above a table
CF | in the middle with pamphlets on it, and a thick steel door is open to
CF | the west, obviously leading to the vault. There is also a deposit box
CF | here. The treasury antechamber is to the south.
CF |
CF | A wooden deposit box stands in almost the middle of the room.
CF |
CF | >
DavidW says (to ClubFloyd), "x deposit box"
CF ] The Common Bank 89/441
CF |
CF | > X DEPOSIT BOX
CF |
CF | This wooden box has a slit in the top which deposit slips would be put
CF | through. The slit is rather wide, though, allowing light inside.
CF | There is a small lock on the side.
CF |
CF | >
DavidW says (to ClubFloyd), "open it"
CF ] The Common Bank 89/442
CF |
CF | > OPEN IT
CF |
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Common Vault 90/443
CF |
CF | > W
CF |
CF |
CF | Common Vault
CF | This room is empty, but from the dust marks on the shelves, once held
CF | a great many round objects, probably bags of gold coins. It would be
CF | reasonable for people to take their money out of the local bank if the
CF | realm was being evacuated. To the east is the common bank.
CF |
CF | You can see a memo here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | >
DavidW says (to ClubFloyd), "x memo"
CF ] Common Vault 90/444
CF |
CF | > X MEMO
CF |
CF | "To all employees of the Bank of Deephome:
CF | I am sorry to report to you that this branch will be shutting down
CF | within the next two weeks (the 17th of Hunter), due to the dark
CF | spirits that have been causing rampant fear among our patrons. We
CF | will disperse all funds to those who return for them, and all other
CF | money will be transferred to the Main Bank in the ancestral home. We
CF | would be bringing the money from the Treasury, however the main key
CF | has gone missing. Anyone who finds it should report it to me
CF | immediately.
CF |
CF | Sincerely,
CF | Elgo GoldenThumb, Senior Manager
CF | 3rd of Hunter, 478SK"
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Common Bank 90/445
CF |
CF | > E
CF |
CF |
CF | The Common Bank
CF | This room is rather spacious and has scores of teller booths with
CF | steel chain hanging between where the customer would stand and where
CF | the tellers took money or gave it out. A sign is here, above a table
CF | in the middle with pamphlets on it, and a thick steel door is open to
CF | the west, obviously leading to the vault. There is also a deposit box
CF | here. The treasury antechamber is to the south.
CF |
CF | A wooden deposit box stands in almost the middle of the room.
CF |
CF | >
DavidW says (to ClubFloyd), "x chain"
CF ] The Common Bank 90/445
CF |
CF | > X CHAIN
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x table"
CF ] The Common Bank 90/446
CF |
CF | > X TABLE
CF |
CF | This table has atop it pamphlets from the bank of Deephome. It sits
CF | in the middle of the room.
CF |
CF | >
DavidW says (to ClubFloyd), "take box"
CF ] The Common Bank 90/447
CF |
CF | > TAKE BOX
CF |
CF | That's fixed in place.
CF |
CF | >
DavidW says (to ClubFloyd), "break box"
CF ] The Common Bank 90/448
CF |
CF | > BREAK BOX
CF |
CF | Violence isn't the answer to this one.
CF |
CF | > DavidW says, "I want to be Izma and smash it with a comically large hammer."
DavidW says (to ClubFloyd), "look under table"
CF ] The Common Bank 90/449
CF |
CF | > LOOK UNDER TABLE
CF |
CF | You find nothing of interest.
CF |
CF | > 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 says (to ClubFloyd), "s"
CF ] Treasury Antechamber 90/450
CF |
CF | > S
CF |
CF |
CF | Treasury Antechamber
CF | This room has many portraits hanging on the walls, all of the
CF | treasurers of Deephome from its very founding a millennium and a half
CF | ago. To the west is a large steel vault door and to the north is the
CF | bank used by the common people of Deephome. To the northeast is a
CF | Railway station.
CF |
CF | The door blocks the way into the city Treasury.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Railway Station 90/451
CF |
CF | > NE
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Soldiers' Court .
CF | You can hear the hum of the motor in the car. To the southwest is the
CF | Treasury Antechamber.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 90/452
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Smithy Court"
CF |
CF | >
DavidW says (to ClubFloyd), "push yellow"
CF ] Railway Station 90/453
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 90/454
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Smithy Court, the Soldiers' Court, and the Treasury.
CF | You can hear the hum of the motor in the car. To the east is the Main
CF | Hall.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Main Hall 90/455
CF |
CF | > E
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 90/456
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 90/457
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 90/458
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up terrock in book"
CF ] Dwarven Library 90/459
CF |
CF | > LOOK UP TERROCK IN BOOK
CF |
CF | These large creatures with the heads of dogs bodies of fish and
CF | eagles' claws. The creatures are on average, eight feet tall and have
CF | a wingspan of approximately thirty feet. Known to build their nests
CF | away from the bustles of city life, the Terrock is wont to make its
CF | nest near running water where its favorite treats live. Violently
CF | allergic to some plants, the Terrock is more of a wilderness creature.
CF | WARNING: Terrocks are VERY deadly!
CF |
CF | > 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 says (to ClubFloyd), "w"
CF ] S. Main Street 90/460
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 90/461
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 90/462
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 90/463
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand closed, allowing some sunlight to filter into the
CF | immediate room. The doors are always closed when a city is abandoned,
CF | so that interlopers do not come in and desecrate the holy places. A
CF | heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The Gates block the way out of the city of Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "put gear in panel"
CF ] City Gates 90/464
CF |
CF | > PUT GEAR IN PANEL
CF |
CF | That can't contain things.
CF |
CF | >
DavidW says (to ClubFloyd), "x gate"
CF ] City Gates 90/465
CF |
CF | > X GATE
CF |
CF | The gates are heavy, and can only be opened and closed by a control
CF | panel against the wall.
CF |
CF | >
DavidW says (to ClubFloyd), "x panel"
CF ] City Gates 90/466
CF |
CF | > X PANEL
CF |
CF | This panel has a simple red button on it and a lever. There is also,
CF | on the side of the podium that the panel sits on, a small hatch.
CF |
CF | >
DavidW says (to ClubFloyd), "put gear in hatch"
CF ] City Gates 90/467
CF |
CF | > PUT GEAR IN HATCH
CF |
CF | That can't contain things.
CF |
CF | >
DavidW says (to ClubFloyd), "x hatch"
CF ] City Gates 90/468
CF |
CF | > X HATCH
CF |
CF | Inside the hatch are two posts, one with a small gear on it.
CF |
CF | >
DavidW says (to ClubFloyd), "put gear on post"
CF ] City Gates 90/469
CF |
CF | > PUT GEAR ON POST
CF |
CF | You put the gear on the peg.
CF |
CF | >
DavidW says (to ClubFloyd), "close hatch"
CF ] City Gates 90/470
CF |
CF | > CLOSE HATCH
CF |
CF | You close the hatch.
CF |
CF | >
DavidW says (to ClubFloyd), "x panel"
CF ] City Gates 90/471
CF |
CF | > X PANEL
CF |
CF | This panel has a simple red button on it and a lever. There is also,
CF | on the side of the podium that the panel sits on, a small hatch.
CF |
CF | >
DavidW says (to ClubFloyd), "x lever"
CF ] City Gates 90/472
CF |
CF | > X LEVER
CF |
CF | The lever sits in the position marked "Portcullis." It can be moved
CF | up to "Neutral" or even farther up to "Gate."
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Gates 90/473
CF |
CF | > PUSH LEVER
CF |
CF | You push the lever to the position marked "Neutral."
CF |
CF | >
DavidW says (to ClubFloyd), "push button"
CF ] City Gates 90/474
CF |
CF | > PUSH BUTTON
CF |
CF | Nothing happens.
CF |
CF | >
DavidW says (to ClubFloyd), "pull lever"
CF ] City Gates 90/475
CF |
CF | > PULL LEVER
CF |
CF | You pull the lever to the position marked "Portcullis."
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] City Gates 90/476
CF |
CF | > G
CF |
CF | You can't pull it any farther.
CF |
CF | >
DavidW says (to ClubFloyd), "push button"
CF ] City Gates 90/477
CF |
CF | > PUSH BUTTON
CF |
CF | The heavy iron portcullis falls down behind the doors and blocks the
CF | passage to the outside.
CF |
CF | >
DavidW says (to ClubFloyd), "push button"
CF ] City Gates 90/478
CF |
CF | > PUSH BUTTON
CF |
CF | The chains whine a bit as the heavy portcullis rises slowly.
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Gates 90/479
CF |
CF | > PUSH LEVER
CF |
CF | You push the lever to the position marked "Neutral."
CF |
CF | >
DavidW says (to ClubFloyd), "push lever"
CF ] City Gates 90/480
CF |
CF | > PUSH LEVER
CF |
CF | You push the lever to the position marked "Gate."
CF |
CF | >
DavidW says (to ClubFloyd), "push button"
CF ] City Gates 130/481
CF |
CF | > PUSH BUTTON
CF |
CF | The gears grind and turn and the city gate opens before you.
CF | [Your score has just gone up by forty points.]
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf29"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] City Gates 130/481
CF | Ok.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] City Gates 130/482
CF |
CF | > I
CF |
CF | You are carrying:
CF | a bottle
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 130/483
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "x signpost"
CF ] Deephome Entrance 130/484
CF |
CF | > X SIGNPOST
CF |
CF | The sign reads:
CF | "West: Great Woods
CF | South: Town of Ember"
CF |
CF | >
DavidW says (to ClubFloyd), "x trees"
CF ] Deephome Entrance 130/484
CF |
CF | > X TREES
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x pines"
CF ] Deephome Entrance 130/484
CF |
CF | > X PINES
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "The woods were listed first?"
DavidW says (to ClubFloyd), "w"
CF ] Western Road 130/485
CF |
CF | > W
CF |
CF |
CF | Western Road
CF | This long, and somewhat overgrown, road leads west to the Great Woods
CF | and east to the cave entrance to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Great Woods Limits 130/486
CF |
CF | > W
CF |
CF |
CF | Great Woods Limits
CF | You stand outside of the entrance to the mighty forest known as the
CF | Great Woods. It is an enchanted wood and will send an unwary
CF | adventurer to unsuspecting places, or back to where he began. Only by
CF | knowing the correct paths could a person ever get where they were
CF | going. To the east is a road leading to Deephome, and to the west is
CF | an opening in the wood.
CF |
CF | You can see a sign here.
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] Great Woods Limits 130/487
CF |
CF | > X SIGN
CF |
CF | "Which way should I go?"
CF | SWarthy Thomas asked.
CF | "Well," said Faery, "I don't know.
CF | Surely I'm not up to the task."
CF | "Enough of this!" Said poor Thomas,
CF | Needing not to be confused.
CF | "Whatever way is as good as any, so
CF | Every way is the way I chose."
CF |
CF | >
DavidW says (to ClubFloyd), "w. sw. w. s. e. n. w. e."
CF ] Forest Clearing 130/495
CF |
CF | > W. SW. W. S. E. N. W. E.
CF |
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Forest Clearing
CF | You come upon a small clearing with a patch of clover growing in the
CF | middle. A large tree grows up right in the middle of the clearing,
CF | and a small brook encircles the tree. A sign stands in the clearing
CF | also.
CF |
CF | >
DavidW says (to ClubFloyd), "x tree"
CF ] Forest Clearing 130/496
CF |
CF | > X TREE
CF |
CF | This magnificent tree reaches toward the sky in a majestic stance
CF | above the clearing, lending shade from the hot sun to the soft grassy
CF | ground.
CF |
CF | >
DavidW says (to ClubFloyd), "x sign"
CF ] Forest Clearing 130/497
CF |
CF | > X SIGN
CF |
CF | "South went Swarthy Thomas, after completing his quest.
CF | East he went then, returning as the undisputed best." (Ok, this
CF | isn't great poetry, its not even fair, but I'm giving you the way out,
CF | OK?)
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Forest Clearing 130/498
CF |
CF | > U
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "x hole"
CF ] Forest Clearing 130/498
CF |
CF | > X HOLE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Forest Clearing 130/499
CF |
CF | > L
CF |
CF |
CF | Forest Clearing
CF | You come upon a small clearing with a patch of clover growing in the
CF | middle. A large tree grows up right in the middle of the clearing,
CF | and a small brook encircles the tree. A sign stands in the clearing
CF | also.
CF |
CF | >
DavidW says (to ClubFloyd), "x brook"
CF ] Forest Clearing 130/500
CF |
CF | > X BROOK
CF |
CF | This small brook runs out of the surrounding woods and parts around
CF | the large tree. On the other side it rejoins once again to proceed on
CF | to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "x clover"
CF ] Forest Clearing 130/501
CF |
CF | > X CLOVER
CF |
CF | You find a perfect four leaf clover.
CF |
CF | >
DavidW says (to ClubFloyd), "take clover"
CF ] Forest Clearing 130/502
CF |
CF | > TAKE CLOVER
CF |
CF | (the four leaf clover)
CF | Taken.
CF |
CF | > Roger says, "lucky us"
DavidW says (to ClubFloyd), "s. e."
CF ] Great Woods Limits 130/504
CF |
CF | > S. E.
CF |
CF |
CF | Forest
CF | You are immediately turned around and unsure of where you are or which
CF | way you came. Every direction looks the same to you. The trees tower
CF | over you and block out the sun. You can only guess at which direction
CF | is which.
CF |
CF | Great Woods Limits
CF | You stand outside of the entrance to the mighty forest known as the
CF | Great Woods. It is an enchanted wood and will send an unwary
CF | adventurer to unsuspecting places, or back to where he began. Only by
CF | knowing the correct paths could a person ever get where they were
CF | going. To the east is a road leading to Deephome, and to the west is
CF | an opening in the wood.
CF |
CF | You can see a sign here.
CF |
CF | > DavidW says, "yes"
DavidW says, "I worried that I might have to get bad luck by breaking the mirror first."
DavidW says (to ClubFloyd), "e"
CF ] Western Road 130/505
CF |
CF | > E
CF |
CF |
CF | Western Road
CF | This long, and somewhat overgrown, road leads west to the Great Woods
CF | and east to the cave entrance to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Deephome Entrance 130/506
CF |
CF | > E
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 130/507
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 130/508
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "x squirrel"
CF ] Wooded Path 130/509
CF |
CF | > X SQUIRREL
CF |
CF | The small squirrel is light brown and has a very cute squirrel nose!
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "x tree"
CF ] Wooded Path 130/510
CF |
CF | > X TREE
CF |
CF | This large black tree's branches hang low over the road, casting a
CF | shadow on the dirt.
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Wooded Path 130/511
CF |
CF | > U
CF |
CF | You can't go that way.
CF |
CF | The squirrel grabs an acorn and darts away with it; returning after a
CF | moment.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Wooded Path 130/512
CF |
CF | > CLIMB TREE
CF |
CF | You climb the tree and sit on its lowest branch.
CF | The small furry creature looks around for something to eat.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Wooded Path 130/513
CF |
CF | > CLIMB TREE
CF |
CF | I don't think much is to be achieved by that.
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Wooded Path 130/514
CF |
CF | > U
CF |
CF | You'll have to get out of the large tree first.
CF |
CF | The small furry creature looks around for something to eat.
CF |
CF | >
DavidW says (to ClubFloyd), "x branch"
CF ] Wooded Path 130/514
CF |
CF | > X BRANCH
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Wooded Path 130/515
CF |
CF | > D
CF |
CF | You get out of the large tree.
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | The squirrel avoids you.
CF |
CF | > DavidW says, "We don't have any hole making tools or nets yet."
DavidW says (to ClubFloyd), "x leaves"
CF ] Wooded Path 130/515
CF |
CF | > X LEAVES
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "Until we get those, might as well leave the acorns here."
DavidW says (to ClubFloyd), "s"
CF ] Town of Ember 130/516
CF |
CF | > S
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "x buildings"
CF ] Town of Ember 130/516
CF |
CF | > X BUILDINGS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 130/517
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | > DavidW asks, "Maybe the terrock is allergic to roses?"
Roger says, "could be"
DavidW says (to ClubFloyd), "x rose"
CF ] Ember's Town Square 130/517
CF |
CF | > X ROSE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x roses"
CF ] Ember's Town Square 130/517
CF |
CF | > X ROSES
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x bushes"
CF ] Ember's Town Square 130/517
CF |
CF | > X BUSHES
CF |
CF | You can't see any such thing.
CF |
CF | > Roger says, "maybe not"
DavidW says, "or not, yeah"
DavidW says (to ClubFloyd), "s"
CF ] Pond 130/518
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | >
DavidW says (to ClubFloyd), "x eranti"
CF ] Pond 130/519
CF |
CF | > X ERANTI
CF |
CF | The form of a wolf covered with the small gray scales of a lizard is
CF | the creature that now faces you. Its pointed ears are perked in your
CF | direction, and the open fang filled mouth salivates as the beast
CF | catches whiff of your scent. The glowing yellow eyes complete the
CF | viciously disturbing image.
CF |
CF | The Eranti digs its claws into the soft ground, and looks right at
CF | you.
CF |
CF | >
DavidW says (to ClubFloyd), "x pond"
CF ] Pond 130/520
CF |
CF | > X POND
CF |
CF | The pond is nearly covered in Lily-pads that small animals hop across.
CF |
CF | The Eranti circles the pond and moves toward you, its fangs bared.
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle"
CF ] Pond 130/521
CF |
CF | > FILL BOTTLE
CF |
CF | You fill the bottle with water.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Pond 130/520
CF |
CF | > UNDO
CF |
CF | Pond
CF | [Previous turn undone.]
CF |
CF | > DavidW says, "I don't want several ribs broken."
DavidW says (to ClubFloyd), "n"
CF ] Ember's Town Square 130/521
CF |
CF | > N
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Small Shack 130/522
CF |
CF | > E
CF |
CF |
CF | Small Shack
CF | This shack is rather empty except for a small hay pile and a blanket,
CF | obviously someone's bed, and a rather large iron chest with a peculiar
CF | looking lock. Other than that this small space only contains a few
CF | necessities of life. The doorway leads west to the town square.
CF |
CF | >
DavidW says (to ClubFloyd), "x chest"
CF ] Small Shack 130/523
CF |
CF | > X CHEST
CF |
CF | This heavy and sturdy chest is banded with steel. There is a heavy
CF | lock hanging from the chest.
CF |
CF | >
DavidW says (to ClubFloyd), "x lock"
CF ] Small Shack 130/524
CF |
CF | > X LOCK
CF |
CF | This heavy and sturdy chest is banded with steel. There is a heavy
CF | lock hanging from the chest.
CF |
CF | >
DavidW says (to ClubFloyd), "x hay"
CF ] Small Shack 130/525
CF |
CF | > X HAY
CF |
CF | This small hay pile and blanket are clearly the bed of whoever resides
CF | here. You decide not to disturb them.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ember's Town Square 130/526
CF |
CF | > W
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ember Tool Shop 130/527
CF |
CF | > W
CF |
CF |
CF |
CF | The young man behind the counter looks up over his book casually and
CF | then looks down. He quickly does a double take, realizing that you
CF | are a dwarf, and drops the book. Recovering immediately from his
CF | shock, the man picks the book up and casually returns to his reading,
CF | every once in a while stealing a glance over the top of the volume.
CF |
CF | Ember Tool Shop
CF | This tool shop is quite unique in your travels in that it actually is
CF | functional. A young and somewhat intelligent looking human is
CF | standing behind the counter, reading a thick book. The walls are
CF | covered with all kinds of tools from hammers to saws to wrenches and
CF | claws. The doorway leads east to the town square.
CF |
CF | You can see a Young Man and a hammer here.
CF |
CF | Stretching a bit, the man looks around, ignoring the book for just a
CF | moment.
CF |
CF | >
DavidW says (to ClubFloyd), "x man"
CF ] Ember Tool Shop 130/528
CF |
CF | > X MAN
CF |
CF | This young man is wearing a rather plain set of clothes, sports a
CF | short brown beard and same colored hair. His chestnut eyes betray a
CF | deep wisdom and a vast knowledge. He is holding a thick volume that
CF | he is scrutinizing deeply.
CF |
CF | The young man scratches his head and looks in wonder at his book.
CF |
CF | >
DavidW says (to ClubFloyd), "x book"
CF ] Ember Tool Shop 130/529
CF |
CF | > X BOOK
CF |
CF | The thick well bound book has in big letters on the front of it
CF | "Pracitical Theology for Common Person."
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "x hammer"
CF ] Ember Tool Shop 130/530
CF |
CF | > X HAMMER
CF |
CF | This heavy black hammer is perfect for a blacksmith. Its handle is a
CF | little long for your tastes, but any trained dwarf could compensate
CF | easily.
CF |
CF | A low baying can be heard from beyond the walls of the shop and the
CF | shop owner mutters under his breath "Dirty Eranti."
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about hammer"
CF ] Ember Tool Shop 130/531
CF |
CF | > ASK MAN ABOUT HAMMER
CF |
CF | "That's 2 gold pieces." You admit that you don't have that much.
CF | "Hmmm....well, I suppose that if you got rid of that Eranti, you could
CF | have it for free.
CF |
CF | The shop owner makes a few notes on the side of the book's page.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Ember's Town Square 130/532
CF |
CF | > E
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Town of Ember 130/533
CF |
CF | > N
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Shops 130/534
CF |
CF | > W
CF |
CF |
CF | Shops
CF | These shops seem in somewhat better condition than the rest of the
CF | town, especially the carpenter's. However, all of the doors are
CF | closed and signs reading "Closed due to wild Eranti" adorn almost all.
CF | To the east is the town proper.
CF |
CF | >
DavidW says (to ClubFloyd), "x doors"
CF ] Shops 130/534
CF |
CF | > X DOORS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x shops"
CF ] Shops 130/534
CF |
CF | > X SHOPS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Shops 130/535
CF |
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Shops 130/536
CF |
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Shops 130/537
CF |
CF | > SW
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Town of Ember 130/538
CF |
CF | > E
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Wooded Path 130/539
CF |
CF | > N
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | The small furry creature looks around for something to eat.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Southern Road 130/540
CF |
CF | > N
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deephome Entrance 130/541
CF |
CF | > N
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] City Gates 130/542
CF |
CF | > N
CF |
CF |
CF | City Gates
CF | The city gates stand open, allowing free passage to and from Deephome.
CF | A heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] City Gates 130/543
CF |
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 130/544
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Intersection 130/545
CF |
CF | > W
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 130/546
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 130/547
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF | The Library is quite large: floor after floor of books rises before
CF | you, clinging to the walls of this circular room. Stairs lead up the
CF | middle, spiraling along and pausing at landings at each floor. At the
CF | very center of the building you can look straight up and see the roof,
CF | and on it a mural. The exit is to the west.
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up eranti in book"
CF ] Dwarven Library 130/548
CF |
CF | > LOOK UP ERANTI IN BOOK
CF |
CF | Eranti are a blood thirsty breed of lizard-wolf that usually live in
CF | the deep woods. However, they have been known to take up residence in
CF | towns when the fall approaches. No one is exactly sure why this
CF | happens, and no effective way of removing Eranti has been found,
CF | except for meeting them in combat, at which they are very good.
CF |
CF | > 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 says (to ClubFloyd), "w"
CF ] S. Main Street 130/549
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 130/550
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] East Royal Road 130/551
CF |
CF | > W
CF |
CF |
CF | East Royal Road
CF | This road leads east to an intersection and west toward the castle of
CF | the regional Lord. It is lined with high walls and gates that open to
CF | lesser nobles' palaces. There is a gate open to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] West Royal Road 130/552
CF |
CF | > W
CF |
CF |
CF | West Royal Road
CF | This road is quite beautiful, decorated on its sides with fluorescent
CF | mosses that feed on the minerals in the stones that line the sides of
CF | the roads. Somehow, the mosses do not leave their designated stones.
CF | High walls on both sides make the street feel more like a hall than an
CF | open passageway, and gates leading to palaces break up the monotony of
CF | the stone. A single gate is open to the north. The road continues
CF | east and to the west is the outer court of the Lord's Palace.
CF |
CF | >
DavidW says (to ClubFloyd), "take moss"
CF ] West Royal Road 130/553
CF |
CF | > TAKE MOSS
CF |
CF | You take a hand full of green moss from a rock.
CF |
CF | >
DavidW says (to ClubFloyd), "x moss"
CF ] West Royal Road 130/554
CF |
CF | > X MOSS
CF |
CF | (the green moss)
CF | This green moss, a favorite in posh society for its unusual smell and
CF | the ability to illuminate rooms, is also known as Trapper's moss, for
CF | its ability to attract game animals and repel predatory creatures.
CF |
CF | > DavidW says, "sounds promising"
DavidW says (to ClubFloyd), "e"
CF ] East Royal Road 130/555
CF |
CF | > E
CF |
CF |
CF | East Royal Road
CF | This road leads east to an intersection and west toward the castle of
CF | the regional Lord. It is lined with high walls and gates that open to
CF | lesser nobles' palaces. There is a gate open to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Intersection 130/556
CF |
CF | > E
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 130/557
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 130/558
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Main Hall 130/559
CF |
CF | > N
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Railway Station 130/560
CF |
CF | > W
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Smithy Court, the Soldiers' Court, and the Treasury.
CF | You can hear the hum of the motor in the car. To the east is the Main
CF | Hall.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 130/561
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Smithy Court"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push green"
CF ] Railway Station 130/562
CF |
CF | > PUSH GREEN
CF |
CF | (the green moss)
CF | Nothing obvious happens.
CF |
CF | >
DavidW says (to ClubFloyd), "push green button"
CF ] Railway Station 130/563
CF |
CF | > PUSH GREEN BUTTON
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 130/564
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Treasury. You can
CF | hear the hum of the motor in the car. To the west are the barracks.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Soldiers' Barracks 130/565
CF |
CF | > W
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Armory 130/566
CF |
CF | > W
CF |
CF |
CF | Armory
CF | The armory is stocked with many different kinds of weapons from swords
CF | and axes to bows and slings. There are also suits of armor here on
CF | racks. The armory doorway leads east to the barracks.
CF |
CF | >
DavidW says (to ClubFloyd), "wear suit"
CF ] Armory 130/567
CF |
CF | > WEAR SUIT
CF |
CF | (first taking the suits of armor)
CF | You know very well that the penalty for stealing a suit of armor is
CF | death.
CF |
CF | > DavidW says, "tsk"
DavidW says (to ClubFloyd), "e"
CF ] Soldiers' Barracks 130/568
CF |
CF | > E
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mess Hall 130/569
CF |
CF | > S
CF |
CF |
CF | Mess Hall
CF | Long tables of stone sit on the open floor here, and a substantial
CF | kitchen forms a U shape around the eating area. Nearly a thousand
CF | Dwarves could probably eat here at once. To the north are the
CF | barracks.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Soldiers' Barracks 130/570
CF |
CF | > N
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Training Grounds 130/571
CF |
CF | > SW
CF |
CF |
CF | Training Grounds
CF | This vast cavern is a patchwork of different fields for training
CF | soldiers. There are archery ranges and several different sized
CF | mounds. To the northeast are the barracks, and to the southwest can
CF | be heard the sound of rushing water.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Waterfall 130/572
CF |
CF | > SW
CF |
CF |
CF | Waterfall
CF | Water plummets nearly a hundred feet, crashing on the rocks below,
CF | into a flowing river, and slowly smoothing the entire landscape. The
CF | old access ladders that reach the top of the waterfall are gone, swept
CF | away, but a large intake pipe is here, pulled away from the water.
CF |
CF | You can see a Terrock here.
CF |
CF | The Terrock perches itself on its nest, eyeing you dangerously.
CF |
CF | >
DavidW says (to ClubFloyd), "show moss to terrock"
CF ] Waterfall 130/573
CF |
CF | > SHOW MOSS TO TERROCK
CF |
CF | The Terrock is unimpressed.
CF |
CF | The large beast dives into the water and comes up with a rather scary
CF | looking sea creature with horns and three tails, and swallows it in
CF | one gulp, hardly satisfied by its meager meal.
CF |
CF | >
DavidW says (to ClubFloyd), "give moss to terrock"
CF ] Waterfall 130/574
CF |
CF | > GIVE MOSS TO TERROCK
CF |
CF | The Terrock doesn't seem interested.
CF |
CF | The large beast dives into the water and comes up with a rather scary
CF | looking sea creature with horns and three tails, and swallows it in
CF | one gulp, hardly satisfied by its meager meal.
CF |
CF | >
DavidW says (to ClubFloyd), "x nest"
CF ] Waterfall 130/575
CF |
CF | > X NEST
CF |
CF | A common Terrok's nest, made of heavy sticks and scraps of metal and
CF | rock. You can even see bits of the old ladder system that used to
CF | climb the face of the waterfall in there. The Terrock's eggs are
CF | sitting comfortably on top of the rather uncomfortable looking nest.
CF |
CF | The Terrock gives you a suspicious glare.
CF |
CF | >
DavidW says (to ClubFloyd), "push pipe"
CF ] Waterfall 130/576
CF |
CF | > PUSH PIPE
CF |
CF | You are unable to.
CF |
CF | The Terrock perches itself on its nest, eyeing you dangerously.
CF |
CF | >
DavidW says (to ClubFloyd), "x pipe"
CF ] Waterfall 130/577
CF |
CF | > X PIPE
CF |
CF | A large and impressive pipe twice as large around as you are tall.
CF | Atop the intake opening is an even larger nest, upon which several
CF | eggs sit.
CF |
CF | Streatching its wings, the Terrock takes to flight, flying around the
CF | room, and finally landing near the waterfall.
CF |
CF | >
DavidW says (to ClubFloyd), "take nest"
CF ] Waterfall 130/578
CF |
CF | > TAKE NEST
CF |
CF | That's hardly portable.
CF |
CF | The large beast dives into the water and comes up with a rather scary
CF | looking sea creature with horns and three tails, and swallows it in
CF | one gulp, hardly satisfied by its meager meal.
CF |
CF | >
DavidW says (to ClubFloyd), "put moss in nest"
CF ] Waterfall 140/579
CF |
CF | > PUT MOSS IN NEST
CF |
CF | You put the green moss into the big nest.
CF |
CF | The Terrock gives you a suspicious glare.
CF | The Terrock lifts its head, sniffs and screams a loud screeching wail.
CF | It dives down and snatches up the moss, flinging it into the water.
CF | Then, with powerful claws it lifts its nest and flies away, evidently
CF | to find a more secure home for its children.
CF | [Your score has just gone up by ten points.]
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf30"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Waterfall 140/579
CF | Ok.
CF |
CF | > 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 says (to ClubFloyd), "x pipe"
CF ] Waterfall 140/580
CF |
CF | > X PIPE
CF |
CF | A large and impressive pipe twice as large around as you are tall
CF | hangs out over the empty space above the river below, a short distance
CF | from the raging waterfall. The intake opening is at the top, and
CF | attached to the pipe is a long thin rod.
CF |
CF | >
DavidW says (to ClubFloyd), "x rod"
CF ] Waterfall 140/581
CF |
CF | > X ROD
CF |
CF | This long, thin rod is attached to the intake pipe by a small hinge.
CF |
CF | >
DavidW says (to ClubFloyd), "pull rod"
CF ] Waterfall 140/582
CF |
CF | > PULL ROD
CF |
CF | You are unable to.
CF |
CF | >
DavidW says (to ClubFloyd), "push rod"
CF ] Waterfall 140/583
CF |
CF | > PUSH ROD
CF |
CF | You push the rod and the large pipe swings out, under the booming
CF | downpour of water, filling the pipe and flowing into the city's water
CF | system.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Waterfall 140/584
CF |
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Training Grounds 140/585
CF |
CF | > NE
CF |
CF |
CF | Training Grounds
CF | This vast cavern is a patchwork of different fields for training
CF | soldiers. There are archery ranges and several different sized
CF | mounds. To the northeast are the barracks, and to the southwest can
CF | be heard the sound of rushing water.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Soldiers' Barracks 140/586
CF |
CF | > NE
CF |
CF |
CF | Soldiers' Barracks
CF | Scores of plain mounds stand before you, all with closed and locked
CF | doors. Inside each one will be accommodations for twenty dwarves.
CF | However, as is customary, they can not be entered until a sufficiently
CF | ranked officer is present. To the east is the Railway Station, the
CF | Armory lies to the west, the mess hall is to the south, and the
CF | training grounds are to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Railway Station 140/587
CF |
CF | > E
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Treasury. You can
CF | hear the hum of the motor in the car. To the west are the barracks.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 140/588
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Smithy Court"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push yellow"
CF ] Railway Station 140/589
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Railway Station 140/590
CF |
CF | > E
CF |
CF | You'll have to get out of the rail car first.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 140/591
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Smithy Court, the Soldiers' Court, and the Treasury.
CF | You can hear the hum of the motor in the car. To the east is the Main
CF | Hall.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Main Hall 140/592
CF |
CF | > E
CF |
CF |
CF | Main Hall
CF | The main hall is quite large, and is lit by magical torches that line
CF | the walls all around, in a pattern that spirals up the grandiose room.
CF | Elevators hang in mid air, no longer powered. To the northeast is a
CF | small opening that is usually covered over by a tapestry that has long
CF | since been removed, to the northwest is a staircase leading up to one
CF | of the villages where your people lived; to the west you see the
CF | railway station. A main street runs to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 140/593
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 140/594
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 140/595
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Extreme South Main Street 140/596
CF |
CF | > S
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Water Works 140/597
CF |
CF | > SW
CF |
CF |
CF | Water Works
CF | This room is filled with scores and scores of pipes, leading this way
CF | and that, all connecting with the walls at one point or another. A
CF | large wheel sticks out of a rather significant pipe and there is a
CF | sign above it. To the northeast is the main road.
CF |
CF | >
DavidW says (to ClubFloyd), "turn wheel"
CF ] Water Works 170/598
CF |
CF | > TURN WHEEL
CF |
CF | You turn the wheel and hear the water begin to flow through the pipes,
CF | rushing down for the first time in three hundred years.
CF | [Your score has just gone up by thirty points.]
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf31"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Water Works 170/598
CF | Ok.
CF |
CF | > 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 says (to ClubFloyd), "ne"
CF ] Extreme South Main Street 170/599
CF |
CF | > NE
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] City Generator 170/600
CF |
CF | > E
CF |
CF |
CF | City Generator
CF | Here is a large wonder of technology and ingenuity. The generator
CF | runs on the natural heat of the world, having pipes that lead all the
CF | way to near the core of the world. However, it requires a small fire
CF | to start the process of activating the power. The generator itself is
CF | large and black, having a small furnace in the very front. A doorway
CF | leads to the west, out into the street.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Extreme South Main Street 170/601
CF |
CF | > W
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 170/602
CF |
CF | > N
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 170/603
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 170/604
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand open, allowing free passage to and from Deephome.
CF | A heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 170/605
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 170/606
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 170/607
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Town of Ember 170/608
CF |
CF | > S
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 170/609
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Pond 170/610
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | The Eranti attacks....and bites you hard in the arm, delivering a deep
CF | wound that starts to bleed badly.
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Ember's Town Square 170/609
CF |
CF | > UNDO
CF |
CF | Ember's Town Square
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Pond 170/610
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Ember's Town Square 170/609
CF |
CF | > UNDO
CF |
CF | Ember's Town Square
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Pond 170/610
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "attack eranti with sword"
CF ] Pond 170/610
CF |
CF | > ATTACK ERANTI WITH SWORD
CF |
CF | I only understood you as far as wanting to attack the Eranti.
CF |
CF | >
DavidW says (to ClubFloyd), "attack eranti"
CF ] Pond 170/611
CF |
CF | > ATTACK ERANTI
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/612
CF |
CF | > G
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and you block the blow easily.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/613
CF |
CF | > G
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/614
CF |
CF | > G
CF |
CF | Your attack flies wide of the Eranti.
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/615
CF |
CF | > G
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/616
CF |
CF | > G
CF |
CF | The creature slithers out of the way of your attack.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | You have been killed by the Eranti!
CF |
CF |
CF | *** You have died ***
CF |
CF |
CF | In that game you scored 170 out of a possible 300, in 616 turns,
CF | No wonder you finished in the top of your Reclaimer class)
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | >
DavidW says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
DavidW says (to ClubFloyd), "cf31"
CF ] Water Works 170/598
CF | Ok.
CF |
CF | > 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 says (to ClubFloyd), "i"
CF ] Water Works 170/599
CF |
CF | > I
CF |
CF | You are carrying:
CF | a four leaf clover
CF | a bottle
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "x bottle"
CF ] Water Works 170/600
CF |
CF | > X BOTTLE
CF |
CF | The clear bottle is empty
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle"
CF ] Water Works 170/601
CF |
CF | > FILL BOTTLE
CF |
CF | There is nothing here with which to fill the bottle.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Extreme South Main Street 170/602
CF |
CF | > NE
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 170/603
CF |
CF | > N
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 170/604
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 170/605
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Bakery 170/606
CF |
CF | > E
CF |
CF |
CF | Bakery
CF | Great stone ovens line the back wall here, and old and rotted bags of
CF | flour and wheat lay in a far back corner. A small pipe leads from
CF | outside, though one of the walls, and is pouring water into a small
CF | cistern that would have provided the bakers with the water they
CF | needed. The exit is to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle"
CF ] Bakery 170/607
CF |
CF | > FILL BOTTLE
CF |
CF | You fill the bottle with water.
CF |
CF | > 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 says (to ClubFloyd), "w"
CF ] N. Main Street 170/608
CF |
CF | > W
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 170/609
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 170/610
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | >
DavidW says (to ClubFloyd), "drop bottle and clover"
CF ] Intersection 170/611
CF |
CF | > DROP BOTTLE AND CLOVER
CF |
CF | bottle: Dropped.
CF | four leaf clover: Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 170/612
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 170/613
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand open, allowing free passage to and from Deephome.
CF | A heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 170/614
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 170/615
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 170/616
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | The squirrel grabs an acorn and darts away with it; returning after a
CF | moment.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "dig"
CF ] Wooded Path 170/616
CF |
CF | > DIG
CF |
CF | What do you want to dig hole in?
CF |
CF | >
DavidW says (to ClubFloyd), "ground"
CF ] Wooded Path 170/616
CF |
CF | > GROUND
CF |
CF | What do you want to dig hole in the ground with?
CF |
CF | >
DavidW says (to ClubFloyd), "hand"
CF ] Wooded Path 170/616
CF |
CF | > HAND
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Wooded Path 170/617
CF |
CF | > I
CF |
CF | You are carrying:
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "dig hole in ground with sword"
CF ] Wooded Path 170/618
CF |
CF | > DIG HOLE IN GROUND WITH SWORD
CF |
CF | You can't do that.
CF |
CF | The squirrel grabs an acorn and darts away with it; returning after a
CF | moment.
CF | The squirrel avoids you.
CF |
CF | > DavidW says, "We haven't seen a shovel"
DavidW asks, "Should we get the pickaxe?"
DavidW says (to ClubFloyd), "take acorns"
CF ] Wooded Path 170/619
CF |
CF | > TAKE ACORNS
CF |
CF | Taken.
CF |
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Southern Road 170/620
CF |
CF | > N
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deephome Entrance 170/621
CF |
CF | > N
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] City Gates 170/622
CF |
CF | > N
CF |
CF |
CF | City Gates
CF | The city gates stand open, allowing free passage to and from Deephome.
CF | A heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 170/623
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Intersection 170/624
CF |
CF | > W
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Extreme South Main Street 170/625
CF |
CF | > S
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mining Center 170/626
CF |
CF | > S
CF |
CF |
CF | Mining Center
CF | This is the main center of all of the mining that takes place in
CF | Deephome. To the east are coal mines, rarely used because of the
CF | nature of the generator, and to the south are the ore mines, used for
CF | simultaneously mining all kinds of metal ores from the deeps of the
CF | mountains. To the north is the Main street.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Extreme South Main Street 170/627
CF |
CF | > N
CF |
CF |
CF | Extreme South Main Street
CF | Only people working for the city actually ever come down here, unless
CF | they are on a tour. A few mining operations lie to the south of this
CF | road, and to the east is the main generator for the city. To the
CF | southwest there is a doorway leading to the city water works. The
CF | street ends here, but continues to the north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 170/628
CF |
CF | > N
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 170/629
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 170/630
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF | This was once a bustling trading center with shops lining the sides of
CF | the streets, and smaller, less affluent merchants' booths sitting
CF | outside of the doorways, offering items of lower quality at a
CF | substantially lower rate. At this particular point in the street you
CF | see a clothier to the northeast, a bakery to the east, and a
CF | scrivener's to the west. To the north is the Main hall, and the
CF | street runs further south.
CF |
CF | You can see a letter, a warning note and a pickaxe here.
CF |
CF | >
DavidW says (to ClubFloyd), "take axe"
CF ] N. Main Street 170/631
CF |
CF | > TAKE AXE
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 170/632
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF | This section of the Main street is dedicated to quieter pursuits. To
CF | the east is the Library, and to the west is the Great Temple. Main
CF | Street runs north and south from here.
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 170/633
CF |
CF | > S
CF |
CF |
CF | Intersection
CF | Here meet the two major roads of the city proper: Main Street, which
CF | runs north and south, and the Royal road which runs west from here.
CF | To the east is a guard post with a sign next to it.
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 170/634
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF | This is the most fortified of the guard posts, for it protects the
CF | entrance to the Dwarven City of Deephome. There are several weapons
CF | racks in this rather interesting room, including one that obviously
CF | hung crossbows. The layout is like an hourglass, with the walls
CF | closing in on the center of the room, and two heavy iron banded doors
CF | hanging there, ready to be closed if attackers should come. In the
CF | outer wide area that leads to the gates of the city, there are several
CF | low walls designed to function as defensive points should enemies
CF | enter in here. To the west is an intersection. The actual city gates
CF | are to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 170/635
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF | The city gates stand open, allowing free passage to and from Deephome.
CF | A heavy chain connected to a series of gears and a control panel are
CF | used to open the gate which lies to the south. The guard post stands
CF | defensively to the northwest.
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 170/636
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 170/637
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 170/638
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a squirrel here.
CF |
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "dig ground with axe"
CF ] Wooded Path 170/639
CF |
CF | > DIG GROUND WITH AXE
CF |
CF | You dig a hole about two feet deep in the ground with your hefty axe.
CF | Y'know, you're getting better at this digging stuff.
CF |
CF | The squirrel avoids you.
CF |
CF | > DavidW says, "why... why does that work"
DavidW says (to ClubFloyd), "cover hole with leaves"
CF ] Wooded Path 170/639
CF |
CF | > COVER HOLE WITH LEAVES
CF |
CF | I only understood you as far as wanting to cover the shallow hole.
CF |
CF | >
DavidW says (to ClubFloyd), "cover hole"
CF ] Wooded Path 170/640
CF |
CF | > COVER HOLE
CF |
CF | That's not something you can close.
CF |
CF | The squirrel grabs an acorn and darts away with it; returning after a
CF | moment.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Wooded Path 170/641
CF |
CF | > I
CF |
CF | You are carrying:
CF | a pickaxe
CF | some acorns
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | > DavidW asks, "We haven't seen any net yet, correct?"
DavidW says (to ClubFloyd), "s"
CF ] Town of Ember 170/642
CF |
CF | > S
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 170/643
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ember Tool Shop 170/644
CF |
CF | > W
CF |
CF |
CF | Ember Tool Shop
CF | This tool shop is quite unique in your travels in that it actually is
CF | functional. A young and somewhat intelligent looking human is
CF | standing behind the counter, reading a thick book. The walls are
CF | covered with all kinds of tools from hammers to saws to wrenches and
CF | claws. The doorway leads east to the town square.
CF |
CF | You can see a Young Man and a hammer here.
CF |
CF | The shop owner makes a few notes on the side of the book's page.
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about eranti"
CF ] Ember Tool Shop 170/645
CF |
CF | > ASK MAN ABOUT ERANTI
CF |
CF | "Blasted lizard-wolf! Its been eating all of Old man Cooper's
CF | chickens and Sally Warner's rabbits. I've seen it down by the pond
CF | also, getting a drink."
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about pond"
CF ] Ember Tool Shop 170/646
CF |
CF | > ASK MAN ABOUT POND
CF |
CF | No reply.
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about cooper"
CF ] Ember Tool Shop 170/647
CF |
CF | > ASK MAN ABOUT COOPER
CF |
CF | No reply.
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about shack"
CF ] Ember Tool Shop 170/648
CF |
CF | > ASK MAN ABOUT SHACK
CF |
CF | No reply.
CF |
CF | The shop owner makes a few notes on the side of the book's page.
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about book"
CF ] Ember Tool Shop 170/649
CF |
CF | > ASK MAN ABOUT BOOK
CF |
CF | No reply.
CF |
CF | The young man scratches his head and looks in wonder at his book.
CF |
CF | > 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 says (to ClubFloyd), "n"
CF ] Ember Tool Shop 170/650
CF |
CF | > N
CF |
CF | You can't go that way.
CF |
CF | A low baying can be heard from beyond the walls of the shop and the
CF | shop owner mutters under his breath "Dirty Eranti."
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Ember's Town Square 170/651
CF |
CF | > E
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Town of Ember 170/652
CF |
CF | > N
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Wooded Path 170/653
CF |
CF | > N
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a shallow hole and a squirrel here.
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "brief"
CF ] Wooded Path 170/653
CF |
CF | > BRIEF
CF |
CF | DEEPHOME is now in its normal "brief" printing mode, which gives long
CF | descriptions of places never before visited and short descriptions
CF | otherwise.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Southern Road 170/654
CF |
CF | > N
CF |
CF |
CF | Southern Road
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deephome Entrance 170/655
CF |
CF | > N
CF |
CF |
CF | Deephome Entrance
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] City Gates 170/656
CF |
CF | > N
CF |
CF |
CF | City Gates
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 170/657
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Intersection 170/658
CF |
CF | > W
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] East Royal Road 170/659
CF |
CF | > W
CF |
CF |
CF | East Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] West Royal Road 170/660
CF |
CF | > W
CF |
CF |
CF | West Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "take moss"
CF ] West Royal Road 170/661
CF |
CF | > TAKE MOSS
CF |
CF | You really shouldn't take any more moss, its there for a reason, you
CF | know.
CF |
CF | > 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 says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
DavidW says (to ClubFloyd), "cfdeephome2"
CF ] West Royal Road 170/661
CF | Ok.
CF |
CF | > Roger says, "sounds good! Thanks again for all your work"
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. asparagus says, "Seems like you're making some good progress on that game."
DavidW says, "some. We're a bit stuck again."
asparagus says, "Stuck how? I'm happy to poke you in the right direction if you'd like."
DavidW says, "I haven't made a list of where we're stuck yet. I'm just starting to update my notes."
DavidW says, "We fixed the water supply. We found the clover. We fixed the south gate."
DavidW says, "We keep getting killed by the creature at the pond, and the game won't let us wear armor, and I haven't seen any poison. And we dug a hole for the squirrel but haven't found a net yet. Possibly it's not a literal net we need."
asparagus says, "You can wear your armor. I wonder why you're having issues."
DavidW says, "well, that's hint enough, I guess."
asparagus says, "All the other snippets I saw looked on the right track."
DavidW says, "I probably used the wrong command. The penalty of death if I took a suit of armor deterred me for some reason."
DavidW says, "I'm sure I'll figure it out."
asparagus says, "Oh right. Let me clarify. When I say you can wear armour, I mean you can wear your shield."
DavidW says, "okay, that's plenty of info, thanks. No more please."
asparagus says, "np"
*** SESSION 3 ***
DavidW says, "My notes are updated, although not uploaded yet. And I've managed to get past where we were stuck."
Lionheart says, "Darn, I missed the continuation."
DavidW says, "yeah, it was just me and Roger."
DavidW says, "gimme a sec to upload my notes"
DavidW says, "[LINK]"
PerrySimm goes home.
Jacqueline has arrived.
DavidW has arrived. DavidW says, "notes and transcripts are up if you need them re Deephome"
Jacqueline asks, "Oh ah. Still Deephome, eh?"
Roger says, "There's a lot of it"
Jacqueline nods.
DavidW says, "yeah, we think we can finish it today, though."
Jacqueline asks, "What's the link for the notes?"
DavidW says, "Go to [LINK] for my CF main page."
Jacqueline says, "Thank you."
DavidW says, "When I made the notes after our first session, I realized we overlooked the west exit from Main Hall to the Railway Station."
Roger has arrived. DavidW frowns. "This isn't quite as up to date as it should be. I need to rebuild and reupload the notes."
DavidW says, "ok, that's better. I added slightly more detail to the Characters section so we wouldn't have to hunt for the spirits' names and classes."
DavidW says, "by the way, Spring Thing 2025 games were released recently."
Roger says, "woo"
Jacqueline says, "Ah yeah. 'Tis the season."
Roger says, "I'm gonna give Lionheart a poke on faceook"
DavidW says, "One of the new games is written in toki pona; I've been using the Copilot AI for helping me get through it."
Jacqueline says, "huh"
DavidW says, "Very slow going, but I've made some progress in it."
DavidW says, "If I actually knew toki pona properly, it'd go much faster."
Lionheart has arrived. DavidW says, "hi Lionheart"
Lionheart waves.
Lionheart says, "Thanks for the message." Jacqueline says, "Hey there, LH."
Roger says, "No problem; glad you could make it"
DavidW says (to Lionheart), "Notes are at [LINK]"
Lionheart exclaims, "Oh, shared maps, excellent!"
* DavidW has disconnected.
* DavidW has connected. DavidW says, "okay, before we begin, I should start summarizing the story so far."
DavidW says, "In the first session, we got the power on and we searched the main street and found two spirits we need to deal with."
DavidW says, "In the second session, we used the rail car to get to the smithy court where we found a gear. The gear helped us get the south gate open so we could visit the human town of Ember."
DavidW says, "We found a four leaf clover in a magical maze-like wood."
DavidW says, "A squirrel is between Deephome and Ember."
DavidW says, "In Ember, there's a monster called an Eranti at the south end where there's a pond. If we can get rid of it, the guy in the tool shop will let us take his hammer for free."
DavidW says, "The encyclopedia says we need to defeat the Eranti in combat."
DavidW says, "There's also a locked chest in a shack."
Lionheart asks, "Hm. No weapons besides a pick-axe and rocks, still?"
DavidW says, "When we visited the barracks, we found that another monster called a Terrock was using the water intake pipe as a place for its nest. It was allergic to moss from the King's Road, and we got the water turned on."
DavidW says, "We have a sword and shield from the 2nd room of the game."
DavidW says, "But it turns out, we weren't using them properly."
Lionheart says, "Oh I might have come in late for that."
DavidW says (to ClubFloyd), "help"
CF ] West Royal Road 170/662
CF |
CF | > HELP
CF |
CF | So, you want help, eh? All right, I'll help you.
CF | To find out what exits are available to you, type "Exits".
CF | To look something up type "look up (something) in (something)"
CF | To wield a weapon (use it in combat) type "Wield (Weapon)"
CF | You can wear any armor you can hold
CF | To cast a spell simply type the spell's name. (i.e. to cast "Xyzzy"
CF | type "Xyzzy." Simple, no?)
CF | To speak to someone type "(Creature Name), something", or "Ask
CF | (Creature Name) About (something)."
CF | I hope that helped.
CF |
CF | > Roger says, "And there's some armour around but we can't get it, I seem to recall"
Lionheart says (to CF), "xyzzy"
CF ] West Royal Road 170/663
CF |
CF | > XYZZY
CF |
CF | As you speak the ancient and revered word, you feel yourself begin to
CF | move, and then.....ooops, didn't work. Guess that feeling was just
CF | gas.
CF |
CF | > DavidW says, "Right, we can't wear the armour. But we can WEAR the shield and WIELD the sword. It makes all the difference."
Jacqueline says, "heh"
DavidW says, "It's still randomized combat and we can still die but the odds are a lot better. Also, we can retreat and heal after a few turns outside of combat."
DavidW says, "So it breaking our ribs is less of a deal than you'd think."
DavidW says (to ClubFloyd), "e"
CF ] East Royal Road 170/664
CF |
CF | > E
CF |
CF |
CF | East Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Intersection 170/665
CF |
CF | > E
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 170/666
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 170/667
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "verbose"
CF ] City Gates 170/667
CF |
CF | > VERBOSE
CF |
CF | DEEPHOME is now in its "verbose" mode, which always gives long
CF | descriptions of locations (even if you've been there before).
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 170/668
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF | Tall pine trees stand all about, somewhat obscuring the large cave
CF | entrance into Deephome. After three hundred years the original main
CF | road has grown over quite a bit. There is a signpost here and a road
CF | leading west and south. The cave's entrance leads north.
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 170/669
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF | The tree lined southern road winds on for several miles and finally
CF | ends at the south in a little town called Ember. To the north it
CF | leads to Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 170/670
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF | Trees stand along the sides of this road, their branches hanging low
CF | above the hard packed dirt. Acorns are sparsely scattered in the
CF | grass among the leaves. One rather large tree is here, with very low
CF | hanging branches.
CF |
CF | You can see a shallow hole and a squirrel here.
CF |
CF | The small furry creature looks around for something to eat.
CF | The squirrel avoids you.
CF |
CF | > DavidW says, "we dug a hole for our squirrel trap, but we haven't found a net yet."
DavidW says (to ClubFloyd), "i"
CF ] Wooded Path 170/671
CF |
CF | > I
CF |
CF | You are carrying:
CF | a pickaxe
CF | some acorns
CF | a shield
CF | a Sword
CF | King's Order
CF | a lantern (providing light)
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Town of Ember 170/672
CF |
CF | > S
CF |
CF |
CF | Town of Ember
CF | This small town looks as if it isn't very old. The buildings, though
CF | small and ramshackle, all have fresh paint on them and the parts that
CF | are falling off seem due to poor craftsmanship instead of time. There
CF | are some shops to the west, a town square to the south, and a road
CF | leads north.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 170/673
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "wield sword"
CF ] Ember's Town Square 170/674
CF |
CF | > WIELD SWORD
CF |
CF | You wield The Sword
CF | >
DavidW says (to ClubFloyd), "wear shield"
CF ] Ember's Town Square 170/675
CF |
CF | > WEAR SHIELD
CF |
CF | The shield slides comfortably onto your left forearm. You put on the
CF | shield.
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf32"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Ember's Town Square 170/675
CF | Ok.
CF |
CF | >
Lionheart says (to CF), "x bushes"
CF ] Ember's Town Square 170/675
CF |
CF | > X BUSHES
CF |
CF | You can't see any such thing.
CF |
CF | >
Lionheart says (to CF), "x rose"
CF ] Ember's Town Square 170/675
CF |
CF | > X ROSE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "Sorry, I was about to take us into combat."
DavidW says, "The roses aren't implemented."
Lionheart says, "Can't cut a rose I guess"
DavidW says, "Not in this game, no."
DavidW says, "For lots of cutting action, I recommend Cut the Sky, one of the new games at Spring Thing 2025."
DavidW asks, "Shall we proceed?"
DavidW says (to ClubFloyd), "s"
CF ] Pond 170/676
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | The Eranti attacks....and the attack is wide, not even coming close to
CF | you.
CF |
CF | >
DavidW says (to ClubFloyd), "kill eranti"
CF ] Pond 170/677
CF |
CF | > KILL ERANTI
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and bites you hard in the arm, delivering a deep
CF | wound that starts to bleed badly.
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/678
CF |
CF | > G
CF |
CF | Your attack lands glancingly across the creature's back, it yelps
CF | slightly, but seems otherwise unaffected.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/679
CF |
CF | > G
CF |
CF | Your attack cuts a wide gash across the creature's side, and deep into
CF | its organs. It cries out in pain and rage.
CF |
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/680
CF |
CF | > G
CF |
CF | Your attack cuts a wide gash across the creature's side, and deep into
CF | its organs. It cries out in pain and rage.
CF |
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | You have been killed by the Eranti!
CF |
CF |
CF | *** You have died ***
CF |
CF |
CF | In that game you scored 170 out of a possible 300, in 680 turns,
CF | No wonder you finished in the top of your Reclaimer class)
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Pond 170/679
CF |
CF | > UNDO
CF |
CF | Pond
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "kill eranti"
CF ] Pond 170/680
CF |
CF | > KILL ERANTI
CF |
CF | The creature slithers out of the way of your attack.
CF |
CF | The Eranti attacks....and delivers a devastating blow to your chest,
CF | knocking you over and breaking several ribs.
CF |
CF | You have been killed by the Eranti!
CF |
CF |
CF | *** You have died ***
CF |
CF |
CF | In that game you scored 170 out of a possible 300, in 680 turns,
CF | No wonder you finished in the top of your Reclaimer class)
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Pond 170/679
CF |
CF | > UNDO
CF |
CF | Pond
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Ember's Town Square 170/680
CF |
CF | > N
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Ember's Town Square 170/681
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | > Lionheart says, "Hm."
DavidW says (to ClubFloyd), "diagonse"
CF ] Ember's Town Square 170/681
CF |
CF | > DIAGONSE
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "diagnose"
CF ] Ember's Town Square 170/682
CF |
CF | > DIAGNOSE
CF |
CF | You have some bad cuts and scrapes, nothing fatal, but I would take it
CF | easy for a bit.
CF |
CF | > DavidW says, "I said victory isn't certain in this fight."
DavidW says (to ClubFloyd), "z"
CF ] Ember's Town Square 170/683
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Ember's Town Square 170/684
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Ember's Town Square 170/685
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | You feel much better now!
CF |
CF | >
DavidW says (to ClubFloyd), "diagnose"
CF ] Ember's Town Square 170/686
CF |
CF | > DIAGNOSE
CF |
CF | You feel fine.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Pond 170/687
CF |
CF | > S
CF |
CF |
CF | Pond
CF | This shallow pond is surrounded by tall trees that shade the entire
CF | area. Lily-pads float atop the still water, allowing small creatures
CF | to hop from one side of the pond to another. Thick rushes grown up on
CF | the southern side of the pond, where it looks like a small stream
CF | leads into the water. It is unusually quiet here.
CF |
CF | You can see an Eranti here.
CF |
CF | The Eranti attacks....and bites you hard in the arm, delivering a deep
CF | wound that starts to bleed badly.
CF | > Lionheart says, "Broken ribs sounded more serious than "cuts and scrapes""
DavidW says (to ClubFloyd), "kill eranti"
CF ] Pond 170/688
CF |
CF | > KILL ERANTI
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/689
CF |
CF | > G
CF |
CF | Your attack cuts a wide gash across the creature's side, and deep into
CF | its organs. It cries out in pain and rage.
CF |
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 170/690
CF |
CF | > G
CF |
CF | The Eranti slashes a clawed paw, blocking your attack.
CF |
CF | The Eranti attacks....and bites you hard in the arm, delivering a deep
CF | wound that starts to bleed badly.
CF | >
DavidW says (to ClubFloyd), "g"
CF ] Pond 190/691
CF |
CF | > G
CF |
CF | Your attack cuts a wide gash across the creature's side, and deep into
CF | its organs. It cries out in pain and rage.
CF |
CF |
CF | The Eranti attacks....and you dodge out of the way.
CF |
CF | The Eranti is mortally wounded and limps off to die elsewhere.
CF | [Your score has just gone up by twenty points.]
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf33"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Pond 190/691
CF | Ok.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Ember's Town Square 190/692
CF |
CF | > N
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ember Tool Shop 190/693
CF |
CF | > W
CF |
CF |
CF | Ember Tool Shop
CF | This tool shop is quite unique in your travels in that it actually is
CF | functional. A young and somewhat intelligent looking human is
CF | standing behind the counter, reading a thick book. The walls are
CF | covered with all kinds of tools from hammers to saws to wrenches and
CF | claws. The doorway leads east to the town square.
CF |
CF | You can see a Young Man and a hammer here.
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "ask man about hammer"
CF ] Ember Tool Shop 190/694
CF |
CF | > ASK MAN ABOUT HAMMER
CF |
CF | "Sure, you can have it!"
CF |
CF | "Sure is quiet around here." says the owner.
CF |
CF | >
DavidW says (to ClubFloyd), "take hammer"
CF ] Ember Tool Shop 190/695
CF |
CF | > TAKE HAMMER
CF |
CF | Taken.
CF |
CF | You feel much better now!
CF |
CF | The young man flips a page in his book, eyes going over the deep text.
CF |
CF | > Lionheart says, "I'd hope there was a way forward besides save scumming."
DavidW says, "Actually, I know what's next."
DavidW says, "I didn't want to get stuck here either."
DavidW says (to ClubFloyd), "n"
CF ] Ember Tool Shop 190/696
CF |
CF | > N
CF |
CF | You can't go that way.
CF |
CF | Stretching a bit, the man looks around, ignoring the book for just a
CF | moment.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Ember's Town Square 190/697
CF |
CF | > E
CF |
CF |
CF | Ember's Town Square
CF | The town square is rather beautiful, with several benches and a quaint
CF | covered well in the middle. Some rose bushes grow about the
CF | perimeter, forming a sort of hedge that defines the square. To the
CF | west is a small shop with a picture of a hammer on it, and a small
CF | shack lies to the east. The main town lies to the north, and a small
CF | pond is south.
CF |
CF | >
DavidW says (to ClubFloyd), "brief"
CF ] Ember's Town Square 190/697
CF |
CF | > BRIEF
CF |
CF | DEEPHOME is now in its normal "brief" printing mode, which gives long
CF | descriptions of places never before visited and short descriptions
CF | otherwise.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Town of Ember 190/698
CF |
CF | > N
CF |
CF |
CF | Town of Ember
CF |
CF | > Lionheart asks, "Was his book implemented?"
DavidW says, "uh yes"
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 190/699
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Ember Tool Shop 190/700
CF |
CF | > W
CF |
CF |
CF | Ember Tool Shop
CF |
CF | You can see a Young Man here.
CF |
CF | The owner runs his fingers through his hair and taps his foot a bit.
CF |
CF | >
DavidW says (to ClubFloyd), "x book"
CF ] Ember Tool Shop 190/701
CF |
CF | > X BOOK
CF |
CF | The thick well bound book has in big letters on the front of it
CF | "Pracitical Theology for Common Person."
CF |
CF |
CF | > DavidW says, "He doesn't answer questions about it."
DavidW says (to ClubFloyd), "e"
CF ] Ember's Town Square 190/702
CF |
CF | > E
CF |
CF |
CF | Ember's Town Square
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Town of Ember 190/703
CF |
CF | > N
CF |
CF |
CF | Town of Ember
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Wooded Path 190/704
CF |
CF | > N
CF |
CF |
CF | Wooded Path
CF |
CF | You can see a shallow hole and a squirrel here.
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Southern Road 190/705
CF |
CF | > N
CF |
CF |
CF | Southern Road
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deephome Entrance 190/706
CF |
CF | > N
CF |
CF |
CF | Deephome Entrance
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] City Gates 190/707
CF |
CF | > N
CF |
CF |
CF | City Gates
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | > Lionheart says, "Oh, I want to pracitice [sic] theology on those spirits"
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 190/708
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Intersection 190/709
CF |
CF | > W
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 190/710
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 190/711
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "take torch"
CF ] N. Main Street 190/711
CF |
CF | > TAKE TORCH
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Main Hall 190/712
CF |
CF | > N
CF |
CF |
CF | Main Hall
CF |
CF | >
DavidW says (to ClubFloyd), "take torch"
CF ] Main Hall 190/713
CF |
CF | > TAKE TORCH
CF |
CF | You take a torch out of its sconce.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Railway Station 190/714
CF |
CF | > W
CF |
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 190/715
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Smithy Court"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push yellow"
CF ] Railway Station 190/716
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have
CF | changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 190/717
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Smithy Court 190/718
CF |
CF | > NW
CF |
CF |
CF | Smithy Court
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Blacksmith 190/719
CF |
CF | > SW
CF |
CF |
CF | Blacksmith
CF |
CF | You can see some metal scraps here.
CF |
CF | >
DavidW says (to ClubFloyd), "take scraps"
CF ] Blacksmith 190/720
CF |
CF | > TAKE SCRAPS
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "verbose"
CF ] Blacksmith 190/720
CF |
CF | > VERBOSE
CF |
CF | DEEPHOME is now in its "verbose" mode, which always gives long
CF | descriptions of locations (even if you've been there before).
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Blacksmith 190/721
CF |
CF | > L
CF |
CF |
CF | Blacksmith
CF | A heavy forge rests against the western wall, and an anvil sits in the
CF | middle of the room. Next to the anvil is a small barrel that once
CF | held water and a large barrel that at one time held oil. The exit is
CF | to the northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x forge"
CF ] Blacksmith 190/722
CF |
CF | > X FORGE
CF |
CF | Large and soot covered, this forge has a bellows and a coal furnace
CF | that opens to allow the smith to heat metal to extreme temperatures.
CF |
CF | >
DavidW says (to ClubFloyd), "open it"
CF ] Blacksmith 190/723
CF |
CF | > OPEN IT
CF |
CF | That's already open.
CF |
CF | >
DavidW says (to ClubFloyd), "light forge"
CF ] Blacksmith 190/724
CF |
CF | > LIGHT FORGE
CF |
CF | This dangerous act would achieve little.
CF |
CF | >
DavidW says (to ClubFloyd), "burn coal"
CF ] Blacksmith 190/725
CF |
CF | > BURN COAL
CF |
CF | You place the magical torch into the coal and watch in wonder as it
CF | lights the coals around it.
CF |
CF | >
DavidW says (to ClubFloyd), "take scraps"
CF ] Blacksmith 190/726
CF |
CF | > TAKE SCRAPS
CF |
CF | You already have those.
CF |
CF | >
DavidW says (to ClubFloyd), "put scraps in forge"
CF ] Blacksmith 190/727
CF |
CF | > PUT SCRAPS IN FORGE
CF |
CF | You put the metal scraps into the forge.
CF |
CF | The fire licks at the small pile of scraps.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Blacksmith 190/728
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | The pile begins to glow a bit red.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Blacksmith 190/729
CF |
CF | > Z
CF |
CF | Time passes.
CF |
CF | You watch as the scraps become a cohesive whole, melting together.
CF | >
DavidW says (to ClubFloyd), "take scraps"
CF ] Blacksmith 190/730
CF |
CF | > TAKE SCRAPS
CF |
CF | You pick up the hot metal in your thick Dwarven fingers and thank your
CF | ancestors for your heat impervious digits! Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "put scraps on anvil"
CF ] Blacksmith 190/731
CF |
CF | > PUT SCRAPS ON ANVIL
CF |
CF | You put the metal scraps on the anvil.
CF |
CF | >
DavidW says (to ClubFloyd), "hammer scraps"
CF ] Blacksmith 190/732
CF |
CF | > HAMMER SCRAPS
CF |
CF | You hammer away at the soft metal for a while, and, after trying
CF | different designs for the metal, you decide that a simple metal pick
CF | is the best form for the former scraps.
CF |
CF | > Lionheart says, "I suppose it won't let you trade for, steal, or mug the young man for, the theology book."
DavidW says, "I have no idea how you'd go about that or why."
DavidW says (to ClubFloyd), "x pick"
CF ] Blacksmith 190/733
CF |
CF | > X PICK
CF |
CF | (the pickaxe)
CF | This is a hefty and fine example of a Dwarven axe. Its foot long
CF | shaft and diamond sharp point are still preserved over the ages.
CF |
CF | >
DavidW says (to ClubFloyd), "x metal pick"
CF ] Blacksmith 190/734
CF |
CF | > X METAL PICK
CF |
CF | This thin shard of metal is bent just right for getting into small
CF | places.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Smithy Court 190/735
CF |
CF | > NE
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Railway Station 190/736
CF |
CF | > SE
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. You can hear
CF | the hum of the motor in the car. From here you can reach the Main
CF | Hall, the Soldiers Court, and the Treasury. To the northwest is the
CF | Smithy Court.
CF |
CF | You can see a rail car here.
CF |
CF | > Lionheart says, "I reckon you'd go about steal with TAKE BOOK, and the mugging by murderhoboing the poor youth."
DavidW says (to ClubFloyd), "i"
CF ] Railway Station 190/737
CF |
CF | > I
CF |
CF | You are carrying:
CF | a magical torch (providing light)
CF | a hammer
CF | a Sword (Wielded)
CF | a pickaxe
CF | some acorns
CF | a shield (being worn)
CF | King's Order
CF | a lantern (providing light)
CF |
CF | > DavidW says, "drat, I need to pick the pick up"
DavidW says (to ClubFloyd), "nw"
CF ] Smithy Court 190/738
CF |
CF | > NW
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Blacksmith 190/739
CF |
CF | > SW
CF |
CF |
CF | Blacksmith
CF | A heavy forge rests against the western wall, and an anvil sits in the
CF | middle of the room. Next to the anvil is a small barrel that once
CF | held water and a large barrel that at one time held oil. The exit is
CF | to the northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "take pick"
CF ] Blacksmith 190/740
CF |
CF | > TAKE PICK
CF |
CF | (the pickaxe)
CF | You already have that.
CF |
CF | >
DavidW says (to ClubFloyd), "take metal pick"
CF ] Blacksmith 190/741
CF |
CF | > TAKE METAL PICK
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Smithy Court 190/742
CF |
CF | > NE
CF |
CF |
CF | Smithy Court
CF | All around this common square sit smithies that have lain cold for
CF | three centuries. To the southwest is a blacksmith's shop, to the west
CF | is a silversmith, to the northwest is a carpenter's shop, at the north
CF | lies a common forge, the northeast holds a slag pit, and a goldsmith
CF | is to the east. The Railway is to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Railway Station 190/743
CF |
CF | > SE
CF |
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. You can hear
CF | the hum of the motor in the car. From here you can reach the Main
CF | Hall, the Soldiers Court, and the Treasury. To the northwest is the
CF | Smithy Court.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 190/744
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push red"
CF ] Railway Station 190/745
CF |
CF | > PUSH RED
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 190/746
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF | Here hangs, from thick cables, the major means of transportation over
CF | the great chasms that separate the locals of the city. From here you
CF | can reach the Main Hall, the Smithy Court, and the Soldiers' Court .
CF | You can hear the hum of the motor in the car. To the southwest is the
CF | Treasury Antechamber.
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Treasury Antechamber 190/747
CF |
CF | > SW
CF |
CF |
CF | Treasury Antechamber
CF | This room has many portraits hanging on the walls, all of the
CF | treasurers of Deephome from its very founding a millennium and a half
CF | ago. To the west is a large steel vault door and to the north is the
CF | bank used by the common people of Deephome. To the northeast is a
CF | Railway station.
CF |
CF | The door blocks the way into the city Treasury.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Common Bank 190/748
CF |
CF | > N
CF |
CF |
CF | The Common Bank
CF | This room is rather spacious and has scores of teller booths with
CF | steel chain hanging between where the customer would stand and where
CF | the tellers took money or gave it out. A sign is here, above a table
CF | in the middle with pamphlets on it, and a thick steel door is open to
CF | the west, obviously leading to the vault. There is also a deposit box
CF | here. The treasury antechamber is to the south.
CF |
CF | A wooden deposit box stands in almost the middle of the room.
CF |
CF | >
DavidW says (to ClubFloyd), "look in box"
CF ] The Common Bank 190/749
CF |
CF | > LOOK IN BOX
CF |
CF | In the deposit box is a large key.
CF |
CF | >
DavidW says (to ClubFloyd), "x key"
CF ] The Common Bank 190/750
CF |
CF | > X KEY
CF |
CF | This is a rather plain looking steel key except for two features:
CF | 1) It is almost as big as your forearm
CF | 2)It has the initials "DT" etched on it.
CF |
CF | >
DavidW says (to ClubFloyd), "open box"
CF ] The Common Bank 190/751
CF |
CF | > OPEN BOX
CF |
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "unlock box with metal pick"
CF ] The Common Bank 190/752
CF |
CF | > UNLOCK BOX WITH METAL PICK
CF |
CF | You slide the pick around in the key hole for a few minutes, expertly
CF | working the tumblers into place. After almost ten minutes, you hear
CF | the lock snap open.
CF |
CF | >
DavidW says (to ClubFloyd), "open box"
CF ] The Common Bank 190/753
CF |
CF | > OPEN BOX
CF |
CF | You open the deposit box.
CF |
CF | >
DavidW says (to ClubFloyd), "take key"
CF ] The Common Bank 190/754
CF |
CF | > TAKE KEY
CF |
CF | Taken.
CF |
CF | > Roger says, "oh hunh I was expecting a magnet puzzle for sure, but I guess not"
DavidW says (to ClubFloyd), "s"
CF ] Treasury Antechamber 190/755
CF |
CF | > S
CF |
CF |
CF | Treasury Antechamber
CF | This room has many portraits hanging on the walls, all of the
CF | treasurers of Deephome from its very founding a millennium and a half
CF | ago. To the west is a large steel vault door and to the north is the
CF | bank used by the common people of Deephome. To the northeast is a
CF | Railway station.
CF |
CF | The door blocks the way into the city Treasury.
CF |
CF | >
DavidW says (to ClubFloyd), "unlock door with key"
CF ] Treasury Antechamber 190/756
CF |
CF | > UNLOCK DOOR WITH KEY
CF |
CF | You unlock the vault door.
CF |
CF | >
DavidW says (to ClubFloyd), "open door"
CF ] Treasury Antechamber 190/757
CF |
CF | > OPEN DOOR
CF |
CF | You open the vault door.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] The Treasury 191/758
CF |
CF | > W
CF |
CF |
CF | The Treasury
CF | This room is huge, and in the light the gold and gems that line the
CF | walls and clutter the floors glitter and cast brilliant beams of light
CF | all about. There are piles and piles of valuable items here, much
CF | more than you could ever imagine spending. To the east is the
CF | antechamber.
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | You can also see a Shadow Spirit here.
CF |
CF | [Your score has just gone up by one point.]
CF |
CF | > DavidW says, "that's new"
Lionheart says, "Oh a third spirit"
DavidW says (to ClubFloyd), "x spirit"
CF ] The Treasury 191/759
CF |
CF | > X SPIRIT
CF |
CF | The spirit hangs low to the floor, almost like a gray mist. You think
CF | you can see a vague set of eyes and a mouth near the front, but you
CF | aren't sure. The shade doesn't move much, and stays to the back of
CF | the room.
CF |
CF | >
Lionheart says (to CF), "ask spirit about spirit"
CF ] The Treasury 191/760
CF |
CF | > ASK SPIRIT ABOUT SPIRIT
CF |
CF | No reply.
CF |
CF | >
DavidW says (to ClubFloyd), "ask spirit about himself"
CF ] The Treasury 191/761
CF |
CF | > ASK SPIRIT ABOUT HIMSELF
CF |
CF | The spirit shifts a bit and says "Kebarn."
CF |
CF | > DavidW says, "We'll need to look that name up"
DavidW says (to ClubFloyd), "l"
CF ] The Treasury 191/762
CF |
CF | > L
CF |
CF |
CF | The Treasury
CF | This room is huge, and in the light the gold and gems that line the
CF | walls and clutter the floors glitter and cast brilliant beams of light
CF | all about. There are piles and piles of valuable items here, much
CF | more than you could ever imagine spending. To the east is the
CF | antechamber.
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | You can also see a Shadow Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "x gold"
CF ] The Treasury 191/762
CF |
CF | > X GOLD
CF |
CF | Which do you mean, the wealth or the Gold Coin?
CF |
CF | >
Roger says (to cf), "ask spirit about herself"
CF ] The Treasury 191/763
CF |
CF | > ASK SPIRIT ABOUT HERSELF
CF |
CF | The spirit shifts a bit and says "Kebarn."
CF |
CF | >
DavidW says (to ClubFloyd), "x gold coin"
CF ] The Treasury 191/764
CF |
CF | > X GOLD COIN
CF |
CF | This gold coin is quite heavy and thick. It has a picture of fire on
CF | one side and a stone altar on the other. It reads "In Kraxis we put
CF | our trust." on one side and "100 GP" on the other.
CF |
CF | >
DavidW says (to ClubFloyd), "take it"
CF ] The Treasury 191/765
CF |
CF | > TAKE IT
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "take gold coin"
CF ] The Treasury 191/766
CF |
CF | > TAKE GOLD COIN
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "grr. This is like the coal again. Here and not here."
Roger says, "looting denied"
DavidW says (to ClubFloyd), "search wealth"
CF ] The Treasury 191/767
CF |
CF | > SEARCH WEALTH
CF |
CF | You find amongst the precious items, a single gold coin.
CF |
CF | >
DavidW says (to ClubFloyd), "take coin"
CF ] The Treasury 201/768
CF |
CF | > TAKE COIN
CF |
CF | Taken.
CF |
CF | [Your score has just gone up by ten points.]
CF |
CF | > Lionheart says, "o_O"
Roger says, "such accidental cruelty"
DavidW says, "We need the coin for one of the rituals, the one in the church."
DavidW says (to ClubFloyd), "e"
CF ] Treasury Antechamber 201/769
CF |
CF | > E
CF |
CF |
CF | Treasury Antechamber
CF | This room has many portraits hanging on the walls, all of the
CF | treasurers of Deephome from its very founding a millennium and a half
CF | ago. To the west is a large steel vault door and to the north is the
CF | bank used by the common people of Deephome. To the northeast is a
CF | Railway station.
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | >
DavidW says (to ClubFloyd), "brief"
CF ] Treasury Antechamber 201/769
CF |
CF | > BRIEF
CF |
CF | DEEPHOME is now in its normal "brief" printing mode, which gives long
CF | descriptions of places never before visited and short descriptions
CF | otherwise.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Railway Station 201/770
CF |
CF | > NE
CF |
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 201/771
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Smithy Court"
CF |
CF | >
DavidW says (to ClubFloyd), "push yellow"
CF ] Railway Station 201/772
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 201/773
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Main Hall 201/774
CF |
CF | > E
CF |
CF |
CF | Main Hall
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 201/775
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 201/776
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF |
CF | You can see Fresto's Excorcisms and Tasty Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop pickaxe"
CF ] S. Main Street 201/777
CF |
CF | > DROP PICKAXE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 201/778
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up kebarn in book"
CF ] Dwarven Library 201/779
CF |
CF | > LOOK UP KEBARN IN BOOK
CF |
CF | One of the children of Hashar, cursed to exist only in spiritual form.
CF | Upon the study of its powers, the magician Fresto destermined it to be
CF | of the spirit class Partaim.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 201/780
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF |
CF | You can see a pickaxe and Fresto's Excorcisms and Tasty Hors Devours
CF | here.
CF |
CF | >
DavidW says (to ClubFloyd), "look up partaim in book"
CF ] S. Main Street 201/781
CF |
CF | > LOOK UP PARTAIM IN BOOK
CF |
CF | Mysterious apparitions that usually cling to places filled with money.
CF | They have a tendency to curse anyone who tries to take what they
CF | consider their own. However, a simple exorcism spell can remove them.
CF | Simply spread a net on the ground and place a gold coin in it. Pour
CF | water on the net and then take back the coin. Then, after praying to
CF | Kraxis, speak the magical word "Manaz." Prayer being essential first.
CF |
CF | > Lionheart exclaims, "No one wants to work out of loyalty anymore! Them Partaimers, all they care about is money!"
DavidW says, "I'm hoping the pick will help with the shack's chest as well."
DavidW says (to ClubFloyd), "drop key"
CF ] S. Main Street 201/782
CF |
CF | > DROP KEY
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 201/783
CF |
CF | > S
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Eastern Guard Post 201/784
CF |
CF | > E
CF |
CF |
CF | Eastern Guard Post
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] City Gates 201/785
CF |
CF | > SE
CF |
CF |
CF | City Gates
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Deephome Entrance 201/786
CF |
CF | > S
CF |
CF |
CF | Deephome Entrance
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Southern Road 201/787
CF |
CF | > S
CF |
CF |
CF | Southern Road
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Wooded Path 201/788
CF |
CF | > S
CF |
CF |
CF | Wooded Path
CF |
CF | You can see a shallow hole and a squirrel here.
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Town of Ember 201/789
CF |
CF | > S
CF |
CF |
CF | Town of Ember
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Ember's Town Square 201/790
CF |
CF | > S
CF |
CF |
CF | Ember's Town Square
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Small Shack 201/791
CF |
CF | > E
CF |
CF |
CF | Small Shack
CF |
CF | >
DavidW says (to ClubFloyd), "look"
CF ] Small Shack 201/792
CF |
CF | > LOOK
CF |
CF |
CF | Small Shack
CF | This shack is rather empty except for a small hay pile and a blanket,
CF | obviously someone's bed, and a rather large iron chest with a peculiar
CF | looking lock. Other than that this small space only contains a few
CF | necessities of life. The doorway leads west to the town square.
CF |
CF | >
DavidW says (to ClubFloyd), "unlock chest with pick"
CF ] Small Shack 201/793
CF |
CF | > UNLOCK CHEST WITH PICK
CF |
CF | You work on the lock for a few minutes and, after lining up all of the
CF | tumblers, you hear the lock click open.
CF |
CF | >
DavidW says (to ClubFloyd), "open chest"
CF ] Small Shack 201/794
CF |
CF | > OPEN CHEST
CF |
CF | You open the chest, revealing a net.
CF |
CF | >
DavidW says (to ClubFloyd), "take net"
CF ] Small Shack 201/795
CF |
CF | > TAKE NET
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x it"
CF ] Small Shack 201/796
CF |
CF | > X IT
CF |
CF | Old and worn, this net looks like it has been used for many years. It
CF | is made of tightly bound cords and has a loop at one end.
CF |
CF | > Lionheart engraves on their tombstone, "NOT DEAD, JUST QUIET QUITTING"
Roger says, "oh, it's THAT sort of pick. I just clued myself in."
Jacqueline says, "haha"
DavidW says, "we should be able to get the squirrel now."
DavidW says (to ClubFloyd), "w"
CF ] Ember's Town Square 201/797
CF |
CF | > W
CF |
CF |
CF | Ember's Town Square
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Town of Ember 201/798
CF |
CF | > N
CF |
CF |
CF | Town of Ember
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Wooded Path 201/799
CF |
CF | > N
CF |
CF |
CF | Wooded Path
CF |
CF | You can see a shallow hole and a squirrel here.
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "put net on hole"
CF ] Wooded Path 201/800
CF |
CF | > PUT NET ON HOLE
CF |
CF | You put the net on the shallow hole.
CF |
CF | The squirrel hops around, shaking its tail and looking back and forth
CF | quickly.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "put acorns on net"
CF ] Wooded Path 201/801
CF |
CF | > PUT ACORNS ON NET
CF |
CF | Putting things on the net would achieve nothing.
CF |
CF | The small furry creature looks around for something to eat.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "put acorns in net"
CF ] Wooded Path 201/802
CF |
CF | > PUT ACORNS IN NET
CF |
CF | You put the acorns into the net.
CF |
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Wooded Path 201/803
CF |
CF | > U
CF |
CF | You can't go that way.
CF |
CF | After hopping from branch to branch the squirrel returns to the
CF | ground.
CF | The squirrel avoids you.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Wooded Path 211/804
CF |
CF | > CLIMB TREE
CF |
CF | You climb the tree and sit on its lowest branch.
CF | The small furry creature looks around for something to eat.
CF | The squirrel, not sensing you any more, hops down from its perch and
CF | scurries to the acorns. Hopping into the center of the net, the
CF | squirrel falls into the hole, wrapped up in the net.
CF | [Your score has just gone up by ten points.]
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Wooded Path 211/805
CF |
CF | > D
CF |
CF | You get out of the large tree.
CF |
CF | Wooded Path
CF |
CF | You can see a shallow hole (in which is a net (which is closed) (in
CF | which is a squirrel)) here.
CF |
CF | >
DavidW says (to ClubFloyd), "take net"
CF ] Wooded Path 211/806
CF |
CF | > TAKE NET
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Southern Road 211/807
CF |
CF | > N
CF |
CF |
CF | Southern Road
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deephome Entrance 211/808
CF |
CF | > N
CF |
CF |
CF | Deephome Entrance
CF |
CF | The heavy gates stand open, admitting you into Deephome.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] City Gates 211/809
CF |
CF | > N
CF |
CF |
CF | City Gates
CF |
CF | The city gates are open, allowing entrance to the city from the
CF | outside world.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Eastern Guard Post 211/810
CF |
CF | > NW
CF |
CF |
CF | Eastern Guard Post
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Intersection 211/811
CF |
CF | > W
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] East Royal Road 211/812
CF |
CF | > W
CF |
CF |
CF | East Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] West Royal Road 211/813
CF |
CF | > W
CF |
CF |
CF | West Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Outer Court 211/814
CF |
CF | > W
CF |
CF |
CF | Outer Court
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Throne Room 211/815
CF |
CF | > W
CF |
CF |
CF | Throne Room
CF |
CF | You can see a Luminous Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "give squirrel to spirit"
CF ] Throne Room 211/816
CF |
CF | > GIVE SQUIRREL TO SPIRIT
CF |
CF | (first taking the squirrel)
CF | I don't suppose the squirrel would care for that.
CF |
CF | >
DavidW says (to ClubFloyd), "open net"
CF ] Throne Room 231/817
CF |
CF | > OPEN NET
CF |
CF | You open the net and the Squirrel jumps out. It scurries under the
CF | throne and stays there. The spirit smiles at you and bows her head.
CF | "Thank you, my friend. I am in your debt forever." She then
CF | approaches the squirrel and, like a thin smoke, enters into the
CF | creature's body. Then, after a second or two, it runs out of the
CF | room.
CF | [Your score has just gone up by twenty points.]
CF |
CF | > DavidW says, "okay, that's one."
Jacqueline says, "yay"
DavidW says (to ClubFloyd), "i"
CF ] Throne Room 231/818
CF |
CF | > I
CF |
CF | You are carrying:
CF | a net (which is closed)
CF | a Gold Coin
CF | a sharp pick
CF | a magical torch (providing light)
CF | a hammer
CF | a Sword (Wielded)
CF | a shield (being worn)
CF | King's Order
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "open net"
CF ] Throne Room 231/819
CF |
CF | > OPEN NET
CF |
CF | You open the net.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Outer Court 231/820
CF |
CF | > E
CF |
CF |
CF | Outer Court
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] West Royal Road 231/821
CF |
CF | > E
CF |
CF |
CF | West Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] East Royal Road 231/822
CF |
CF | > E
CF |
CF |
CF | East Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Intersection 231/823
CF |
CF | > E
CF |
CF |
CF | Intersection
CF |
CF | You can see a four leaf clover and a bottle here.
CF |
CF | >
DavidW says (to ClubFloyd), "take bottle"
CF ] Intersection 231/824
CF |
CF | > TAKE BOTTLE
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "take clover"
CF ] Intersection 231/825
CF |
CF | > TAKE CLOVER
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Intersection 231/826
CF |
CF | > I
CF |
CF | You are carrying:
CF | a four leaf clover
CF | a bottle
CF | water
CF | a net (which is open but empty)
CF | a Gold Coin
CF | a sharp pick
CF | a magical torch (providing light)
CF | a hammer
CF | a Sword (Wielded)
CF | a shield (being worn)
CF | King's Order
CF | a lantern (providing light)
CF |
CF | > Lionheart says, "Poor squirrel, condemned to a life of being puppeted around by a spirit."
DavidW says (to ClubFloyd), "drop hammer, pick, order"
CF ] Intersection 231/827
CF |
CF | > DROP HAMMER, PICK, ORDER
CF |
CF | hammer: Dropped.
CF | sharp pick: Dropped.
CF | King's Order: Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Extreme South Main Street 231/828
CF |
CF | > S
CF |
CF |
CF | Extreme South Main Street
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Mining Center 231/829
CF |
CF | > S
CF |
CF |
CF | Mining Center
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Extreme South Main Street 231/830
CF |
CF | > N
CF |
CF |
CF | Extreme South Main Street
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Intersection 231/831
CF |
CF | > N
CF |
CF |
CF | Intersection
CF |
CF | You can see King's Order, a sharp pick and a hammer here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 231/832
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF |
CF | You can see a large key, a pickaxe and Fresto's Excorcisms and Tasty
CF | Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Dwarven Library 231/833
CF |
CF | > E
CF |
CF |
CF | Dwarven Library
CF |
CF | You can see Leshosh's Encyclopedia here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] S. Main Street 231/834
CF |
CF | > W
CF |
CF |
CF | S. Main Street
CF |
CF | You can see a large key, a pickaxe and Fresto's Excorcisms and Tasty
CF | Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] N. Main Street 231/835
CF |
CF | > N
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Scrivener's 231/836
CF |
CF | > W
CF |
CF |
CF | Scrivener's
CF |
CF | >
DavidW says (to ClubFloyd), "open deak"
CF ] Scrivener's 231/836
CF |
CF | > OPEN DEAK
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "open desks"
CF ] Scrivener's 231/837
CF |
CF | > OPEN DESKS
CF |
CF | You open the desks, revealing a pile of papers.
CF |
CF | >
DavidW says (to ClubFloyd), "take paper"
CF ] Scrivener's 231/838
CF |
CF | > TAKE PAPER
CF |
CF | You take a blank piece of paper
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] N. Main Street 231/839
CF |
CF | > E
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Bakery 231/840
CF |
CF | > E
CF |
CF |
CF | Bakery
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle"
CF ] Bakery 231/841
CF |
CF | > FILL BOTTLE
CF |
CF | The bottle is already full.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] N. Main Street 231/842
CF |
CF | > W
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Main Hall 231/843
CF |
CF | > N
CF |
CF |
CF | Main Hall
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Railway Station 231/844
CF |
CF | > W
CF |
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 231/845
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Smithy Court"
CF | The green button reads "Barracks"
CF | The red button reads "Treasury"
CF |
CF | >
DavidW says (to ClubFloyd), "push red"
CF ] Railway Station 231/846
CF |
CF | > PUSH RED
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 231/847
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Treasury Antechamber 231/848
CF |
CF | > SW
CF |
CF |
CF | Treasury Antechamber
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] The Treasury 231/849
CF |
CF | > W
CF |
CF |
CF | The Treasury
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | You can also see a Shadow Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf34"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] The Treasury 231/849
CF | Ok.
CF |
CF | >
DavidW says (to ClubFloyd), "drop net"
CF ] The Treasury 231/850
CF |
CF | > DROP NET
CF |
CF | You feel magical power starting to build in the room.
CF |
CF | >
DavidW says (to ClubFloyd), "put coin in net"
CF ] The Treasury 231/851
CF |
CF | > PUT COIN IN NET
CF |
CF | The magic in the room begins to illuminate the net.
CF |
CF | >
DavidW says (to ClubFloyd), "pour water on net"
CF ] The Treasury 231/852
CF |
CF | > POUR WATER ON NET
CF |
CF | You pour the water on the net, sanctifying it. You see the spirit
CF | moving, trying to back away.
CF |
CF | >
DavidW says (to ClubFloyd), "take coin"
CF ] The Treasury 231/853
CF |
CF | > TAKE COIN
CF |
CF | Light spills out of the net, washing over the gray spirit, letting you
CF | see the inmost part of the creature's being, a child like form,
CF | cowering away from the light.
CF |
CF | >
DavidW says (to ClubFloyd), "pray to Kraxis"
CF ] The Treasury 231/854
CF |
CF | > PRAY TO KRAXIS
CF |
CF | You feel comforted knowing that Kraxis has heard your prayer.
CF |
CF | >
DavidW says (to ClubFloyd), "manaz"
CF ] The Treasury 271/855
CF |
CF | > MANAZ
CF |
CF | The net leaps into the air and seems to supernaturally stretch,
CF | surrounding the gray form. It slowly closes, penetrating and
CF | dispelling the ghostly being, until finally the phantom is no more.
CF | [Your score has just gone up by forty points.]
CF |
CF | >
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf35"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] The Treasury 271/855
CF | Ok.
CF |
CF | > Jacqueline says, "Nice."
Roger exclaims, "ghostbusters!"
Jacqueline chuckles.
DavidW says (to ClubFloyd), "take net"
CF ] The Treasury 271/856
CF |
CF | > TAKE NET
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] The Treasury 271/857
CF |
CF | > I
CF |
CF | You are carrying:
CF | a net (which is open but empty)
CF | a Gold Coin
CF | a blank paper
CF | a four leaf clover
CF | a bottle
CF | a magical torch (providing light)
CF | a Sword (Wielded)
CF | a shield (being worn)
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "look in bottle"
CF ] The Treasury 271/858
CF |
CF | > LOOK IN BOTTLE
CF |
CF | You could spend hours here taking an inventory of the content of this
CF | room, but you won't.
CF |
CF | >
DavidW says (to ClubFloyd), "x bottle"
CF ] The Treasury 271/859
CF |
CF | > X BOTTLE
CF |
CF | The clear bottle is empty
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Treasury Antechamber 271/860
CF |
CF | > E
CF |
CF |
CF | Treasury Antechamber
CF |
CF | The heavy door stands open, admitting you out into the Antechamber.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Railway Station 271/861
CF |
CF | > NE
CF |
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "enter car"
CF ] Railway Station 271/862
CF |
CF | > ENTER CAR
CF |
CF | You get into the railcar.
CF |
CF | You see a control panel before you with three buttons on it:
CF | The yellow button reads "Main Hall"
CF | The green button reads "Barracks"
CF | The red button reads "Smithy Court"
CF |
CF | >
DavidW says (to ClubFloyd), "push yellow"
CF ] Railway Station 271/863
CF |
CF | > PUSH YELLOW
CF |
CF | You feel the car begin to swing and sway. After a moment the
CF | sensation of going forward takes hold and after a few moments, you
CF | come to a smooth stop. You notice that the button labels have changed.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Railway Station 271/864
CF |
CF | > OUT
CF |
CF | You get out of the rail car.
CF |
CF | Railway Station
CF |
CF | You can see a rail car here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Main Hall 271/865
CF |
CF | > E
CF |
CF |
CF | Main Hall
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] N. Main Street 271/866
CF |
CF | > S
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Bakery 271/867
CF |
CF | > E
CF |
CF |
CF | Bakery
CF |
CF | >
DavidW says (to ClubFloyd), "fill bottle"
CF ] Bakery 271/868
CF |
CF | > FILL BOTTLE
CF |
CF | You fill the bottle with water.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] N. Main Street 271/869
CF |
CF | > W
CF |
CF |
CF | N. Main Street
CF |
CF | You can see a letter and a warning note here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] S. Main Street 271/870
CF |
CF | > S
CF |
CF |
CF | S. Main Street
CF |
CF | You can see a large key, a pickaxe and Fresto's Excorcisms and Tasty
CF | Hors Devours here.
CF |
CF | > Jacqueline asks (of Roger), "Did you used to play that videogame? The one that had a voice synthesizer that yelled 'Ghostbusters' after every successful capture?"
DavidW says (to ClubFloyd), "look up Ternalim in book"
CF ] S. Main Street 271/871
CF |
CF | > LOOK UP TERNALIM IN BOOK
CF |
CF | These spirits are quite pesky and are rather hard to do away with.
CF | However, the following recipe for banishment is usually foolproof:
CF | Take a coin and put it before the spirit. Pour water on the coin. Put
CF | the ashes of a blank paper on the coin. Then place a four leaf clover
CF | on the coin. Finally, after praying to Kraxis, speak the word
CF | "Manaz." Prayer is essential, for any utterance of this word without
CF | protection will cause certain death.
CF |
CF | > Roger says, "I did play it a couple times on a friend's C-64, yeah"
Roger says, "I think we've got all that stuff"
Jacqueline says, "I still play it now and then. You saying that brought me right back."
DavidW says (to ClubFloyd), "we don't quite. we need ashes"
CF ] S. Main Street 271/871
CF |
CF | > WE DON'T QUITE. WE NEED ASHES
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "burn paper"
CF ] S. Main Street 271/872
CF |
CF | > BURN PAPER
CF |
CF | You light the paper on fire and are left with a small pile of ashes
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] S. Main Street 271/873
CF |
CF | > I
CF |
CF | You are carrying:
CF | some ashes
CF | a net (which is open but empty)
CF | a Gold Coin
CF | a four leaf clover
CF | a bottle
CF | water
CF | a magical torch (providing light)
CF | a Sword (Wielded)
CF | a shield (being worn)
CF | a lantern (providing light)
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Intersection 271/874
CF |
CF | > S
CF |
CF |
CF | Intersection
CF |
CF | You can see King's Order, a sharp pick and a hammer here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] East Royal Road 271/875
CF |
CF | > W
CF |
CF |
CF | East Royal Road
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Intersection 271/876
CF |
CF | > E
CF |
CF |
CF | Intersection
CF |
CF | You can see King's Order, a sharp pick and a hammer here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] S. Main Street 271/877
CF |
CF | > N
CF |
CF |
CF | S. Main Street
CF |
CF | You can see a large key, a pickaxe and Fresto's Excorcisms and Tasty
CF | Hors Devours here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Great Temple of Kraxis 271/878
CF |
CF | > W
CF |
CF |
CF | Great Temple of Kraxis
CF |
CF | You can see a Dark Spirit here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop coin"
CF ] Great Temple of Kraxis 271/879
CF |
CF | > DROP COIN
CF |
CF | You feel power begin to rise around you.
CF |
CF | >
DavidW says (to ClubFloyd), "pour water on coin"
CF ] Great Temple of Kraxis 271/880
CF |
CF | > POUR WATER ON COIN
CF |
CF | As you pour the water on the coin, you feel the power grow. The Dark
CF | Spirit writhes in anger, recognizing what you are doing, but he is
CF | impotent to stop you.
CF |
CF | >
DavidW says (to ClubFloyd), "put ashes on coin"
CF ] Great Temple of Kraxis 271/881
CF |
CF | > PUT ASHES ON COIN
CF |
CF | You can feel the power pulsing and almost hear its throbbing in the
CF | air.
CF |
CF | >
DavidW says (to ClubFloyd), "put clover on coin"
CF ] Great Temple of Kraxis 271/882
CF |
CF | > PUT CLOVER ON COIN
CF |
CF | The air becomes thick with power, you find breathing difficult.
CF |
CF | >
DavidW says (to ClubFloyd), "pray to Kraxis"
CF ] Great Temple of Kraxis 271/883
CF |
CF | > PRAY TO KRAXIS
CF |
CF | You feel comforted knowing that Kraxis has heard your prayer.
CF |
CF | >
DavidW says (to ClubFloyd), "manaz"
CF ] Great Temple of Kraxis 301/883
CF |
CF | > MANAZ
CF |
CF | A ray of pure light arcs out from you hand and hits Indanaz dead
CF | center. The spirit first seems to engulf the light, but starts to
CF | writhe under the power after a moment. The cloud condenses into a
CF | man's form and then is broken up again. The being shakes in pain, and
CF | then seems to implode, leaving no trace behind.
CF |
CF | After cleansing Deephome of the last of its spirits, you take a deep
CF | breath and look around. Having completed everything you were asked to
CF | do, save for repairing the elevators, you congratulate yourself and
CF | smile broadly. You visited ever single room in Deephome and did
CF | everything in your power to prepare the city for reoccupation.
CF | However, to be absolutely complete, you must also fix the elevators.
CF | You remember hearing about a city nearby called Elbras where you might
CF | be able to procure the correct parts for the elevators. You set off
CF | in that direction. As you go, you begin to hum a tune. It is a
CF | bright and cheery day and you feel the warmth on your face. You smile
CF | and kick up some dust in the road and hope that the city will be a bit
CF | more restful than Deephome was.
CF |
CF | *** You have won ***
CF |
CF |
CF | In that game you scored 301 out of a possible 300, in 883 turns,
CF | You are a rather successful adventurer and a boon to your people.
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | > Roger says, "woo"
Jacqueline exclaims, "!!!!"
Lionheart says, "Oh, gonna spare us the trouble of walking all the way out, that's nice."
DavidW says (to ClubFloyd), "full"
CF ] Great Temple of Kraxis 301/883
CF |
CF | > FULL
CF |
CF |
CF | In that game you scored 301 out of a possible 300, in 883 turns,
CF | You are a rather successful adventurer and a boon to your people.
CF |
CF | The score was made up as follows:
CF |
CF | 30 Turning on the Power
CF | 10 Getting Rid of the Terrock
CF | 30 Turning on the Water
CF | 40 Opening the Gate
CF | 20 Getting rid of the Eranti
CF | 40 Exorcising the Spirit in the Temple
CF | 30 Exorcising the Spirit in the Bank
CF | 10 Catching the Squirrel
CF | 20 Providing a host for the benign spirit
CF | 5 Entering the City
CF | 20 finding sundry items
CF | 46 visiting various places
CF |
CF | 301 total (out of 300)
CF |
CF | Would you like to RESTART, RESTORE a saved game, give the FULL score
CF | for that game or QUIT?
CF | > Jacqueline says, "Ah, so the whole 'go to another town' is a cut scene epilogue."
DavidW says, "yeah, I didn't see any obvious way to get to Elbras."
Roger says, "setting up that sequel"
Lionheart says, "I thought we'd have to fix the lifts, but I guess that was deliberately unsolvable."
DavidW says, "yeah"
Jacqueline says, "Perhaps the author decided 'screw it, that's enough, releast this game'."
DavidW says, "Should we tackle one of the small games on my list? We have time."
Jacqueline says, "Sure."
Jacqueline says, "Before we do."
DavidW says, "[LINK]"
Jacqueline says, "I just wanted to say that I thought this was an interesting, novel premise and I enjoyed the setting."
DavidW says, "yeah, I liked the setting. I just wish it was better tested and the author didn't use Inform 6's conceal flag."
Jacqueline says, "Well, there is that."
Lionheart says (to Jacq), "Yeah, it does seem like it might have been released before implemented everything they envisioned"
Roger says, "yeah, it would benefit from a remaster"
DavidW says, "That feature of Inform 6 tripped up a lot of authors."




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