All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >restart Are you sure you want to start over? (YES or NO) > y It had been a bad day. In fact that might be putting it mildly. It all started when Maester Drummond asked you to balance the time flow inhibitor. Maester Tubal's latest experiments had shown that the time flow between the Keep and the Outside was beginning to equalize as it did every ten years or so, and the inhibitor had to be rebalanced to correct the problem. The incident was almost always used to evaluate the highest ranking novice to see if they were ready for the Maester's robes and this time around that novice happened to be you. Of course you botched it horribly. Somewhere along the line you added black sand where there should have been white and the whole inhibitor went haywire. For a full thirty minutes time stopped completely in the entire east side of the Keep while the west side moved at twice the normal flow. It was awful, luckily no one had been standing in the central hall when it happened but one of the Keep's ferrets was, and the result was not pretty. Novice Filmore said he was standing in one of the central hall's western doors when it happened. The poor ferret was running full tilt down the hall when suddenly half of his body stopped moving and the other half kept right on going. Maester Drummond was not amused. As punishment he decided to send you into the Erudition Chamber, and now the massive oak door leading into that foreboding room stands before you. The Erudition Chamber Copyright (c) 2003 Daniel T. Freas (Type info if this is your first time playing.) Basement You are standing in the depths of the Keep's basement. Before you, to the south, is a massive oak door which leads into the Erudition Chamber. Chisled stone steps lead back up into the Keep to the north. The air is damp and cold this far underground and the slightest sounds echo hollowly against the stone walls. One of the Keep's guards is standing here. >[There were some grammar errors in the opening text.] I don't understand the punctuation "[". >talk to guard You attempt to start a conversation with the guard, but he is apparently not in a talking mood. >info Welcome to The Erudition Chamber! Type Credits to find out who contributed to this game. Every puzzle in this game has more than one solution. What's more, there is no right, wrong, or even preferred solution. If it works then it works, no guilt, no illogical repercussions. There are, of course, consequences to your actions but they are only logical ones (e.g. if you burn a table to ashes you can no longer eat your dinner off it, or what have you). Save your game every now and then, in case you decide you would have liked to try that last puzzle a different way. The scoring system has been replaced. You'll notice there is a word or combination of words in the top right corner of your screen rather than a number; watch it for changes. For those of you that like to know such things there are 6 main types of ending to this game and, if I counted right, 268 combinations that will get you to those endings. Have Fun. >i You are empty-handed. >x guard Large and rather bored would be a decent description. No doubt he would rather be dicing with his fellows elsewhere in the Keep. >[dicing?] I don't understand the punctuation "[". >l Basement You are standing in the depths of the Keep's basement. Before you, to the south, is a massive oak door which leads into the Erudition Chamber. Chisled stone steps lead back up into the Keep to the north. The air is damp and cold this far underground and the slightest sounds echo hollowly against the stone walls. One of the Keep's guards is standing here. >open door Opened. >s You take a deep breath and step into the Erudition Chamber. For a moment you feel a slight chill and the world seems to shift slightly but then the moment has passed and things have returned to normal. You notice that the door has disappeared behind you. The Chamber The best word to describe this room would be stark. It is completely void of any aesthetic consideration. The room is roughly square and made entirely of stone, a damp mist clings tenuously to the corners of the chamber and a vaulted archway to the south is the only exit. A long wooden table stands in the center of the room. Sitting on the table is a battle axe, a journal, a lamp (providing light), and a leather flask. >read journal To make reading this journal easier please refer to it in sections, of which there are three. For example, if you wish to read section one simply type "read section one." >read section one "Greetings novice, welcome to the Erudition Chamber. As you may surmise by a quick look around you, the Chamber is not, as you were led to believe, a room for punishment. Rather it is a testing ground. The deception was necessary so that you would be unable to prepare for what lies ahead. It is important that all of your reactions be natural and unplanned so that we may evaluate your skills. Keep in mind as you progress, that every choice you make will effect the world around you to some extent. There will be consequences for your actions, consequences that you will be required to deal with as they arise." >read section two "I have found over time that each person is especially suited to a certain type of task. I, for instance, have endeavored for fifteen years to advance to the third level of the Alchemical order but have been unable to attain the transience required by that sect. I have seen others though, who could not even attain the most basic level of the Alchemical sect while they advanced without peer in one of the other three sects and soon became recognized as the greatest among their chosen order. My particular skills have developed in such a way that I have attained the basic knowledge of each of the four sects without ever being able to grasp the higher wisdoms of any of them. At times I regret this shortcoming, if indeed it may be seen as such, but I also understand the need for an order of Maesters that have an understanding of each sect so as to see a larger picture than any individual order's members may grasp." >read section three "The chief difference, as I see it, between the orders, lies in how a person of a given order is wont to approach a problem. For instance when faced with an obstacle, a member of the Warrior sect is likely to attempt to break it down. Their reasoning is that the quickest and most efficient solution is the best. An Alchemist faced with the same problem would seek to change the form of the obstacle, reasoning that any object has some form in which it would no longer present itself as a problem. The approach of a Maester Artisan would no doubt be to work with the obstacle in some ingenious way so that it would no longer pose a problem. And finally the accomplished Seer would not attempt to remove the obstacle at all, but would rather find some other way to arrive at their destination." >read section four I don't see any section four here. >l The Chamber The best word to describe this room would be stark. It is completely void of any aesthetic consideration. The room is roughly square and made entirely of stone, a damp mist clings tenuously to the corners of the chamber and a vaulted archway to the south is the only exit. A long wooden table stands in the center of the room. Sitting on the table is a battle axe, a journal, a lamp (providing light), and a leather flask. >get all from table battle axe: Taken. journal: Taken. lamp: Taken. leather flask: Taken. >x flask A small leather flask suitable for holding various liquids. It currently contains oil. >s War Room This room is filled with the decorations of war. A suit of armor occupies one corner and various weapons and shields are fastened to the walls all around the room. A large tapestry depicting the Battle of Barnet hangs on the western wall, while an old wooden door leads south. >x tapestry The tapestry shows the legendary Battle of Barnet, the decisive and final blow to the ancient House of York. As the legend goes, there was a thick fog covering the field as the armies prepared for battle and they badly misjudged each other's position resulting in battle lines overlapping on each side. It is generally thought by today's historians that this fog may have indeed changed the outcome of the battle had it stayed afield, but alas a stiff wind blew in from the north, clearing the mist and spelling the doom of everyone who wore the colors of York save one. Richard of Gloucester was the only man to escape with his life. Soon after, being virtually unopposed, the Lancastrians took a firm hand to the Kingdom and turned their greedy eye toward France. The rest is, as they say, history. Richard fled north to more familiar country and it was his grandson who later founded the Maester's Keep. England, in the name of Empire, soon conquered all the known world. From Russia to the north of Africa they rule without question and have for near on five hundred years now. >[ah, alternate history. Excellent.] I don't understand the punctuation "[". >x lamp An old oil lamp with a small blue flame burning brightly on the wick. >s You'll have to open the old door first. >open old door There does not appear to be a lock anywhere, but nevertheless the door does not open. >l War Room This room is filled with the decorations of war. A suit of armor occupies one corner and various weapons and shields are fastened to the walls all around the room. A large tapestry depicting the Battle of Barnet hangs on the western wall, while an old wooden door leads south. >x armor It looks to be a 15th century suit of armor. Not much different than those being worn by the men depicted in the tapestry on the western wall. >look behind wall There's nothing behind the wall. >look behind tapestry You push the tapestry aside revealing a passage in the wall behind it leading west. >get armor You can't have the suit of armor. >wear armor You can't wear the suit of armor. >x weapons The weapons and shields that adorn the walls are securly fastened in their places and for the most part out of reach. None of them look particularly interesting but taken as a whole they give the room a foreboding atmosphere. >get weapon The weapons and shields isn't important. >get a weapon The weapons and shields isn't important. >e You can't go that way. >w You step toward the passage but notice as you do that the walls of the exit are apparently made of some sort of lodestone. The lamp, being almost entirely made of brass, is unnaffected but the axe you carry is pulled violently toward the stone. It takes all of your effort to maintain your grip on the weapon but it quickly becomes obvious that if you wish to go that way you're going to have to leave the axe behind. >drop axe Dropped. >w You follow the winding passageway finding a brightly lit room at its end. Again you feel a slight chill and the world seems to shift. The moment passes and things return to normal, but the path you entered by has disappeared behind you. Antechamber The walls and ceiling of this room curve gradually so that the entire chamber is a distorted spherical shape. You are standing before a large desk behind which sits Maester Eloash, the head of the Seer sect. Two exits lead out, one to the east and one to the west. "Ah! Hello there novice." Maester Eloash greets you as you enter the room, "It seems that you have shown a predisposition for the Seer order." He smiles, leaning forward on his desk. "There were several ways you could have passed through that little obstacle, finding the secret passage you discovered shows that you have the inquisitive mind of a Seer. Of course being a Maester Seer requires more than looking behind a tapestry or two. You now have a choice, you may leave by the western door which leads out of the Keep entirely," Here Maester Eloash gestures expansively toward the western doorway with his hand, "or you may continue on your chosen path through the eastern door which leads to your next test." Another gesture, this time toward the eastern door. "Before you make your choice however, there is the matter of your having attained the first level of the Seer order. You are therefore entitled to read the basic knowledge of our order." Maester Eloash opens a large book on his desk and turns it for you to read. >read book "The joy of being a Maester Seer is that we do not struggle as the other orders do. The Alchemist must always strive to reconcile change and constancy, the Artisans must, at every turn, pit their wit against the world, and the Warrior must always be ready to risk life and limb in pursuit of the next goal. With the Seer this is not so, for we have come to realize that as water always flows downhill so also the best solution to any problem is the one which requires the least effort. The price that must be paid for this lack of struggle is an appearance of aloofness. The other sects, not understanding the ways of our sect, have come to think that because our thoughts cannot be understood in their way of thinking that we must be inordinately wise. In truth this is not so, to become a Seer one must only be patient and willing to wait until the solution presents itself rather than forcing a solution on the problem at hand." When you have finished reading the page Maester Eloash closes the book and puts it away, awaiting your decision. >talk to eloash You open your mouth to speak but Maester Eloash raises a finger. "You have only begun the path to becoming a Seer young novice. Perhaps if you continue to prove yourself we will sit and talk after your testing is complete. Until then you are on your own." His smile takes some of the sting out of the rebuke but it is clear he is unwilling to talk. >tell eloash that he could have been better implemented. I don't know the word "that". >e (Opening the eastern door) The door disappears behind you as you walk through. Gear Room The room in which you now stand is truly a monument to the Artisan sect. There are gears and pumps everywhere, in mechanical combinations too complicated for the eye to follow. Most of the gears seem to involve rotating sections of the ceiling, but it is hard to be sure. A staircase extends a short way up toward the room above, but is currently incomplete and a pipe runs from a hydraulic lift under the staircase through an exit to the north. Another exit leads east. >x pipe The pipe is perhaps a hand wide and made of metal. It runs from the hydraulic lift under the stairs, through the room, and out the exit to the north. It would seem that it is designed to carry pressure of some sort to the hydraulic lift to cause it to, well, lift. >x gears The various gears and pumps scattered across the ceiling are too high above to examine closely. What you can see from this distance seems to indicate that their primary function is to rotate sections of the floor above. Undoubtedly you will be faced with that rotating floor when you manage to get past the stairway in this room. >x pipe The pipe is perhaps a hand wide and made of metal. It runs from the hydraulic lift under the stairs, through the room, and out the exit to the north. It would seem that it is designed to carry pressure of some sort to the hydraulic lift to cause it to, well, lift. >turn it Turning the pipe doesn't have any effect. >u Incomplete Staircase You are standing on an incomplete staircase that extends a short way toward the room above but not far enough to allow you to go up any farther. >jump Wheeee! >d Gear Room The room in which you now stand is truly a monument to the Artisan sect. There are gears and pumps everywhere, in mechanical combinations too complicated for the eye to follow. Most of the gears seem to involve rotating sections of the ceiling, but it is hard to be sure. A staircase extends a short way up toward the room above, but is currently incomplete and a pipe runs from a hydraulic lift under the staircase through an exit to the north. Another exit leads east. >x lift The lift looks slightly odd, and upon closer inspection you realize why. Apparently the lift is designed to hold the staircase down, more than lift it up. The design is such, that when pressure is supplied through the pipe the hydraulic lift extends allowing the staircase to rise, but it is also obvious from the large coiled spring you see here, that if the hydraulic lift were not connected to the stairs, they would simply rise the remaining distance on their own. You notice a chain lying on the floor beside the lift. >x chain The chain is attached at one end to the bottom of the staircase. >pull chain Leaning all of your weight against the chain you pull. For a moment the only effect is for your face to turn red with the effort but then with a shudder the bottom of the staircase begins to move toward you. As it does the stairs rotate and the top stair moves closer and closer to the ceiling above, each individual step also turns as you pull until with a "click" everything locks into place. The former staircase has now been transformed into a useable ladder that extends all the way to the room above. >u A voice echoes in the room around you: "The goal of a successfull Alchemist is to see the world always in a state of flux. There can be no constants in the mind of a Maester of our order, for all things change, and must be seen to do so if one is to overcome the obstacles brought on by the study of Alchemy. It is the harnessing of the power of change that is our true strength. Change of itself is no better than chaos, for in their natural states the two feed off of eachother in a necessarily symbiotic existence. The Maester Alchemist however must become an adept at separating change and chaos; bringing about change in the midst of order is the great challenge of our sect." As you enter the room there is a brief sound of gears rotating and a section of floor slides over the stairway covering it completely. Mirror Room There are four exits leading out of this room in the cardinal directions. The main feature of the room is a very large mirror standing straight up in the center of the room. Beside the mirror is an iron lever. There is also a very large wooden gear set into the floor a few feet away from the mirror and a shaft from this gear disappears into the floor. The western exit seems to glow with a diffuse light. >x mirror The mirror is angled so that it reflects from one of the room's four exits straight to another. Currently it is aligned so that the southern exit is reflected into the western exit and vice versa. >turn it Turning the mirror doesn't have any effect. >realign it I don't know the word "realign". >pull lever You pull the lever and the mirror begins to turn. As the mirror turns its edge catches the large wooden gear on the floor of the room and causes it to turn as well. As soon as the gear begins to turn large rumbling sounds start to emanate from the floor below. The ground shakes for a moment and suddenly the walls around you are rotating. When they stop rotating you can see that the door that once led north now leads east, the door that led east now leads south, and so on around the room. A beam of light shoots out of the exit to the west, hits the reflective surface of the mirror and shoots off to the north. >[chromatron!] I don't understand the punctuation "[". >n Lens Room You are in a square stone room. Directly across from the exit is a large lens mounted on a track. There is an iron lever set in the floor of the room. The only exit leads south. A beam of light shoots in to the room from the exit to the south and dissapears into the lens on the north wall. >pull lever You pull the lever and the floor lurches under you as the outer rooms begin to rotate around the central mirror room in what would be a clockwise direction if you were looking down on it from above. The lens slides away from the hole in the wall. >l Lens Room You are in a square stone room. Directly across from the exit a small circular hole has been cut into the wall. Beside the hole is a large lens mounted to the wall on a track. There is an iron lever set in the floor of the room. The only exit leads west. >l Lens Room You are in a square stone room. Directly across from the exit a small circular hole has been cut into the wall. Beside the hole is a large lens mounted to the wall on a track. There is an iron lever set in the floor of the room. The only exit leads west. >pull lever You pull the lever and the floor lurches under you as the outer rooms begin to rotate around the central mirror room in what would be a clockwise direction if you were looking down on it from above. The lens slides in front of the hole in the wall. >x hole The hole is cut straight through the wall but there is another wall on the other side so you see nothing but stone. >pull lever You pull the lever and the floor lurches under you as the outer rooms begin to rotate around the central mirror room in what would be a clockwise direction if you were looking down on it from above. The lens slides away from the hole in the wall. >n In a place where all of the rooms rotate it can be hard to keep track of where the exits are, however the exit from this room currently leads east. >e Mirror Room There are four exits leading out of this room in the cardinal directions. The main feature of the room is a very large mirror standing straight up in the center of the room. Beside the mirror is an iron lever. There is also a very large wooden gear set into the floor a few feet away from the mirror and a shaft from this gear disappears into the floor. A beam of light shoots out of the exit to the west, hits the reflective surface of the mirror and shoots off to the north. >n Archway You are in a square stone room that is completely empty. An exit to the south leads back to the mirror room. An archway has been cut into the wall directly across from the exit. A beam of light shoots in to the room from the exit to the south and shoots through the archway which now leads to an open door. >n You step forward blindly and a voice intrudes upon your thoughts: "A clear mind and quick wit are the requirements of an accomplished Artisan. It is these qualities which have served our sect so well in many of the Keep's past problems. By observing an obstacle logically it is always possible to overcome the problems it presents by mechanical means of some sort. In every problem there is a solution built in to the very fabric of the problem itself. Such is the balance of the Artisan, that in all things the difficulties must be seen as their own solutions. To become a Maester Artisan one must, above all else, be observant. Observing the situation itself and furthermore finding and dismissing the solutions that might result in less desirable outcomes. It is this dismissal of possible solutions that sets the Maester Artisans apart from the other sects, for it must be obvious to the Artisan that a problem may be overcome by physical strength or brute force but that same solution, once found, must be dismissed as inadequate." As the voice fades away the world lurches suddenly and you find yourself transported to a totally new setting. Damp Room You are in a damp room carved out of the surrounding earth. A large iron grate blocks your passage to the north while another smaller opening leads east. At the south side of the room water drips slowly out of a pipe large enough for you to walk through. Set in the floor below the pipe is a copper drain that the water disappears through. >x grate There are no hinges on the grate and it appears that it is opened by some sort of mechanism inside the wall that lifts it straight up. There is a small panel in the wall beside the grate. >open panel Opening the panel reveals a clamp set into the wall that could be used to hold a small item in place. Why it should be there is beyond your current understanding. >x clamp There's nothing in the clamp. >open it I don't know how to open the clamp. >i You have a journal, a lamp (providing light), and a leather flask. The leather flask seems to contain oil. >x pipe The pipe is set in the southern wall and is large enough for you to walk through. Water is driping slowly out of the pipe. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >e You feel the world shift slightly as you step eastward. The room around you disappears leaving you a bit disoriented. Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. You see a glass vial here. >get vial Taken. >x charts Which charts do you mean, the star chart, or the planet chart? >star The Twelve Processes in Zodiacal Time Aries: Calcination Taurus: Congelation Gemini: Fixation Cancer: Solution Leo: Digestion Libra: Sublimation Scorpio: Separation Sagittarius: Ceration Capricorn: Fermentation Aquaries: Multiplication >x planet The Seven Planetary Metals Sol: Gold Luna: Silver Mars: Iron Mercury: Quicksilver Jupiter: Tin Venus: Copper Saturn: Lead >l Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. >x pool The pool is filled with a glowing liquid. Through the liquid you can see the bottom of the pool which seems to be made of black and white sand swirled together in complex patters. Carved around the edge of the pool is a winged serpent with the symbols for fire and water on its head. On its wings are carved the symbols of the constellations Cancer and Leo and on its body is the symbol for the planet Mars. >enter pool A misunderdtanding; when I say pool I mean it as a small round structure in the center of the room, not as something you might swim in. It is certainly not large enough to enter. >touch it You feel nothing notable. >l Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. >get charts Which charts do you mean, the star chart, or the planet chart? >all star chart: You can't have the star chart. planet chart: You can't have the planet chart. >get all glowing liquid: You'll have to put the glowing liquid in something. >x symbols Carved around the edge of the pool is a winged serpent with the symbols for fire and water on its head. On its wings are carved the symbols of the constellations Cancer and Leo and on its body is the symbol for the planet Mars. >save Saved. >empty flask You pour the oil out onto the ground. >fill flask What do you want to fill it with? >liquid Done. >drink it The leather flask doesn't appear appetizing. >drink liquid The glowing liquid has a distinctly acidic taste. You feel a bit odd after swallowing it, but the feeling passes and you don't seem to have suffered any ill effects. >fill flask What do you want to fill it with? >liquid Done. >x flask A small leather flask suitable for holding various liquids. It currently contains a glowing liquid. >l Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. >w Damp Room You are in a damp room carved out of the surrounding earth. A large iron grate blocks your passage to the north while another smaller opening leads east. At the south side of the room water drips slowly out of a pipe large enough for you to walk through. Set in the floor below the pipe is a copper drain that the water disappears through. >x drain The copper drain is set in the floor directly below the pipe. Water drips slowly out of the pipe and through the drain. >look in it There's nothing in the copper drain. >open it The copper drain is set into the floor, it cannot be opened. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >e You feel the world shift slightly as you step eastward. The room around you disappears leaving you a bit disoriented. Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. >w Damp Room You are in a damp room carved out of the surrounding earth. A large iron grate blocks your passage to the north while another smaller opening leads east. At the south side of the room water drips slowly out of a pipe large enough for you to walk through. Set in the floor below the pipe is a copper drain that the water disappears through. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. Water trickles slowly down the pipe from south to north. A smaller pipe leads off to the east. >s Water Source You have come to the end of the pipe. A valve set into the wall here is closed but slowly leaking water. The only exit leads back north. >s You can't go that way. >x valve The valve is closed, but water still trickles out. >open it You open the valve and water rushes out flowing down the pipe to the north. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >s Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >s Water Source You have come to the end of the pipe. A valve set into the wall here is open and water rushes out flowing down the pipe to the north. The only exit leads back north. >e You can't go that way. >n Water Pipe You are standing in a large water pipe that slants upward to the south. A steady stream of water rushes down the pipe northward. A smaller pipe leads off to the east. >e You feel the world shift slightly as you step eastward. The room around you disappears leaving you a bit disoriented. Glowing Pool No one but a Maester Alchemist could have devised this room. The floor and walls are normal enough but in the center of the room is a pool of liquid that glows with an ethereal light. Surrounding the pool a ring of alchemical symbols have been carved into the stone. Hanging on the wall are two large charts, one covered in stars and the other in planets. An exit leads west. >w Damp Room You are in a damp room carved out of the surrounding earth. An open archway leads north where the iron grate used to be while another smaller opening leads east. At the south side of the room water rushes out of a pipe large enough for you to walk through. Set in the floor below the pipe is a copper drain that the water disappears through. You can hear a whirring sound coming through the copper drain in the floor as water rushes through it. The grate to the north has raised and no longer blocks your passage in that direction. >n You close you eyes and step through the open passage... The ground falls away below you and you are engulfed by the sensation of falling through an endless void. After a moment you realize you can once again feel a floor beneath your feet. With a deep breath you open your eyes. Large Chamber If this room was designed to be intimidating it met its goal. The ceiling vaults up to heights beyond what your eye can see and before you is an immense marble table. Behind it sit the heads of the four orders with Grand Maester Torval at their center. "Congratulations novice," Grand Maester Torval's voice resounds against the walls of the room, echoing up into the endless heights of the chamber. "There is now only one test between you and your new life as a Maester. This is also your last chance to leave the Keep." He waves his hand at the western wall and an exit appears where there was none a moment ago. "Leave by that door and you may never return," He pauses, waving his hand at the eastern wall now with an exit appearing on the eastern wall just as the western exit did. "Or go on to the final test and, pass or fail; you may never leave the Keep again." He looks at you in silence for a moment allowing the gravity of the choice to sink in before continuing, "Before you decide, however, you have earned another level of knowledge, from the Seers I believe." He gestures toward Maester Eloash. " Maester Eloash, if you please." Maester Eloash opens a large book sitting in front of him and turns it for you to read. >read book "Seeing things that are obvious is one of the most difficult skills to master in becoming a Seer. The complicated is often easy to perceive because it is most often looked for. A person who finds a lock will invariably begin searching for a key but often forgets completely to check the lock and see if it is perhaps already open. This is how we overcome obstacles without a great deal of effort. If a problem is thought completely through before action is taken rather than after it will often solve itself, which is undeniably convenient." When you have finished reading the page Maester Eloash closes the book and puts it away. All of the Maesters sit awaiting your decision. >x maesters I don't know the word "maesters". >x eloash Maester Eloash is most noted for his penetrating gaze. Standing before him you can understand why, it is hard to see anything but those eyes, staring at you, awaiting your decision. >e (Opening the eastern door) The door disappears behind you as you walk through. Marble Hall You blink in suprise as you enter the room. Standing before you is Grand Maester Torval with the heads of the four orders behind him, how they arrived here ahead of you is a mystery. "Well," Grand Maester Torval says as he gestures toward Eloash, "You seem to posses a variety of talents in the various Orders." Maester Eloash steps forward and seems to weigh you with his eyes as Grand Maester Torval continues. "Though you favor the Seer Sect your knowledge is not confined to their teachings. Perhaps you will usher in a new era in understanding between Orders." Maester Eloash eyes Grand Maester Torval a bit askance as if he did not like that last statement but smiles at you encouragingly nonetheless. Apparently he is satisfied with the new addition to his Order. Maester Eloash clasps you on the shoulder and begins leading you toward the Seer wing of the Tower. "You have a long road ahead of you today," He says, "there is always much to do for a new Maester." The End. [Author's note: I'd love to hear which ending you arrived at to see if there are any general trends. Comments and criticism are also not only welcomed but appreciated beyond words! I can be reached at erthwin@cox.net] Ending Information: (shows how many puzzles you chose to solve according to each sect's teachings) Seer: 2 Warrior: 0 Alchemist: 1 Artisan: 1 You may restore a saved game, start over, quit, or undo the current command. Please enter RESTORE, RESTART, QUIT, or UNDO: >undo (Undoing one command) Large Chamber If this room was designed to be intimidating it met its goal. The ceiling vaults up to heights beyond what your eye can see and before you is an immense marble table. Behind it sit the heads of the four orders with Grand Maester Torval at their center. Exits lead east and west. >w (Opening the western door) A look of disappointment crosses Maester Eloash's face as you head out the western door, but it doesn't matter any more. You've always been able to outsmart the Maesters and there is no reason the common people of the Empire will be any more difficult to fool. Life will be easy living in the outside world. You sigh happily as you set out across the grassy fields toward the golden sunset. It feels as if a great weight has been lifted off your shoulders. The End. [Author's note: I'd love to hear which ending you arrived at to see if there are any general trends. Comments and criticism are also not only welcomed but appreciated beyond words! I can be reached at erthwin@cox.net] Ending Information: (shows how many puzzles you chose to solve according to each sect's teachings) Seer: 2 Warrior: 0 Alchemist: 1 Artisan: 1 You may restore a saved game, start over, quit, or undo the current command. Please enter RESTORE, RESTART, QUIT, or UNDO: >quit