All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >help In this game, you control the actions of the main character. You do this by typing in a command at the command prompt ('>'). Commands should be in the form of an imperative sentance, such as... GIVE THE BANANA TO THE MONKEY TAKE THE KEY OPEN THE DOOR CLIMB TREE Words like 'it' and 'an' are optional. SPECIFIC COMMANDS Unfortunately, no computer is smart enough to understand everything a player wants to do. Therefore, there is a special list of commands which allow a player to do specific things. MOVING In this game, you will move from location to location. You can move by typing in a direction. Directions include north, south, east, west, northeast, northwest, southeast, southwest, up, down, in, and out. You should be able to tell which directions are valid by reading the description of the location you are in. YOUR INVENTORY You will find it neccessary to carry certain items you come across with you. To do this, simply type TAKE . To get rid of something you are carrying, type DROP . You can get a list of what you are carrying by typing INVENTORY. ABBREVIATING COMMANDS You may use certain commands very often in this game. You can abbreviate many of them to save time. inventory - i look - l examine - x north - n south - s west - w east - e northwest - nw northeast - ne southwest - sw southeast - se up - u down - d SPECIAL COMMANDS There are a number of special commands which aren't really part of the game. undo - Undoes one turn. oops - If you mispell a word and the game gives you an error, you can type oops followed by the correctly spelled word. This way, you won't have to re-type your command. restore - Restores a previously saved game. save - Saves your game. again (or g) - Repeats your last command. wait (or z) - Causes time to pass without your character doing anything. IT, ALL, AND THEM You can use IT and THEM in place of the object you last did something to (i.e. EXAMINE THE BALL. TAKE IT.). You can use ALL in place of an object if you want to do something to every object in the location you are in (i.e. DROP ALL). TALKING TO PEOPLE You will encounter creatures that you can communicate with in this game. Unfortunately, no computer is smart enough to simulate someone's personality, so communication is limited. To talk to someone, you can ASK ABOUT , TELL ABOUT , or SHOW TO . You can also try to order someone to do something by typing , . For example, you could type: Bob, give me the fish. Remember, the creatures you meet don't have to obey you! THAT'S IT! Now play the game, explore, and have fun! If you get stuck, type HINT. >credits This game was beta tested by (in no particular order) David Silberman, Stephen Edward Finney, Mark Silcox, ScribeMage, and Bruce Wilkin. These guys have been much more than mere beta testers. They've been editors, creative consultants, and positive reinforcement. Without them, this game simply would not be the same. Thanks guys! I also want to thank Stephen Granade for running this year's competition, Lucian P. Smith, everyone at rec.arts.int-fiction for helping me eliminate a few weird bugs, Michael J. Roberts for creating TADS and then releasing it for free, and Jen Morgan for being so great. I love you, Jen! >[Woo!] I don't understand the punctuation "[". >l Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. You see a cup here. >x cot It's a straw mattress lying on top of an iron frame. The straw has had ample opportunity to decompose in its damp environs and has a distinctive musk to it. A blanket that is just a little too large is draped over the cot, hiding whatever lies underneath the cot from the casual eye. >move cot You can't move the cot. >move blanket Moving the blanket doesn't reveal anything. >get blanket Taken. >x clot I don't know the word "clot". >look under cot Under the bed you see . >[whoops.] I don't understand the punctuation "[". >x blanket Mice have chewed a myriad of holes in this. You doubt this could ever help keep you warm. >x straw It's a straw mattress lying on top of an iron frame. The straw has had ample opportunity to decompose in its damp environs and has a distinctive musk to it. >smell it Its smells like a cot. >l Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. You see a cup here. >get cup Taken. >x cup This hunk of tin has been banged into a shape that somewhat resembles a cup. Despite its ragged appearance, it would probably be able to hold water. >x moss It covers the walls. >x door This massive cell door boasts iron bars as thick as your arm. The space between the bars permits you a view of the hallway winding past your cell. The door is currently closed. >get moss You can't have the moss. >open door It's locked. >hit door with cut I don't understand that sentence. >hit door with cup You rake the cup across the iron bars, making a loud noise. You hear footsteps somewhere outside of your cell. *** Your score has increased by 20 points *** >get straw You can't have the cot. >search straw You find nothing of interest. An orc lumbers up to the door of your cell. "Wut the 'ell do yu wunt?" he grunts. >ask orc about food "Har! Yu'll be gettin' yur bread shortly. >ask orc about dragon He shrugs. "Its prolly off somewhere eatin yur mom or yur girlfriend." He laughs. "I really hate yu humans," the orc confides. He scratches his crotch and you see hundreds of tiny insects falling to the floor. "Yur all so ugly, and yu have a funny smell t' ya." >ask orc about morgan I don't know the word "morgan". >o margoth "He feeds me so I listen t' him. If 'e asked me t' rip yur eyeballs out an' eat 'em," he moves his face closer to the bars of your door, "I'd do it." >x orc This dim-witted creature has served as your guard during your imprisonment. He is truly ugly; his green and scaly skin is covered with warts and boils. A fine trail of pale mucus runs from his nose to his upper lip. He wheezes and snorts when he breathes and he smells truly vile. Everything about him is loathsome. The orc picks his nose and promptly cleans his finger with his tongue. >orc, open door "I'm the one who give orders 'round 'ere!" The orc snarls. The orc thumps his chest a few times, lets loose a resounding belch, and grins in satisfaction. >give cup to orc The orc rejects the offer. "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >cough I don't know the word "cough". >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >ask orc about sick I don't know the word "sick". >tell orc about me "Yur just one big, stoopid hero cliche, aincha? I 'spect it'll be fun watchin' yu waste away an' die!" >ask orc about cot "You sleep on dat, yu dum horse turd!" The orc looks at you with frustration. "Allright, yu called me in 'ere, now are yu gonna tell me sumthin' I care about, or wut?" >tell orc about margoth "Yu act like I care about sumthin' like dat." The orc reaches into the folds of his clothing, pulls out a wicked looking knife, picks his teeth with it, and gingerly returns it to its original resting place. >x window The window is high up on the north wall, and is only a little over a foot wide. Rusty but thick iron bars in the window serve as a further deterrent to would- be escapees. "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >tell orc about window "Yu act like I care about sumthin' like dat." "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >ask orc about window He chuckles. "You won't be escapin' from 'ere anytime soon!" "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >ask orc about orc He grins, revealing a row of crooked and yellow teeth. "I can kick yur ass, an' dats all yu need ta know!" "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >stand on cot I don't know how to stand on the cot. >enter cot I don't know how to enter the cot. >l Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >hit door with cup You rake the cup across the iron bars, making a loud noise. You hear footsteps somewhere outside of your cell. >look under cot Under the bed you see . >move cot You can't move the cot. An orc lumbers up to the door of your cell. "Wut the 'ell do yu wunt?" he grunts. >challenge orc I don't know the word "challenge". >attack orc You can't attack the orc, seeing as how he's on the other side of the bars. >insult orc I don't know the word "insult". >l Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. "I really hate yu humans," the orc confides. He scratches his crotch and you see hundreds of tiny insects falling to the floor. "Yur all so ugly, and yu have a funny smell t' ya." >ask orc about ass I don't know the word "ass". >ask orc about water "Yu'll get it in due time." >ask orc about ambush I don't know the word "ambush". >hint Always examine everything! Hints are often found in this way. Remember to save often. There are a number of things that you can do that will cause your character to die. When you encounter a creature, ask that creature about everything you can think of! Clues can often be obtained in this way. If you're really stuck, look at the hint file that comes with this game. It tells you exactly what to do. The orc picks his nose and promptly cleans his finger with his tongue. >i You have a blanket and a cup. The orc thumps his chest a few times, lets loose a resounding belch, and grins in satisfaction. >ask orc about blanket "Yu called me in 'ere t' ask me dat! I have halfa mind to come in 'ere an' kick yur ass!" "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >hit door with cup You rake the cup across the iron bars, making a loud noise. You hear footsteps somewhere outside of your cell. >hide under bed You slip under the bed. Under the Cot You are lying on the damp stone floor. The cot provides no refuge from prying eyes. Anyone who passed by could see you. >put blanket on me There's no good surface on yourself. An orc lumbers up to the door of your cell. He looks at you hiding under the bed. "Well," he grunts, "I trust sir is making 'imself comfortable." He laughs. >undo (Undoing one command) Under the Cot You are lying on the damp stone floor. The cot provides no refuge from prying eyes. Anyone who passed by could see you. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. There is an orc here, looking at you expectantly. >put blanket on cot Done. "Allright, I guess yu got nuthin' important t' say." He wags his finger at you. "Don't make me come in 'ere for nuthin again, or I'll hafta kick yur ass." The orc walks off. >hit bars with cup You rake the cup across the iron bars, making a loud noise. You hear footsteps somewhere outside of your cell. >hide under bed You slip under the bed. Under the Cot The blanket over the cot allows only slivers of light into your little hidey-hole. Nothing can see in, and you can't see out. >z Time passes... You here footsteps stop in front of your cell, then you hear a confused voice. "Where the 'ell did 'e go?" The guard opens open the door to your cell and walks in. >out Cell >s Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >['expectantly'? Ha!] I don't understand the punctuation "[". >w You are about to run out of the dungeon when your vision suddenly blurs and you become weak in the knees. You sink to the ground and shake your head, attempting to clear yourself of the affliction. When you feel better, you open your eyes and find that the dungeon has disappeared. You are in a long, white, featureless corridor. The ground is smooth and cold to the touch. Before you can examine your surroundings fully, your vision blurs once again. Your body becomes weak and you lie on the ground and wait for it to pass. When it does pass, you are once again in Margoth's dungeon. You stand up and brush yourself off. Whatever was happening to you seems to have passed. A scaly hand lifts up the blanket, revealing your presence under the bed. "So there yu are. Yu gave me quite a fright! Do it again, and i'll kill yu." The orc pulls you to your feet and walks out of the room, slamming the door shut behind him. >[hrm.] I don't understand the punctuation "[". >undo (Undoing one command) Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >e Going deeper into the dungeon now is nothing but foolish. A scaly hand lifts up the blanket, revealing your presence under the bed. "So there yu are. Yu gave me quite a fright! Do it again, and i'll kill yu." The orc pulls you to your feet and walks out of the room, slamming the door shut behind him. >undo (Undoing one command) Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >attack orc You can't attack the orc, seeing as how he's on the other side of the bars. A scaly hand lifts up the blanket, revealing your presence under the bed. "So there yu are. Yu gave me quite a fright! Do it again, and i'll kill yu." The orc pulls you to your feet and walks out of the room, slamming the door shut behind him. >undo (Undoing one command) Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >get knife I don't see any knife here. >z Time passes... A scaly hand lifts up the blanket, revealing your presence under the bed. "So there yu are. Yu gave me quite a fright! Do it again, and i'll kill yu." The orc pulls you to your feet and walks out of the room, slamming the door shut behind him. >undo (Undoing one command) Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >undo (Undoing one command) Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. There is an orc here, looking at you expectantly. >undo (Undoing one command) Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >undo (Undoing one command) Under the Cot The blanket over the cot allows only slivers of light into your little hidey-hole. Nothing can see in, and you can't see out. >get up You get out from under the bed. The orc looks at you in surprise as you crawl out from under the bed. "Wut the 'ell were yu doin' down 'ere? Oh well, just don't worry me like that again, or I'll kill yu." The orc walks out of the cell and closes the door behind him.Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >undo (Undoing one command) Under the Cot The blanket over the cot allows only slivers of light into your little hidey-hole. Nothing can see in, and you can't see out. >z Time passes... >attack orc There's no way you'd be able to take on an orc without a real weapon. >z Time passes... A scaly hand lifts up the blanket, revealing your presence under the bed. "So there yu are. Yu gave me quite a fright! Do it again, and i'll kill yu." The orc pulls you to your feet and walks out of the room, slamming the door shut behind him. >get up You're already standing! >l Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. >x cot It's a straw mattress lying on top of an iron frame. The straw has had ample opportunity to decompose in its damp environs and has a distinctive musk to it. A blanket that is just a little too large is draped over the cot, hiding whatever lies underneath the cot from the casual eye. >get cot You can't have the cot. >get blanket Taken. >x cot It's a straw mattress lying on top of an iron frame. The straw has had ample opportunity to decompose in its damp environs and has a distinctive musk to it. >look under blanket There's nothing under the blanket. >put blanket on cot Done. >look under blanket There's nothing under the blanket. >restart Are you sure you want to start over? (YES or NO) > y You wake with a start. Sweat covers your body, making you shiver. You've had that dream again. You wonder what it could mean... You have no time to think on this. Your page, Justin, rushes into your home seconds after you return to conciousness. His frantic babble is impossible to make out, but you can tell that he's frightened. He leads you outside so you can see first hand what the commotion is about. You survey your town, seeing the burning houses and the crying women and children. Justin slows his speech enough to make his words intelligible. He tells you everything you need to know. A dragon has been terrorizing the countryside, and your village is its most recent victim. You know what to do. You're the town hero. You talk to some of the survivors and learn the dragon makes its home in a cave north of the nearby town of Theodore's Hollow. With this knowledge you set out, armed to the teeth with all sorts of weaponry. On your way, however, you are attacked by a horde of roving orcs. Their superior numbers give them the advantage and you are overcome. The orcs drag you, bound and gagged, to a familiar castle. The castle belongs to Margoth, an evil wizard who has caused trouble in your village before. Perhaps Margoth has something to do with the dragon... You have plenty of time to think on this. The orcs took all of your possessions and threw you in this damned cell... Bliss: An interactive harrowing Version 1.1 Copyright 1999 (c) by Cameron Wilkin Developed with TADS, the Text Adventure Development System. First time players should type 'HELP'. To see the credits, type 'CREDITS'. Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. You see a cup here. >look under blanket There's nothing under the blanket. >get cup Taken. >hit bars with cup You rake the cup across the iron bars, making a loud noise. You hear footsteps somewhere outside of your cell. *** Your score has increased by 20 points *** >hide under cot You slip under the bed. Under the Cot The blanket over the cot allows only slivers of light into your little hidey-hole. Nothing can see in, and you can't see out. >look under blanket You lift the blanket and can see your cell from a rat's eye view. You here footsteps stop in front of your cell, then you hear a confused voice. "Where the 'ell did 'e go?" The guard opens open the door to your cell and walks in. >x guard You lift the blanket up slightly and see a pair of scaly legs right next to your bed. >get legs You grab the orc's legs and pull as hard as you can. He is swept of his feet and lands face-first with a disturbing crunch. *** Your score has increased by 10 points *** >get up You get out from under the bed. Cell You are in a small cell deep within Margoth's dungeon. Light drips in through a small window, revealing moss covered walls and a grimy cot. There is a door to the south. The unconcious body of the orc is lying here. >search orc You find a key and a knife, which you take. >s Hallway You are in a long and winding hallway, running east and west. The hallway is lighter to the west. Your cell lies to the north. >close door Closed. >lock door (with the key) Locked. >w You are about to run out of the dungeon when your vision suddenly blurs and you become weak in the knees. You sink to the ground and shake your head, attempting to clear yourself of the affliction. When you feel better, you open your eyes and find that the dungeon has disappeared. You are in a long, white, featureless corridor. The ground is smooth and cold to the touch. Before you can examine your surroundings fully, your vision blurs once again. Your body becomes weak and you lie on the ground and wait for it to pass. When it does pass, you are once again in Margoth's dungeon. You stand up and brush yourself off. Whatever was happening to you seems to have passed. >w You jog down the gloomy and winding hallway for quite some time, and finally find yourself in the... Entrance Hall The light here is much better. Broader windows are liberally sprinkled on the walls of this room. Pushed against the east wall is a large bookcase, crammed full of various tomes of knowledge. A wooden table and chair are just next to the bookcase. The dungeon is back to the east, and, through an arched doorway to your west, you see the castle's courtyard. The orc who is sitting at the table drops the book he was reading and goggles at you. He's obviously not used to prisoners escaping from the dungeon. >attack orc with knife You repeatedly stab the flustered orc, making short work of him. He collapses on the floor, sprawled out almost as if he were asleep. *** Your score has increased by 5 points *** >x bookcase Its an old but sturdy wooden bookcase, crammed full of various written works. >search it You find nothing of interest. >search orc You find nothing of interest. >x table Its an old wooden table. >search it You find nothing of interest. >x chair The most noticeable feature of the chair is its total lack of cushioning. It looks ver uncomfortable and is probably a hotbed of splinters. >['ver' I don't understand the punctuation "[". >sit on chair Okay, you're now sitting on the chair. >get up Okay, you're no longer in the chair. >l Entrance Hall The light here is much better. Broader windows are liberally sprinkled on the walls of this room. Pushed against the east wall is a large bookcase, crammed full of various tomes of knowledge. A wooden table and chair are just next to the bookcase. The dungeon is back to the east, and, through an arched doorway to your west, you see the castle's courtyard. You see a book here. The body of the orc is sprawled out on the floor here. >x book Its written in a language you can't understand. >get it Taken. >search it You find nothing of interest. >read it Its written in a language you can't understand. >x windows They let a little sunshine into the gloomy castle. >w Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. Two orc guards stand watch at the gate to the west, but they don't notice you. They are about to doze off in the summer sun. >s Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >x flowers A vast menagerie of flowers are represented in this bed. You recognize a few, but most are exotic plants of origins unknown. The plants are in a patch of dark and loose soil. >search flowers You find nothing of interest. >get flowers You take a particularly attractive flower. >g It would be a shame to rip so many plants out of this lovely bed. You have your share. >x soil Which soil do you mean, the flowers, or the flower bed? >bed Let's try it again: Which soil do you mean, the flowers, or the flower bed? >flower bed Let's try it again: Which soil do you mean, the flowers, or the flower bed? >flower bed soil There's no verb in that sentence! >x soil Which soil do you mean, the flowers, or the flower bed? >either flowers: A vast menagerie of flowers are represented in this bed. You recognize a few, but most are exotic plants of origins unknown. The plants are in a patch of dark and loose soil. >search flower bed Which flower bed do you mean, the flowers, or the flower bed? >[arrgh.] I don't understand the punctuation "[". >n Courtyard >n Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >verbose Okay, now in VERBOSE mode. Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >x gargoyle The stone gargoyle is ancient and looks like it's ready to crumble. >x flowers You can't understand why an evil wizard like Margoth would have an affinity for colorful flowers, but they do look nice. They are growing in a patch of fertile and extremely loose soil. >search flowers You find nothing of interest. >get flowers You pluck a cheerful looking daisy from the flower bed. >g You wouldn't want to strip this bed of flowers bare. You already have all that you need. >i You have a cup, a key, a knife, a book, a crimson wildflower, and a daisy. >x crimson Its beauty is striking, although its identity is unknown to you. >x daisy Its cheerful face is welcome after your time in the dungeon. >x soil The flower bed is composed of dark and loose soil. >search it You find nothing of interest. >dig in soil You easily dig up a clod of dirt, which you take. >g You wouldn't want to rob the bed of its life-giving soil. You already have more than enough dirt. >w Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >x gargoyle This sculpture of a gargoyle looks like it could be a hundred years old. The stone is spotted and many of the facial features have been dulled and flattened from weathering. Cracks cover the entire thing. It looks like it's in danger of falling apart at any moment. >touch it Touching the statue doesn't seem to have any effect. >push it Pushing the statue doesn't do anything. >hit it You swing at the gargoyle with all your might. When you connect, intense pain shoots through your arm. Your fist comes away bloody. The punch did the trick, though. The gargoyle's head shatters upon impact and chunks of stone rain down. Unfortunately, the noise that results is deafening, and the two orcish guards come running. Without hesitation they charge. You are easily overpowered. Soon, you are once again in your cell. This time, heavy chains bind you to the bed, ensuring that your attempts at escape will not be duplicated. *** You have failed *** In a total of 54 turns, you have achieved a score of 35 points out of a possible 100. 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) Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >throw dirt at gargoyle The clod of dirt explodes as soon as it touches the statue, showering you and the ground around you with dirt and pebbles. >undo (Undoing one command) Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >i You have a cup, a key, a knife, a book, a crimson wildflower, a daisy, and a clod of dirt. >x knife Its a long and wicked curved blade. Undoubtedly very effective. >w You can't go that way. >x orcs Two orcs are dozing under the gate. >search orcs That's too far away. >w You can't go that way. >s Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >search orcs When you try to do that, the guard's head snaps around and he regards you with surprise for a moment. The surprise, however, lasts for only a split-second. Within moments, the guard has grunted to his friend and they are now both very aware of your presense. They leap at you and easily overcome your fragile human body. The next thing you know, you are again in your familiar cell. Heavy chains bind you to the cot, ensuring that your escape attempt will not be dupilicated. *** You have failed *** In a total of 61 turns, you have achieved a score of 35 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >attack guards You strike the orc, an action which brings the daydreaming of both guards to a halt. They look at you for a second, and then bare their teeth in anger. They rush at you and overpower you with ease. Within no time, you are once again sitting in your cell. This time, however, any hope of freedom is dashed by the heavy iron manacles which keep you from doing something as simple as sitting up in bed. *** You have failed *** In a total of 61 turns, you have achieved a score of 35 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >w The guards notice you trying to casually stoll out of the castle and attack you without hesitation. Their superior strength and numbers is more than enough to overwhelm you. You are soon in your cell once again. Your head throbs from the orcish attack, but you can't even rub your wounds. Heavy chains bind you to your bed and keep your from moving even in the slightest. *** You have failed *** In a total of 61 turns, you have achieved a score of 35 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >turn crank That would serve only to lower the portcullis, which is not in your best interests right now. One of the guards catches sight of you. He grunts to his friend and both are now poised to attack you; any hint of their previously observed lethargy has disappeared. The two burly guards overpower you with ease and you soon find yourself in your cell once again. Heavy chains bind you to the cot, ensuring that your escape attempt will not be duplicated. *** You have failed *** In a total of 62 turns, you have achieved a score of 35 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >n Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >e Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >s Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. Two orc guards stand watch at the gate to the west, but they don't notice you. They are about to doze off in the summer sun. >s Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >w Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >x gargoyle This sculpture of a gargoyle looks like it could be a hundred years old. The stone is spotted and many of the facial features have been dulled and flattened from weathering. Cracks cover the entire thing. It looks like it's in danger of falling apart at any moment. >search it You find nothing of interest. >push it Pushing the statue doesn't do anything. >hit it You swing at the gargoyle with all your might. When you connect, intense pain shoots through your arm. Your fist comes away bloody. The punch did the trick, though. The gargoyle's head shatters upon impact and chunks of stone rain down. Unfortunately, the noise that results is deafening, and the two orcish guards come running. Without hesitation they charge. You are easily overpowered. Soon, you are once again in your cell. This time, heavy chains bind you to the bed, ensuring that your attempts at escape will not be duplicated. *** You have failed *** In a total of 69 turns, you have achieved a score of 35 points out of a possible 100. 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) Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >e Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >n Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. Two orc guards stand watch at the gate to the west, but they don't notice you. They are about to doze off in the summer sun. >e Entrance Hall The liberal use of windows in this room makes it as well lit as the courtyard. Pushed against the east wall is a large bookcase, crammed full of various tomes of knowledge. A wooden table and chair are just next to the bookcase. The dungeon is back to the east, and, through an arched doorway to your west, you see the castle's courtyard. The body of the orc is sprawled out on the floor here. >get orc You can't have the body. >move bookcase You can't move the bookcase. >search it You find nothing of interest. >l Entrance Hall The liberal use of windows in this room makes it as well lit as the courtyard. Pushed against the east wall is a large bookcase, crammed full of various tomes of knowledge. A wooden table and chair are just next to the bookcase. The dungeon is back to the east, and, through an arched doorway to your west, you see the castle's courtyard. The body of the orc is sprawled out on the floor here. >w Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. Two orc guards stand watch at the gate to the west, but they don't notice you. They are about to doze off in the summer sun. >read book Its written in a language you can't understand. >i You have a cup, a key, a knife, a book, a crimson wildflower, a daisy, and a clod of dirt. >n Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >throw dirt at gargoyle The clump of dirt breaks up into thousands of tiny little pieces as it flies through the air. You have successfully sprinkled the courtyard with dirt. >get dirt You easily dig up a clod of dirt, which you take. >throw dirt at gargoyle The clump of dirt breaks up into thousands of tiny little pieces as it flies through the air. You have successfully sprinkled the courtyard with dirt. >undo (Undoing one command) Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >w Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >throw dirt at gargoyle The clod of dirt explodes as soon as it touches the statue, showering you and the ground around you with dirt and pebbles. >e Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >get dirt You easily dig up a clod of dirt, which you take. >w Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see two guards at the base of the gate, dozing in the sun. >throw dirt at orcs You wouldn't want to attract their attention. >s Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >throw dirt at orcs You miss. One of the guards catches sight of you. He grunts to his friend and both are now poised to attack you; any hint of their previously observed lethargy has disappeared. The two burly guards overpower you with ease and you soon find yourself in your cell once again. Heavy chains bind you to the cot, ensuring that your escape attempt will not be duplicated. *** You have failed *** In a total of 90 turns, you have achieved a score of 35 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There are two orcish guards here, reveling in their lethargy. >s Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >i You have a cup, a key, a knife, a book, a crimson wildflower, a daisy, and a clod of dirt. >throw knife at gargoyle The knife flies through the air and hits the gargoyle in the face. It then clatters to the ground. The noise causes the pair of orcish guards to look up for a moment, but, in the end, it is not loud enough to cause any real commotion. You do, however, notice that you knocked a few pieces of the statue itself to the ground. Something heavier could do significant damage. >get knife Taken. >throw book at gargoyle The book begins to sail through the air. However, it opens mid-flight and flutters to the ground short of its mark. >get book Taken. >put dirt in cup Done. >throw cup at gargoyle You hurl the cup at the statue. The cup connects with the head and shatters it, making a terrible noise. Within moments, an orcish guard appears to see what is going on. He takes one look at you and attacks. He clubs you over the head with his massive hand and knocks you cold. When you come to, you are again back in your cell. All you have to show for your trouble is a painful knot on your forehead and chains which bind you to the cot. *** You have failed *** In a total of 96 turns, you have achieved a score of 35 points out of a possible 100. 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) Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >e Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >throw cup at gargoyle You hurl the cup at the head of the statue. Its head shatters upon impact, making a very loud noise. The guards, who had been on the verge of dozing, perk up and look over in the direction of the statue. They talk amongst themselves for a few seconds, and then one runs off in the direction of the statue. The guard who remains at the gate, apparently feeling that the noise was nothing serious, returns to his dozing. *** Your score has increased by 20 points *** >w You kick a rock as you walk and it rolls right under the orc's feet. He spins to face you and, without a moment's hesitation, he charges. With orcish strength he beats you senseless. When you recover your wits, you are again sitting in your cell. A heavy chain binds you to the cot, ensuring that your escape attempt will not be duplicated. *** You have failed *** In a total of 98 turns, you have achieved a score of 55 points out of a possible 100. 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) Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. You can see an orcish guard to the west, diligently searching for whatever it was that caused the noise. He is so absorbed in searching the area around the wall that he doesn't even notice you. >n Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. A lone orc guard is at the gate to the west, dozing in the sun. >n Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >w Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see a lone guard at the base of the gate, on the verge of falling alseep. >s Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >attack guard You strike the orc, causing him to stumble back. Dumbfounded, he looks at you and tries to understand what just happened. When he finally realizes that you attacked him, his surprise turns to anger. He charges you and overpowers you with ease. You are soon in your cell once again. Something is different this time, however. This time, any hope of freedom is negated by the heavy iron manacles which keep you from even sitting up. *** You have failed *** In a total of 102 turns, you have achieved a score of 55 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >w The guard notices you trying to casually stroll out of the castle and attacks you without hesitation. Physically, he is more than a match for you, and you soon find yourself in your cell. Your head throbs from the orcish attack, but you can't even rub your wounds. Heavy chains bind you to your bed and keep you from moving even in the slightest. *** You have failed *** In a total of 102 turns, you have achieved a score of 55 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >n Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see a lone guard at the base of the gate, on the verge of falling alseep. The orc who was checking our the noise from the statue returns to his friend. They begin talking. Most of what they say is too hushed to make out, but you do catch the phrase, "...found this cup..." >undo (Undoing one command) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >undo (Undoing one command) Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see a lone guard at the base of the gate, on the verge of falling alseep. >hit gargoyle You swing at the gargoyle with all your might. When you connect, intense pain shoots through your arm. Your fist comes away bloody. The punch did the trick, though. The gargoyle's head shatters upon impact and chunks of stone rain down. Unfortunately, the noise that results is deafening, and the two orcish guards come running. Without hesitation they charge. You are easily overpowered. Soon, you are once again in your cell. This time, heavy chains bind you to the bed, ensuring that your attempts at escape will not be duplicated. *** You have failed *** In a total of 101 turns, you have achieved a score of 55 points out of a possible 100. 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) Courtyard The beauty of the flower beds give way to the menace of a stone gargoyle which is located here. The wall surrounds you on your north and west sides. You can go east, back to the flower bed, or south, to the gate. You can see a lone guard at the base of the gate, on the verge of falling alseep. >undo (Undoing one command) Courtyard Lilacs and daisies make their homes in the rich and recently tilled soil. The courtyard wall, just to your north, casts a grim shadow over the shining blooms of the flowers. You can see a stone gargoyle to the west, looking over the courtyard with an air of majesty. You can go south, back to the entrance of the castle, or west to the gargoyle. >undo (Undoing one command) Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. A lone orc guard is at the gate to the west, dozing in the sun. >undo (Undoing one command) Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. You can see an orcish guard to the west, diligently searching for whatever it was that caused the noise. He is so absorbed in searching the area around the wall that he doesn't even notice you. >undo (Undoing one command) Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >undo (Undoing one command) Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >undo (Undoing one command) Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >i You have a cup, a key, a crimson wildflower, a daisy, a clod of dirt, a knife, and a book. >put dirt in cup Done. >save Saved. >thow cup at gargoyle I don't know the word "thow". >o throw You hurl the cup at the statue. The cup connects with the head and shatters it, making a terrible noise. Within moments, an orcish guard appears to see what is going on. He takes one look at you and attacks. He clubs you over the head with his massive hand and knocks you cold. When you come to, you are again back in your cell. All you have to show for your trouble is a painful knot on your forehead and chains which bind you to the cot. *** You have failed *** In a total of 97 turns, you have achieved a score of 35 points out of a possible 100. 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) Courtyard A massive but ancient stone gargoyle watches over the courtyard here. The gate which leads to the outside world is to your north, and the flowerbed is east of here. You can see two orcs to your north. The heat has obviously made them lethargic; they are on the verge of falling asleep. >e Courtyard Here, a huge variety of wildflowers pepper the flowerbed with spots of brilliant color. To the south, however, the stone wall serves as a reminder of where you are. To the west you can see a stone gargoyle. You can go north, back to the entrance of the castle, or to the west. >thow cup at gargoyle I don't know the word "thow". >o throw You hurl the cup at the head of the statue. Its head shatters upon impact, making a very loud noise. The guards, who had been on the verge of dozing, perk up and look over in the direction of the statue. They talk amongst themselves for a few seconds, and then one runs off in the direction of the statue. The guard who remains at the gate, apparently feeling that the noise was nothing serious, returns to his dozing. *** Your score has increased by 20 points *** >n Courtyard The courtyard seems inappropriate for an evil wizard's castle. The grass is healthy and well trimmed. To the north and south are flower beds. A blue, cloudless sky and a warm yellow sun watch over this picturesque scene. The only thing that mars the beauty of the courtyard is the tall stone wall which surrounds it. A lone orc guard is at the gate to the west, dozing in the sun. >w Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >cut rope with knife I don't recognize that sentence. >cut rope >attack rope Attacking the rope with your bare hands isn't very effective. The lone guard catches sight of you. He attacks you without hesitation and overpowers you with ease. You are soon in your cell. Heavy chains bind you to the cot, ensuring that your escape attempt will not be duplicated. *** You have failed *** In a total of 102 turns, you have achieved a score of 55 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >throw knife at orc You miss. The lone guard catches sight of you. He attacks you without hesitation and overpowers you with ease. You are soon in your cell. Heavy chains bind you to the cot, ensuring that your escape attempt will not be duplicated. *** You have failed *** In a total of 102 turns, you have achieved a score of 55 points out of a possible 100. 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) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >kill orc with knife You slip up behind the orc and neatly slit his throat. He collapses soundlessly; he never knew what hit him. *** Your score has increased by 5 points *** >undo (Undoing one command) Gateway There is a break in the stone wall here. A wooden portcullis is raised above the gap, allowing passage. A crank, attached to a rope which leads upwards, apparently controls the portcullis. Escape is to the west, and the courtyard is to the north, south, and east. There is an orcish guard here. Fortunately, he is on the verge of sleep and is completely oblivious to you and everything else that doesn't involve the heat of the sun or the cheery atmosphere of the day. >attack orc with knife You slip up behind the orc and neatly slit his throat. He collapses soundlessly; he never knew what hit him. *** Your score has increased by 5 points *** >w You bolt out of the castle and run until you are out of breath. When you finally stop for air, you find yourself in a... Field You are in a wide, grassy expanse. The castle is a speck on the eastern horizon. Trees dot the area to the north, but every other direction is nothing but empty meadows for as far as the eye can see. >w The meadows are miles and miles of nothing. You eventually realize that you are getting nowhere and return to your starting point. >l Field You are in a wide, grassy expanse. The castle is a speck on the eastern horizon. Trees dot the area to the north, but every other direction is nothing but empty meadows for as far as the eye can see. >i You have a key, a crimson wildflower, a daisy, a knife, and a book. >read book Its written in a language you can't understand. >z Time passes... >s The meadows are miles and miles of nothing. You eventually realize that you are getting nowhere and return to your starting point. >n Forest The trees here provide welcome relief from the sun's summer heat. A path winds its way through the dense mass of trees to the north. The meadow is back to the south, but the thick plant life prohibits travel in all other directions. >n Path The trees thin here and you can see huts to the north. To the west of the path, a long section of grass which runs parallel to the path appears to be trampled flat. Occasionally, a firefly (whose rear appears to be perpetually lit) will dart down this section of grass. A sign is just east of the path here. The path continues to the north and the south. >search grass You find nothing of interest. >x grass The strip is wider than the dirt path you are standing on, but still narrow. Fireflies buzz up and down it occasionally, never deviating from the course of the strip. >w You can't go that way. >follow strip I don't know how to follow the grassy strip. >enter strip The instant you step onto the grassy strip, a loud and shrill noise fills your ears. You look in the direction of the noise and see a firefly. It appears to be getting bigger every second. Just as it is about to hit you, you jump back onto the dirt path, quite shaken. >x strip The strip is wider than the dirt path you are standing on, but still narrow. Fireflies buzz up and down it occasionally, never deviating from the course of the strip. >l Path The trees thin here and you can see huts to the north. To the west of the path, a long section of grass which runs parallel to the path appears to be trampled flat. Occasionally, a firefly (whose rear appears to be perpetually lit) will dart down this section of grass. A sign is just east of the path here. The path continues to the north and the south. >read sign "Theodore's Hollow" >n As you begin to head north, your vision blurs again and your head begins to pound. You close your eyes and fall to your knees. When you re-open your eyes, your world has dissapeared. You are on a rock-solid surface that burns your skin when it touches you. A deafening noise, rising and falling in volume, assaults your ears. You stand to take in your surrounding better, but as soon as you are on your feet, your vision blurs again. You shake your head to rid yourself of the problem and find yourself standing on the forest path once again. >n Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. >x imp The mere sight of this creature makes you curse. The imp is, in your mind, the most loathsome of the servants of evil. Their small stature makes them easy to overlook, but their cunning often surpasses that of even the evil wizards. This cunning, combined with a sadistic sense of humor, makes them truly dangerous. The imp begins to talk about the past. "I remember once, long ago, a young couple was married. They were as happy as they could be, but I knew that their joy would soon turn to bickering, and their marriage would end in bitterness. So, on their wedding night, I crept into their chamber and slew them both. That way, their lives would never know that kind of pain." The imp snorts. "And people say that I'm evil!" >x bear This bear is huge. Great muscles bulge underneath the skin and fur. It looks at the imp with adoration and at you with hatred. Something, however, seems to keep its primal rage in check. The great bear remains seated in the grass next to the imp. "I've heard that the scales of a dragon cannot be pierced by the sharpest sword. I also hear that a dragon's breath will melt even the strongest armor." The imp shrugs. "Of course, I could be wrong." >ask imp about dragon The imp smiles at you demurely. >ask imp about bear "He looks hungry, doesn't he? But don't worry, he is more gentle than a puppy. Go ahead, pet him." With lightning speed, the imp darts over to you and grabs your knife. "This is nice," the imp comments as he pockets it. >undo (Undoing one command) Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. >s Path The trees thin here and you can see huts to the north. To the west of the path, a long section of grass which runs parallel to the path appears to be trampled flat. Occasionally, a firefly (whose rear appears to be perpetually lit) will dart down this section of grass. A sign is just east of the path here. The path continues to the north and the south. >enter path I don't know how to enter the path. >enter strip You're not going to hazard the firefly's path again. >x firefly Rear ends perpetually lit, they zoom by you at incredible speeds. >i You have a key, a crimson wildflower, a daisy, a knife, and a book. >put crimson in strip You can't put anything into the grassy strip. >n Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. The imp casually picks at one of his long claws with another, equally long claw. >attack bear with knife The bear rears up and swipes at you with its massive claws. You wisely decide to back away. Your meager strength will keep you from besting the bear in combat. >attack imp with knife The bear, seeing you make violent advances on its master, growls and swipes at you. You wisely back away. The imp grins in satisfaction. >n The imp jumps in front of you and playfully shoves you back. "Going so soon? We've only just begun to get aquainted." A firey pain on your chest reveals that the imp's shove was far less playful than it seemed. The imp used the shove as an opporitunity to scratch you with its claws. Rivulets of blood now run down your chest. >n The imp jumps in front of you and playfully shoves you back. "Going so soon? We've only just begun to get aquainted." A firey pain on your chest reveals that the imp's shove was far less playful than it seemed. The imp used the shove as an opporitunity to scratch you with its claws. Rivulets of blood now run down your chest. >diagnose I don't know the word "diagnose". >x me You are a strapping warrior; the strongest for miles around. >i You have a key, a crimson wildflower, a daisy, a knife, and a book. >read book Its written in a language you can't understand. "I have this bear perfectly trained!" the imp happily proclaims. "The instant I say 'Kill'-" Upon hearing this word, the bear rears up on it's hind legs and swings at you with its massive paw. You only barely dodge the blow. "Oops! Heel!" The imp chuckles. "Sorry, sometimes I think I have him trained a little too well..." >ask imp about book "Reading is a pastime for fools. For every second you spend reading about someone else's triumps, another second of your life falls into the abyss, forever lost. "This bear," the imp confides, "is a killing machine! Do you know how long it would take for him to kill you?" Without waiting for an answer he continues. "About ten seconds! Isn't that amazing? The last time my bear killed it took him only three! I timed him." The imp grins, obviously quite pleased with himself. >['triumps' -> 'triumphs'] I don't understand the punctuation "[". >l Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. The imp makes a few gestures with his hand and you hear the sound of a woman screaming. The sound came from the east, just across the strip of flattened grass. "Sounds like a maiden in distress!" the imp announces. He then looks at you expectantly. "Well? Aren't you going to save her?" >e The instant you step onto the grassy strip, a loud and shrill noise fills your ears. You look in the direction of the noise and see a firefly. It appears to be getting bigger every second. Just as it is about to hit you, you jump back onto the dirt path, quite shaken. The imp laughs disdainfully at your bumbling." >[extra quote mark there.] I don't understand the punctuation "[". >e You're not going to hazard the firefly's path again. >ask imp about woman The imp ignores your question and goes of on a tangent. "I once knew a man who had a wife and a lover. He took the lover because he hated his wife; she made his life miserable. So, on his birthday, I killed his wife and give her head to him as a gift. When he saw it, instead of thanking me, he wept and cursed me!" The imp snorts with derision. "Humans are so stupid." The imp strokes the head of the bear lovingly. The act strikes you as uncharacteristic; the sadistic imps are hardly known for their love for animals. >pet bear The bear swipes at you defensively. The imp grins and scratches the bear behind the ears. "I don't think my friend likes you very much. It's probably the stink of human." >give flower to bear Which flower do you mean, the crimson wildflower, or the daisy? >crimson The bear rejects the offer. >give daisy to bear The bear rejects the offer. >s Path The trees thin here and you can see huts to the north. To the west of the path, a long section of grass which runs parallel to the path appears to be trampled flat. Occasionally, a firefly (whose rear appears to be perpetually lit) will dart down this section of grass. A sign is just east of the path here. The path continues to the north and the south. >e You're not going to hazard the firefly's path again. >s Forest The trees here provide welcome relief from the sun's summer heat. A path winds its way through the dense mass of trees to the north. The meadow is back to the south, but the thick plant life prohibits travel in all other directions. >e You can't go that way. >s Field You are in a wide, grassy expanse. The castle is a speck on the eastern horizon. Trees dot the area to the north, but every other direction is nothing but empty meadows for as far as the eye can see. >e East is the castle from whence you just fled. You want no part of that. >s The meadows are miles and miles of nothing. You eventually realize that you are getting nowhere and return to your starting point. >n Forest The trees here provide welcome relief from the sun's summer heat. A path winds its way through the dense mass of trees to the north. The meadow is back to the south, but the thick plant life prohibits travel in all other directions. >n Path The trees thin here and you can see huts to the north. To the west of the path, a long section of grass which runs parallel to the path appears to be trampled flat. Occasionally, a firefly (whose rear appears to be perpetually lit) will dart down this section of grass. A sign is just east of the path here. The path continues to the north and the south. >n Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. >w Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >x shopkeeper This man is covered from head to toe in grime. Rotting cloth clings to his sweaty body and the stink of body odor is quite prominent. His grin is toothless and his hair is composed of tufts situated randomly on his otherwise bald head. He wheezes and spits brown liquid on the ground from time to time. In short, he is nearly as vile as the orcs. >ask him about imp I don't know what you're referring to with 'him'. >ask shopkeeper about imp "Sorry son, all I know about is my family and my business." >ask him about family I don't know what you're referring to with 'him'. >ask shopkeeper about family "All I got left since the wife died is my boy Roger, and now he's sick with something terrible! I just need someone to buy a few more things-" he looks at you accusingly, "and then I might be able to scrape together the means to help my boy out." >ask shopkeeper about business "Well, I suppose mine's not a bad lot. This ol' place can pull in quite a bit some days..." The shopkeeper curses the town apothecary under his breath. >s Hut This section of the hut is filled with various things for sale. All of the goods here are ordinary and of no use to you, but a large display of apples in the middle of the room catches your eye. >x apples The shopkeeper has created a huge pyramid of apples here in an attempt to catch the buyer's eye. >search apples You find nothing of interest. >get apple I don't see any apple here. >get apples You take an apple. >i You have a key, a crimson wildflower, a daisy, a knife, a book, and an apple. >n Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >buy apple I don't know the word "buy". >ask shopkeeper about apple "Sorry son, all I know about is my family and my business." The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >e Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. >give apple to bear The bear rejects the offer. With lightning speed, the imp darts over to you and grabs your crimson wildflower. "This is nice," the imp comments as he pockets it. >undo (Undoing one command) Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. An imp is here, grinning in an unnerving manner. A bear is sitting on the grass here, unnaturally still. >w Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >x counter The counter is old and flimsy, but it serves its purpose. >x stairs The rickety set of stairs leads upward into darkness. The shopkeeper mumbles something about money. The shopkeeper picks at a nasty looking boil. >u The shopkeeper blocks your way. "Son, upstairs is where I live; its not part of the store. I'd appreciate if you didn't go up there." The shopkeeper picks at a nasty looking boil. >s Hut This section of the hut is filled with various things for sale. All of the goods here are ordinary and of no use to you, but a large display of apples in the middle of the room catches your eye. >push display You push the display, causing it to collapse. The noise you create in this process causes the shopkeeper to come running. "Oh no!" he wails, "What have you done to my display!?" He begins picking up and re-stacking the apples. muttering to himself all the while. The shopkeeper mumbles something about money. The shopkeeper picks at a nasty looking boil. >n Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >u Living Space The accommodations in this room are minimal. There is a bed tucked away in one corner and a table in the center of the room. Chairs are curiously absent. A chimney in the southern wall presides over the layout. >x bed This bed hardly looks more comfortable than the cot you were given in Margoth's dungeon. Other than that, there's nothing special about it. >search it You find nothing of interest. >x table The cheapest money can buy. It's a paper-thin tabletop supported by four rickety legs. >search it You find nothing of interest. >x chimney This large stone chimney is the frame of a firepit. The firepit is spacious and does not contain any firewood or ashes. You could probably enter it if you put your mind to it. >enter it In the Chimney Although this is a large firepit by any standards, the interior is still very cramped for a hulking warrior like yourself. Light shines into the pit from the room to the north and from above. The chimney is just about your size, and you think that you may be able to shimmy up it and onto the roof. >u With some difficulty, you manage to pull yourself up and onto the... Roof The roof provides a commanding view of the town and the surrounding countryside. On top of that, you can see the imp and the bear below you. >throw knife at bear The knife hits the bear squarely on the head. The bear collapses without a sound and a pool of blood begins to form under it. The imp tries frantically to wake the bear for a few moments and then begins to cry hysterically. You are very surprised by this turn of events. You've never known an imp to react to pain with anything other than perverse joy. *** Your score has increased by 10 points *** >d You slide down the chimney and land with a thump... In the Chimney Although this is a large firepit by any standards, the interior is still very cramped for a hulking warrior like yourself. Light shines into the pit from the room to the north and from above. The chimney is just about your size, and you think that you may be able to shimmy up it and onto the roof. >d You can't go that way. >out Living Space The accommodations in this room are minimal. There is a bed tucked away in one corner and a table in the center of the room. Chairs are curiously absent. A chimney in the southern wall presides over the layout. >d Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. The shopkeeper mumbles something about money. >e When you walk out of the hut, the imp is no longer crying. His composure is completely restored. Perhaps he feels the need to put on some sort of show for you... Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. You see a knife here. An imp is here, grinning in an unnerving manner. The corpse of the bear is lying here. "I've heard that the scales of a dragon cannot be pierced by the sharpest sword. I also hear that a dragon's breath will melt even the strongest armor." The imp shrugs. "Of course, I could be wrong." >get knife Taken. >search bear You find nothing of interest. >attack imp It would be foolish to try to kill the imp without a weapon.The imp looks like it's about to say something, but it then looks at the bear and falls silent. >attack imp with knife The imp flashes his claws and grins at you as you come at him, but he underestimates your strength and the advantage you size brings you. You easily best the tiny creature in combat and its dead body evaporates in a puff of magical smoke shortly after your knife ends its life. *** Your score has increased by 5 points *** >n Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >e You follow the grassy strip for a long time, but encounter nothing interesting. After a while, you return to your starting point. >n You walk for a long time before reaching the cave. When you finally approach it, you have broken out into a sweat. Outside of a Cave The cave is situated in the base of a mountain whose peak is located beyond the clouds. Oddly enough, a huge wooden door here blocks the entrance to the cave. >i You have a key, a crimson wildflower, a daisy, a book, an apple, and a knife. >x door You've never seen a door so large in your life. It is, after all, large enough to cover the entire mouth of the cave. You can't understand why such a structure exists here. The door is currently closed. >open door There doesn't appear to be any knob on the door. >unlock it I don't know how to unlock the door. >knock on door Nothing happens. >z Time passes... >z Time passes... >l Outside of a Cave The cave is situated in the base of a mountain whose peak is located beyond the clouds. Oddly enough, a huge wooden door here blocks the entrance to the cave. >search door You find nothing of interest. >touch door Touching the door doesn't seem to have any effect. >x door You've never seen a door so large in your life. It is, after all, large enough to cover the entire mouth of the cave. You can't understand why such a structure exists here. The door is currently closed. >push door Pushing the door doesn't do anything. >pull door Pulling the door doesn't have any effect. >w You can't go that way. >e You can't go that way. >n The door blocks your way. >climb door I don't know how to climb the door. >s After a long walk, you return to the northern edge of the town. Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >x strip The strip is wider than the dirt path you are standing on, but still narrow. Fireflies buzz up and down it occasionally, never deviating from the course of the strip. >n You walk for a long time before reaching the cave. When you finally approach it, you have broken out into a sweat. Outside of a Cave The cave is situated in the base of a mountain whose peak is located beyond the clouds. Oddly enough, a huge wooden door here blocks the entrance to the cave. >i You have a key, a crimson wildflower, a daisy, a book, an apple, and a knife. >read book Its written in a language you can't understand. >s After a long walk, you return to the northern edge of the town. Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >s Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. The corpse of the bear is lying here. >w Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >give book to shopkeeper The shopkeeper rejects the offer. The shopkeeper picks at a nasty looking boil. >ask shopkeeper about book "Sorry son, all I know about is my family and my business." The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. "Have you seen anything you like?" the shopkeeper asks eagerly. >ask shopkeeper about apple "Sorry son, all I know about is my family and my business." The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >shopkeeper, you apparantly don't want to sell this apple, so I will just steal it. I don't know the word "you". >e Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. The corpse of the bear is lying here. >x corpse The bear's skull has been smashed and its head is now resting in a pool of blood. >[smashed? By a knife?] I don't understand the punctuation "[". >search bear You find nothing of interest. >get bear You can't have the bear. >n Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >w You walk in that direction for a while, but, relizing that the meadows stretch out for miles upon miles without any discernable change in the scenery, you return to where you started. >nw You walk in that direction for a while, but, relizing that the meadows stretch out for miles upon miles without any discernable change in the scenery, you return to where you started. >ne You walk in that direction for a while, but, relizing that the meadows stretch out for miles upon miles without any discernable change in the scenery, you return to where you started. >e You follow the grassy strip for a long time, but encounter nothing interesting. After a while, you return to your starting point. >n You walk for a long time before reaching the cave. When you finally approach it, you have broken out into a sweat. Outside of a Cave The cave is situated in the base of a mountain whose peak is located beyond the clouds. Oddly enough, a huge wooden door here blocks the entrance to the cave. >s After a long walk, you return to the northern edge of the town. Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >s Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. The corpse of the bear is lying here. >w Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. The shopkeeper mumbles something about money. "Have you seen anything you like?" the shopkeeper asks eagerly. >u The shopkeeper stops you from climbing the stairs. "I told you already, son. I'd really like it if you'd stay out of my home." The shopkeeper picks at a nasty looking boil. >u The shopkeeper blocks you. "I'm serious, son! Stay out of my home!" The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >u The shopkeeper halts you. "Don't make me angry, boy! I'm not going to tell you again! Stay out of my home!" The shopkeeper curses the town apothecary under his breath. >u The shopkeeper pulls a crowbar out from behind the counter and steps in front of you. "Don't make me teach you a lesson, boy!" The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >ask shopkeeper about crowbar "Sorry son, all I know about is my family and my business." >x crowbar The crowbar is made of iron and is quite sturdy. "Have you seen anything you like?" the shopkeeper asks eagerly. The shopkeeper curses the town apothecary under his breath. >s Hut This section of the hut is filled with various things for sale. All of the goods here are ordinary and of no use to you, but a large display of apples in the middle of the room catches your eye. >push apples You push the display, causing it to collapse. The noise you create in this process causes the shopkeeper to come running. "Oh no!" he wails, "What have you done to my display!?" He begins picking up and re-stacking the apples. muttering to himself all the while. The shopkeeper mumbles something about money. The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. >n Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >search counter You find nothing else of interest. >look behind counter You find nothing else of interest. >get crowbar I don't see any crowbar here. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >undo (Undoing one command) Hut This section of the hut is filled with various things for sale. A multitude of apples are scattered about on the floor here. The shopkeeper is here, fixing his display. >undo (Undoing one command) Hut This section of the hut is filled with various things for sale. All of the goods here are ordinary and of no use to you, but a large display of apples in the middle of the room catches your eye. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. >undo (Undoing one command) Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. The corpse of the bear is lying here. >w Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. The shopkeeper is here, standing behind the counter. The shopkeeper mumbles something about money. The shopkeeper mumbles something about money. >s Hut This section of the hut is filled with various things for sale. All of the goods here are ordinary and of no use to you, but a large display of apples in the middle of the room catches your eye. >push apples You push the display, causing it to collapse. The noise you create in this process causes the shopkeeper to come running. "Oh no!" he wails, "What have you done to my display!?" He begins picking up and re-stacking the apples. muttering to himself all the while. The shopkeeper curses the town apothecary under his breath. The shopkeeper mumbles something about the rich folk breaking the spirit of the working man. The shopkeeper picks at a nasty looking boil. >n Hut The stench of humanity fills this hut. An ancient counter sits at the base of some rickety stairs. The floor is nothing but dirt and the walls are on the verge of caving in. Despite the squalor, the interior is actually quite large. It appears the hut serves as some type of store. You can see stacks of the store's wares to the south. >x counter The counter is old and flimsy, but it serves its purpose. >search it You find a crowbar behind the counter, which you take. *** Your score has increased by 15 points *** >e Path A dilapidated hut is west of here. The path continues on its north/south route, and the grassy strip continues to parallel it. The corpse of the bear is lying here. >n Path The path and the town come to an end here, giving way to a vast expanse of grassy meadows. You can see a cave lying far off to the north. You can also go south and return to the town. The strip of flattened grass turns east here. >n You walk for a long time before reaching the cave. When you finally approach it, you have broken out into a sweat. Outside of a Cave The cave is situated in the base of a mountain whose peak is located beyond the clouds. Oddly enough, a huge wooden door here blocks the entrance to the cave. >open door with crowbar You silde the crowbar into the crack where the door meets the mountain and pull as hard as you can. With some effort, you manage to pull the massive door open, allowing entrance to the cave. *** Your score has increased by 10 points *** >n Cave Light from the outside illuminates this space inside the mountain. The cave is actually very small and devoid of anything of interest. It's certainly nothing like an ordinary dragon's lair. The only way you can go is back out, to the south. A dragon is here, curled up in a ball and sound asleep. >x dragon The dragon looks too small to terrorize a village. It seems almost sweet in its slumber, curled up in a fetal ball and looking as helpless as any newborn. Just the same, it's the only dragon within hundreds of miles of here, so it must be the culprit. >n You can't go that way. >e You can't go that way. >wake dragon I don't know the word "wake". >touch dragon You wouldn't want to wake it and incur its wrath. >i You have a key, a crimson wildflower, a daisy, a book, an apple, a knife, and a crowbar. >attack dragon You'll need a weapon to do any damage to this scaly beast. >attack dragon with crowbar Experience has taught you that a dragon's tough scales can be pierced on with a sharp weapon. >attack dragon with knife The kill is surprisingly easy. The dragon rears its head in surprise when your knife slices through its throat. You stand back and ready yourself for a fight, but it collapses seconds later. You walk over to the motionless body and prod it with your foot. It doesn't move. Your head swells with triumph after the deed is done. You have successfully escaped from the wizard Margoth and destroyed the dragon who has been terrorizing your town. You can now return to your home a hero. You smile to yourself. Many fine stories will be told at the tavern tonight. Your thoughts of heroism are suddenly banished from your head as another spasm of disorientation hits you. The world blurs and grows dark. This time, the disorientation is accompanied with a new sensation: pain. You sink to your knees, shaking your head in an attempt to clear your vision and rid yourself of the pain. Nothing seems to work. The pain is increasing with every second. Soon it becomes unbearable, and you scream in frustration. Your call echoes hollowly within the claustrophobic environs of the dragon's lair. With that scream, your energy is spent and you slip into blissful unconsciousness... Kitchen You survey the kitchen. Although the room is clean, you don't care. Even if everything were perfect, it wouldn't matter. The only reason you blew your Saturday to clean the house was to make your mom feel better. She thinks cleaning will help, but you know better. The only thing you can do is hope he isn't... Damn. Your father has just come home and he's stinking drunk again. You haven't seen him yet, but you can tell. The way he slammed the door, the way he's stomping his way to the kitchen right now... it all screams alcohol. You glance at your mother, seeing the way her posture sinks lower and lower as your father draws nearer and nearer... seeing the dark bruise just under her left eye... "This house is a fuckin' wreck!" Your father's appearance shatters your concentration. Your mother slumps into a chair and lights a cigarette as your father lurches in. "Don't you take any pride in your work?" your father slurs. "As if you really had to do any work all day. Just sittin' around watchin' t.v. all the time, that's all you do!" "I'm sorry, dear," your mother squeaks helplessly. She doesn't argue with anything he says this time. The memory of the bruise is too fresh. God, you hate that drunken bastard! If only there were something you could do... Your father is here, in a drunken rage. Your mother is here, on the verge of tears. "This house is a fuckin' wreck!" your father bellows, repeating himself. "I work hard every day just to feed you lazy ingrates!" >i You are empty-handed. "I bet you've been doin' nothin' but watchin' soaps all day," your father sneers. Your mother shakes her head. "That's not true, dear," she protests timidly. >hit father All of the fury bottled up inside overflows. You clench your fist and swing at your father with all of your might. The sound of your fist connecting is as loud as a gunshot. Your father is practically spun around by the blow, and when he turns to face you, you can see a trail of blood running from his nostril to his lip. You both look at each other in silence for an eternity, neither sure just what happened. Then your father, finally realizing that you punched him, twists his face into a mask of anger and grabs you by the hair. He drags you upstairs and throws you in your room. "I'll deal with you after I deal with your ma," he hisses. He then slams the door and you hear the knob click as he locks it. You are left in your room with your thoughts and your throbbing head. Bedroom Having been locked in here by your father, this place is no better than a prison. The walls seem oppresive to you, and even your bed and the desk next to it, on which you normally keep all of your favorite things, fail to cheer you. A window to the north lets in a modicum of light, which illuminates the dreary scene before you. >x desk On the desk you see a book, a pencil, and a sketch pad. >read book It details the exploits of a powerful warrior defeating a dragon and the evil wizard Margoth. You've lain awake in bed for many nights wishing that warrior were you. >x pad You like to escape through drawing whenever things get tough. All of the pages have been ripped out except for one. >get pad Taken. >get all from desk book: Taken. pencil: Taken. >sketch dragon There's no verb in that sentence! >draw What do you want to draw? >dragon I don't recognize that sentence. >draw a dragon I don't recognize that sentence. >draw on pad What do you want to draw? >dragon You draw the dragon on the pad. Your strokes with the pencil make the picture come alive. You can imagine yourself doing heroic battle with the villain. You close your eyes as reality gives way to fantasy... You wake with a start. Sweat covers your body. You've had that dream again. You sit up, your head aching, and look around. This isn't your home... You are in a roomy house lit by a cheery fire. The smell of dinner wafts in from the kitchen. The scene is marred by the body of a young woman lying on the floor. A pool of blood surrounds her. You gasp in horror and look down at yourself. Your hands are covered in blood. You sit in silence for what seems like an eternity, thinking about what has happened. Your concentration is shattered as the door behind you is kicked in and police men rush into the house. They shove you roughly to the floor. A quick search reveals a heavy club on your person. You realize that the club was used in the asylum to subdue violent inmates. Your memory is beginning to return to you now. The years of terror caused by your father... Your escape into fantasy... Your admission to the asylum... The officers strip you of all your possessions and then bring you to your feet. They read you your rights as they place cuffs on your hands. You are then lead outside to a police car and thrown in the back. Nobody says a word to you as the car pulls out of the driveway. In the Police Car A sheet of glass separates the back seat from the front. You are alone in your misery as the world rushes by. Two officers are sitting in the front seat. >i You are empty-handed. >x window Freedom lies just beyond... You glance out the window and notice a police line strung across a section of sidewalk in front of a general store. Inside the police tape, you see a baby carriage next to a chalk outline. A few drops of blood stain the sidewalk under the carriage and around the outline. Your vision blurs suddenly. When you can see again, you find yourself on the grassy strip. You are being pushed forward by some unknown force. You can see the dead body of the bear to the west. Moments later, your vision has once gain blurred. When you recover, you are once again sitting in the police car. >z Time passes... >x window Freedom lies just beyond... >open door I don't see any door here. >open window I don't know how to open the window. The car comes to a halt in front of the asylum. You are shoved through the gates and lead into the complex. The only thing you notice are the lovely flower beds in the asylum's lawn... Inside the complex you are met with several doctors clad in white. You are transferred from your cuffs to a straight-jacket and the police officers nod to the men in white and walk out. You glance over at the receptionist's desk and notice that it too is surrounded by police line. You aren't given time to think on this; one of the doctors grabs your arm and you are forcefully lead through the winding halls of the complex. During your journey, you notice that one of the cells is closed off by a police line. You recognize that cell. It was your cell. But the doctors lead you past your cell, into a section of the asylum that you've never visited. Its the section that holds the violently insane. You are pushed into your new cell and the doctors file in behind you. One holds up a syringe, squirts a small stream of liquid, and then injects you with it. The world becomes hazy now. You are vaguely aware of the fact that the doctors are strapping you into your bed. You also catch bits of their conversation. "...new behaviour patterns..." "...never displayed violent tendencies before..." "...all previous delusions have been harmless..." "...more research needs to be done..." All their talking soon fades, and you slip into a deep and restful sleep. Your Room "Sire! Sire!" Your page, Justin, skips up beside you. "I'm so happy to see that you're awake! We've been worried sick! A few boys native to Theodore's Hollow found you unconscious while they were exploring the mountain. The dead body of the dragon was next to you! We don't know what happened to you, but we suspect Margoth had cast some spell to affect your health. None of that matters now, though. You've killed the dragon and you're a hero! There will be a celebration tonight! Until then, I've prepared some food for you. I'm sure you're famished! Whenever you're ready to get up, I'll be waiting outside to serve you!" With that said, Justin skips out of your room. You smile to yourself. Justin's boundless enthusiasm is infectious. There will be fine stories to be told tonight. Until then, you decide to take Justin up on his suggestion. The jailers in Margoth's dungeon had been less than generous when it came to food. Your enthusiasm is quickly checked, however. You curse to yourself and begin screaming for Justin. It appears that Margoth's spell has not run its course yet. You can't seem to sit up in your bed. You have finished the game. You may restore a saved game, start over, quit, or see the afterword. Please enter RESTORE, RESTART, QUIT, or AFTERWORD: >afterword Okay, I know this isn't the happiest ending a game can have. In the end, there really isn't anything too happy about this game. I just wanted to take this opportunity to talk about what I was trying to do with this game. First off, I know this isn't the most interactive game. Yes, there are puzzles, but you can't change the outcome no matter what you do. The reason I wanted to tell this story through interactive fiction is that I feel it really hits home in this medium. I wanted the player to feel happy when s/he kills the orc or the imp, and then later realize that the orc or the imp was really an innocent person. I know this sounds morbid, but this game was, at least partially, made to shock. I also wanted to question the nature of reality, and ask which is better: the real world or the fantasy world? Would it have been better if the main character had continued living out his illusion without ever finding out what reality is? There are also a few other sub-themes, but I don't really want to go into them here. After all, I wanted to just tell you about my ideas, I would have written an essay, not a game. I guess I'll leave you with that. I hope this game gave you something to think about. Just remember: Ignorance is bliss.