All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >x bench A thin slab of unfinished pine held with haphazard nails to four dowels. >look under bench There's nothing under the wooden bench. >search bench There's nothing on the wooden bench. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >listen to voices I don't know the word "listen". >x male I don't know the word "male". >x door Which door do you mean, the oak door, or the outside door? >oak Shut and latched somehow. You weren't really paying attention as you were led into this iniquitous jail. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >i You have an ivory medallion. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >x medallion A large oval disc carved out of now yellowed ivory. On one side is a pastoral depiction of mountains, trees, and a woman staring out into the distance; on the other side, an inscription worn soft and dim. In the heart of many a trial and tumult you'd observe your mother roll this token in her hand with a smooth kneading, as she kept her peace. Just before they took you away, she slipped it into your palm, an unwonted look in her eyes. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >rub medallion What do you want to rub it on? >bench There's no point in rubbing the ivory medallion on the wooden bench. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >rub hands on medallion There's no point in rubbing your arm on the ivory medallion. Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >read medallion You're clumsy fumbling catch Demora's eye. "What do you have there? Hand it over." ~ Reluctantly, you give the medallion to her, which she promptly disposes upon herself. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >[Eeeagh! "You're"! (should be 'your')] In a glint, she turns dark and forboding. Paying no heed to your stifled protests, she searches you thoroughly. When she's done with you, she calls in Klove. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >i You have an ivory medallion. >eat medallion The ivory medallion doesn't appear appetizing. >x medallion A large oval disc carved out of now yellowed ivory. On one side is a pastoral depiction of mountains, trees, and a woman staring out into the distance; on the other side, an inscription worn soft and dim. In the heart of many a trial and tumult you'd observe your mother roll this token in her hand with a smooth kneading, as she kept her peace. Just before they took you away, she slipped it into your palm, an unwonted look in her eyes. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >x bench A thin slab of unfinished pine held with haphazard nails to four dowels. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >get bench It's hard to lift while lying on it. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >get up In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >get up In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >x bench A thin slab of unfinished pine held with haphazard nails to four dowels. >x beams Hewn from trees felled on the surrounding hillsides. You used to run wild through those trees, on those rare days you'd complete your chores before nightfall. >x outside door You can't quite see the door to the outside from your present position. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >drop medallion Dropped. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >x it A large oval disc carved out of now yellowed ivory. On one side is a pastoral depiction of mountains, trees, and a woman staring out into the distance; on the other side, an inscription worn soft and dim. In the heart of many a trial and tumult you'd observe your mother roll this token in her hand with a smooth kneading, as she kept her peace. Just before they took you away, she slipped it into your palm, an unwonted look in her eyes. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >read it You can't reach that from the wooden bench. >undo (Undoing one command) Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. You see an ivory medallion here. >undo (Undoing one command) Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. You see an ivory medallion here. >undo (Undoing one command) Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. >read medallion The light does not reach deeply enough into this stockade to clarify the words. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >drop medallion Dropped. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >l Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. You see an ivory medallion here. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >get nail You'd need a tool to pull out one of the nails. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >z Time passes... Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >x demora Heavily boned with limbs that have a nearly graceful arch to them, she has stood her ground for untold seasons as the heralds of change would lead another upheaval that charged across the lands. Her grey blouse and floor-length wool skirt hang upon her like she was a statue not yet unveiled. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >no In a glint, she turns dark and forboding. Paying no heed to your stifled protests, she searches you thoroughly. When she's done with you, she calls in Klove. Klove ushers you out into the courtyard. ~ You leave the heirloom from your mother behind. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >undo (Undoing one command) Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >yes I don't know the word "yes". >say yes I don't know the word "yes". >say "yes" You realize that if you need to speak, you should address your words respectfully and properly to the person concerned. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >yes "Fine. We'll work together and show the others what we're capable of. Well: decree has it that all residents of the dungeons must be searched and may not take with them anything other than the clothes on their backs. With that in mind, please disrobe. Don't fret: I'll keep safe any articles you cherish." >disrobe I don't know the word "disrobe". >take off clothes Your preference for working in abstraction stops your short: you don't know whether to start with your shirt, breeches, undershirt, underpants, or shoes. She waits expectantly. >take off shoes Demora takes your brogans. She waits expectantly. >take off breeches Demora takes your breeches. She waits expectantly. >take off shirt Demora takes your shirt. While the cold air prickles your naked limbs, Demora runs your clothes through her hands from one end to the other, as if squeezing the life out of them. She then shoves her hand into each shoe in turn. Finally, she turns you around, inspecting you from crown to sole. "Get dressed." When you do, she opens the door to admit Klove. Klove ushers you out into the courtyard. ~ You leave the heirloom from your mother behind. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restore Failed. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >x clothes They're the clothes you usually wear: a shirt your brother's outgrown, breeches from the market, an undershirt your mother sewed for you, underpants from your long-gone sister, and brogans your father presented to you. Back home you also have the dress that you should have worn to church, and a couple of more ragged outfits that barely fit you anymore, which you only don long enough to wash your workaday outfit. >put medallion in undershirt I don't see any undershirt here. >put medallion in underpants I don't see any underpants here. >[Arr!] I don't understand the punctuation "[". >hide medallion I don't know the word "hide". >put medallion in clothes Your preference for working in abstraction stops your short: you don't know whether to start with your shirt, breeches, undershirt, underpants, or shoes. >put medallion in shoes Done. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >undo (Undoing one command) Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. >x shoes Heavy leather boots that you wear all day; gives off a rather musty smell. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >x breeches Rough dark leather with lacing that runs up one leg, wraps around the waist, and down the other leg to hold it in place. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >take off breeches You see no reason to take your clothing off at this point; certainly, you don't plan to change into something they consider more appropriate just to avoid their wrath. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >put medallion in undershirt I don't see any undershirt here. >take off shirt You see no reason to take your clothing off at this point; certainly, you don't plan to change into something they consider more appropriate just to avoid their wrath. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >wear medallion You can't wear the ivory medallion. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >put medallion in shirt Your shirt is closed. Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >x demora Heavily boned with limbs that have a nearly graceful arch to them, she has stood her ground for untold seasons as the heralds of change would lead another upheaval that charged across the lands. Her grey blouse and floor-length wool skirt hang upon her like she was a statue not yet unveiled. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >yes "Fine. We'll work together and show the others what we're capable of. Well: decree has it that all residents of the dungeons must be searched and may not take with them anything other than the clothes on their backs. With that in mind, please disrobe. Don't fret: I'll keep safe any articles you cherish." >take off shirt Demora takes your shirt. She waits expectantly. >take off breeches Demora takes your breeches. She waits expectantly. >take off shoes Demora takes your brogans. While the cold air prickles your naked limbs, Demora runs your clothes through her hands from one end to the other, as if squeezing the life out of them. She then shoves her hand into each shoe in turn. Finally, she turns you around, inspecting you from crown to sole. ~ She grabs your hand and snatches the gift your mother gave you only an hour earlier. "Don't hide anything from me," she snarls. "Get dressed." When you do, she opens the door to admit Klove. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >open shirt Opened. >x undershirt A grey cotton bib. Your mother insisted that you wear this "for your protection", but you haven't the need for it, yet. >put medallion in undershirt Done. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >close shirt Closed. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >z Time passes... Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >z Time passes... Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >z Time passes... Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >z Time passes... Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >x demora Heavily boned with limbs that have a nearly graceful arch to them, she has stood her ground for untold seasons as the heralds of change would lead another upheaval that charged across the lands. Her grey blouse and floor-length wool skirt hang upon her like she was a statue not yet unveiled. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >yes "Fine. We'll work together and show the others what we're capable of. Well: decree has it that all residents of the dungeons must be searched and may not take with them anything other than the clothes on their backs. With that in mind, please disrobe. Don't fret: I'll keep safe any articles you cherish." >take off shoes Demora takes your brogans. She waits expectantly. >take off shirt Demora takes your shirt. She waits expectantly. >take off breeches Demora takes your breeches. While the cold air prickles your naked limbs, Demora runs your clothes through her hands from one end to the other, as if squeezing the life out of them. She then shoves her hand into each shoe in turn. Finally, she turns you around, inspecting you from crown to sole. ~ At the sight of the odd lump, Demora yanks up your undershirt and catches the ivory token with her other hand. As your straighten your shirt, she whitely glares at you in caustic hatred. For a moment, you fear her more than you've ever feared anyone or anything. "Get dressed." When you do, she opens the door to admit Klove. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >open breeches Opened. >put medallion in underpants Done. >close breeches Closed. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >z Time passes... Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >z Time passes... Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >z Time passes... Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >z Time passes... Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >z Time passes... Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. > You must do something. >z Time passes... "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >yes "Fine. We'll work together and show the others what we're capable of. Well: decree has it that all residents of the dungeons must be searched and may not take with them anything other than the clothes on their backs. With that in mind, please disrobe. Don't fret: I'll keep safe any articles you cherish." >take off boots Demora takes your brogans. She waits expectantly. >take off breeches Demora takes your breeches. She waits expectantly. >take off shirt Demora takes your shirt. While the cold air prickles your naked limbs, Demora runs your clothes through her hands from one end to the other, as if squeezing the life out of them. She then shoves her hand into each shoe in turn. Finally, she turns you around, inspecting you from crown to sole. ~ She points at the fullness in your underpants and says, with curiously little venom, "Take that out." You retrieve the concealed medallion and give to her. From this moment on, she seems to see you as no more the most irredeemable whore. "Get dressed." When you do, she opens the door to admit Klove. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >[hmmm.] I don't understand the punctuation "[". >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >help I don't know the word "help". >hint Stone Cell, Version 1. The right-hand side of the status line shows the visible exits for the room. If it is a door that is closed, it will be enclosed in parentheses, i.e., "(SW)". Please be aware that not every direction listed will take you to another location. In some cases, you might be always be prevented from passing through. Also, hidden exits won't be displayed, or at least until they are found. In this game, there are three puzzles that can be skipped without affecting your ability to complete the game; I think they are fairly difficult, so you may want to finish first, then return to them afterwards, time permitting. When you pass the point that these puzzles are rendered impossible to solve, a tilde ("~") will be displayed to inform you. Also, there is at least one point where the game can be rendered unwinnable. I tried to place a cue to indicate when you are heading down that path, but, of course, you should save your game at strategic places. And finally, there is also a radically different ending to the game. You will know when you found it because it'll be marked with a number sign ("#"). So, with many thanks to Mike Roberts for the TADS system, you can return to the game. >open shirt Opened. >open breeches Opened. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >put medallion in underpants Done. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >x underpants White cotton shorts your wear to keep your breeches from chafing you. A noticeable lump is formed by the medallion within it. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >move lump I don't know the word "lump". >move medallion Moving the ivory medallion doesn't reveal anything. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >move underpants Moving your underpants doesn't reveal anything. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >close breeches Closed. Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. At the sight of your open shirt her eyes narrow. "What have you been doing? Are you trying to hide something?" She grabs you and roughly examines you. ~ Upon discovery of the ivory disk, she takes it as her own. Afterwards, before you've even begun to recover, she knocks on the door and Klove enters. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >put disc in shoes Done. >open shirt Opened. >get up In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. At the sight of your open shirt her eyes narrow. "What have you been doing? Are you trying to hide something?" She grabs you and roughly examines you. ~ Upon discovery of the ivory disk, she takes it as her own. Afterwards, before you've even begun to recover, she knocks on the door and Klove enters. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >x shoes Heavy leather boots that you wear all day; gives off a rather musty smell. >search shoes There's nothing in your brogans. >put disc in mouth I don't know the word "mouth". >eat disc The ivory medallion doesn't appear appetizing. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >open shirt Opened. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >put medallion in undershirt Done. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >x undershirt A grey cotton bib. Your mother insisted that you wear this "for your protection", but you haven't the need for it, yet. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >[Should mention lump, right?] I don't understand the punctuation "[". >take off bib You see no reason to take your clothing off at this point; certainly, you don't plan to change into something they consider more appropriate just to avoid their wrath. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >open pants Opened. Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. At the sight of your open shirt her eyes narrow. "What have you been doing? Are you trying to hide something?" She grabs you and roughly examines you. ~ Upon discovery of the ivory disk, she takes it as her own. Afterwards, before you've even begun to recover, she knocks on the door and Klove enters. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >open pants Opened. >undo (Undoing one command) Holding Pen, on the wooden bench This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. >open shirt Opened. >put medallion in undershirt Done. >close shirt Closed. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >get up In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >x demora Heavily boned with limbs that have a nearly graceful arch to them, she has stood her ground for untold seasons as the heralds of change would lead another upheaval that charged across the lands. Her grey blouse and floor-length wool skirt hang upon her like she was a statue not yet unveiled. "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >yes "Fine. We'll work together and show the others what we're capable of. Well: decree has it that all residents of the dungeons must be searched and may not take with them anything other than the clothes on their backs. With that in mind, please disrobe. Don't fret: I'll keep safe any articles you cherish." >take off shoes Demora takes your brogans. She waits expectantly. >take off pants Demora takes your breeches. She waits expectantly. >take off underpants "You can keep your underpants on," she says. She waits expectantly. >take off shirt Demora takes your shirt. While the cold air prickles your naked limbs, Demora runs your clothes through her hands from one end to the other, as if squeezing the life out of them. She then shoves her hand into each shoe in turn. Finally, she turns you around, inspecting you from crown to sole. ~ At the sight of the odd lump, Demora yanks up your undershirt and catches the ivory token with her other hand. As your straighten your shirt, she whitely glares at you in caustic hatred. For a moment, you fear her more than you've ever feared anyone or anything. "Get dressed." When you do, she opens the door to admit Klove. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >about Stone Cell, Version 1. The right-hand side of the status line shows the visible exits for the room. If it is a door that is closed, it will be enclosed in parentheses, i.e., "(SW)". Please be aware that not every direction listed will take you to another location. In some cases, you might be always be prevented from passing through. Also, hidden exits won't be displayed, or at least until they are found. In this game, there are three puzzles that can be skipped without affecting your ability to complete the game; I think they are fairly difficult, so you may want to finish first, then return to them afterwards, time permitting. When you pass the point that these puzzles are rendered impossible to solve, a tilde ("~") will be displayed to inform you. Also, there is at least one point where the game can be rendered unwinnable. I tried to place a cue to indicate when you are heading down that path, but, of course, you should save your game at strategic places. And finally, there is also a radically different ending to the game. You will know when you found it because it'll be marked with a number sign ("#"). So, with many thanks to Mike Roberts for the TADS system, you can return to the game. Halting you with a formidable outstretched arm, Klove takes a moment to talk to the child. "Hoy, Matthew." The boy eventually finds Klove with his slow eyes. "Do see you clean the warden's quarters before he returns." The lopsided smile would seem to indicate assent. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >drop medallion Dropped. >z Time passes... >z Time passes... Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >stand In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. >z Time passes... "Now, my dear Logastra, despite what they've been saying about you, I believe you wish to be a good girl. If so, your time here will be fruitful--yes, I assure you, this is true. So dear, will you be a good girl?" >no In a glint, she turns dark and forboding. Paying no heed to your stifled protests, she searches you thoroughly. When she's done with you, she calls in Klove. Klove ushers you out into the courtyard. ~ You leave the heirloom from your mother behind. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >x hair Your hair is close-cropped, your skin is burnished by the sun and the wind. >x me You, known as Logastra, are slender and wiry from helping your father all day in the fields and helping your mother with chores when you get home, and, as you do every summer, you've cropped your hair close so that it wouldn't impede your labors. The clothes you wear are the selfsame ones that got you in trouble in the first place. >x clothes They're the clothes you usually wear: a shirt your brother's outgrown, breeches from the market, an undershirt your mother sewed for you, underpants from your long-gone sister, and brogans your father presented to you. Back home you also have the dress that you should have worn to church, and a couple of more ragged outfits that barely fit you anymore, which you only don long enough to wash your workaday outfit. Voices intrude on your solitude, entering from around the corner of the alcove, near the door to the outside world; one voice is male, weary and rumbling, the other is female, querulous and liquid. >x breeches Rough dark leather with lacing that runs up one leg, wraps around the waist, and down the other leg to hold it in place. Female: She's resting at the moment. We can surely wait a little while longer. Male: Not much. The warden will be back anon. I want her gone before then. He's got enough without this to worry him, too. >x lacing I don't know the word "lacing". >x brogans Heavy leather boots that you wear all day; gives off a rather musty smell. Treble: I'll wake her in a bit. Bass: I'll stand guard while you search her. >x shirt Slightly soiled linen, dark green, smelling of freshly tilled earth. Smooth: Where will you take her? Rough: To where she belongs: with the other disloyal subjects. >take off shoes You see no reason to take your clothing off at this point; certainly, you don't plan to change into something they consider more appropriate just to avoid their wrath. Thin: For such a young girl, that's rather strong. Thick: Anyway, it's the only place where we have room: early last morn, our friend Mortison took care of a few former trespassers. >open shirt Opened. Inward: Best get her ready. Outward: Careful of this one. Looks like she might bite. While the outside door closes off the previously unnoticed breeze into the chambers, Demora, the matron who presides over the orphanage, the fallen women workhouse, and other frail miscreants, opens your cage and coos at you like at a spooked horse, "Darling...let's take this easily and calmly. Then you can rest as much as you want." Bowed and docile, you shuffle into her waiting hands. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. At the sight of your open shirt her eyes narrow. "What have you been doing? Are you trying to hide something?" She grabs you and roughly examines you. ~ Upon discovery of the ivory disk, she takes it as her own. Afterwards, before you've even begun to recover, she knocks on the door and Klove enters. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >restart Are you sure you want to start over? (YES or NO) > y Do you wish to read the introduction? (Y/N) > n STONE CELL By Middle Edge Developed with TADS, the Text Adventure Development System. First-time players should type "about" for information about this game. Holding Pen This alcove, bare but for a creaky wooden bench, was stolen of late from the warden's chambers by means of narrowly set, heavy oak beams, and a matching door. Your only thought is, you shall never see your mother or father again. >open shirt Opened. >x undershirt A grey cotton bib. Your mother insisted that you wear this "for your protection", but you haven't the need for it, yet. >stand In getting to your feet ever so gingerly, the bench inevitably creaks in relief. Drawn by the sound, Demora, the matron of this keep, steps over to the bars. "Well, you're awake. Good. This shouldn't take much of our time." She opens the pen and draws you out. You catch a glimpse of Klove before he shuts the door on the two of you. Warden's Office Narrow window slits dimly admit light that slash across the desk and the few other furnishings. Dominating the sparse surroundings, Demora scrutinizes you, twitching her knobbed fingers as if silently estimating the number of years you will spend here. At the sight of your open shirt her eyes narrow. "What have you been doing? Are you trying to hide something?" She grabs you and roughly examines you. ~ Upon discovery of the ivory disk, she takes it as her own. Afterwards, before you've even begun to recover, she knocks on the door and Klove enters. Klove ushers you out into the courtyard. Courtyard The enclosing walls extend so high, especially along the side where the bulk of the fortress rises, that you feel like you're stuck in the bottom of a deep well. The entrance to the castle is mysteriously inviting, although the two corner doors flanking it are less so. And the tunnel across the square, leading to the gate and beyond, could not possibly be more seductive. Raising your eyes to the cloud-flocked sky, the world inverts vertiginously and you find yourself staring into a pit that opens on an endless void. The cleaning boy wanders aimlessly, occasionally scraping up a bit of detritus with his hand shovel and tossing it into his pushcart ladened with debris. Without moving his eyes, Klove absorbs all that happens around him. >x boy If ever there was a boy that needed cleaning himself, he was the one. Grime, dirt, filth, soot, crumbs, all commingle on his face. His shirt, breeches, and boots are covered with a layer of grey dust. Halting you with a formidable outstretched arm, Klove takes a moment to talk to the child. "Hoy, Matthew." The boy eventually finds Klove with his slow eyes. "Do see you clean the warden's quarters before he returns." The lopsided smile would seem to indicate assent. >matthew, hello Klove interrupts you. "I'm the one who gives the orders." Klove directs you straight across the courtyard through a dark arch. Dungeon Access This is really just the uppermost reach of a square shaft, cut into the side of the mountain, that plunges straight down, with a dubious wooden staircase winding its way to the bottom and with the periodic torch clamped to the wall to provide the needed light for the descent. Facing the entrance is a large tapestry, faded and dappled with soot. Peering down the middle of the stairway spiral, through the undulating light and the smoky haze of the fires, gives you the impression of plumbing the murky depths of the lake. >x tapestry Though the colors are muted, the scene vividly depicts lost souls being tossed into perdition: the tangle of limbs, the voiceless screams, the eyes cast upwards in a vain search for Heaven. The conviction of the imagery is only marred by its faulty hanging: while seemingly stretched flat on the rock, the center still bevels inward. In these damned creatures, as with the evildoers described and reviled in Prucine's sermons, you can find the likeness of many of your fellow villagers, and more than one that resembles yourself. With the choices essentially limited to descent, you and Klove take many turns down the staircase, until you reach a platform. First Dungeon Sublevel At the landing, a heavy wooden door, held secure by a crossbar, allows raucous conversations to seep out, enough so that you can understand the intent, if not the sense. When you were younger, your father came close, more than once, to being locked up in there himself. During those times, you had little to eat beyond what you could scavenge from the forest. >x door Although slightly warped by dampness, the door manages to be fairly imposing, especially with its thick crossbeam in place. Klove pauses to pound on the door. "Keep quiet in there." The voices are silenced, until the two of you continue down the steps. Many windings later, you reach a lower level. Second Dungeon Sublevel A cast-iron door spotted with rust is the one thing to break the monotony of the shaft along this section. >x door The door just has a latch to keep it locked. Also, set high in center is a small grille which would allow a view inside if you were taller; the ominous grunts and the vexed moans that sporadically exit through the grate cure your curiosity in any case. Pushing his face close to the grate, he speaks to an unseen person on the other side, "Good morn, Timothy. How's your tenants?" A friendly voice returns through the metal slots, "Not too terrible. Good since the last clearance below." Klove snorts. "We're only halfway finished, and now I've got to go and start loading up the bottom slots again. Keep awake." He leads you to still greater depths. Third Dungeon Sublevel The bottom of the shaft, where the air is clear of smoke and chilled like spring water. Overhead, the tortuous staircase ascends in a miasmal miracle, ready to be dispelled by the first step. In ponderous contrast, the huge stone door defends in perpetuity the very portal from which it was cut. Zane leans on the rock, drawing his slight strength from its density. >x door A monolith that would dwarf the monument to many a warrior-king, it appears to be engraved by an unknown hand with the shapes of fantastic creatures that form a tableau to match the tapestry above. The image is only marred by a deep, angled groove that runs at shoulder-height for you, and five large hinges the fasten the block to one side of the passage. "So," Klove remarks, as if to himself, "it's Zane today." He replies in a similar vein, "It's Zane ever day. And most the night, too." Klove turns more formal, "Please open the door. I have a prisoner to add." After eyeing you for a moment, Zane, with a grunt, pulls free a shale wedge jammed at the bottom of the door, then grasps the notch cut into the granite. After some straining the door swings slightly, although not enough to permit entry. He huffs, "Can help, Klove? Felt weak this early day." Klove clutches the rock and, with a smooth movement, tosses the door aside. >x zane Cast into an eternal wait, his features, which may have been sharp during his lighter days, have been rounded and smoothed. The shag of his hair would not be out of place on a damp sheepdog and the bristle of his beard could match that of a shorn goat. While Zane stands as straight as a stela, Klove ushers you into a passage much narrower than the door that protects it. Dungeon Passage, East A pinched, somewhat uneven hallway that begins with a gap left by the massive door standing ajar, and continues past several niches along one wall, each closed off by a metal door, to a further stretch of corridor. Affixed to the opposite wall, braziers hold glowing coals which cast the passage in a copper light. >x braziers Held by a metal bracket, the brass pan is filled with coals that give off as much warmth as illumination. He pushes you from behind--his shoulders come close to spanning the sides of the corridor--pushes you deeper into the mountain. Dungeon Passage, Center Along this portion of the corridor, during the excavation of the niches there must have been a terrible accident: a wall of rock has dropped down, obliterating two of the hollows, while leaving one intact. >x hollows I don't know the word "hollows". >x wall The granite squeezes upon you from either side. Halting you with a heavy hand, you hear the rattling of metal, then, using one of the keys on a ring as large as an ox's nose ring, Klove unlocks the door and opens it. >x keys I don't know the word "keys". >x key I don't know the word "key". >x door Wrought from pig iron, the door has a lock near the upper edge with a large round keyhole, a slot in the middle with a latched shutter, and a larger panel, also latched, near the bottom. With surprising gentleness, Klove corrals you into your cell. Dungeon Room Smaller than a horse's stall, the harsh solidity of the floor, the walls, and the ceiling exude coldness. The ceiling is so low that the normal adult would have to stoop; you can stand straight, but the rock seems to press upon your head with the weight of the mountain. From the light of the open door, you can discern a straw mat in one corner and a metal chamber pot in another. Nothing else. This is a sepulcher for the living. You are ensconced in the tomb where you shall surely perish, with no one to anoint your body, no one to assuage your throes, no one to hear your final lament. >n Klove blocks your attempt to leave. He shuts the door, leaving you alone. >cry I don't know the word "cry". >x mat A weaved pallet for sleeping. Even for you, the length of the mat is too short to allow you to stretch out upon it. >search it There's nothing on the straw mat. >x pot A corroded brass urn with a handle. Empty, although splotched with deposits. >x handle I don't see any handle here. >get pot You have no urge to use it. Your prospects appear more limited than ever. >x door Basically an unadorned slab of metal. There are two panels visible, an upper and lower one, but no means of opening them. The gaps at the top and bottom of the door are too small to allow even one of your fingers to reach through. >x upper panel Basically an unadorned slab of metal. There are two panels visible, an upper and lower one, but no means of opening them. The gaps at the top and bottom of the door are too small to allow even one of your fingers to reach through. >hit panel You hurt your hand on the metal door. >move mat You can't move the straw mat. The situation seems so hopeless, you'd like to just give up. >search mat There's nothing on the straw mat. >z Time passes... >i You are empty-handed. >l Dungeon Room Smaller than a horse's stall, the harsh solidity of the floor, the walls, and the ceiling exude coldness. The ceiling is so low that the normal adult would have to stoop; you can stand straight, but the rock seems to press upon your head with the weight of the mountain. From the glow that oozes from the top and bottom of the closed door, you can discern a straw mat in one corner and a metal chamber pot in another. Nothing else. You feel limp, lifeless. >x glow I don't know the word "glow". >x ceiling Totally unbreachable. >x walls Perfectly impenetrable. >x floor Utterly impregnable. >g Utterly impregnable. Fatigue weighs you down. >x pot A corroded brass urn with a handle. Empty, although splotched with deposits. >search it You have no urge to use it. >move it You have no urge to use it. >lie on mat Okay, you're now lying on the straw mat. You can do nothing without some rest first. >sleep Sleep fills your senses with lampblack, and you find temporary escape from your interment. When you awake, after many unmarked hours, you renew your determination to change the situation, without compromise. Dungeon Room >l Dungeon Room, on the straw mat You slept in this corner. You see a straw mat here. >get up Okay, you're no longer on the straw mat. >x mat A moldy piece of weaved straw, once golden, now grey. >search it There's nothing on the straw mat. >move it Moving the straw mat doesn't reveal anything. >x pot Some sort of metal pot. >search it It's too far away. >l Dungeon Room You slept in this corner. You see a straw mat here. >n Dungeon Room >verbose Okay, now in VERBOSE mode. Dungeon Room One side of the room. >e You can't go that way. >s Dungeon Room You slept in this corner. You see a straw mat here. >s You can't go that way. >w Dungeon Room The deepest side of the room. >w Dungeon Room The corner farthest from the door. >n Dungeon Room A side of the prison. >x wall Almost escaping notice, on the wall near the floor is some sort of mark carved into the stone. >x mark A series of letters have been carved into the stone near a crack at the base of the wall. In the days leading up to when Frederick broke with father and became an apprentice stone cutter, your brother told you tales of how masons would secretly leave their personal imprints on their work so that they too would be as immortalized as the overlords they served. >read letters Simply a series of initials: "S of G", "DH", and others of people gone and forgotten. >x crack A slight crack concealed in the meeting of wall and floor. >search crack There is nothing in the breach. >n Dungeon Room The corner where the chamber pot is. >x pot An unadorned basin with a long handle, made from spun brass--probably a discard from the lordly cookery. While not clean by any means, it is empty. >look in it You have no need to make use of this befouled container. >get it You have no need to make use of this befouled container. >x handle A rounded length of brass that flattens as it joins the side of the pot. >get handle The handle is attached to the chamber pot. >bend handle You bend the handle upwards. >g You straighten out the handle again. >g You bend the handle upwards. >g You straighten out the handle again. >g You bend the handle upwards. >g The shaft breaks off in your grip. >s Dungeon Room A side of the prison. >i You have a chamber pot handle. >put handle in crack You wedge the thin end of the broken handle into the gap in the stone. >move handle Moving the chamber pot handle doesn't reveal anything. >dig What do you want to dig in? >crack What do you want to dig in it with? >handle I don't know how to dig in the crack in wall. >s Dungeon Room The corner farthest from the door. >x wall The rough gray of the rock is speckled with lighter flecks. >e Dungeon Room The deepest side of the room. >x wall After staring at the wall for a piece, a fine crack becomes apparent. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >put handle in crack I don't see any handle here. >nw Dungeon Room A side of the prison. >get handle Taken. >se Dungeon Room The deepest side of the room. >put handle in crack You can't put anything into the fracture. >x fracture A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >touch it Touching the fracture doesn't seem to have any effect. >blow it I don't know the word "blow". >e Dungeon Room You slept in this corner. You see a straw mat here. >x wall After staring at the wall for a piece, a fine crack becomes apparent. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke across the face of the two walls. >put handle in crack You can't put anything into the fracture. >n Dungeon Room One side of the room. >x wall After staring at the wall for a piece, a fine crack becomes apparent. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >x ceiling Rubbing your hand on the granite, you take comfort in the hairline fracture you can feel but not see. >x floor Cold and rough, and without apparent defects. >n Dungeon Room The corner where the door is. >x door A flat metal door with no protrusions. A couple of rectangular panels are inset, and gaps at the top and bottom allow light in, while precious little can go out. >put handle in gap You jam the piece of brass between the metal and the stone. >bend handle Distorting the length of metal itself proves to be none too easy. >push handle Pushing the chamber pot handle doesn't do anything. >open panel Which panel do you mean, the upper panel, or the lower panel? >upper The upper panel can't be opened while it's latched. >open lower I don't know how to open the lower gap. >open lower panel The lower panel can't be opened while it's latched. >get handle Taken. >put handle in lower gap You jam the piece of brass between the metal and the stone. >lift handle I don't know the word "lift". >raise handle I don't know the word "raise". >w Dungeon Room The side nearest the corridor. >x wall The rough gray of the rock is speckled with lighter flecks. >x floor Cold and rough, and without apparent defects. >x ceiling Accustomed as you are to thatched roofs, the rock above you has the unsettling aspect of permanence. >se Dungeon Room One side of the room. >e You can't go that way. >s Dungeon Room You slept in this corner. You see a straw mat here. >get mat Taken. >nw Dungeon Room The heart of the cell. >x floor Cold and rough, and without apparent defects. >w Dungeon Room A side of the prison. >x wall Almost escaping notice, on the wall near the floor is some sort of mark carved into the stone. >x mark A series of letters have been carved into the stone near a crack at the base of the wall. >read mark Simply a series of initials: "S of G", "DH", and others of people gone and forgotten. >x crack A slight crack concealed in the meeting of wall and floor. >look in crack There is nothing in the breach. >put handle in crack I don't see any handle here. >se Dungeon Room The deepest side of the room. >ne Dungeon Room One side of the room. >n Dungeon Room The corner where the door is. >get handle Taken. >sw Dungeon Room The heart of the cell. >w Dungeon Room A side of the prison. >help I don't know the word "help". >hit handle on wall When you strike the rock with the brass rod, sparks fly in every direction. >drop mat Dropped. >hit handle on wall When you strike the rock with the brass rod, sparks fly in every direction, showering the mat, which abruptly catches fire. >ne Dungeon Room The side nearest the corridor. The flames rise up higher from the straw. >x wall The rough gray of the rock is speckled with lighter flecks. The waves of heat fill the cell. >e Dungeon Room The corner where the door is. The inferno reaches its apogee. >hit door with handle It's deflected off the metal door. The fire begins to die down. >z Time passes... The fire is finished, never to rise again. >sw Dungeon Room The heart of the cell. >w Dungeon Room A side of the prison. >x fire I don't see any fire here. >l Dungeon Room A side of the prison. >x wall Almost escaping notice, on the wall near the floor is some sort of mark carved into the stone. >x mark A series of letters have been carved into the stone near a crack at the base of the wall. >read mark Simply a series of initials: "S of G", "DH", and others of people gone and forgotten. >x crack A slight crack concealed in the meeting of wall and floor. >s Dungeon Room The corner farthest from the door. >n Dungeon Room A side of the prison. >se Dungeon Room The deepest side of the room. >n Dungeon Room The heart of the cell. >n Dungeon Room The side nearest the corridor. >w Dungeon Room The corner where the chamber pot is. >x pot An unadorned basin, made from spun brass--probably a discard from the lordly cookery. While not clean by any means, it is empty. >undo (Undoing one command) Dungeon Room The corner where the chamber pot is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room The heart of the cell. >undo (Undoing one command) Dungeon Room The deepest side of the room. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room The corner farthest from the door. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room The heart of the cell. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >x wall Almost escaping notice, on the wall near the floor is some sort of mark carved into the stone. >hit wall with handle When you strike the rock with the brass rod, sparks fly in every direction, showering the mat, which abruptly catches fire. >put handle in crack You wedge the thin end of the broken handle into the gap in the stone. The flames rise up higher from the straw. >z Time passes... The waves of heat fill the cell. >z Time passes... The inferno reaches its apogee. >z Time passes... The fire begins to die down. The heat must have enlarged the brass shaft because you hear a snap, like a switch lashed on the haunch of a mule, emanate from the stone. >x crack A deep incursion that seems to run under the wall, perhaps reaching another room. A length of brass juts from it. The fire is finished, never to rise again. >x incursion I don't know the word "incursion". >yell You release a bellow that reverberates in the cell; when it dies down, you hear a voice coming from the fissure near the floor. A man's voice, speaking in almost a whisper. He says, "You don't have to shout, I can hear you through this crack you made--how did you--? Really, you shouldn't shout: there's holes in the ceiling outside; I think they listen above. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >speak After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >cough I don't know the word "cough". >pretend to be ill I don't know the word "pretend". >moan I don't know the word "moan". >cry I don't know the word "cry". >z Time passes... The upper panel is closed, followed by the scrape of a latch being engaged. >x ceiling Accustomed as you are to thatched roofs, the rock above you has the unsettling aspect of permanence. There is a pause--Zane must be doing something outside. >choke I don't know the word "choke". >z Time passes... Another hook must have been released, because the lower panel shunts aside. >z Time passes... Zane dumps a bowl into your cell and slams the panel shut. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >say "now" A pained cry comes from the rift and then, the only sound you hear is your own breathing. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open lower panel The lower panel can't be opened while it's latched. >open upper panel The upper panel can't be opened while it's latched. >open door It's locked. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >hit wall with handle You have to be holding the handle to strike with it. The fire begins to die down. The heat must have enlarged the brass shaft because you hear a snap, like a switch lashed on the haunch of a mule, emanate from the stone. >put handle in crack The chamber pot handle is already in the crack in wall! The fire is finished, never to rise again. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >x mat The mat is wracked with fire. The flames rise up higher from the straw. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >put handle in crack You wedge the thin end of the broken handle into the gap in the stone. The flames rise up higher from the straw. >z Time passes... The waves of heat fill the cell. >z Time passes... The inferno reaches its apogee. >z Time passes... The fire begins to die down. The heat must have enlarged the brass shaft because you hear a snap, like a switch lashed on the haunch of a mule, emanate from the stone. >say "hello" After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >z Time passes... The upper panel is closed, followed by the scrape of a latch being engaged. >ne Dungeon Room The side nearest the corridor. There is a pause--Zane must be doing something outside. >e Dungeon Room The corner where the door is. Another hook must have been released, because the lower panel shunts aside. "I told you," he states, with practiced authority, "Stay back. For this, no food." The slot is closed off with finality. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >say "now" When you enunciate "now", you hear the faint reply, "Did you say something?" Another hook must have been released, because the lower panel shunts aside. >say "now" When you enunciate "now", you hear the faint reply, "Did you say something?" Zane dumps a bowl into your cell and slams the panel shut. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >z Time passes... There is a pause--Zane must be doing something outside. >z Time passes... Another hook must have been released, because the lower panel shunts aside. >say "now" A pained cry comes from the rift and from the square panel comes a mutter that begins, "Damnation. No rest for me...", before the panel closes, cutting off the words. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open lower panel You slide the lower panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >out You can't go that way. Zane's voice: "What the problem?" >enter lower panel I don't know how to enter the lower panel. >enter opening I don't know the word "opening". >n You'll have to open the metal door first. "I get help," says the unseen Zane. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open lower panel You slide the lower panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >x opening I don't know the word "opening". >put head in lower You can't put your head anywhere. Zane's voice: "What the problem?" >undo (Undoing one command) Dungeon Room The corner where the door is. >put hand in lower panel You can't put your arm anywhere. Zane's voice: "What the problem?" >undo (Undoing one command) Dungeon Room The corner where the door is. >search lower panel You find nothing of interest. Zane's voice: "What the problem?" >x lower panel A square opening cut into the lower portion of the door. >enter it I don't know how to enter the lower panel. "I get help," says the unseen Zane. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >speak It occurs to you that this is not the time for talk, but for action. Another hook must have been released, because the lower panel shunts aside. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >speak It occurs to you that this is not the time for talk, but for action. The upper panel is closed, followed by the scrape of a latch being engaged. >undo (Undoing one command) Dungeon Room A side of the prison. >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open upper panel You slide the upper panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >unlock lower panel You push your arm through the top slot and unlatch the hook. Zane's voice: "What the problem?" >open lower panel You slide the lower panel aside, revealing an opening. >close upper panel You slide the metal across the opening. "I get help," says the unseen Zane. >lock upper panel You reach up through the lower slot and hook the latch. The clank of the panel being closed fills the corridor. >close lower panel You slide the metal across the opening. The view slot opens and eyes appear again; they narrow at you standing nearby. "What you over here for? Nero's fiddle! I don't have time for this. I give food later." He closes and latches the panel. >open lower panel You slide the lower panel aside, revealing an opening. Suddenly, Zane reappears in the corridor. "Hannibal's eye! I thought I heard something. You're a devilish little girl, aren't you?" He closes the lower panel on you and locks what you worked so hard to open. >undo (Undoing one command) Dungeon Room The corner where the door is. >z Time passes... >open lower panel You slide the lower panel aside, revealing an opening. >unlock door What do you want to unlock it with? >handle I don't see any handle here. >sw Dungeon Room The heart of the cell. >w Dungeon Room A side of the prison. >get handle Taken. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >unlock upper panel Slipping your arm out the square slot and up the outside of the door, you free the view panel hook. >open upper panel You slide the upper panel aside, revealing an opening. >unlock door with handle After much fumbling, you decide that the chamber pot handle doesn't fit the lock. >unlock door (with the chamber pot handle) After much fumbling, you decide that the chamber pot handle doesn't fit the lock. >enter upper panel I don't know how to enter the upper panel. >n You'll have to open the metal door first. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room The heart of the cell. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >x mat The mat is wracked with fire. The fire is finished, never to rise again. >say "hello" After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open upper Which upper do you mean, the upper panel, or the upper gap? >panel You slide the upper panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >unlock lower panel You push your arm through the top slot and unlatch the hook. Zane's voice: "What the problem?" >open lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the lower panel aside, revealing an opening. >close upper Which upper do you mean, the upper panel, or the upper gap? >panel You slide the metal across the opening. "I get help," says the unseen Zane. >lock upper Which upper do you mean, the upper panel, or the upper gap? >panel You reach up through the lower slot and hook the latch. The clank of the panel being closed fills the corridor. >close lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the metal across the opening. The view slot opens and eyes appear again; they narrow at you standing nearby. "What you over here for? Nero's fiddle! I don't have time for this. I give food later." He closes and latches the panel. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >z Time passes... The fire is finished, never to rise again. >say "Hello" After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open upper panel You slide the upper panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >unlock lower panel You push your arm through the top slot and unlatch the hook. Zane's voice: "What the problem?" >close upper Which upper do you mean, the upper panel, or the upper gap? >panel You slide the metal across the opening. >sw Dungeon Room The heart of the cell. >w Dungeon Room A side of the prison. >z Time passes... Though muffled, Zane's words can be heard: "God's wounds! I left the peephole unlocked. Best check other... Mary's sister! Both!" The scrape of two latches being secured follows. "Must hurry. Give food later." Then you hear nothing more. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room The heart of the cell. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >say "Hello" After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >say "hello" A worried voice rises from the fracture, "What do you mean by 'hello'?" The upper panel is closed, followed by the scrape of a latch being engaged. >undo (Undoing one command) Dungeon Room A side of the prison. >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open upper Which upper do you mean, the upper panel, or the upper gap? >panel You slide the upper panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. >unlock lower panel You push your arm through the top slot and unlatch the hook. Zane's voice: "What the problem?" >open lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the lower panel aside, revealing an opening. >close upper panel You slide the metal across the opening. "I get help," says the unseen Zane. >lock upper panel You reach up through the lower slot and hook the latch. The clank of the panel being closed fills the corridor. >close lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the metal across the opening. The view slot opens and eyes appear again; they narrow at you standing nearby. "What you over here for? Nero's fiddle! I don't have time for this. I give food later." He closes and latches the panel. >z Time passes... >undo (Undoing one command) Dungeon Room The corner where the door is. >sw Dungeon Room The heart of the cell. >w Dungeon Room A side of the prison. >get handle Taken. >ne Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >open lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the lower panel aside, revealing an opening. >unlock upper Which upper do you mean, the upper panel, or the upper gap? >panel Slipping your arm out the square slot and up the outside of the door, you free the view panel hook. >open upper Which upper do you mean, the upper panel, or the upper gap? >panel You slide the upper panel aside, revealing an opening. >x opening I don't know the word "opening". >unlock door with bone I don't see any bone here. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room The heart of the cell. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The corner where the door is. >undo (Undoing one command) Dungeon Room The side nearest the corridor. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. >undo (Undoing one command) Dungeon Room A side of the prison. You see a straw mat here. >z Time passes... The fire is finished, never to rise again. >say "Hello" After you give voice to your thoughts, another voice responds--not an echo, but an old man's voice--originating from the crack along the floor. The voice says, "Hello, there. I was wondering who made this crack. I guess it was you." "Yes," you admit. "It's good this way. You may have noticed the holes in the ceiling outside; they probably listen for people attempting to communicate, and, believe me, they won't stand for it down here. My name's Pietro." "I'm Logastra." "So, what did they put you in here for?" You briefly explain your situation. The unseen old man clucks his tongue. "It's come to this...an innocent little girl. I suppose you couldn't call me 'innocent': I did indeed dare suggest that Ruecoult and his advisers might have dealt better with the Belrona uprising, but only to close friends, one of whom must have passed it on to a less reliable sort." A sigh breathes from the fissure. "Now, young lady, if the damage you've done so far is any indication, you wish to escape. I can't blame you; I myself entertain the notion more than is good for me. Perhaps I can give you, at least, some slight bit of help. I've been here long enough to know that the most opportune moment is when Zane brings the food--in a few hours, I guess. When you think the moment is right, say 'now' and I'll distract him by pretending to be ill. Obviously, you'll only have one chance at this, but it will be much more than most down here ever get. Well, is this plan acceptable?" You can't offer any better idea, so you agree. Leaning against the wall, you begin your vigil. Your sense of the day's rhythm, so strong all your life, has already dimmed by the brief stint in this shut-off cave. Are there weeds to be pulled, piglets to be weaned, clothes to be scrubbed, herbs to be gathered? These mundane objects burdened your every waking moment up until now, and yet, bereft of them, you turn weak and unsteady, feeling the way the monks must feel when they stumble from the winery. To regain your place, you turn to the task before you, and make it into a labor to be endured, a yoke to be worn... A length of quiet, indistinguishable from any other such piece, is at last broken by the slight scrape of a hook undone. The upper panel in the door slides open, revealing a void. Carefully, eyes approach the slot, searching the cell. Zane states, "Just stay there while I give food." >say "now:" A worried voice rises from the fracture, "What do you mean by 'now:'?" The upper panel is closed, followed by the scrape of a latch being engaged. >undo (Undoing one command) Dungeon Room A side of the prison. >say "now" A pained cry comes from the rift and from the corridor, which causes Zane to jolt in reaction. He closes the viewing slot and you can hear no more. > NE. E OPEN UPPER PANEL UNLOCK LOWER PANEL OPEN IT CLOSE UPPER PANEL LOCK IT CLOSE LOWER PANEL W. SW Dungeon Room The side nearest the corridor. I don't see any open upper panel here. >undo (Undoing one command) Dungeon Room A side of the prison. > NE. E. OPEN UPPER PANEL. UNLOCK LOWER PANEL. OPEN IT. CLOSE UPPER PANEL. LOCK IT. CLOSE LOWER PANEL. W. SW. Dungeon Room The side nearest the corridor. Dungeon Room The corner where the door is. You slide the upper panel aside, revealing an opening. From further down the hall comes the sound of another panel being pushed aside. You push your arm through the top slot and unlatch the hook. Zane's voice: "What the problem?" You slide the lower panel aside, revealing an opening. You slide the metal across the opening. "I get help," says the unseen Zane. You reach up through the lower slot and hook the latch. The clank of the panel being closed fills the corridor. You slide the metal across the opening. The view slot opens and eyes appear again; they narrow at you standing nearby. "What you over here for? Nero's fiddle! I don't have time for this. I give food later." He closes and latches the panel. Dungeon Room The side nearest the corridor. Dungeon Room A side of the prison. >get handle Taken. >ne Dungeon Room The side nearest the corridor. >n You can't go that way. >e Dungeon Room The corner where the door is. >open lower Which lower do you mean, the lower gap, or the lower panel? >panel You slide the lower panel aside, revealing an opening. >unlock upper panel Slipping your arm out the square slot and up the outside of the door, you free the view panel hook. >open it You slide the upper panel aside, revealing an opening. >x wall The rough gray of the rock is speckled with lighter flecks. >se You can't go that way. >e You can't go that way. >s Dungeon Room One side of the room. >x wall After staring at the wall for a piece, a fine crack becomes apparent. >follow crack I don't know how to follow the fracture. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >x ceiling Rubbing your hand on the granite, you take comfort in the hairline fracture you can feel but not see. >s Dungeon Room You slept in this corner. >x ceiling Accustomed as you are to thatched roofs, the rock above you has the unsettling aspect of permanence. >w Dungeon Room The deepest side of the room. >x ceiling Rubbing your hand on the granite, you take comfort in the hairline fracture you can feel but not see. >ne Dungeon Room One side of the room. >se You can't go that way. >s Dungeon Room You slept in this corner. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke across the face of the two walls. >follow it I don't know how to follow the fracture. >w Dungeon Room The deepest side of the room. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >follow crack I don't know how to follow the fracture. >w Dungeon Room The corner farthest from the door. >x crack I don't see any crack here. >n Dungeon Room A side of the prison. >follow crack I don't know how to follow the crack in wall. >x crack A deep incursion that seems to run under the wall, perhaps reaching another room. >crack, hello You have lost your mind. >n Dungeon Room The corner where the chamber pot is. >x crack I don't see any crack here. >s Dungeon Room A side of the prison. >s Dungeon Room The corner farthest from the door. >s You can't go that way. >se You can't go that way. >e Dungeon Room The deepest side of the room. >e Dungeon Room You slept in this corner. >n Dungeon Room One side of the room. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >x ceiling Rubbing your hand on the granite, you take comfort in the hairline fracture you can feel but not see. >s Dungeon Room You slept in this corner. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke across the face of the two walls. >x ceiling Accustomed as you are to thatched roofs, the rock above you has the unsettling aspect of permanence. >w Dungeon Room The deepest side of the room. >x crack A fine, almost imperceptible fracture runs the crooked line of a lightning stroke diagonally across the ceiling, and partway down the wall. >x ceiling Rubbing your hand on the granite, you take comfort in the hairline fracture you can feel but not see. >ne Dungeon Room One side of the room. >n Dungeon Room The corner where the door is. >x crack I don't see any crack here. >n You'll have to open the metal door first. >s Dungeon Room One side of the room. >w Dungeon Room The heart of the cell. >x crack As evidenced by the fissure overhead, the collapse of the bedrock that destroyed two other cells must have also ran through part of this one, but here they were able to excavate the space again. Projecting from the fissure is a bone. >get bone Taken. >x bone A piece of desiccated bone, perhaps from a man's forearm. One end has two knobby protrusions, the other has the jagged edge of a violent fracture. You've caught people finishing up stories you've never manage to hear started, stories of workers dying while they labored to build this jewel of a castle. One of your father's brothers met his death here; how, you don't know, since the children are prohibited from raising questions within the family. >n Dungeon Room The side nearest the corridor. >e Dungeon Room The corner where the door is. >unlock door with bone Squeezing your arm through the narrow slot, you slide the bone along the outside of the door, trying to find the lock. >g This time, you locate the keyhole, but are unable to insert the forearm bone. >g You manage to catch the lock and insert the knobbed end into the hole; however, the bone refuses to turn. >g In this attempt, the bone turns but does not engage the bolt. >g Again you try, and you manage to pull the bolt partway, before it slips back. >g Finally, you twist the bone shank, unlocking the door. >open door Opened. >n Queasy from uncontrollable shivers, you leave the cell, one step closer to freedom. Dungeon Passage, Center Along this portion of the corridor, during the excavation of the niches there must have been a terrible accident: a wall of rock has dropped down, obliterating two of the hollows, while leaving one intact. A bucket and other utensils sit by your door. >w Dungeon Passage, West Although, after a set of three more recesses, the hall ends in solid granite, the stone shows the first signs of further excavation: more room for more prisoners. >unlock door Which door do you mean, the first door, the second door, or the third door? >first What do you want to unlock it with? >bone When you unlock the door, the bone breaks apart into small, useless splinters. >open door When you open the door, Pietro leaves his grotto with deliberate steps and a thankful grin. >x pietro Perhaps as old a man as you've ever seen, his frailty is the tenuousness of all life, made visible. With a mischievous wink, he says, "No point in dawdling. Let's get out of here." He shuffles along the corridor. >e Dungeon Passage, Center Along this portion of the corridor, during the excavation of the niches there must have been a terrible accident: a wall of rock has dropped down, obliterating two of the hollows, while leaving one intact. A bucket and other utensils sit by your door. The old man proceeds toward the door. >get all I don't see what you're referring to. >get bucket You aren't hungry at the moment and you'd might as well leave the serving to Zane. >x utensils In his haste, Zane left behind a wooden pail filled with cooked barley meal, along with a serving ladle and three wooden bowls. >get ladle and bowls bucket of mush: You aren't hungry at the moment and you'd might as well leave the serving to Zane. bucket of mush: You aren't hungry at the moment and you'd might as well leave the serving to Zane. >e Dungeon Passage, East A pinched, somewhat uneven hallway that begins with the massive door which essentially forms another wall, and continues past several niches along one wall, each closed off by a metal door, to a further stretch of corridor. Affixed to the opposite wall, braziers hold glowing coals which cast the passage in a copper light. The old man breathes with a slight wheezing. >e You'll have to open the stone door first. >open stone door With the old man's help, you begin to move the door aside, until it no longer resists your efforts and turns on its own, leaving the shaft wide open. >e Third Dungeon Sublevel The bottom of the shaft, where the air is clear of smoke and chilled like spring water. Overhead, the tortuous staircase ascends in a miasmal miracle, ready to be dispelled by the first step. In ponderous contrast, the huge stone door defends in perpetuity the very portal from which it was cut. Rather unsteadily, the old man follows you out of narrow corridor. >u Second Dungeon Sublevel A cast-iron door spotted with rust is the one thing to break the monotony of the shaft along this section. >open door You know full well that many of the people on this level would be likely to inflict harm upon you, including the guard inside. >u First Dungeon Sublevel At the landing, a heavy wooden door, held secure by a crossbar, allows raucous conversations to seep out, enough so that you can understand the intent, if not the sense. >listen I don't know the word "listen". >open door You could release all these thieves, drunkards, and tax-shirkers--they very well might not deserve this treatment--but you are unable to accept the mantle of justice as yours alone. >u Dungeon Access This is really just the uppermost reach of a square shaft, cut into the side of the mountain, that plunges straight down, with a dubious wooden staircase winding its way to the bottom and with the periodic torch clamped to the wall to provide the needed light for the descent. Facing the entrance is a large tapestry, faded and dappled with soot. As you reach the top of the stairs, you can see Zane, and another man, draped with a heavy black cloak, approach from across the courtyard. >w Courtyard During your time underground, time has passed as if you were here to witness it; the world has fallen into the drowse of deep night, without the least concern for your whereabouts. At this moment, a realization holds you captive: all shall continue as it always has, long after you have expired and returned to the loam. Although the silence seems pervasive, nevertheless, hints of restlessness intrude upon this open square. From behind the warden's door comes mutters and complaints, and from the gate at the other end of the tunnel, a couple of dimly apparent guards amuse themselves with twice-told jokes. And while the entrance to the castle stands wide open, the two nearby doors are sealed shut. And above you, upon a luminous midnight black, the splatter of celestial bodies glitter like the flecks of metal on the smithy's work floor. Once again, a distant land beckons you to where you cannot go. Zane escorts a disheveled man, who holds the tools a doctor would use. With unexpected alacrity, Zane snatches your arm and proceeds to pull you along bodily. "You escaped. Because of me, maybe? Never again." So disoriented you are that you don't realize at first that you've been thrown into another cell. Dungeon Room Much like the prison cell you were in before, but this one has nothing in it: no container to relieve yourself in, no mat to sleep on, nor is there any crack in the stone that surrounds you on all sides. >undo (Undoing one command) Dungeon Access This is really just the uppermost reach of a square shaft, cut into the side of the mountain, that plunges straight down, with a dubious wooden staircase winding its way to the bottom and with the periodic torch clamped to the wall to provide the needed light for the descent. Facing the entrance is a large tapestry, faded and dappled with soot. >undo (Undoing one command) First Dungeon Sublevel At the landing, a heavy wooden door, held secure by a crossbar, allows raucous conversations to seep out, enough so that you can understand the intent, if not the sense. >undo (Undoing one command) First Dungeon Sublevel At the landing, a heavy wooden door, held secure by a crossbar, allows raucous conversations to seep out, enough so that you can understand the intent, if not the sense. >undo (Undoing one command) Second Dungeon Sublevel A cast-iron door spotted with rust is the one thing to break the monotony of the shaft along this section. >undo (Undoing one command) Second Dungeon Sublevel A cast-iron door spotted with rust is the one thing to break the monotony of the shaft along this section. >undo (Undoing one command) Third Dungeon Sublevel The bottom of the shaft, where the air is clear of smoke and chilled like spring water. Overhead, the tortuous staircase ascends in a miasmal miracle, ready to be dispelled by the first step. In ponderous contrast, the huge stone door defends in perpetuity the very portal from which it was cut. >resatart I don't know the word "resatart". >restart