Start of a transcript of For A Change For A Change, v1.02 Dan Schmidt Release 1 / Serial number 990930 / Inform v6.21 Library 6/9 Standard interpreter 1.0 (6F) / Library serial number 990428 >get flagpole You'll have to go out on the flagpole to do anything with it. >climb pole You'll need to drop whatever you're carrying before you can crawl out on the flagpole. >i In hand: a guidebook (loquacious and proud) a small stone (humble and true) >drop all guidebook: Dropped. small stone: Dropped. >climb pole You force yourself through the small window and crawl out onto the flagpole. On the Flagpole (clinging to the flagpole) The whole of the land is visible from here, though you are in no position to appreciate it. The tower deepens far below you, and the High Wall looms off to the east. >x land That is either not here or not anywhere. >x view That is either not here or not anywhere. >x tower It deepens far below. >x wall The High Wall looms above the shade, creating it. Its stones hold each other the entire distance. This distance is potentially, but unprovably, finite. A High Wall is not high to be measured in units of length, but of angle. >in With relief, you back up through the window. Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. You can also see a small stone and a guidebook here. >undo On the Flagpole (clinging to the flagpole) [Previous turn undone.] >jump That would be suicide. >d That would be suicide. >in With relief, you back up through the window. Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. You can also see a small stone and a guidebook here. >get all small stone: Taken. guidebook: Taken. model: The model is, and remains, where it is. >x model The model is the size of a small desk. Spread across its top is the landscape you have traversed, down to the tiniest detail, including, of course, this tower. The structure is set flush against the east wall of this room so that the wall of the room functions as the High Wall. The scene is covered by a pane of glass. >x glass The pane of glass covers the landscape at a modest height. >move glass It is fixed in place. >x tower The tower is one of the few landmarks visible in the model. For all you know, you are inside it as well. >x wall The High Wall looms above the shade, creating it. Its stones hold each other the entire distance. This distance is potentially, but unprovably, finite. A High Wall is not high to be measured in units of length, but of angle. >hit glass The glass resists all force. >l Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. >x north (the north window) The window describes the wilds to the north, free of mobile and structure. Even there, with no elements to protect, the High Wall holds. >x east (the east window) The window describes the High Wall of the east. Its bulk impresses even more from a location of altitude itself. The plain maintains itself before the High Wall, cowering beneath its span. >x plain That is either not here or not anywhere. >x south (the south window) The window describes the hills of the south. Blue with silence and age, they straddle the ground where once they sought the sky. Just below the window, a flagpole extends from the tower. >x hills That is either not here or not anywhere. >x west (the west window) The window describes the desert to the west. The brown is dark to the edge of your sight, covered to all directions by the shade that extends without cease. >x landscape The model is the size of a small desk. Spread across its top is the landscape you have traversed, down to the tiniest detail, including, of course, this tower. The structure is set flush against the east wall of this room so that the wall of the room functions as the High Wall. The scene is covered by a pane of glass. >d Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >d Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. A few scraps of wood lie without pride on the floor, all that remains of the original construction. >x construction That is either not here or not anywhere. >look up landscape That is no subject. >look up construction That is no subject. >look up wood That is no subject. >out Before the Tower A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size. >x dirt It lies below, and dreams of the sky. >x door That is either not here or not anywhere. >x archway That is either not here or not anywhere. >n Movement fails in that direction. >s Movement fails in that direction. >e In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. >n By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. >x hole The hole funnels thinly. Far below crouches a narrow pool, in which something slowly circles. >look up hole That is no subject. >d The walls steepen inward; your feet have no hold. >enter hole The walls steepen inward; your feet have no hold. >i In hand: a guidebook (loquacious and proud) a small stone (humble and true) >throw stone in hole That can't contain things. >e Before the Cube The wall to your east continues to gain out of sight. To your north is a massive transparent cube, perhaps five of your heights on each side. Retreats lie west and south. >x cube The cube is featureless in all respects. There appears to be something small on the ground inside, perhaps a manner of cup. >x cup The cup sits patiently. There is a sudden cracking high above. >get cup The cup is inside, and you are out. A shower of crystal clatters down on the cube and the dirt around you. Shards shoot past your face and embed themselves in the ground. >x crystal The shards act as a carpet of broken glass. Even standing here is treacherous. >get crystal The glass sharpens far too acutely to retrieve safely. >in The cube affords no access. >touch cube You feel nothing unexpected. >push cube You are unable to. >turn it You are unable to. >kick it That's not a verb I recognise. >attack it The glass resists all force. >l Before the Cube The wall to your east continues to gain out of sight. To your north is a massive transparent cube, perhaps five of your heights on each side. Retreats lie west and south. The ground is covered with glass dust and shards, threatening your footing. >n The cube affords no access. >s Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >s Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >look up cube (in the guidebook) 'It portends poorly to extend a CUBE by other than artifical means; it must be constructed deliberately if at all.' >s You slip on the loose tall earth. >e That direction of motion will not exist while the High Wall reigns. >w Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. >x dirt Void of even grass, the blue of the underworld pokes through. >look up cave That is no subject. >w Movement fails in that direction. >s Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. >x glow The glow crawls in from the east and collapses on the floor. >e Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >x lantern The songlantern hums and burbles, circled by brightening words, evading the bars and piercing the silence and darkness. >sing Words tumble and float from you, and brighten your eyes. >sing to lantern I only understood you as far as wanting to sing. >look up songlantern (in the guidebook) 'The SONGLANTERN brightens without intervention; its tones enlighten its words, as all tones do.' >s Sloping Passage The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance. >listen The song of the lantern is faded but visible. >n Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >e End Of Passage The passage ends at a wall of water to the east. Light stumbles from the west. Glowing words hang in the air before the water. >x words "In this hall Shall water stand And gravity's grip be loose" >x water The water hangs in midair like a hummingbird. >touch it Your hand cannot pass through the words. >drink it Your hand cannot pass through the words. >jump Your altitude quickens and gradually declines. Your circling utterances collapse and distune, fading. >sing Words tumble and float from you, and brighten your eyes. >e Movement fails in that direction. >touch water Your hand cannot pass through the words. >s Movement fails in that direction. >n Movement fails in that direction. >drink water Your hand cannot pass through the words. >touch words You feel nothing unexpected. >eat words (first taking the words) The words are where they are. >i In hand: a guidebook (loquacious and proud) a small stone (humble and true) >w Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >s Sloping Passage The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance. Your circling utterances collapse and distune, fading. >w Without Light You are surrounded by the lack of thought and light. >w Movement fails in that direction. >s Movement fails in that direction. The song of the lantern dances in and out of your hearing, faint with distance. >sing Words tumble and float from you, and brighten your eyes. Dead End The passage ends without foreshadowing, as if the end came without warning. A worn anchisel rests on the roughened floor. >x anchisel The anchisel is old, and will likely curry no more. >look up anchisel (in the guidebook) 'An ANCHISEL may be used to curry any softer rock with precision. For larger work, a granchisel is required.' The song of the lantern dances in and out of your hearing, faint with distance. >get it You already have that. >get anchisel Taken. >w Movement fails in that direction. >l Dead End The passage ends without foreshadowing, as if the end came without warning. >w Movement fails in that direction. The song of the lantern dances in and out of your hearing, faint with distance. >e Sloping Passage The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance. >n Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >e End Of Passage The passage ends at a wall of water to the east. Light stumbles from the west. Glowing words hang in the air before the water. Your circling utterances collapse and distune, fading. >attack words with anchisel You restrain from such an action. >sing Words tumble and float from you, and brighten your eyes. >l End Of Passage The passage ends at a wall of water to the east. Light stumbles from the west. Glowing words hang in the air before the water. >hit words You restrain from such an action. >i In hand: an anchisel (crafty and able) a guidebook (loquacious and proud) a small stone (humble and true) >w Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >s Sloping Passage The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance. >about That's not a verb I recognise. >help For A Change Written by Dan Schmidt Testing: Sean Barrett Josh Giesbrecht Taro Ogawa Ben Parrish Lenny Pitts Georg Wille Kevin Yao The title was stolen from a composition by Per Nørgård. The guidebook was inspired by The Age of Wire and String, by Ben Marcus. Thanks to: Graham Nelson for Inform and its library; Stephen Granade for organizing the Interactive Fiction Competition; Lucian Paul Smith for organizing the beta testing page; and the ifMUD crew for inspiration, motivation and distraction. For A Change was written for the 5th Annual Interactive Fiction Competition. [Please press SPACE.] The author's notes are not available until the game is finished, at which point you can type NOTES to see them. [Please press SPACE.] Please don't use hints unless you really need them! Hints are included only to ensure that everyone has a chance to see the whole game in two hours. [Please press SPACE.] Although your environment, and the text used to describe it, may seem rather odd, this is a 'normal' text adventure. You can win it doing normal text- adventury things; it isn't necessary to use convoluted grammar, or verbs that you don't understand. [Please press SPACE.] (Press ENTER to return to menu, or type HINT for another hint.) (1/9) You need to solve some other puzzles before you can solve this one. (Press ENTER to return to menu, or type HINT for another hint.) (1/5) You don't seem to be able to break the glass yourself. (2/5) And the glass shards don't seem to help much. Sloping Passage The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance. >n Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >w Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. >n Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. >n In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. Your circling utterances collapse and distune, fading. The toolman examines your anchisel with interest. >x utterances That is either not here or not anywhere. >give anchisel to toolman The toolman smiles and accepts the anchisel with grace. Holding up one finger, he invites before you and impresses a lie opener upon your hand. >x opener The lie opener is intentional in shape, and surmounted by a small button, shy and silent. >n By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. >n Movement fails in that direction. >e Before the Cube The wall to your east continues to gain out of sight. To your north is a massive transparent cube, perhaps five of your heights on each side. Retreats lie west and south. The ground is covered with glass dust and shards, threatening your footing. >push button The button depresses and releases with a small "spuk." >open cube That's not something you can open. >touch cube You feel nothing unexpected. >w By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. >s In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. >e Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >s Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >push button The button depresses and releases with a small "spuk." >x spinster It brightens to your approach. >sing Words tumble and float from you, and brighten your eyes. >i In hand: a lie opener (merry and vigorous) a guidebook (loquacious and proud) a small stone (humble and true) >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/6) First, READ ABOUT SPINSTER IN GUIDEBOOK. (2/6) 'The SPINSTER predicts sunlight and likewise foretells its shade.' (3/6) It seems to show some affinity for you when you examine it. (4/6) Could that have any significance? (5/6) When the spinster becomes relevant, it will be obvious how. (Press ENTER to return to menu, or type HINT for another hint.) (1/9) Look at it. (2/9) Look at the glass. (3/9) Make sure you have looked after the glass shards fell on the cube. Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >w Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. >w Movement fails in that direction. >n In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. >w Before the Tower A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size. >w Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. A few scraps of wood lie without pride on the floor, all that remains of the original construction. >u Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >u Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. Something seems to have cracked the model's glass cover. >x landscape The model is the size of a small desk. Spread across its top is the landscape you have traversed, down to the tiniest detail, including, of course, this tower. The structure is set flush against the east wall of this room so that the wall of the room functions as the High Wall. The scene is covered by a pane of glass. Your circling utterances collapse and distune, fading. >x glass The pane of glass covers the landscape at a modest height. The glass has cracked open a tiny bit near the wall. >open glass That's not something you can open. >open landscape That's not something you can open. >hit glass The glass resists all force. >x crack It is too small even to fit a finger through. >i In hand: a lie opener (merry and vigorous) a guidebook (loquacious and proud) a small stone (humble and true) >push button The button depresses and releases with a small "spuk." >hit crack You restrain from such an action. >i In hand: a lie opener (merry and vigorous) a guidebook (loquacious and proud) a small stone (humble and true) >x crack It is too small even to fit a finger through. >touch it You feel nothing unexpected. >push it It is fixed in place. >push glass It is fixed in place. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/9) Look at it. (2/9) Look at the glass. (3/9) Make sure you have looked after the glass shards fell on the cube. (4/9) There's a crack in the glass now. (5/9) Could it correspond to what happened out by the cube? (6/9) Is there anything you can do with the crack? (7/9) Does any object you hold fit through the crack? Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. >i In hand: a lie opener (merry and vigorous) a guidebook (loquacious and proud) a small stone (humble and true) >put stone in crack The stone barely fits through the crack in the glass. It drops to the landscape below, shattering a small crystal structure. Through the east window, in the distance, a dark object flashes downwards and disappears. Something thuds in the distance, and the tower shudders. >d Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >d Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. A few scraps of wood lie without pride on the floor, all that remains of the original construction. >e Before the Tower A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size. >e In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. The toolman jingles in the breeze. >e Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >n You now see what fell outside the window; a boulder has smashed through much of the cube. Before the Cube The wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side. A large boulder squats on one corner of the cube's remains. The ground is covered with glass dust and shards, threatening your footing. >x dust The shards act as a carpet of broken glass. Even standing here is treacherous. >x cup The cup sits patiently. >get cup The cup is inside, and you are out. >n In the Cube The land, free of its former boundaries, is bare, save for the perfect square of grass, untrod for years until now, formerly within the constraints of its walls. A wooden cup broods upon the grass. >get cup The cup is fastened to the earth. >x cup In the cup is a lie establisher. >i In hand: a lie opener (merry and vigorous) a guidebook (loquacious and proud) >push opener The button depresses and releases with a small "spuk." >get establisher The cup reluctantly yields the lie establisher. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >x establer That is either not here or not anywhere. >o establisher It is remarkably like a lemon in every respect. >l In the Cube The land, free of its former boundaries, is bare, save for the perfect square of grass, untrod for years until now, formerly within the constraints of its walls. A wooden cup broods upon the grass. >x cup The cup is empty. >x What do you want to examine? >s You see nothing special about the south. >s Before the Cube The wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side. A large boulder squats on one corner of the cube's remains. The ground is covered with glass dust and shards, threatening your footing. >x bouler That is either not here or not anywhere. >x boulder Twice your height, the boulder buries itself in the dirt. >climb boulder I don't think much is to be achieved by that. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >eat establisher That's plainly inedible. >open it That's not something you can open. >s Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >s Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >x spinster It brightens to your approach. >put establisher in spinster That can't contain things. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/5) First, READ ABOUT TOOLMAN IN GUIDEBOOK. (2/5) It seems that his main interest is tools. (Press ENTER to return to menu, or type HINT for another hint.) (1/5) First, READ ABOUT TOOLMAN IN GUIDEBOOK. (2/5) It seems that his main interest is tools. (3/5) Do you have anything that might interest him? (4/5) If not, maybe you need to solve another puzzle first. (5/5) Give him the anchisel. (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You can't seem to get at the pool from up here. (2/10) You can't seem to descend down the hole to the pool. Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >n Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >n Before the Cube The wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side. A large boulder squats on one corner of the cube's remains. The ground is covered with glass dust and shards, threatening your footing. >w By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. >establish lie That's not a verb I recognise. >throw lie Which do you mean, the lie establisher or the lie opener? >establisher Dropped. >get it Taken. >push button The button depresses and releases with a small "spuk." >d The walls steepen inward; your feet have no hold. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You can't seem to get at the pool from up here. (2/10) You can't seem to descend down the hole to the pool. (3/10) Maybe there's a way to raise the level of the pool. (4/10) Maybe there isn't. (5/10) Actually, there is. (6/10) The pool's level is raised by solving another puzzle. Come back here when it's raised. (Press ENTER to return to menu, or type HINT for another hint.) (1/9) You need to solve some other puzzles before you can solve this one. (2/9) So you might want to come back a bit later, after you've gotten some objects. (3/9) How is the wall of water being held in the air? By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. >s In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. Inscribed on the brown grass is a toolman. >s Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. >s Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. >e Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. >e End Of Passage The passage ends at a wall of water to the east. Light stumbles from the west. Glowing words hang in the air before the water. >x words "In this hall Shall water stand And gravity's grip be loose" >push button As you press the button surmounting the lie opener, the hovering words falter and dim. Seconds of silence later, the water collapses upon you, falling and churning. >x water You can make out almost nothing through the torrent of water. The water rushes down and through, covering and carrying you along. Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. A torrent of water is rushing through the room. >get lantern Your tumbling inhibits all action. You surface and submerge, grabbing at nothing but water as it carries you further. Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. A torrent of water is rushing through the room. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) The water roars out into the plain, tumbling you with it. Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. A torrent of water is rushing out of the cave mouth. >s Your tumbling inhibits all action. You are tossed aside onto the dirt as the water continues to rush downhill to the north. >n In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. >n By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. A stream of water flows in from the south, filling the hole with a pool. >x hole The water waves gently. A handle slowly circles it round. >get handle The handle circles just out of reach. >x handle The handle is leathery, and leaves a supple wake. >push button The button depresses and releases with a small "spuk." >z Time passes. >z Time passes. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >look up handle That is no subject. >d You are not certain you could manage your way back out. >z Time passes. >x pool The water waves gently. A handle slowly circles it round. >get handle The handle circles just out of reach. >g The handle circles just out of reach. >g The handle circles just out of reach. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >s In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. >s Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. A stream of water rushes swiftly to the north. >s Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. A cold knee-deep stream rushes out to the north. >e Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. A cold knee-deep stream rushes to the west. >e End Of Passage A cylinder heightens out of sight, a steady stream of water descending it and splashing about your knees. Gray words hang lifelessly in the air. >x gray words That is either not here or not anywhere. >x words "In this hall Shall water stand And gravity's grip be loose" >put establisher in words Those can't contain things. >touch words You feel nothing unexpected. >touch water You feel nothing unexpected. >drink water The water is swift, cool and clean. >i In hand: a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >x establisher It is remarkably like a lemon in every respect. >push button The button depresses and releases with a small "spuk." >drop establisher Dropped. >get it Taken. >put it in water Putting your possessions into swift-running water is a sure way to lose them. >put it in words Those can't contain things. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/9) You need to solve some other puzzles before you can solve this one. (2/9) So you might want to come back a bit later, after you've gotten some objects. (3/9) How is the wall of water being held in the air? (4/9) The words sound a little unrealistic. (5/9) Do you think they're really true? (6/9) Do you have anything that might be applicable? (7/9) Like the object you got from the toolman? (8/9) READ ABOUT LIE OPENER IN GUIDEBOOK. (9/9) PUSH BUTTON. (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You can't seem to get at the pool from up here. (2/10) You can't seem to descend down the hole to the pool. (3/10) Maybe there's a way to raise the level of the pool. (4/10) Maybe there isn't. (5/10) Actually, there is. (6/10) The pool's level is raised by solving another puzzle. Come back here when it's raised. (7/10) You can't seem to reach the handle. (8/10) Is there any way to extend your reach? (9/10) You have taken the bar from the room with the songlantern, haven't you? End Of Passage A cylinder heightens out of sight, a steady stream of water descending it and splashing about your knees. Gray words hang lifelessly in the air. >w Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. A cold knee-deep stream rushes to the west. >get bar One bar is loose, and looser, and then free. >g (the iron bar) You already have that. >x bar (the iron bar) An armlength of iron. >w Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. A cold knee-deep stream rushes out to the north. >n Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. A stream of water rushes swiftly to the north. >n In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. The toolman smiles softly. >n By the Hole By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable. A stream of water flows in from the south, filling the hole with a pool. >get handle with bar Reaching out, you hook the handle, and the fish attached. >x fish The handlefish blinks impassively. >look up handlefish (in the guidebook) 'The HANDLEFISH has adapted to the water of the shade so perfectly that it is liable to violently discorporate when exposed to the water of the sun.' >get it You already have that. >i In hand: a handlefish (stoic and taciturn) an iron bar (forthright and content) a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >s In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. The toolman smiles softly. >wear fish You can't wear that! The toolman smiles softly. >x toolman The toolman is bright and misty. Thoughts and uses hang from his shoulders like birds. >give bar to toolman The toolman gently misunderstands. >ask him about bar The toolman shakes his head. >ask him about establisher The toolman shakes his head. >i In hand: a handlefish (stoic and taciturn) an iron bar (forthright and content) a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) >e Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >n Before the Cube The wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side. A large boulder squats on one corner of the cube's remains. The ground is covered with glass dust and shards, threatening your footing. >s Under the High Wall Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north. Almost touching the High Wall is a resting, firm and soft. >s Hillside Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east. A spinster flutters in the breeze. >x spinster It brightens to your approach. >touch it You feel nothing unexpected. >w Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. A stream of water rushes swiftly to the north. >w Movement fails in that direction. >n In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. The toolman smiles softly. >w Before the Tower A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size. >u Movement fails in that direction. >w Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. A few scraps of wood lie without pride on the floor, all that remains of the original construction. >u Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >u Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. >put handle on flagpole You'll have to go out on the flagpole to do anything with it. >drop all but handle iron bar: Dropped. lie establisher: Dropped. lie opener: Dropped. guidebook: Dropped. >s You'll need to drop whatever you're carrying before you can crawl out on the flagpole. >get all guidebook: Taken. lie opener: Taken. lie establisher: Taken. iron bar: Taken. model: The model is, and remains, where it is. >look up flagpole That is no subject. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You've done everything, huh? (2/10) Got the handlefish? (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You've done everything, huh? (2/10) Got the handlefish? (3/10) Got the lie establisher? (4/10) Are there any objects you haven't used? Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. >give establisher to fish You can only do that to something animate. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You've done everything, huh? (2/10) Got the handlefish? (3/10) Got the lie establisher? (4/10) Are there any objects you haven't used? (5/10) Maybe there's a way you can get up the now-empty cylinder of water. Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. A glass-encased model landscape squats on the floor near the east window. >d Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >d Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. A few scraps of wood lie without pride on the floor, all that remains of the original construction. >e Before the Tower A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size. >e In the Shade The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall. A stream of water rushes swiftly to the north. Inscribed on the brown grass is a toolman. The toolman jingles in the breeze. >s Outside Cave The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east. A stream of water rushes swiftly to the north. >s Inside the Cave A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room. A cold knee-deep stream rushes out to the north. >e Lantern Room This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south. A cold knee-deep stream rushes to the west. >e End Of Passage A cylinder heightens out of sight, a steady stream of water descending it and splashing about your knees. Gray words hang lifelessly in the air. >x cylinder That's not something you need to refer to in the course of this game. >uy That's not a verb I recognise. >u You are no salmon. >put fish in water Putting your possessions into swift-running water is a sure way to lose them. >put fish in cylinder That's not something you need to refer to in the course of this game. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/10) You've done everything, huh? (2/10) Got the handlefish? (3/10) Got the lie establisher? (4/10) Are there any objects you haven't used? (5/10) Maybe there's a way you can get up the now-empty cylinder of water. (6/10) How was the water suspended in the first place? (7/10) Maybe there's a way to undo the effects of the lie opener. (8/10) You should really have figured it out by now. (9/10) SQUEEZE LIE ESTABLISHER. End Of Passage A cylinder heightens out of sight, a steady stream of water descending it and splashing about your knees. Gray words hang lifelessly in the air. >squeeze establisher You squeeze the lie enhancer. The dim words slowly waken and glow. For one moment the water is still. Then it heeds the words and floods up the tube, taking you with it. In The Cylinder Bouncing upon a spume of water, you can make out little of the scene around you. A hollow cylinder rises immensely far, a pinprick of light staring from its end. >u Your tumbling inhibits all action. You are buffeted upward for an eternity, rising at an unimaginable speed toward a spot of light at the top of the cylinder. You lose consciousness and regain it after an unknown delay. Top Of Cylinder You bob at the top of a hollow cylindrical column with walls of fitted stone, filled almost to the top with water, clean and cold. A ladder ascends from the water's height to a bright opening perhaps twenty feet directly overhead. Below water level is fastened a narrow opening in the east wall. >i In hand: an iron bar (forthright and content) a lie establisher (sour and severe) a lie opener (merry and vigorous) a guidebook (loquacious and proud) a handlefish (stoic and taciturn) >x opening That is either not here or not anywhere. >e You'd want to drop your possessions before diving through the opening. >u You hoist yourself up onto the ladder and climb up to the open air. As you ascend, the sunlight strikes you fully for the first time with almost physical force. You are stunned by warmth and light. On The High Wall The surface of the wall is as wide as you are tall, and unimaginably high above the land to the west. The stones themselves fit each other perfectly, with no mortar between. It is unclear how they barricade the vast ocean to the east, an easy dive of perhaps twenty feet. The handlefish blinks in alarm. >e You'd want to drop your possessions before diving into the ocean. The handlefish gulps with dismay. >throw fish into ocean The handlefish protests silently as you toss it into the vast ocean. As it submerges, a plume of water extends towards the sun and relapses. Then there is a moment of loudness and shock. There is a short trembling, as if the ground becomes slightly unsteady for a moment, but it passes. Looking down, you spy a trickle of water emerging from the west side of the wall. >d You take a tentative step towards the opening in the wall. A violent shock throws you to your knees. You clutch at the broad stones as best you can, releasing your possessions. The wall is falling. >d Gravity is taking care of that. The entire wall slides down towards the land to the west. Water soaks you from behind. Ancient chunks of rock fly past you in all directions. Some great mass hits you in the back, knocking you into the rush of water. In The Water The world is a mad mixture of rocks, water, and too little air. Waves and stone madly buffet you about, as you periodically go under and resurface. During a brief period above the surface, you catch sight of a rock just by your head. >get rock You clamber up out of the water onto the rock. Rocks and water thunder down on the plain, you atop them. Soon they will overtake the observation tower now looming in front of you. >look In The Water (on the rock) The world is a mad mixture of rocks, water, and too little air. The roiling mass of stone and water overwhelms the tower. Its flagpole is just in front of you. >get flagpole You reach out with one hand and barely grasp the flagpole, then manage to pull yourself up. On the Flagpole (clinging to the flagpole) Amidst the chaos around you, this flagpole and the tower to its north are the two things stationary. Just underneath you, huge chunks of stone whip past, unleashing a lifetime of energy. >in You crawl through the window. Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. The model landscape lies on the ground, slightly askew and quickly filling with water. Water rushes in through the open window and up through the stairway. >turn landscape You shove the model a few inches, the entire tower trembling as it moves. Water rushes in through the open window and up through the stairway. It's now up to your knees. >g You shove the model a few inches, the entire tower trembling as it moves. Water rushes in through the open window and up through the stairway. >push it You shove the model a few inches, the entire tower trembling as it moves. Water rushes in through the open window and up through the stairway. >save Ok. >lift landscape That's not a verb I recognise. >hit glass That is either not here or not anywhere. >hit landscape You restrain from such an action. Water rushes in through the open window and up through the stairway. >i You are alone. Water rushes in through the open window and up through the stairway. A sudden swell of water knocks you under. *** You have dispired *** Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? > restore Ok. >hit landscape You restrain from such an action. Water rushes in through the open window and up through the stairway. >undo Observation Room [Previous turn undone.] >d There is nothing but water below this room. Water rushes in through the open window and up through the stairway. >x crack That is either not here or not anywhere. >x glass That is either not here or not anywhere. >i You are alone. Water rushes in through the open window and up through the stairway. A sudden swell of water knocks you under. *** You have dispired *** Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? > restore Ok. >hint (Press ENTER to return to menu, or type HINT for another hint.) (1/18) Once you get up to the wall, the game is very straightforward. (2/18) So you really shouldn't need any hints. (3/18) Really. (4/18) You did bring the handlefish up to the wall, right? (Press ENTER to return to menu, or type HINT for another hint.) (1/18) Once you get up to the wall, the game is very straightforward. (2/18) So you really shouldn't need any hints. (3/18) Really. (4/18) You did bring the handlefish up to the wall, right? (5/18) READ ABOUT HANDLEFISH IN GUIDEBOOK. (6/18) How can you expose the handlefish to the 'water of the sun'? (7/18) THROW HANDLEFISH IN OCEAN. (8/18) Hmm, how can you keep from drowning? (9/18) Climb on the rock. (10/18) Hmm, how can you keep from drowning now? (11/18) Grab the flagpole. (12/18) Go inside. (13/18) Can you think of anything to do to avert this tragedy? (14/18) You've already solved a similar puzzle. (15/18) The world is filling with water. (16/18) Just like the model. Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. The model landscape lies on the ground, slightly askew and quickly filling with water. Water rushes in through the open window and up through the stairway. >tip landscape You strain to upset the model and the flood therein. In response to your desperate lift, the entire tower in which you stand begins to tilt as well, ages of stone and rock sliding through the air with a sickening lack of reluctance. You slip across the newly displaced floor, its angle yawing further with each moment, barely retaining your grip. Water pours in without cease, all denial useless, from all portals, whether windows or stairs. Flung against a wall suddenly turned floor, you flicker, your world narrowing to nothing but your fingers, their hold on the model, on the world, as you meet the wall with a crack that engulfs your consciousness. Water rushes past you and the sky. When you come to, it is gone. >l Observation Room For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor. The model landscape sits in the middle of the room, far from any wall. >x north You see nothing special about the north. >x east You see nothing special about the east. >x landscape You dare not even approach the model after your experience. >d Halfway Up Tower When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling. >d Base of Tower The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east. The scraps of wood once here have fled. >x wood That is either not here or not anywhere. >e You step out into the sunlight, and a newly lit land. *** You have succeeded *** Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the author's NOTES, or QUIT? > notes "I'm not sure whether your language is deliberately VERY off-centre, or whether you are from a non-English speaking background." -- A beta tester I had wanted to write a game in a really odd environment for a while. Many of those ideas will have to wait for future games, but one that stuck with me was a vision of the player on top of an infinitely high wall, looking down at the world unimaginably far below. And then the wall begins to crumble... I didn't know how I wanted to present the world, or how to rationalize the introduction of the player character - who in these games usually has supposedly somehow come there from the real world - into it. Then I read a book called The Age of Wire and String, by Ben Marcus, and it blew me away. It used what was ostensibly precise language, but in a way that was very difficult to make sense of, and a glossary that just added to the confusion. I immediately wanted to write something with a similar feel, in which objects are described in terse languge that assumes the player character understands the terms used, though of course the player does not. I ended up having to back away a bit from the original plan, as it was just too weird (for one thing, it involved the player using verbs that she couldn't understand), but I still like the rather dreamlike quality that resulted; everything has some sort of internal logic, even if you don't know what it is. While I was deep into development, I read The Book of the New Sun, by Gene Wolfe, which turned out to have some weird things in common with For A Change. It's also about bringing the sun, in many ways, and uses a strange (though English) vocabulary that the reader has to pick up on the fly. While I didn't imitate it in any way, it was an inspiration in that it showed someone successfully using the same kinds of elements. The main problem with destroying the immensely high wall was figuring how to get rid of it without destroying the world in a huge cataclysm. My happiest moment of developing was realizing the way in which I could solve that problem using the objects I already had in my world. Thanks again to everyone involved in the Interactive Fiction Competition for providing me with the motivation to finally finish a game. Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the author's NOTES, or QUIT? > quit