All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >s You strike off in that direction, but soon become disoriented by the rain. Muddy Field Once the field might have been covered in grass. Now the grass is but a memory. Mud covers the ground in its place, fed by the constant rain. Buried almost to its chin in the mud is a human head. The head's eyes suddenly open, fixing you in place. "Oh, my," he says. "This is a surprise. I certainly never expected to see you in person!" >x head Other than being buried in mud to his chin, the head is reassuringly normal. His hair and mustache are a matted brown, perhaps from genetics, perhaps from mud. Rivulets of water run down his creased face. "Come to gloat?" the man says. "Why not? After all, you put me here." >gloat You chortle nastily. "That's right, try to deny it. If it weren't for you, I'd still be safe." His eyes dart to the northeast for a second, then return to you. >ask head about ne "My services were no longer needed in the hall, so I was turned out in this rain," the man spits out. The man laughs softly. "Not long now." He grins sarcastically. "An interesting end, don't you think? Jiminy Cricket never had such an exit scene." >x conscience Other than being buried in mud to his chin, the head is reassuringly normal. His hair and mustache are a matted brown, perhaps from genetics, perhaps from mud. Rivulets of water run down his creased face. Resignation and more than a little bitterness fill the man's face. "Go on," he says. "You've work to do, pieces to recover." He pauses, then yells, "Go on, I said!" Then, muttered, "You've ignored me too long to do anything about it now." >ignore man I don't know the word "ignore". >x man Other than being buried in mud to his chin, the head is reassuringly normal. His hair and mustache are a matted brown, perhaps from genetics, perhaps from mud. Rivulets of water run down his creased face. >touch man How rude! >clean man No matter how much you wipe, the man's face is still begrimed. He grimaces. "Thanks," he says. >ne "Good luck," the man whispers as you walk away. The hiss of the rain covers anything else he might have said. Front of Building Looming suddenly out of the gloom is a large marble building. Its columns jut skyward, raked by the unending rain. To the north lies its entrance. >undo (Undoing one command) Muddy Field Once the field might have been covered in grass. Now the grass is but a memory. Mud covers the ground in its place, fed by the constant rain. Buried almost to its chin in the mud is a human head. >dig in mud You kneel and begin scooping mud from around the head with both hands. As fast as you remove the mud, more mud and water return. "Forget it," the man says gruffly. "It's too late now." He seems strangely touched by your attempt, however. >ne "Good luck," the man whispers as you walk away. The hiss of the rain covers anything else he might have said. Front of Building Looming suddenly out of the gloom is a large marble building. Its columns jut skyward, raked by the unending rain. To the north lies its entrance. >n As you walk through the door of the building the sound of the rain stops, as if suddenly turned off. Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. >s Front of Building You can see little through the glare of sun on snow. The building to the north is just visible, but everything else is a wash of bright white. You begin to feel the cold seep into you, chilling you. >n Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. A section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below. You now feel recovered from your exposure to the cold. >x pyramid A small paper pyramid, about three centimeters on an edge. >w You can't go that way. >n South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. >undo (Undoing one command) Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. You see a paper pyramid here. >get pyramid The pyramid begins glowing softly. It unfolds like a flower and a feminine voice issues from it, saying, "Doctor! Doctor! Something's wrong with Terry!" When the light dies down, the pyramid is gone. >n South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. >e South Half of Archive Just enough light filters in to show you row after row of boxes filling rack after rack of shelves, making it difficult to find a place to stand. The room continues to the north. Above the west exit is a clock; beside the exit is a light switch. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 2:25. >flip switch You turn on the switch, but nothing happens. >n North Half of Archive Metal shelves fill the hall; most are empty and many have succumbed to rust. The shelves that aren't empty hold broken shards of glass. The archive continues to the south, and an exit leads west. >x shelves The shelves cover the room, as if they had multiplied in the same manner coathangers are reputed to. They are covered in broken shards. >x shards The glass fragments run the gamut from large shards to fine, gritty powder. >search shards You find nothing of interest. >s South Half of Archive Just enough light filters in to show you row after row of boxes filling rack after rack of shelves, making it difficult to find a place to stand. The room continues to the north. Above the west exit is a clock; beside the exit is a light switch. >x boxes Cardboard boxes, all taped shut. Each one has been labeled with a black magic marker. >read boxes Your eyes roam over their surfaces, taking in their titles. Many are labeled "Memories" with a range of dates following. A few are labeled "Fragments." You feel an odd sense of disorientation as you stare at them. >x fragments I don't know the word "fragments". >open boxes The tape prevents you from opening the boxes. >open tape I don't know how to open the tape. >i You are empty-handed. >w South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. >n North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by a closed door to the west. >n Audience Hall Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 1:43. >x desk More lectern than desk, it is slightly elevated. There is space behind it, presumably for a large chair, and it commands an excellent view of the entire room. >open desk I don't know how to open the desk. >sit at desk I don't recognize that sentence. >enter desk You step behind the desk. >get clock You can't reach that from the desk. >x hall The benches and desk look forlorn from this height. >out You can't go that way. >exit You can't go that way. >get uop I don't know the word "uop". >get up Okay, you're no longer behind the desk. >get clock You can't have the clock. >e Preparatory Room Small and comfortable after the audience hall, a retreat for whoever once presided to the west. A coatrack, chair, and desk fill the room without crowding it. Hanging from the coatrack are a pair of gloves and a thin coat. >get all heavy gloves: Taken. thin coat: Taken. >x desk It is large without being overwhelming. An air of disuse hangs about it. Set into its surface are a clock and a radio. >x clock Its tiny face is turned towards the plush chair, its base affixed to the desk's surface. It has stopped at 1:18. >x chair The plush chair sits behind the desk. >x coat The coat is thin, more of a windbreaker than a coat. White stitching runs down its arms and sides. >x stitching It runs down the coat's arms and sides. It has begun to unravel. >w Audience Hall Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch. >x benches They stand to either side of the hall, lined in rows running from east to west. They stop short of the desk, leaving several meters of clear floor. >s North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by a closed door to the west. >w (Opening the small door) Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. >x tank The tank is old and somewhat rusty. An orange wire runs past it. >x wire The cable runs from the northeast baseboards to the floor beside the hot-water tank. >follow wire Don't worry about the orange cable. >d Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are a rucksack and five balances. A man stands bent over the tables, jotting things down in a large notebook. As your footsteps sound on the stairs, the man turns. He looks you over, one eyebrow quirking in surprise. "Hello," he says. "And here I thought I was the last one still around. I'm Frankie." >x frankie Frankie is of middling height, with tousled hair and a sandy brown mustache. He carries a notebook and a sphere. Resting in his shirt pocket are a pair of sunglasses. >ask frankie about notebook Frankie says, "I'm afraid I won't be much help with that." >x notebook A spiral-bound notebook, dog-eared and worn. You catch occasional glimpses of pages filled with small writing. >x sphere The spheres are smooth and translucent, glowing softly from within. Several are caked with mud and dirt, testimony to their recent location. They have been stacked in a tight-fitting pyramid. You feel a strange sense of deja vu as you gaze into them. >x frankie's sphere I don't know the word "frankie's". >touch spheres You reach your hand towards one of the spheres. As you draw nearer, a spark spits from the sphere, rushes up your arm, and then-- Darkness, then light. You see yourself, a brief memory of driving your father's car alone for the first time, Joe Walsh on the radio, hands ice-slick with the fear of wrecking, pulse pounding, the thrill of being in control-- Light, then darkness. You are thirteen, on a camping trip with friends, hiding in the dark, playing a game of flashlight tag, who will be the first to find you, or will you find the others first-- With a horrendous wrenching sensation you pull yourself away from the pile of spheres. You glance at Frankie but, absorbed in his notetaking, he has not noticed your momentary distress. >g Again you reach for the spheres, but cannot draw close. The rush of memories triggered by the spheres was overwhelming the first time. One of the spheres teeters, then rolls down the pile. It reaches the bottom and breaks, golden smoke issuing from it. As the shards of the sphere melt into the floor, the smoke begins coalescing, solidifying into a Welsh Corgi puppy who barks twice at you. Frankie glances at the puppy, then at you, smiling at something. "Looks like you have a new pet," he says. "I'd say the first order of business is to name him." >name dog Founder You may name something by using NAME OBJECT "NEWNAME". >name dog "Founder" You call to the dog. "Founder! C'mere, Founder!" The dog cocks its head at you, then trots over to you, panting happily. Founder comes over, sniffs at your legs, then wanders off again. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It walks around on short legs, very much a young puppy. >ask frankie about founder Frankie shrugs. "You've got me." >ask him about spheres Frankie says, "They were my project. Well, mine and some colleagues. They'd been buried near here for years." He gazes at the spheres for a minute, then at you. "Makes you wonder why someone would go to all the trouble to bury them." >ask him about sphere Frankie says, "This isn't a good time for repeat questions." >ask him about him Frankie grins sardonically. "I'm just an archaeologist, nothing more. My team and I were working on unearthing those," he gestures at the pile of spheres by the wall, "until we got word of the avalanche." Founder wanders away. >ask him about avalanche Frankie says, "When we heard about it yesterday, we all started rushing about, hither and yon, trying to finish our separate projects. The power going out didn't help things a bit." He sighs heavily. "I only wish someone could have protected my project." >ask him about power "We put too many demands on the building, tripped every breaker it had, one by one. Thing is, to restart the system you have to reset the breakers in the order in which they were tripped. Too much bother for us, considering our time limit, and what with the breakers being on the outside of the building and all." >ask him about breaker Frankie says, "The breaker box controls the power to this building." >ask him about project "Why, the spheres," he says. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >ask him about spheres Frankie says, "This isn't a good time for repeat questions." >ask him about sunglasses He glances at the sunglasses. "For outside." >ask him for sunglasses Frankie snaps his fingers. "You know, I'd really appreciate it if you'd do me a favor." He holds up one of the spheres. "I've had trouble cataloguing this one. Information's available upstairs, but I'd lose too much time if I searched for it myself. Would you mind terribly?" Frankie puts the light sphere in your hands before you can answer, then picks up another sphere from the pile. >x light sphere A translucent sphere, about the size of an apple. Founder takes a running fit, tearing around as fast as possible on short legs. Something half-remembered intrudes on your thoughts, then is gone. >x it A translucent sphere, about the size of an apple. >i You have a pair of gloves, a thin coat, and a light sphere. >u Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder comes trotting after you. >e North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. A birthday party. You remember a birthday party, although you're not sure whose it was. >nw Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. A closed door is to the west. Above the door is a clock. Founder comes trotting after you. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 11:30. Founder comes over, sniffs at your legs, then wanders off again. >s Southwest Walkway The walkway ends to the south in a blank wall. A doorway to the west and the remainder of the walkway to the north allow egress. Founder comes trotting after you. >w Filing Office Rows of filing cabinets divide the room into sections. Metal rises from floor to ceiling. Drawer after drawer stare at you, none of them labelled. The exit to the east is barely visible due to the metal sentinel partially blocking it. The clock above the exit, however, is plainly visible from anywhere in the room, a feat which is nothing short of miraculous. Founder comes trotting after you. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 11:07. >x sentinel A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its arms are straight at its sides. >raise arms You pull the sentinel's arms, which slowly move up. As they do they come together, until the hands are held cupped in front of the statue. >put light sphere in arms You place the light sphere in the sentinel's hands. A drawer in one of the cabinets silently opens. Founder comes over, sniffs at your legs, then wanders off again. >look in drawer In the open drawer you see a long list. >get list Taken. >x it The list is printed on a stack of fanfold paper almost five centimeters thick. On the top sheet is the number "27914414." Below it are a list of words and numbers: "cake 739424 games 598384" and so on. >get light sphere Taken. >e Southwest Walkway The walkway ends to the south in a blank wall. A doorway to the west and the remainder of the walkway to the north allow egress. Founder comes trotting after you. >n Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. A closed door is to the west. Above the door is a clock. Founder comes trotting after you. >ne North Walkway The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north. Founder comes trotting after you. >se You can't go that way. Founder comes over, sniffs at your legs, then wanders off again. >e The walkway bends to the south; you follow it. Northeast Walkway The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest. Founder comes trotting after you. >se You can't go that way. >s Southeast Walkway The walkway is cut off to the south by the rising walls of the foyer. There is a doorway to the east; the walkway continues to the north. Founder comes trotting after you. >e Library The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel. Founder comes trotting after you. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 10:58. >x books The books resemble case histories from a law library: leather binding, small type on their spines. Founder curls up in a small ball, resting. >read books You pull one off a shelf at random and open it. You read of a dilemma, arguments pro and con, and then of the final decision. As you replace the book, you realize that the entire episode seems oddly familiar. Founder wanders away. >raise arms You pull the sentinel's arms, which slowly move up. As they do they come together, until the hands are held cupped in front of the statue. >put sphere in arms You place the light sphere in the sentinel's hands. One of the books on the shelves slides out and falls on the floor. The other books close in, eliminating the space left by the defector. >get book Which book do you mean, the shelved books, or the single book? >single Taken. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >x it A large, leather-bound volume with the title "Attendance 27914414." >read it A long, boring list of back-and-forth arguments about attending a party whose purpose is shrouded in jargon. Founder wanders away. >l Library The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel. In the sentinel's hands you see a light sphere. >x stacks The books resemble case histories from a law library: leather binding, small type on their spines. >flip switch You turn on the switch, but nothing happens. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >w Southeast Walkway The walkway is cut off to the south by the rising walls of the foyer. There is a doorway to the east; the walkway continues to the north. Founder comes trotting after you. >e Library The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel. In the sentinel's hands you see a light sphere. Founder comes trotting after you. >flip switch Okay, it's now turned off. Founder curls up in a small ball, resting. >w Southeast Walkway The walkway is cut off to the south by the rising walls of the foyer. There is a doorway to the east; the walkway continues to the north. Founder comes trotting after you. >n Northeast Walkway The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest. Founder comes trotting after you. >n The walkway curves to the west; you follow it. North Walkway The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north. Founder comes trotting after you. >n Balcony You have an excellent view of the audience hall from the balcony. Benches, which would look somber from the floor below, look forlorn from here. Metal bolts in the floor indicate where benches once stood. Founder comes trotting after you. >x bolts The metal bolts stud the balcony, making for treacherous footing. Their spacing and uniformity mark the outlines of the benches they once held. Founder takes a running fit, tearing around as fast as possible on short legs. >get bolts Though they could not prevent the benches from being removed, their grip on the floor is strong enough to defeat your best efforts. >jump Your mild fear of heights overcomes the urge. >s North Walkway The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north. Founder comes trotting after you. >w The walkway bends to the south; you follow it. Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. A closed door is to the west. Above the door is a clock. Founder comes trotting after you. >w (Opening the door) Storage Closet The tiny closet is dank and has a strange smell. It is unfinished; in many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord. Founder comes trotting after you. >pull cord You give the cord a firm tug and are rewarded with a click from the lightbulb. Nothing else happens. >g You give the cord a firm tug and are rewarded with a click from the lightbulb. Nothing else happens. >e Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock. Founder comes trotting after you. >ne North Walkway The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north. Founder comes trotting after you. >e The walkway bends to the south; you follow it. Northeast Walkway The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest. Founder comes trotting after you. >e You can't go that way. Founder wanders away. >n The walkway curves to the west; you follow it. North Walkway The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north. >w The walkway bends to the south; you follow it. Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock. >w Storage Closet The tiny closet is dank and has a strange smell. It is unfinished; in many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord. >x insulation Pink and fluffy, it pokes from spots in the closet. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >get it You reach out and grab a tuft of insulation. The tiny fibers jab into your hands, causing them to burn and itch fiercely. Your hands open involuntarily, leaving the insulation undisturbed. Founder comes over, sniffs at your legs, then wanders off again. >get sheetrock Where it has been applied it has been well-anchored to the frame, preventing its dislodging. >e Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock. Founder comes trotting after you. >d North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >s South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. Founder comes trotting after you. >s Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder comes trotting after you. >nw Cramped Office Shadows crowd the room, strengthened by the unlit ceiling light which is canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk. Founder comes trotting after you. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 2:59. Founder takes a running fit, tearing around as fast as possible on short legs. >open desk I don't know how to open the mahogany desk. >x desk The dark wood of the desk only serves to make the office more claustrophobic. Deep gouges run from the front of the desk to the back; close examination shows them to be fingernail-shaped. All of the desk drawers have been removed. >x gouges Gouges scar the once-pristine surface of the desk. >x light It is tilted at an angle, as if someone once tried to pull it down. It vibrates in time to some unheard syncopated beat. >flip switch You turn on the switch, but nothing happens. >g Okay, it's now turned off. >e You can't go that way. >se Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder comes trotting after you. >n South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. Founder comes trotting after you. >n North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >w Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder comes trotting after you. >d Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are a rucksack and five balances. Frankie is here, sorting and cataloging. Founder comes trotting after you. >give book to frankie Frankie grins. "Thanks! I think there's more to be found out about that sphere; see what you can find, if you will." Founder wanders away. >give list to frankie Frankie grins. "Thanks! I think that does it." Frankie takes his sunglasses out of his pocket. "As promised," he says as he hands them to you. >wear glasses Everything becomes a little dimmer as you put on the sunglasses. >l Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are a rucksack and five balances. Frankie is here, sorting and cataloging. >x clock A white-faced clock with numbers and black hands, hands which stand frozen at 10:02. Next to the clock is a light switch. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >x tables The tables line the north and west walls. On them you see a rucksack and five balances. Out of the corner of your eye you notice something under the tables. Founder comes over, sniffs at your legs, then wanders off again. >get rucksack Frankie glances over at you as you pick up the rucksack. "You can have it," he says. "It'll do you more good than it will me." >x it It is made of heavy denim and looks well-used. The rucksack is open. >look in it There's nothing in the rucksack. >wear it Okay, you're now wearing the rucksack. >i You have a pair of gloves, a thin coat, a pair of sunglasses (being worn), and a rucksack (being worn). >wear coat Okay, you're now wearing the thin coat. >x balances Sitting silent on the tables, the balances are all tarnished brass and pitted steel. >l Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are five balances. Frankie is here, sorting and cataloging. Founder is wandering around, sniffing at things. Founder takes a running fit, tearing around as fast as possible on short legs. >x heater It is an old-fashioned wood-burning heater, standing a few centimeters above the ground on metal legs. Heat pours from it in waves. Its most noticeable feature isn't: it has no smoke stack. >x wheels south wheel: The spoked metal wheel has a handle at one point of its circumference. east wheel: The spoked metal wheel has a handle at one point of its circumference. >u Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder comes trotting after you. >e North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >s South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. Founder comes trotting after you. >s Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder comes trotting after you. >s Founder begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Founder to get past, at which point it lies on the floor, staring mournfully at you as you leave. Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. The wind slices through your coat, belying its status as a "windbreaker." >nw West of Building To the east, the building glitters in the sun. A wind-swept path runs north and south. >n Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >x line You peer down into the dark line and discover a mottled wooden fence lying flat in its depths. The cold is becoming worse, making your fingers slow to work. >x fence The fence runs northeast to southwest. It looks to be intact despite the weather. Tied to the fence is a rope. >untie rope You untie the rope. >get it Taken. Your eyelids are becoming gummed. It is now a struggle to keep moving. >s West of Building To the east, the building glitters in the sun. A wind-swept path runs north and south. Pressed down in the snow are tracks of footprints. Strangely enough, you are no longer cold. The enveloping warmth you now feel is soothing. >s Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. You sink to the ground, lassitude overcoming you. Just a rest, you think, and then onward. --=== Your journey is over ===-- You have achieved a score of 0 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >u (Undoing one command) West of Building To the east, the building glitters in the sun. A wind-swept path runs north and south. Pressed down in the snow are tracks of footprints. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >undo (Undoing one command) West of Building To the east, the building glitters in the sun. A wind-swept path runs north and south. >n Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >get rope Taken. The cold is becoming worse, making your fingers slow to work. >s Not until you either drop the rope or untie it from the wooden fence. >undo (Undoing one command) Hillside The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground. >untie rope You untie the rope. >s West of Building To the east, the building glitters in the sun. A wind-swept path runs north and south. Pressed down in the snow are tracks of footprints. >s Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. Your eyelids are becoming gummed. It is now a struggle to keep moving. >n Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder is lying on the ground, waiting for you. Founder sees you and jumps up, barking loudly at your return. >z Time passes... >z Time passes... Founder takes a running fit, tearing around as fast as possible on short legs. >z Time passes... Your hands are working again, albeit a little stiffly. >z Time passes... >i You have a pair of gloves, a thin coat (being worn), a pair of sunglasses (being worn), a rucksack (being worn), and a length of rope. >wear gloves Okay, you're now wearing the heavy gloves. You now feel recovered from your exposure to the cold. >s Founder begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Founder to get past, at which point it lies on the floor, staring mournfully at you as you leave. Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. The wind slices through your coat, belying its status as a "windbreaker." >ne East of Building The building looms to the west, shadowing the path which leads north and south. Something on the building catches your eye. The air just above you begins shimmering. From the disturbance falls a smallish cube. >open breaker Opening the box reveals a row of breakers and a list. >read list 1: Box Office 5: Archives 2: Balance Room 6: Filing Office 3: Audience Hall 7: Storage Closet 4: Preparatory Room 8: Library The cold is becoming worse, making your fingers slow to work despite the gloves. >flip 2 You flip the breaker on with a satisfying click. Something inside the cube softly clicks. Its walls slide open, then flat, and it begins glowing with a warm light. A masculine voice drifts from the cube, saying, "I'm going to try removing the IV. Prep exam room two; I'll round up equipment. Turn the monitors up so we'll hear if anything goes wrong." Then the cube is gone. >flip 8 You flip the breaker on with a satisfying click. >flip 6 You flip the breaker on with a satisfying click. Your eyelids are becoming gummed. It is now a struggle to keep moving. >s Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. Strangely enough, you are no longer cold. The enveloping warmth you now feel is soothing. >n Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder is lying on the ground, waiting for you. Founder sees you and jumps up, barking loudly at your return. You feel cold now in comparison to the warmth around you. >z Time passes... >z Time passes... Founder wanders away. >z Time passes... >z Time passes... Your hands are working again, albeit a little stiffly. >z Time passes... Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >z Time passes... >z Time passes... You now feel recovered from your exposure to the cold. >s Founder begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Founder to get past, at which point it lies on the floor, staring mournfully at you as you leave. Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. The wind slices through your coat, belying its status as a "windbreaker." >ne East of Building The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints. >n Hillside To the north, the ground suddenly rises into tree-speckled heights. To the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post. >undo (Undoing one command) East of Building The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints. >flip 7 You flip the breaker on with a satisfying click. >flip 4 You flip the breaker on with a satisfying click. The cold is becoming worse, making your fingers slow to work despite the gloves. >flip 3 You flip the breaker on with a satisfying click. >flip 5 You flip the breaker on with a satisfying click. >flip 1 You flip the breaker on with a satisfying click. A basso hum rises, then falls away. Your eyelids are becoming gummed. It is now a struggle to keep moving. [Your score has increased by 5 points. You can turn these notifications off at any time by typing 'notify'.] >s Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. Strangely enough, you are no longer cold. The enveloping warmth you now feel is soothing. >n Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder is lying on the ground, waiting for you. Founder sees you and jumps up, barking loudly at your return. You feel cold now in comparison to the warmth around you. >nw Cramped Office Shadows crowd the room, strengthened by the unlit ceiling light which is canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk. Founder comes trotting after you. >flip switch The room's lights turn on in response. >g The room's lights turn off. Founder curls up in a small ball, resting. >se Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder comes trotting after you. Your hands are working again, albeit a little stiffly. >n South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. Founder comes trotting after you. >nw You can't go that way. Founder takes a running fit, tearing around as fast as possible on short legs. >n North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. You now feel recovered from your exposure to the cold. >u You can go up to the northeast or to the northwest. >nw Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock. Founder comes trotting after you. >w Storage Closet The tiny closet is dank and has a strange smell. It is unfinished; in many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord. Founder comes trotting after you. >pull cord You give the cord a firm tug and are rewarded with a click from the lightbulb. The bulb begins glowing harshly. Founder comes over, sniffs at your legs, then wanders off again. >l Storage Closet The tiny closet is dank and has a strange smell. It is unfinished; in many places unadorned sheetrock and insulation show. The only light in the room comes from the bare bulb above you. Dangling from it is a pull cord. Founder is wandering around, sniffing at things. >smell You smell an odd mix of mildew and mothballs. >pull cord You give the cord a firm tug and are rewarded with a click from the lightbulb. The bulb is snuffed out. >e Northwest Walkway The walkway runs along the west wall of the hallway. To the southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock. Founder comes trotting after you. >d North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >save Saved. >w Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder comes trotting after you. >d Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are five balances. Frankie is here, sorting and cataloging. Founder comes trotting after you. >look under table Under the tables you see a junction box. Founder takes a running fit, tearing around as fast as possible on short legs. A quiet sound catches your attention. Black sludge has begun welling up through the drain, covering it and starting to fill the northwest corner. Frankie glances down, then swears quietly. "Sam, you son-of-a-bitch," he mutters, scribbling furiously in his notebook. Founder barks at the sludge, then begins whining softly. >flip switch Which switch do you mean, the light switch, or the junction box? >junction box You push the large knife switch up. The box begins a high-pitched humming, the switch fixed in place. [Your score has increased by 1 point.] >ask frankie about sam "Sam was one of my colleagues," Frankie says. "He left mid-afternoon yesterday." >ask frankie about sludge Frankie says, "I don't know. Sam was studying it. He thought it was connected somehow to the spheres. All he was able to discover about it was that it was highly toxic and flammable." >turn wheel Which wheel do you mean, the south wheel, or the east wheel? >south You need to specify clockwise or counterclockwise. >undo (Undoing one command) Balance Room A cramped square room, barely lit by windows above you. The north and west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner a river of black sludge is continuously flowing into the room; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. In the middle of the south wall is a heater. Sitting on the tables are five balances. Frankie is here, sorting and cataloging like mad. Founder is wandering around, sniffing at things. >turn south clockwise You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering and the pyramid of spheres to shaking. Frankie spares you a glance; Founder looks surprised. When you are done the east side of the room is higher than it was, the west side lower. >g The wheel, stubborn, refuses to turn further in that direction. With a loud blorp, the flow of sludge increases. Noticeably. >turn east clockwise You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the north side of the room is higher than it was, the south side lower. >g You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the north side of the room is higher than it was, the south side lower. The flow of sludge alters course, until it is collecting near the entrance. >push heater s It is already flush against the wall. Founder comes over, sniffs at your legs, then wanders off again. >push heater e You are not able to touch the surface of the heater for long, but by fits and starts you are finally able to push the heater east. Your gloves smolder slightly in the process. >turn south counterclockwise You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the west side of the room is higher than it was, the east side lower. >g You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the west side of the room is higher than it was, the east side lower. >g You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the west side of the room is higher than it was, the east side lower. >g You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Founder looks surprised. When you are done the west side of the room is higher than it was, the east side lower. The flow of sludge alters course, until it is collecting near the southeast corner. Your actions catch Frankie's attention. He turns and sees the sludge heading for the heater. His eyes widen comically. Alarmed at the sludge building up around the heater's legs, Frankie says, "Don't do it!" just as the sludge reaches the bottom of the heater. With a horrendous sizzling noise, the sludge begins evaporating as fast as it is flowing into the corner. It recoils, trying to escape, but the slope of the floor prevents it. In its thrashing, however, one tendril caresses a loose sphere, turning its golden light dark black. [Your score has increased by 7 points.] >get black Which black do you mean, the sunglasses, the black sludge, or the dark sphere? >dark You bend down and pick it up. A sudden tremor seizes your arm muscles, then stops. Frankie grins at you. "Nice work with the sludge," he says as he closes his notebook and replaces one last sphere on the pile. "I was afraid the whole mass would catch on fire." He looks around the room, then grins again. "I'd best be gone before the avalanche reaches here. I'd suggest the same for you." >u Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder comes trotting after you. >take off all You can't use "all" with this verb. >i You have a pair of gloves (being worn), a thin coat (being worn), a pair of sunglasses (being worn), a rucksack (being worn), a length of rope, and a dark sphere. Founder curls up in a small ball, resting. >take off coat Okay, you're no longer wearing the thin coat. Founder comes over, sniffs at your legs, then wanders off again. >take off sack Okay, you're no longer wearing the rucksack. >put all in sack heavy gloves: (Taking off the gloves first) Done. thin coat: Done. sunglasses: (Taking off the sunglasses first) Done. rucksack: You can't put the rucksack in itself! rope: Done. dark sphere: Done. >get glasses Taken. >wear them sunglasses: Everything becomes a little dimmer as you put on the sunglasses. >get gloves Taken. >wear them heavy gloves: Okay, you're now wearing the heavy gloves. Founder takes a running fit, tearing around as fast as possible on short legs. >put sack on founder You place the rucksack on the ground next to Founder. The dog proceeds to wriggle under the rucksack, then stand. >e North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >undo (Undoing one command) Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder is wandering around, sniffing at things. >undo (Undoing one command) Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder is wandering around, sniffing at things. >undo (Undoing one command) Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder is wandering around, sniffing at things. >undo (Undoing one command) Utility Room The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door. Founder is wandering around, sniffing at things. >i You have a rucksack and a pair of sunglasses (being worn). The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, and a dark sphere. >e North End of Hallway The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west. Founder comes trotting after you. >s South End of Hallway Like the foyer, the hallway is marble. Its two-story height combined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway. Founder comes trotting after you. >s Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder comes trotting after you. >s Founder begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Founder to get past, at which point it lies on the floor, staring mournfully at you as you leave. Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. To the south you see a man striding through the snow. He is completely grey, as if all color had been leeched from him long ago, a black and white image in a world of technicolor. He pauses, stares at you, then continues on until he is lost in the distance. You feel a sudden chill. You begin to feel the cold seep into you, chilling you. >undo (Undoing one command) Foyer The two-story height of the foyer is channelled into a narrower hallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor. Tracked across the marble floor are muddy footprints. Founder is wandering around, sniffing at things. >put sack on founder You place the rucksack on the ground next to Founder. The dog proceeds to wriggle under the rucksack, then stand. Founder comes over, sniffs at your legs, then wanders off again. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It walks around on short legs, very much a young puppy. It is wearing the rucksack. >s Founder begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Founder to get past, at which point it lies on the floor, staring mournfully at you as you leave. Front of Building The building to the north is now covered with snow. Under your feet it squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints. To the south you see a man striding through the snow. He is completely grey, as if all color had been leeched from him long ago, a black and white image in a world of technicolor. He pauses, stares at you, then continues on until he is lost in the distance. You feel a sudden chill. You begin to feel the cold seep into you, chilling you. >ne East of Building The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints. You hear a faint rumbling begin. The air above you shimmers for a brief moment, during which a metal sphere falls from the disturbance to the ground below. >n Hillside To the north, the ground suddenly rises into tree-speckled heights. From those heights you see snow gracefully piling towards you. To the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post. The metal sphere rolls towards you. When it is less than a meter away it stops, waiting. >x post Its square outline thrusts skywards from the snow. A dark line in the snow runs beside it, northwest to southeast. From the line a cable issues. The cable's twin dangles from the post, then scurries down its length and into the snow on the side of the post opposite the line. The cold is becoming worse, making your fingers slow to work. >get cable Which cable do you mean, the lower cable, or the upper cable? >lower You reach down and grab hold of the bare end of the cable. The wire rubs against your hand. >get upper cable You reach up and grab hold of the bare end of the cable. The wire writhes in your grasp as a surge of electricity passes through you and into the ground and the cable in your other hand. Through a blue haze you see snow fly as the fence raises up, forming a caret on the hillside above the building. The avalanche bears down upon it, then is shunted to either side of the building. Over the crackling of the avalanche you hear an eerily familiar voice say, "Ah, well. Perhaps next time." Despite this, a sense of peace fills you even as you jerk in a Saint Vitus' dance. [Press a key to continue] Interlude Operating Theatre Your eyes open reluctantly under the glare of light above you. Memory comes flooding back: the clinic, Dr. Boozer, the experimental drug to wean you from nicotine. They'll take away the drug. Part of you pronounces this a wonderful idea. Another, louder, part of you disagrees, thinks that something _important_ is happening in your head, something you shouldn't interrupt. The theatre is reassuringly familiar, distracting you from your thoughts. You are reclining on a padded chair, much like those dentists use. To your left, monitors softly wheep in response to signals from the leads attached to you. The north wall boasts an open door, while the west wall is mostly mirror. Standing next to the padded chair is an IV stand, its needle dangling from it. >undo (Undoing one command) Hillside To the north, the ground suddenly rises into tree-speckled heights. From those heights you see snow gracefully piling towards you. To the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post. You see a metal sphere here. >z Time passes... The sphere leaps from the ground, hurtling towards your face. Instinctively you throw your hands in front of your face. The sphere, needles extended from its holes, rams into your hands, drawing blood. With a curse you throw it away from you. As it falls, the sphere bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, "Well. Interesting stunt you've pulled, coming to where I now live. I trust you'll stay for my avalanche." Then the sphere vanishes in a final burst of fire. >get upper cable You reach up and grab hold of the bare end of the cable. The wire writhes in your grasp as a surge of electricity passes through you and into the ground and the cable in your other hand. Through a blue haze you see snow fly as the fence raises up, forming a caret on the hillside above the building. The avalanche bears down upon it, then is shunted to either side of the building. A sense of peace fills you even as you jerk in a Saint Vitus' dance. [Press a key to continue] Interlude Operating Theatre Your eyes open reluctantly under the glare of light above you. Memory comes flooding back: the clinic, Dr. Boozer, the experimental drug to wean you from nicotine. They'll take away the drug. Part of you pronounces this a wonderful idea. Another, louder, part of you disagrees, thinks that something _important_ is happening in your head, something you shouldn't interrupt. The theatre is reassuringly familiar, distracting you from your thoughts. You are reclining on a padded chair, much like those dentists use. To your left, monitors softly wheep in response to signals from the leads attached to you. The north wall boasts an open door, while the west wall is mostly mirror. Standing next to the padded chair is an IV stand, its needle dangling from it. >x me What you can see of yourself is familiar. >x monitors The monitors are stacked next to the chair, facing it. Lights play across their surfaces, and a bright spot traces a jagged heartbeat across a square screen. Running from one of the monitors are several wires, leads attached to their other ends. >x wires Round, cold; used for monitoring heartbeat and other vital functions. The leads are attached by wires to the monitors on one end and you on the other. >turn off monitors You turn off the monitors. >get up Okay, you're no longer in the padded chair. You feel hot, then cold several times in succession. >take off leads With a slight sucking sound the leads come free from your temples and from your wrists. You drop them, leaving them dangling from the monitors. >get iv Taken. >n Hallway The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north. >save Saved. >w Hallway The hallway bends here, running north and east. To the south is a closed door. >n Hallway The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling. >pull cord The cord is too far above your head. >s Hallway The hallway bends here, running north and east. To the south is a closed door. Your hands begin twitching uncontrollably. You fight to keep them still. >s (Opening the south door) Observation Room The observation room's only notable feature is the smoky glass window on its east wall. Several chairs face it. >push chair n You push the chair north, then follow it. Hallway The hallway bends here, running north and east. To the south is an open door. There is a plastic chair here. >g You can't repeat that command. >push chair n You push the chair north, then follow it. Hallway The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling. Under the cord is a plastic chair. >stand on chair You climb on the chair. It wavers under your feet, unsure of whether or not to hold you. >pull cord You reach up and, with an effort which leaves you trembling, pull the cord down. The rectangle unfolds, a ladder disgorging from the attic above. >push chair s You will have to get the chair first. >get up Okay, you're no longer on the single chair. >push chair s You push the chair south, then follow it. Hallway The hallway bends here, running north and east. To the south is an open door. There is a plastic chair here. >push chair s You push the chair south, then follow it. Observation Room The observation room's only notable feature is the smoky glass window on its east wall. Several chairs face it. One of the chairs has been pushed away from the others. >n Hallway The hallway bends here, running north and east. To the south is an open door. The fever and chills return, accompanied by a fierce pain behind your eyes. >close door Closed. >e Hallway The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north. >close door Closed. >w Hallway The hallway bends here, running north and east. To the south is a closed door. >n Hallway The hallway ends to the north. Doors lead north and east. A ladder leads up into an open hole in the ceiling. >i You have an IV stand. >u Attic The attic is, apart from several cardboard boxes, amazingly free of clutter. A ladder leads down through a hole in the floor. >close ladder You reach down and pull the ladder up, closing the exit from the attic. >sit You must specify where you want to sit. >ground There's no verb in that sentence! >sit on ground Okay, you're now sitting on the ground. A cramp doubles you over, as if you were hit in the stomach. It takes all of your control to straighten up against the pain. >inject me with iv You need to specify where you want to inject yourself. >arm There's no verb in that sentence! >inject arm with iv You can't use the IV stand as a needle! >x iv Hanging from the stand is a bag filled with a clear liquid--the nicotine antiaddiction drug. A needle hangs from the bag. >inject arm with needle Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try. Ice cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks... With a snap, the vision ends. You are lying prostrate on the ground, the ceiling whirling above you. Next to you, you hear Dr. Boozer's voice. "Thank God we found you in time," he says. "Must be deranged," he whispers to the nurse who is with him. Even in your fevered state, you hear every word. "Poor kid put the IV back in." Then you drift away, the rest of Dr. Boozer's words lost. --=== Your journey is over ===-- You have achieved a score of 13 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Attic, on the ground The attic is, apart from several cardboard boxes, amazingly free of clutter. A ladder lies affixed to a rectangle on the floor. >close door You can't reach that from the ground. >x rectangle The rectangle serves to close the attic off from the rest of the hall. >close it You can't reach that from the ground. >get up Okay, you're no longer on the ground. >close rectangle Don't worry about the rectangle. >open it Don't worry about the rectangle. >open ladder You push the ladder down, opening the exit, until the ladder reaches the floor below. >close it You reach down and pull the ladder up, closing the exit from the attic. A particularly violent spasm throws you to the floor. You stand again with some effort. >inject arm with needle Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try. Ice cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks... [Press a key to continue] Fit the Second: Revisit "play of light/a photograph/the way I used to be some half-forgotten stranger/doesn't mean that much to me" -- Rush Northeast-Southwest Hall A familiar hallway embraces you. As the world ceases its unnatural spin, you find you recognize the northeast-southwest hall. You're in the downstairs hallway of the science building where you spent much of your time in college. Not that you enjoyed your time here. It was one more step on the road to being a doctor, just like father wanted. The only catch: you hated the science classes, the endless recitation of boring facts. It made your decision not to be a doctor that much easier. >[*that* was odd] I don't understand the punctuation "[". >[Hmmm. This fit isn't the one I solved last time. Well, I'll try it.] I don't understand the punctuation "[". >nw You'll have to open the northwest door first. >open nw door It's locked. >se You can't go that way. >sw Southwest End The hall ends in glass doors leading out. A flight of steps rises to the northwest, then doubles back to the floor above. The remainder of the hall lies to the northeast. >out You can't go that way. >w You can't go that way. The sound of a crowd of students rises, washing over you. You look about in confusion; no students are in sight. The babble grows louder, louder, filling your ears--then cuts off sharply. >listen You don't hear anything unusual. >i You are empty-handed. >open doors You push open the glass doors that lie between you and the outside. Grey mist begins pouring through the door. You can't see a thing outside. You're not even sure if there _is_ an outside. The doors slip from your sweaty hands and ease shut in front of you. >u Second Floor, Southwest End The hall from the northeast ends here, brought up short by a flight of stairs to the northwest. A lone cracked window graces the wall by the stairs. >x window Though you assume the window to be transparent, you can see nothing but grey through it. Bone-chilling cold seeps through the crack in its pane. >open it You find that it has been painted shut. >hit it That would accomplish nothing. >ne Second Floor Hall The northeast-southwest hall is flanked on either side by doors, one to the northwest, the other to the southeast. >se You'll have to open the southeast door first. >open se door It's locked. >nw You'll have to open the northwest door first. >open nw door It's locked. The low sussuration of voices fills the hall, competing with the tramp of many feet, though no horde of students appear. You crouch against a wall as the voices wash over you. "...and then Wight says, 'Obviously the action potential will decrease.' Can you believe him?" one voice says loudly enough to be distinguished from the hubbub. "Arrogant bastard," another voice agrees, before all the voices fall silent again. >me There's no verb in that sentence! >ne Second Floor Hall The hall's blue-tinted lighting, reflected weakly by the floor, gives everything a sickly cast. A door to the southeast breaks the monotony. >se You'll have to open the door first. >open se It's locked. >ne Northwest-Southwest Bend The hall bends here, pointing northwest and southwest. At the middle of the kink, to the northeast, is a closed door. >ne You'll have to open the door first. A drop of water falls from a pipe in the ceiling. >open ne I don't see any ne here. >x water It covers part of the floor. >x pipe The pipe occasionally drips, splashing water on the tile. >nw Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. Founder is lying on the ground, waiting for you. Founder, upon seeing you, cocks its head at you as it stands. The dog is quite a bit larger than it was before. It is wearing the rucksack and, you would swear, grinning at you. >get rucksack Taken. >x it It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. >[Hey, how'd those sunglasses get in there? ;-] I don't understand the punctuation "[". >ne Student Lab Rows of bench-like tables face the front of the room, where a chalkboard is set flush into the wall. The floor is raked with scratches, evidence of the entrance and exit of heavy machinery. Sitting on the lab tables you see a rounded box. Founder comes trotting after you. >x box The box is roughly the size of a breadbox and painted a uniform matte black. Handles stick out from either side. On its front is a protrusion through which a hole the size of a quarter has been made. Its only control is a button. Founder takes a running fit, tearing around as fast as possible on short legs. >get box Taken. >push button The button depresses with a quiet click. A blue field forms over the hole in the protrusion. >g The button depresses with a quiet click. A blue field forms over the hole in the protrusion. The blue field from the rounded box vanishes. >z Time passes... >z Time passes... Founder curls up in a small ball, resting. >x hole The box is roughly the size of a breadbox and painted a uniform matte black. Handles stick out from either side. On its front is a protrusion through which a hole the size of a quarter has been made. Its only control is a button. Founder wanders away. >x handles The box is roughly the size of a breadbox and painted a uniform matte black. Handles stick out from either side. On its front is a protrusion through which a hole the size of a quarter has been made. Its only control is a button. >turn handles Turning the rounded box doesn't have any effect. >l Student Lab Rows of bench-like tables face the front of the room, where a chalkboard is set flush into the wall. The floor is raked with scratches, evidence of the entrance and exit of heavy machinery. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >x chalkboard Although the chalkboard has been recently cleaned, its surface still bears the scars of a professor's overeager application of chalk. >read it You can see that something was once written on the board but can't make out what it was. >x eraser I don't know the word "eraser". >l Student Lab Rows of bench-like tables face the front of the room, where a chalkboard is set flush into the wall. The floor is raked with scratches, evidence of the entrance and exit of heavy machinery. Founder is wandering around, sniffing at things. >rub it Don't worry about the chalkboard. >x floor Scratches stretch the length of the floor. Founder curls up in a small ball, resting. >follow scratches Don't worry about the scratches. Founder wanders away. >l Student Lab Rows of bench-like tables face the front of the room, where a chalkboard is set flush into the wall. The floor is raked with scratches, evidence of the entrance and exit of heavy machinery. >sw Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. >nw You push the door fully open and enter. Your eyes sweep over the desk, the dean behind it, and a man seated in the chair in front of the desk. All you can see of the man is a thatch of white hair, oddly familiar. The dean glances at you. "Terry?" he asks, but before you can respond, grey hands have grabbed you and pulled you out of the room. Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. A grey man stands over you, grinning. "You've been very busy," the grey man says. "Very, very busy." His voice is like a stick of butter squeezed through a fist. "Don't you even know why you're here?" >man, no The grey man laughs at you, a horrible sound. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. "You've really no clue, have you?" Eyebrows lift in mock surprise. "To help a fellow student, perhaps? Then again, why begin now?" You feel your face growing red, and you glance at your feet. They never had much time for you, nor you for them. When you look back up, the grey man has vanished. >nw You'll have to open the door first. >open nw door It's locked. Laughter fills the hall, shrieks and giggles bouncing off the walls. "C'mon!" a voice yells. "The organic chem class is having its end-of-the-year water fight!" Then the hall falls silent. >sw Northwest End To the northwest, glass doors end the hallway's run. A flight of stairs to the southwest leads to the second floor, while the hallway stretches onwards to the southeast. Founder comes trotting after you. >ne You can't go that way. Founder wanders away. >u Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. >se Northwest-Southwest Bend The hall bends here, pointing northwest and southwest. At the middle of the kink, to the northeast, is a closed door. >ne You'll have to open the door first. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. A drop of water falls from a pipe in the ceiling. >sw Second Floor Hall The hall's blue-tinted lighting, reflected weakly by the floor, gives everything a sickly cast. A door to the southeast breaks the monotony. Founder comes trotting after you. >se You'll have to open the door first. >sw Second Floor Hall The northeast-southwest hall is flanked on either side by doors, one to the northwest, the other to the southeast. Founder comes trotting after you. >nw You'll have to open the northwest door first. Founder takes a running fit, tearing around as fast as possible on short legs. >se You'll have to open the southeast door first. >sw Second Floor, Southwest End The hall from the northeast ends here, brought up short by a flight of stairs to the northwest. A lone cracked window graces the wall by the stairs. Founder comes trotting after you. >u You can't go that way. Behind you, a voice mumbles, "Adenine, guanine, thymine, cytosine, adenine, guanine, thymine, cytosine," as it overtakes and passes you. The owner of the voice is nowhere in sight. >nw Southwest End The hall ends in glass doors leading out. A flight of steps rises to the northwest, then doubles back to the floor above. The remainder of the hall lies to the northeast. Little Buddy stands here, looking around. Founder comes trotting after you. Little Buddy runs up the stairs. >u Second Floor, Southwest End The hall from the northeast ends here, brought up short by a flight of stairs to the northwest. A lone cracked window graces the wall by the stairs. Little Buddy stands here, looking around. Founder comes trotting after you. >x little buddy An eight-year-old bundle of energy, his actual name is Matthew, though no one calls him that. He is the hyperkinetic offspring of your hyperkinetic former advisor. Like his father Tom, you (and everyone else) call him "Little Buddy." Little Buddy peers at Founder. "Hey," he exclaims, "what a cool dog! Can I pet it?" Without waiting for a yes or no, he bends down and pets Founder, who bears it stoically. "Does it have a name?" he asks you. "Founder," you tell him. "Cool," he says. "Hey, Founder!" he yells at the dog, who winces. >talk to buddy I don't know the word "talk". >buddy, hi Little Buddy waves madly at you. Little Buddy bends down and begins talking to Founder. "You wanna play, doggy? You wanna play?" Founder gives Little Buddy a look of infinite patience. >play with buddy I don't know the word "play". >x buddy An eight-year-old bundle of energy, his actual name is Matthew, though no one calls him that. He is the hyperkinetic offspring of your hyperkinetic former advisor. Like his father Tom, you (and everyone else) call him "Little Buddy." Founder takes a running fit, tearing around as fast as possible on short legs. Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. >sw You can't go that way. Little Buddy bends down and begins talking to Founder. "You wanna play, doggy? You wanna play?" Founder gives Little Buddy a look of infinite patience. >d Southwest End The hall ends in glass doors leading out. A flight of steps rises to the northwest, then doubles back to the floor above. The remainder of the hall lies to the northeast. Founder comes trotting after you. Little Buddy comes running after you. >d You can't go that way. >ne Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Founder comes trotting after you. Little Buddy comes running after you. >nw You'll have to open the northwest door first. Little Buddy bends down and begins talking to Founder. "You wanna play, doggy? You wanna play?" Founder gives Little Buddy a look of infinite patience. >ne Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Founder comes trotting after you. Little Buddy comes running after you. The janitor arrives from the northeast, pushing his cart. >se Library Site of many all-night study sessions. Its scarred wooden tables and straight-backed chairs spread in small whorls, orbiting open textbooks. To the northwest, the exit. To the southwest, the stacks. Seated at one of the tables is Erin, lost in a haze of study. Erin glances at you before returning to her books. "Hi, Hastings," she says, loudly and less than warmly. Founder comes trotting after you. Little Buddy comes running after you. >x erin Erin was in several classes with you, most notably Physics 12. She is currently studying with a fierce intensity, freckled face wrinkled in concentration, trying to learn physical chemistry if her choice of books is any indication. Headphones in her ears filter out distractions. Founder takes a running fit, tearing around as fast as possible on short legs. Erin looks at you. "I don't suppose you know where they've taken to hiding the old books, do you?" She thumps some books in front of her. "I need some earlier editions." Then she snorts. "Look who I'm asking," she mutters to herself, turning back to her books. >x books Various textbooks dot the room, byproducts of study. Little Buddy peers at the books surrounding Erin. Erin stares at him, pulling books closer to her. He gets the hint and moves away. >ask erin about books "Yeah, yeah, there are plenty of books here." Erin sighs heavily. >ask erin about old books There is no reply. >ask her about her "I'm busy," she says. "Try me later." Little Buddy peers at the books surrounding Erin. Erin stares at him, pulling books closer to her. He gets the hint and moves away. >ask her about me "I'm busy," she says. "Try me later." Erin sighs heavily. >x erin Erin is hunched over several books, studying with a desperate intensity. Headphones in her ears block out distractions. >x headphones They are firmly planted on Erin's head. You can just hear the music Erin is listening to. Little Buddy peers at the books surrounding Erin. Erin stares at him, pulling books closer to her. He gets the hint and moves away. >listen You can barely make out REM, "Talk About the Passion." Little Buddy peers at the books surrounding Erin. Erin stares at him, pulling books closer to her. He gets the hint and moves away. Erin pounds her fist against her forehead a few times, as if to drive home some important concept. >g You can barely make out REM, "Talk About the Passion." Founder curls up in a small ball, resting. Little Buddy suddenly stops. "Hey, what's that?" he asks, peering into the distance. Little Buddy runs into the stacks to the southwest. >sw Stacks Rows of books stare blindly down, layered in dust. A path winds northeast through the claustrophobic stacks. Little Buddy stands here, looking around. Founder comes trotting after you. Little Buddy runs to the northeast. >w You can't go that way. Founder takes a running fit, tearing around as fast as possible on short legs. >search stacks You find nothing of interest. Little Buddy comes running towards you, then skids to a halt, grinning. >x stacks The stacks crowd into the room, leaving just enough space for you to slide past them. They are interrupted by two grates on the wall. >x grates small grate: The small grate has been here since time immemorial. large grate: You don't remember this grate from your tenure here; it looks new. It is just under a meter wide and tall. Several screws are missing from around its perimeter. >open large grate You pull on the grate, which pops open with surprising ease. Behind the grate is a large shaft. >x shaft It leads into the wall, just wide enough for you. Founder comes over, sniffs at your legs, then wanders off again. Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. >enter shaft Crawlspace The shaft is cramped, squeezing you along your hips, your shoulders. It extends to the east and opens into a room to the west. From behind you, you hear Little Buddy say, "Ok...um...I think I'll just, you know, wait out here. Daddy told me not to go in there, so, you know..." His voice trails off. >w Stacks Rows of books stare blindly down, layered in dust. A path winds northeast through the claustrophobic stacks. A large grate gapes open in the wall, revealing a shaft leading east. Founder is lying on the ground, staring at you with soulful eyes. Little Buddy stands here, looking around. Little Buddy bends down and begins talking to Founder. "You wanna play, doggy? You wanna play?" Founder gives Little Buddy a look of infinite patience. >e Crawlspace The shaft is cramped, squeezing you along your hips, your shoulders. It extends to the east and opens into a room to the west. >e Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >d Crawlspace A curve in the crawlspace has brought you west of the passage leading up. To the west, the crawlspace narrows cruelly until it ends in a steel plate. In front of the plate is a thin opening in the top of the crawlspace. >x plate The steel plate blocks further progress west. A small protrusion juts from its upper edge. >x protrusion Which protrusion do you mean, the rounded box, or the small protrusion? >small It is a small, rounded bar which has been welded to the top of the plate. It resembles a handle. >pull it Given your awkward position, you can only raise the plate a few inches before having to drop it again. >u You climb up the curve in the crawlspace to the junction above and to the east. Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >u Crawlspace The shaft continues below you, forcing you to brace yourself against its sides. Above you is a grate. >x grate Just under a meter wide and tall. It blocks the crawlspace above your head. >open it The grate refuses to move. >push it Pushing the grate doesn't do anything. >x it Just under a meter wide and tall. It blocks the crawlspace above your head. >i You have a rucksack and a rounded box. The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. >d Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >d Crawlspace A curve in the crawlspace has brought you west of the passage leading up. To the west, the crawlspace narrows cruelly until it ends in a steel plate. In front of the plate is a thin opening in the top of the crawlspace. >tie rope to small protrusion You must be holding the rope in your hands before you can tie it to anything. >get rope Taken. >tie rope to small protrusion You tie the rope to the steel plate. >pull rope You pull on the rope, but lack the necessary leverage to raise the steel plate. >u Not until you either drop the rope or untie it from the steel plate. >untie rope You untie the rope. >u Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >w Crawlspace The shaft is cramped, squeezing you along your hips, your shoulders. It extends to the east and opens into a room to the west. >w Stacks Rows of books stare blindly down, layered in dust. A path winds northeast through the claustrophobic stacks. A large grate gapes open in the wall, revealing a shaft leading east. Founder is lying on the ground, staring at you with soulful eyes. >ne Library Site of many all-night study sessions. Its scarred wooden tables and straight-backed chairs spread in small whorls, orbiting open textbooks. To the northwest, the exit. To the southwest, the stacks. Seated at one of the tables is Erin, lost in a haze of study. >e You can't go that way. >s You can't go that way. Her chair creaks as Erin leans back and rolls her head, stretching stiff muscles, before going back to her studies. >n You can't go that way. >massage erin I don't know the word "massage". >nw Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. >ne Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Little Buddy stands here, looking around. >listen You can hear the building settling its tired bones. Little Buddy runs to the northwest. "BITCH!" You leap into the air, trying to find who yelled. You see no one, but the voice continues. "Give ME a thirty? Fucking BITCH!" >nw Northwest End To the northwest, glass doors end the hallway's run. A flight of stairs to the southwest leads to the second floor, while the hallway stretches onwards to the southeast. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy stands here, looking around. >x cart The cart is merely a plastic frame on castors with an attached garbage bag. Hanging from one corner of the frame is a large keyring. The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >x keyring A group of keys on a metal ring whose circumference is nearly that of your outstretched hand from pinky to thumb. The keys open most every door in this building. Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. >get ring The janitor stops you. "Y'can't have my keys, Terry. I need my keys." Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >x janitor He is stooped but still quite nimble. His grey steel-wool hair is swept back from his wind-burned face. With the aid of a broom he is sweeping the tile. >tell janitor about water He scratches his head. "Can't say I can help you with that." The janitor pushes his cart southeast. >se Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy comes running after you. >x janitor He is stooped but still quite nimble. His grey steel-wool hair is swept back from his wind-burned face. With the aid of a broom he is sweeping the tile. The janitor hits his broom against the floor a few times, then resumes sweeping. >ask janitor about keys He grins. "I gots'ta have 'em to get places." >ask janitor about buddy The janitor just grins wryly. The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >ask him about him The janitor laughs. "You know I ain't got time to give you mah history. I gots'ta work." >ask him about me He scratches his head. "Can't say I can help you with that." Little Buddy waves madly at the janitor, who laughs and waves back. Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >help janitor I don't recognize that sentence. >l Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy stands next to you, occasionally staring unabashedly up at you. The growing sound of marching feet heralds the arrival of the bodiless voices. "Yeah, Hancock's biochem class isn't bad, but I'd avoid, y'know, second- semester PChem," you hear someone say near your ear. Another voice rises out of the noise, saying, "I don't know, Bob, I just don't know. None of my students are--" The voices vanish once more. >hint Hints are only enabled in the registered version of Losing Your Grip. For information on registering, please type register. >register You can register either by sending me $20 US or by using Kagi's registration service. If you register using Kagi, it will cost $23 US to cover their fees. However, if you register using Kagi you can use credit cards. If a registration program was not included with this game, you can register on-line at http://order.kagi.com/?4V5. For your trouble you will receive a key to unlock the online hints, a manual, and several other goodies. To register, either visit the Kagi web page or send $20 in American dollars to the address below and a letter giving your name, the address to which you wish the game shipped, and which operating system you use. Your name and operating system are very important; I will use your name to create the registration key which unlocks the hints, and I will be sending you either an MS-DOS disk or a Macintosh disk with the latest version of the game for your particular operating system. The address: Stephen Granade Physics Dept. Room 156 Science Drive Duke University Durham, NC 27708-0305 USA This address is good through roughly the middle of 2001. After that, either send a letter sans money first, or attempt to contact me on-line at sgranade@kagi.com or sgranade@phy.duke.edu. >score You have achieved a score of 13 points out of a possible 100. >fullscore I don't know the word "fullscore". >l Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy stands next to you, occasionally staring unabashedly up at you. The janitor pushes his cart southwest. >x cart I don't see any cart here. >sw Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy comes running after you. >x cart The cart is merely a plastic frame on castors with an attached garbage bag. Hanging from one corner of the frame is a large keyring. Little Buddy suddenly stops. "Hey, what's that?" he asks, peering into the distance. Little Buddy runs into the library. The janitor hits his broom against the floor a few times, then resumes sweeping. >x bag The cart is merely a plastic frame on castors with an attached garbage bag. Hanging from one corner of the frame is a large keyring. Little Buddy comes running towards you, then skids to a halt, grinning. >look in bag Oddly enough, it is completely empty. Little Buddy glances up at the shelf, then away guiltily. The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. >ne Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Little Buddy comes running after you. >se You can't go that way. >ne You can't go that way. >se You can't go that way. >sw Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Little Buddy comes running after you. Little Buddy suddenly stops. "Hey, what's that?" he asks, peering into the distance. Little Buddy runs to the southwest. >se Library Site of many all-night study sessions. Its scarred wooden tables and straight-backed chairs spread in small whorls, orbiting open textbooks. To the northwest, the exit. To the southwest, the stacks. Seated at one of the tables is Erin, lost in a haze of study. >sw Stacks Rows of books stare blindly down, layered in dust. A path winds northeast through the claustrophobic stacks. A large grate gapes open in the wall, revealing a shaft leading east. Founder is lying on the ground, staring at you with soulful eyes. >pet founder You pet Founder, whose tail wags mightily in response. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It has recently grown out of early puppyhood. Founder's tail hits the ground softly. >get founder Founder gives you a sidelong look. As your hands close around the dog, it swirls like smoke, solidifying just out of your reach. >founder, e Founder looks at you quizically, head cocked to one side. >e Crawlspace The shaft is cramped, squeezing you along your hips, your shoulders. It extends to the east and opens into a room to the west. >e Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >d Crawlspace A curve in the crawlspace has brought you west of the passage leading up. To the west, the crawlspace narrows cruelly until it ends in a steel plate. In front of the plate is a thin opening in the top of the crawlspace. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. >put sphere in plate You can't put anything into the steel plate. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. >u Crawlspace The shaft widens here, offering a modicum of breathing room. It branches, leading up, down, and west. >w Crawlspace The shaft is cramped, squeezing you along your hips, your shoulders. It extends to the east and opens into a room to the west. >w Stacks Rows of books stare blindly down, layered in dust. A path winds northeast through the claustrophobic stacks. A large grate gapes open in the wall, revealing a shaft leading east. Founder is lying on the ground, staring at you with soulful eyes. >ne Library Site of many all-night study sessions. Its scarred wooden tables and straight-backed chairs spread in small whorls, orbiting open textbooks. To the northwest, the exit. To the southwest, the stacks. Seated at one of the tables is Erin, lost in a haze of study. >nw Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. "BITCH!" You leap into the air, trying to find who yelled. You see no one, but the voice continues. "Give ME a thirty? Fucking BITCH!" >sw Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >put dark sphere in bag Done. >z Time passes... Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >get dark sphere The janitor stops you. "Don't you have no more sense than to be rooting around in garbage?" >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >g (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >g (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. >x bag The cart is merely a plastic frame on castors with an attached garbage bag. Hanging from one corner of the frame is a large keyring. Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >look in it Oddly enough, it is completely empty. >x dark Unlike its mates, this smooth sphere glows blackly. It feels oddly wrong, almost evil. The janitor pushes his cart northeast. >touch it It feels wetly slick to the touch. >touch light Don't worry about the fluorescent lights. >put all in bag I don't see any bag here. >ne Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >put all in bag ring of keys: You cannot put the ring of keys anywhere without holding them. rucksack: You can't fit any more in the cart. rounded box: You can't fit any more in the cart. rope: Done. The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >undo (Undoing one command) Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >undo (Undoing one command) Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. >put all in bag I don't see any bag here. >sw Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >put all in bag ring of keys: You cannot put the ring of keys anywhere without holding them. rucksack: You can't fit any more in the cart. rounded box: You can't fit any more in the cart. rope: Done. Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >get rope The janitor stops you. "Don't you have no more sense than to be rooting around in garbage?" >no You sound rather negative. The janitor pushes his cart northeast. >undo (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >g (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >g (Undoing one command) Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. >g (Undoing one command) Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, and a pair of sunglasses. >save Saved. >unravel coat You give the stitching a good tug and feel it give slightly. >g The stitching gives further, causing the coat to gape. >g With a final rip, the stitching tears completely free, leaving only scraps behind. The janitor arrives from the southwest, pushing his cart. >i You have a rucksack, a rounded box, and a length of rope. The rucksack seems to contain a pair of gloves, a dark sphere, a pair of sunglasses, and some scraps. Little Buddy comes running towards you, then skids to a halt, grinning. >x scraps Despite their origin, the scraps now could barely cover one of your arms. The janitor hits his broom against the floor a few times, then resumes sweeping. >drop scraps Dropped. >z Time passes... The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >z Time passes... Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. >z Time passes... Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >z Time passes... The growing sound of marching feet heralds the arrival of the bodiless voices. "Yeah, Hancock's biochem class isn't bad, but I'd avoid, y'know, second- semester PChem," you hear someone say near your ear. Another voice rises out of the noise, saying, "I don't know, Bob, I just don't know. None of my students are--" The voices vanish once more. >get scraps Taken. The janitor pushes his cart northeast. >ne Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy comes running after you. >drop scraps Dropped. The janitor hits his broom against the floor a few times, then resumes sweeping. >z Time passes... Little Buddy suddenly stops. "Hey, what's that?" he asks, peering into the distance. Little Buddy runs to the northwest. >z Time passes... The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >z Time passes... >z Time passes... Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >z Time passes... >z Time passes... The janitor pushes his cart northwest. >get scraps Taken. >nw Northwest End To the northwest, glass doors end the hallway's run. A flight of stairs to the southwest leads to the second floor, while the hallway stretches onwards to the southeast. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. The janitor hits his broom against the floor a few times, then resumes sweeping. >ask janitor about rope He scratches his head. "Can't say I can help you with that." Behind you, a voice mumbles, "Adenine, guanine, thymine, cytosine, adenine, guanine, thymine, cytosine," as it overtakes and passes you. The owner of the voice is nowhere in sight. >ask him about bag He says, "Tool of mah trade." The janitor reaches the end of one long sweep, then turns around and begins heading in the other direction. >ask him about garbage He scratches his head. "Thought I already told you about that." Little Buddy comes running towards you, then skids to a halt, grinning. >ask him about sphere The janitor asks, "Which sphere do you mean, the dark sphere, or the light sphere?" >dark He scratches his head. "Can't say I can help you with that." Having made a small pile of dust, the janitor produces a dustpan, scoops up the dust, and dumps it in his cart. >ask him about dust There is no reply. >ask him about erin He scratches his head. "Can't say I can help you with that." >ask him about father There is no reply. >ask him about buddy He scratches his head. "Thought I already told you about that." The janitor pushes his cart southeast. >se Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. Little Buddy comes running towards you, then skids to a halt, grinning. >ask him about founder He scratches his head. "Can't say I can help you with that." Little Buddy looks up at you. "Whatcha doing?" he asks. "Mind if I watch? I won't get in the way, honest injun. What's next?" He fairly bounces with anticipation. The janitor hits his broom against the floor a few times, then resumes sweeping. >ask him about water There is no reply. >nw Northwest End To the northwest, glass doors end the hallway's run. A flight of stairs to the southwest leads to the second floor, while the hallway stretches onwards to the southeast. Little Buddy comes running after you. >u Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. Little Buddy comes running after you. >se Northwest-Southwest Bend The hall bends here, pointing northwest and southwest. At the middle of the kink, to the northeast, is a closed door. Little Buddy comes running after you. >sw Second Floor Hall The hall's blue-tinted lighting, reflected weakly by the floor, gives everything a sickly cast. A door to the southeast breaks the monotony. Little Buddy comes running after you. The low sussuration of voices fills the hall, competing with the tramp of many feet, though no horde of students appear. You crouch against a wall as the voices wash over you. "...and then Wight says, 'Obviously the action potential will decrease.' Can you believe him?" one voice says loudly enough to be distinguished from the hubbub. "Arrogant bastard," another voice agrees, before all the voices fall silent again. >sw Second Floor Hall The northeast-southwest hall is flanked on either side by doors, one to the northwest, the other to the southeast. Little Buddy comes running after you. >sw Second Floor, Southwest End The hall from the northeast ends here, brought up short by a flight of stairs to the northwest. A lone cracked window graces the wall by the stairs. Little Buddy comes running after you. >ne Second Floor Hall The northeast-southwest hall is flanked on either side by doors, one to the northwest, the other to the southeast. Little Buddy comes running after you. >ne Second Floor Hall The hall's blue-tinted lighting, reflected weakly by the floor, gives everything a sickly cast. A door to the southeast breaks the monotony. Little Buddy comes running after you. >nw You can't go that way. >ne Northwest-Southwest Bend The hall bends here, pointing northwest and southwest. At the middle of the kink, to the northeast, is a closed door. Little Buddy comes running after you. >nw Second Floor, Northwest End This end of the hall has an odd symmetry, with a doorway to the northeast, a door to the northwest, a staircase to the southwest, and the hall to the southeast. Little Buddy comes running after you. >d Northwest End To the northwest, glass doors end the hallway's run. A flight of stairs to the southwest leads to the second floor, while the hallway stretches onwards to the southeast. Little Buddy comes running after you. Little Buddy suddenly stops. "Hey, what's that?" he asks, peering into the distance. Little Buddy runs up the stairs. >se Northwest-Southwest Bend The hallway curves, its two ends pointing northwest and southwest. By a trick of acoustics, the sounds of the building are amplified and collected here. >sw Northeast-Southwest Hall The hall's tile floor glints sickly under fluorescent lighting, its shine worn away by countless feet. The symmetry of the hall is broken by a doorway to the southeast. A shelf is mounted next to the doorway. Sitting in the middle of the hall is a cart. A janitor pushes a broom around the hallway. The janitor pushes his cart southwest. >sw Northeast-Southwest Hall The hall runs northeast to southwest; further to the southwest, the hall ends in a set of doors. A single door stands to the northwest. Sitting in the middle of the hall is a cart. Little Buddy stands here, looking around. A janitor pushes a broom around the hallway. Little Buddy runs to the southwest. >sw Southwest End The hall ends in glass doors leading out. A flight of steps rises to the northwest, then doubles back to the floor above. The remainder of the hall lies to the northeast. Little Buddy stands here, looking around. >u Second Floor, Southwest End The hall from the northeast ends here, brought up short by a flight of stairs to the northwest. A lone cracked window graces the wall by the stairs. >ne Second Floor Hall The northeast-southwest hall is flanked on either side by doors, one to the northwest, the other to the southeast. >nw You'll have to open the northwest door first. Laughter fills the hall, shrieks and giggles bouncing off the walls. "C'mon!" a voice yells. "The organic chem class is having its end-of-the-year wate