All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >restore Restored. South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. From across the bridge you occasionally feel a breeze blow. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. >n You pause for a moment, troubled by something, before you shake it off and continue. Rock Bridge Balancing on the center of the bridge, you doubt the wisdom of your position. Below you yawns the chasm. The bridge continues to safety to both the north and the south. A breeze whips past you, unnerving you further. Strands slither over you, carried past on the breeze. >drink water You carefully sip the water. It is thick and has a bitter aftertaste to it. As it settles in your stomach you feel a sharp pain right behind your eyes. It slowly fades, leaving in its wake several rememberances of the past. One of those rememberances is of you clinging to the cliff above the cage. You look down, far down. You hear blood rushing in your ears as you gently topple off the bridge. And you are floating, with Jefrey and Founder for company. "Glad to see you again, Terry," Jefrey says. "You cleaned up those problems quickly." He removes the matruska dolls from his pocket and lets them tumble away. "Won't need those any more." There is a loud buzzing. Around you the space is threaded with veins of white light. Jefrey throws an arm over his eyes and tightens his grip on Founder, who growls. "Ah, shit," he murmurs. "I thought I had longer." He grabs your shoulder. "You have to listen, before they pull you back." But he is wrenched away from you and sent flying. "Terry! Don't do what he--" [Press a key to continue] Interlude "Doctor...going into...." "...BP...forty and...." "Dammit, give me...cc's of...followed by...." "We're losing...think...coming out of...." [Press a key to continue] Fit the Fifth: Revelation "This one goes out to the one I love" -- R.E.M. Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Founder is wandering around, sniffing at things. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. Its fur is shot through with grey; its eyes are rheumy. >[Lord, I hope I don't have to go back and put the rucksack on 'im. Sigh.] I don't understand the punctuation "[". >restore Restored. Hospital Room, on the hospital bed The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >z Time passes... >z Time passes... The door to your room opens, admitting a tall man in a tuxedo. He turns to you and makes an expression which is probably meant to be a smile, one which is entirely defeated by the lines of bitterness etched in his face. He is carrying a silver tray. >z Time passes... The man wanders around the room, ending up behind the head of your bed and out of sight. You feel a familiar sense of helplessness at being in a bed while others stand over you. "Terry Hastings?" the man's voice asks. Bemused, you nod. "You are cordially invited to a party." The tall man moves back into view, smiling. >z Time passes... "If you will, this way." The man sweeps an arm in the general direction of one of the room's walls. "I'm not--that is, I can't--" you begin. "No need to fuss." He pulls back the covers of your bed and helps you up. You are surprised to find that the faint dizziness you had been experiencing is gone. He gently takes you by the elbow and leads you through a wall. [Press a key to continue] Fit the Fourth: Recognizance "But I'll need two brains If I'm gonna solve my problems" -- Trout Fishing in America Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. A woman in a blue suit and a man in a loose cotton shirt and jeans are deep in conversation. Founder is lying on the ground, waiting for you. A tall man in a tuxedo stands here, a bitter smile on his face. "Look, you're not following my argument," the woman is saying. "You always react like this." She shifts from one foot to the other as she talks. "I am following your argument and I don't always react like this, whatever you mean by 'this.'" He sighs heavily, rubbing a hand along his stubble. "If you want to talk about someone always--" "TER-ry!" the woman says in a brittle, artificial voice as she notices you. "Jefrey, it's Terry!" "I can see, Marie," says Jefrey. "Why, Terry," he continues, turning to you, "I've missed your being gone." Founder, upon seeing you, cocks its head at you and stands, more slowly than before. You hear the creak and snap of joints. On its back is the rucksack. >get all from rucksack heavy gloves: Taken. thin coat: Taken. dark sphere: Taken. hall pass: Taken. single magazine: Taken. aluminum key: Taken. blood pressure cuff: Taken. sunglasses: Taken. glass vial: Taken. book of mythology: Taken. book of faeries: Taken. four-leaf clover: Taken. metal box: Taken. flyer: Taken. shiny stone: Taken. bottle of Karo syrup: Taken. white cane: Taken. rope: Taken. elf boots: Taken. ash laurel: Taken. Jefrey resumes talking to Marie. "I am following your argument. It's just that I don't believe it." "The argument, or my reasoning?" asks Marie. "Argument. Reasoning. Both." He scratches his chin. "Or neither. I don't know!" Jefrey throws both hands in the air, then lets them drop by his side. "It just...it just doesn't feel right." Marie sighs. "It doesn't feel right. Such stunning logic." The tall man walks through one of the walls, vanishing. >z Time passes... You see Jefrey's jaw clench, then relax. "It's not my fault you've elevated thought to the point that your feelings are lost." "My feelings are not--" Marie yells, before stopping and resuming at a more normal level. "My feelings are not lost. But I don't let them rule my thoughts." "Terry, back me up here," Jefrey says. "Your feelings are more important than pure logic, right?" >no Marie nods at you. "Thank you, Terry." "I should have known," Jefrey mutters. "This all goes back to the question of whether knowledge or intuition plays a more crucial role in everyday living," says Marie. "Not again, please," Jefrey says. >z Time passes... "No, look, thought and feeling are inextricably bound up in knowledge and intuition." "Not necessarily," says Jefrey. Marie stops, then looks at you. "Let's test it. Terry, do you depend more on knowledge than you do on intuition?" Founder curls up in a small ball, resting. The tall man reappears through one of the walls, bearing a silver tray covered with drinks. He approaches you and silently offers them to you, scowling mildly. >yes "Mmm," says Marie. "Care for another test?" asks Jefrey. Marie shrugs. "Why not?" Marie points towards the table. You turn and see that two books have found their way to its surface. "Do us a favor, Terry, and grab one of those books for us." Founder comes over, sniffs at your legs, then wanders off again. >x books Which books do you mean, the book of mythology, the book of faeries, or the ? >the ? An article must be followed by a noun.An article must be followed by a noun. >l Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Sitting on the table you see a plain book and a brightly-colored book. Marie and Jefrey are watching you. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. The tall man shows the tray to Marie and Jefrey, who ignore him. Brow furrowed, the man turns away. >x plain Embossed on its cover is the phrase, "Book of Facts." The tall man walks through one of the walls, vanishing. >x brightly-colored On its cover are several bright paintings. Their beauty is phenomenal. >get facts I don't know the word "facts". >get plain book You pick up the leather-bound volume, surprised at how light it is. Then Marie has taken it from you and picked up the other book. She does something quick with her hands that you don't quite follow and the books vanish. "Thanks, Terry," Marie says. Jefrey frowns at you. Jefrey and Marie move away from you and lower their voices. "So?" Jefrey asks Marie. "Looks like I won." Jefrey says, "That means I get Terry." "Thanks," Marie says, smiling. You hear a light tinkling sound. The north wall splits open. "Okay, Terry," Jefrey says. "In you go." He shoves you through the opening. As the opening shuts behind you, you hear Jefrey saying, "And you, my doggie friend, can stay with me." You spend a moment in darkness before being disgorged into light. [Press a key to continue] Clock Room The walls of the room are filled to capacity with clocks of varying shapes and sizes. All are running, though the hands of some whirl quickly while others creep infinitesimally forward. A thick red light glows through the doorway to the north. Standing frozen in the middle of the room is a woman. >x woman She stands perfectly still, head tilted to one side. She has no mouth--where it should be, there is only smooth skin. Despite this, she is rather pretty, with brown hair framing her face. She stares fixedly straight ahead. She is holding a sign on which is printed in block letters, "Touch Me." >touch woman As soon as you touch the woman, she blinks. She glances around, then nods at you. With a swift motion she crumples her sign. A second later she is striding out of the room, beckoning you with one hand. >n South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. Three monkeys block the east doorway. Through the east doorway you catch a glimpse of brown hair as the woman moves about the room. >show sphere to monkeys As you hold up the sphere, it begins making a loud humming noise. You see the three monkeys twitch as you bring the sphere closer. Then you drop the sphere, letting it roll to the feet of one of the monkeys. That monkey can stand it no longer. He takes his hands from his ears and grabs the sphere. When he does so, he hears the noise the sphere is making. Eyes wide, he shrieks and pulls the second monkey's hands from his eyes. They shriek in unison and dive into the chasm, one right after the other. The third monkey sits there, the whites of his eyes showing. He looks at you, then at the sphere, then at you, then at the sphere. "Oh, bugger," he says resignedly before following his companions into the chasm. [Your score has increased by 5 points.] >e Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. A woman stands here, unremarkable save for her lack of a mouth. Scratching her head, the woman glances at the chains. She tugs gently on one of them. >z Time passes... With a loud rattle, the woman shakes several of the chains, creating a cloud of rust. She steps back, looking up and down the chains slowly. >z Time passes... The woman walks to the levers and gives them an experimental tug. They don't move. She kicks them. They don't move. >z Time passes... The woman tugs at a lock of her hair. Her brow furrows. >z Time passes... The woman's eyes widen, and she snaps her fingers. She strides out of the room, pulling you with her. South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. You see a dark sphere here. There is a woman here, walking with a purpose. >s Clock Room The walls of the room are filled to capacity with clocks of varying shapes and sizes. All are running, though the hands of some whirl quickly while others creep infinitesimally forward. A thick red light glows through the doorway to the north. >n South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. You see a dark sphere here. >n As you place a foot on the bridge, you remember hanging on to the side of the cliff above the cage of faeries. Fear rises up and grips you; you take several shaky steps away from the bridge. Even if you could force yourself onto the bridge, you would no doubt fall. >s Clock Room The walls of the room are filled to capacity with clocks of varying shapes and sizes. All are running, though the hands of some whirl quickly while others creep infinitesimally forward. A thick red light glows through the doorway to the north. >n South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. You see a dark sphere here. >e Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. >s Break Room A break room, similar in appearance and seediness to the one in the McDonald's where you used to work. There is a sink against one wall. A sofa, its floral pattern faded, and an easy chair are the only furniture. Sitting in the sink, waiting vainly to be scrubbed, are several spoons. >turn on l Okay, it's now turned on. Water begins pouring from the spigot. >drink water You take a sip of the water. It has a cool, refreshing taste. As it trickles down your throat, you feel an odd sensation, as of cool fingers run lightly across your brain. A carefree mood grips you, some of your worries lifted from you. >g You take a sip of the water. It has a cool, refreshing taste. It sluices away memories as you swallow, until you suddenly realize that you have no memory save that of drinking the water, and no compulsion save to continue drinking.... --=== Your journey is over ===-- You have achieved a score of 57 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) Break Room A break room, similar in appearance and seediness to the one in the McDonald's where you used to work. There is a sink against one wall, water pouring from one of its spigots. A sofa, its floral pattern faded, and an easy chair are the only furniture. Sitting in the sink, waiting vainly to be scrubbed, are several spoons. >n Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. >w South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. You see a dark sphere here. >n You pause for a moment, troubled by something, before you shake it off and continue. Rock Bridge Balancing on the center of the bridge, you doubt the wisdom of your position. Below you yawns the chasm. The bridge continues to safety to both the north and the south. >n North End of Bridge The north end of the cavern is much like the south end. The bridge crosses the cavern to the south, and a doorway leads north. An occasional breeze brushes past you and into the chasm. >n Hazy Room The room is filled with gauzy floating strands which drift around the room. Occasionally a group of them drift towards the door, where they are caught in a breeze and borne out of the room. On the east wall are five groupings of pipe. The woman is here, watching the strands float about the room. You feel a tap at your shoulder. When you turn to look, you see the woman glaring at you. She motions you towards a clump of the strands. >x woman She stands just over five feet tall. Her brown hair falls to her shoulders, framing a face which lacks a mouth. The woman stares intently at the strands. >get strand You grab one of the strands. As you touch it, you hear the word "pipe" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "stymie" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "break" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "balance" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "doll" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "restart" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "lever" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "chain" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "remove" echo eerily in your head. >g You grab one of the strands. As you touch it, you hear the word "tangle" echo eerily in your head. >g The strands dart away from you as you try to grab them. >give chain to woman The woman takes the strand, then gestures for you to follow her. The woman walks out of the room to the south. >s North End of Bridge The north end of the cavern is much like the south end. The bridge crosses the cavern to the south, and a doorway leads north. An occasional breeze brushes past you and into the chasm. There is a woman here, walking with a purpose. The woman walks onto the bridge. >s You pause for a moment, troubled by something. Then you shake it off and continue. Rock Bridge Balancing on the center of the bridge, you doubt the wisdom of your position. Below you yawns the chasm. The bridge continues to safety to both the north and the south. There is a woman here, walking with a purpose. The woman walks south along the bridge. >s South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. You see a dark sphere here. There is a woman here, walking with a purpose. The woman walks into the room to the east. >e Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. There is a woman here, walking with a purpose. The woman moves to the balance, then looks back at you, waiting for something else. >give restart to woman The woman takes the second strand from you. She places one on each pan of the balance. When nothing happens, she looks under the balance and kicks the doll she finds there out of the way. The arms swing back and forth, far out of proportion to the weight placed on them. You and the woman watch as the balance's motion damps out, moving slower and slower. When the arms stop, the two pans are level. Swiftly now, the woman snatches the strands from the balance. [Your score has increased by 5 points.] >z Time passes... The woman takes the two strands you gave her and wraps them around one of the chains. She steps back, admiring the wrapped chain. With a swift motion she yanks down one of the levers. A loud groan echoes through the room. Rust swirls down as one of the chains jerks upwards, followed by another, then another, until all are winding their way from somewhere below to somewhere above. The woman nods in satisfaction. >z Time passes... >z Time passes... The woman walks through the doorway to the south. >s Break Room A break room, similar in appearance and seediness to the one in the McDonald's where you used to work. There is a sink against one wall, water pouring from one of its spigots. A sofa, its floral pattern faded, and an easy chair are the only furniture. Sitting in the sink, waiting vainly to be scrubbed, are several spoons. Sitting on the easy chair you see a mouthless woman. The woman takes a flask from one of her pockets and opens it. She closes her eyes as she holds it under her nose, breathing deeply. You catch a whiff from the flask; it stings your nose. >z Time passes... Fumes from the flask fill the room. Your vision blurs momentarily. The sofa is there to catch you as you crumple. The woman slumps down in the easy chair as if boneless. >z Time passes... You barely notice when the woman caps the flask and walks out the doorway. She pauses, sketches a salute to you, and is gone. >get up Okay, you're no longer on the floral-print sofa. >get spoons Taken. >drop spoons Dropped. >get spoons Taken. >z Time passes... In your hand, the coffee spoons twitch, as if they would leap from your grasp. >drop spoons As the coffee spoons leave your fingers, they fan out and slide across the floor, forming a curving line which points at the west wall. >w Haltingly you walk along the curved line of the spoons, arms spread wide for balance. You don't look up, even as you see the west wall approaching. Then you are through the wall and somewhere else. For a brief instant you see images of a long drop, but they are gone and you are back where you started, in the room of clocks. Clock Room The walls of the room are filled to capacity with clocks of varying shapes and sizes. All are running, though the hands of some whirl quickly while others creep infinitesimally forward. A thick red light glows through the doorway to the north. [Your score has increased by 5 points.] >n South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. From across the bridge you occasionally feel a breeze blow. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. Lying wrinkled on the ledge is a note. You see a dark sphere and a metal flask here. >get all dark sphere: Taken. metal flask: Taken. note: Taken. >read note On one side of the note "Touch Me" is written in block letters. The other side reads, "Your exit lies down." >e Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. A breeze occasionally wends its way in from the west doorway. You see a Russian doll here. Strands are borne into the room on the breeze. They float over to the balance, where they pile up on both pans. Faster than you can clearly follow, the balance rocks back and forth. Strands shift between the pans until the balance is level. The strands then bind together and attach to various chains which carry them up and out of sight. >get doll Taken. >open it You tug open the halves of the doll. The blackness you find inside rushes out, washing over you, carrying you away. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. By reaching above your head, you can feel a groove running around the interior of the container. The ceiling arcs high above you. >open doll. drop all. stare down. The two halves of the doll slide apart with moderate resistance. lower section of a doll: Dropped. lid for a doll: Dropped. You lower your head and stare deeply into the eyes of your smaller self. Your eyes lock together with perfect complimentarity. Your peripheral vision gradually dissolves until all you see is a pair of eyes staring back at you. You feel your consciousness fracture for a moment, during which you see through both pairs of eyes. You watch yourself watching yourself watching yourself...until, just before you are lost, you blink and find yourself having swapped with the smaller you. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. >open doll. drop all. stare down. The two halves of the doll slide apart with moderate resistance. lower section of a doll: Dropped. lid for a doll: Dropped. Again you stare down, feeling your sense of self slip away, feeling it returning in a rush, leaving you disoriented. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. >open doll. drop all. stare down. The two halves of the doll slide apart with moderate resistance. lower section of a doll: Dropped. lid for a doll: Dropped. Again you stare down, feeling your sense of self slip away, feeling it returning in a rush, leaving you disoriented. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. >open doll. drop all. stare down. The two halves of the doll slide apart with moderate resistance. lower section of a doll: Dropped. lid for a doll: Dropped. Again you stare down, feeling your sense of self slip away, feeling it returning in a rush, leaving you disoriented. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. >open doll. drop all. stare down. enormous wooden doll: You can't reach that from the Inside a large wooden doll. Inside a large wooden doll: You can't reach that from the Inside a large wooden doll. >stare up You slowly lift your head towards the massive, staring eyes above you and lock gazes. Your peripheral vision gradually dissolves until all you see is a pair of eyes staring back at you. You feel your consciousness fracture for a moment, during which you see through both pairs of eyes. You watch yourself watching yourself watching yourself...until, just before you are lost, you blink and find yourself having swapped with the larger you. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. You see the lower section of a doll and the lid for a doll here. The lower section of a doll seems to contain a miniature copy of yourself. >get copy. get all. close doll. drop doll. stare up. (Praying you don't drop yourself) Taken. lower section of a doll: Taken. lid for a doll: Taken. The two pieces slide together effortlessly, as though magnetically attracted. Dropped. Any thoughts you have of the transition becoming easier are lost as you feel yourself pulled into the larger you. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. You see the lower section of a doll and the lid for a doll here. The lower section of a doll seems to contain a miniature copy of yourself and a minute capsule. >get copy. get all. close doll. drop doll. stare up. (Praying you don't drop yourself) Taken. lower section of a doll: Taken. lid for a doll: Taken. The two pieces slide together effortlessly, as though magnetically attracted. Dropped. Any thoughts you have of the transition becoming easier are lost as you feel yourself pulled into the larger you. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. The ceiling is conspicuous in its absence, and you can see a larger version of yourself peering at you. You see the lower section of a doll and the lid for a doll here. The lower section of a doll seems to contain a miniature copy of yourself and a minute capsule. >get copy. get all. close doll. drop doll. stare up. (Praying you don't drop yourself) Taken. lower section of a doll: Taken. lid for a doll: Taken. The two pieces slide together effortlessly, as though magnetically attracted. Dropped. Any thoughts you have of the transition becoming easier are lost as you feel yourself pulled into the larger you. Inside a large wooden doll You are in a cramped wooden container with smooth curved surfaces which restrict your motion. By reaching above your head, you can feel a groove running around the interior of the container. The ceiling arcs high above you. You see the lower section of a doll and the lid for a doll here. The lower section of a doll seems to contain a miniature copy of yourself and a minute capsule. >get copy. get all. close doll. drop doll. stare up. As your hand closes about your smaller self, you become aware of all of the sensations and perceptions of all instances of yourself. The sensation quickly passes, leaving you puzzled. lower section of a doll: Taken. lid for a doll: Taken. The two pieces slide together effortlessly, as though magnetically attracted. Subjective time lags. You stare fixedly as the doll gently floats towards the floor. In complete silence, the doll lands. As it does, a ripple spreads out from it. You feel the walls around you invert. For an instant you contain the universe, until all collapses about you... Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. A breeze occasionally wends its way in from the west doorway. [Your score has increased by 5 points.] Strands are borne into the room on the breeze. They float over to the balance, where they pile up on both pans. Faster than you can clearly follow, the balance rocks back and forth. Strands shift between the pans until the balance is level. The strands then bind together and attach to various chains which carry them up and out of sight. >[In case that didn't come through: [TADS-17: invalid object (object has been deleted)] ] I don't understand the punctuation "[". >e You can't go that way. >s Break Room A break room, similar in appearance and seediness to the one in the McDonald's where you used to work. There is a sink against one wall, water pouring from one of its spigots. A sofa, its floral pattern faded, and an easy chair are the only furniture. >turn off l Okay, it's now turned off. >turn on m Okay, it's now turned on. Water begins flowing from the spigot. >fill flask with water The flask fills with water. >turn off m Okay, it's now turned off. >n Room of Chains and Balance The east wall of the room is covered in chains, chains which run from the ceiling to the floor. Next to the chains are several levers. In the center of the room a large balance huddles. A doorway leads west; to the south is an oddly-shaped arch. A breeze occasionally wends its way in from the west doorway. >w South End of Bridge You are in a tall cavern, standing on a narrow ledge which hugs the south wall. To the north, the ledge becomes a narrow rock bridge which arcs over a deep chasm. From across the bridge you occasionally feel a breeze blow. Doorways have been cut in the rock to the south and east. The entire scene is lit by reddish light from above. >n You pause for a moment, troubled by something, before you shake it off and continue. Rock Bridge Balancing on the center of the bridge, you doubt the wisdom of your position. Below you yawns the chasm. The bridge continues to safety to both the north and the south. A breeze whips past you, unnerving you further. >drink m I don't see any m here. >drink water You carefully sip the water. It is thick and has a bitter aftertaste to it. As it settles in your stomach you feel a sharp pain right behind your eyes. It slowly fades, leaving in its wake several rememberances of the past. One of those rememberances is of you clinging to the cliff above the cage. You look down, far down. You hear blood rushing in your ears as you gently topple off the bridge. And you are floating, with Jefrey and Founder for company. "Glad to see you again, Terry," Jefrey says. "You cleaned up those problems quickly." He removes the matruska dolls from his pocket and lets them tumble away. "Won't need those any more." There is a loud buzzing. Around you the space is threaded with veins of white light. Jefrey throws an arm over his eyes and tightens his grip on Founder, who growls. "Ah, shit," he murmurs. "I thought I had longer." He grabs your shoulder. "You have to listen, before they pull you back." But he is wrenched away from you and sent flying. "Terry! Don't do what he--" [Press a key to continue] Interlude "Doctor...going into...." "...BP...forty and...." "Dammit, give me...cc's of...followed by...." "We're losing...think...coming out of...." [Press a key to continue] Fit the Fifth: Revelation "This one goes out to the one I love" -- R.E.M. Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Founder is wandering around, sniffing at things. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. Its fur is shot through with grey; its eyes are rheumy. >[Arr. He doesn't have the rucksack after all!] I don't understand the punctuation "[". >i You are empty-handed. There is a gust of wind and your father steps out of the whirling dust. He looks to be the same age he was before he died a few years ago. He grins at you, tobacco-stained teeth gleaming in the grey light. "Terry," he says. >x father He looks as he did shortly before he died: prematurely-white hair, seamed face, narrowed eyes. He gestures at the dog. "A friend. How nice." Founder makes a phlegmy growl which is cut short by a wheeze. "You know how I feel about mongrels." Your father clenches his fist. A nearly-invisible ring of force spreads from him. Nothing happens when it washes over you, but it lifts Founder a foot into the air and back down. The dog's eyes film over; blood pools around its muzzle. You kneel in time to hear Founder take one last shuddery breath, then let it out in a slow hiss. >pet founder Founder is still warm. Your father looks at his left hand thoughtfully. "Not that I haven't enjoyed this, but it's time." You feel the hair on the back of your neck stand up. In your head a voice says, "Let go, Terry." >get founder You cannot bring yourself to. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >let go What do you want to relax? >hate I don't know the word "hate". >let go of terry I don't know the word "terry". >let go of father I don't understand that sentence. >relax What do you want to relax? >father You cannot relax your father. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >relax me You cannot relax yourself. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >i You are empty-handed. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >undo (Undoing one command) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >let go What do you want to relax? >founder You cannot relax Founder. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >g You cannot relax Founder. Your father clenches his left hand again. A rush of air is all the warning you get before something slams into your head with all the care of an errant baseball bat. Blood spurts from your nose in an arc as you fall. You lie on the ground next to Founder and hazily watch the ground absorb your blood. A booted foot appears in front of you. You try to look up at your father but pass out from the effort. You remember nothing else after that. --=== Your journey is over ===-- You have achieved a score of 72 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) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >undo (Undoing one command) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Your father stands on the plain two meters in front of you. >undo (Undoing one command) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Founder is wandering around, sniffing at things. Your father stands on the plain two meters in front of you. >undo (Undoing one command) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Founder is wandering around, sniffing at things. >undo (Undoing one command) Blasted Plain You stand on uneven footing, the dry terrain buckled underneath you. A few twisted shrubs and bushes, leafless and gaunt, cling to the cracked ground, ekeing out enough sustenance to maintain a shadowy half-life. Light filtering through the roiling clouds above gives the entire scene an unhealthy grey tinge. Founder is wandering around, sniffing at things. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. Its fur is shot through with grey; its eyes are rheumy. >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. There is a gust of wind and your father steps out of the whirling dust. He looks to be the same age he was before he died a few years ago. He grins at you, tobacco-stained teeth gleaming in the grey light. "Terry," he says. >x father He looks as he did shortly before he died: prematurely-white hair, seamed face, narrowed eyes. He gestures at the dog. "A friend. How nice." Founder makes a phlegmy growl which is cut short by a wheeze. "You know how I feel about mongrels." Your father clenches his fist. A nearly-invisible ring of force spreads from him. Nothing happens when it washes over you, but it lifts Founder a foot into the air and back down. The dog's eyes film over; blood pools around its muzzle. You kneel in time to hear Founder take one last shuddery breath, then let it out in a slow hiss. >save grip5 I don't know the word "grip5". >save game I don't know the word "game". >save Saved. >quit You have achieved a score of 72 points out of a possible 100. Do you really want to quit? (YES or NO) > yes Thank you for playing Losing Your Grip.