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p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.


Your last game of MUD began on 11-APR-2023 at 22:21:34.
MUD last reset on 6-JUL-2023 at 21:50:06.
This reset is number 111244.

The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Zalagar the wistful witch
Flexington the loud swordswoman
Drizzle the wobbly mage
*
"FLEEEEXIIIINGTOOOOON!"
Flexington the loud swordswoman exclaims "FLEEEEXIIIINGTOOOOON!".
*
"OH HELLO ZALAGAR AND DRIZZLE"
Flexington the loud swordswoman says "OH HELLO ZALAGAR AND DRIZZLE".
*
SIP TEA
You watch the world go by.
*
You now feel up to attacking other players, should you so desire.
*
x
north: Dally Lane.
swampward: Badly-paved road.
*
n
As you step through the opening, you become swathed in a fine, gossamer mist.
The Elizabethan tearoom fades hazily away, and vague, new shapes begin to form
around you. Their outlines become more defined, their colours grow stronger,
and the mist thins out into pale wisps, which gradually disperse away to
nothingness...
Narrow road between lands.
You are stood on a narrow road between The Land and whence you came. To the
north and south are the small foothills of a pair of majestic mountains, with
a large wall running round. To the west the road continues, where in the
distance you can see a thatched cottage opposite an ancient cemetery. The way
out is to the east, where a shroud of mist covers the secret pass by which you
entered The Land. It is raining.
*
e
Badly-paved road.
You are standing on a badly-paved road, which runs from the east to stop at a
large wall constructed to the west. There is a narrow gap in this blockage,
but it is so tight that if you wanted to go that way you'd have to drop
everything to get through. North and south are the foothills of a pair of
majestic mountains, and northeast is a deep valley. It is raining. A
streetsign has fallen here.
*
take sign
Streetsign taken.
*
val sign
The value of the streetsign is 8 points.
*
n
Foothills.
These are the rolling foothills of a majestic mountain which towers high above
you some way to the north, beyond some higher foothills. South is an east-west
road, across which can be seen yet more foothills of a slightly smaller
mountain. East lies a deep valley, which rises up into a heath to the
northeast of where you stand. West is a sturdy wall, too large to scale. It is
raining.
*
n
Foothills.
You are standing amongst the foothills of a majestic mountain, which rises to
the north. South and northeast are more foothills, and east lies a heath. Your
movement west is prevented by a large wall, built to repel intruders such as
yourself. It is raining. Before you stands a magnificent ram.
*
n
North mountain.
You are scaling the lower slopes of a majestic mountain. Its peak lies high
above the clouds far to the north, although progress that way is only limited
due to an interposing cliff which stands out boldly after some more climbable
slopes. South are foothills. It is raining. A horrifying zombie (zombie6)
stands in your way! The zombie6 is carrying a staff0.
*
n
Your way is blocked by the zombie6.
*
out
Your way is blocked by the zombie6.
*
The zombie6 drags itself off.
*
ne
North mountain.
You are standing in the lower slopes of a majestic mountain, which rises to
the north and descends to the east and south into foothills. It is raining.
*
ne
Foothills.
You are clambering about the foothills of a majestic mountain which climbs
above the clouds to the north. Unfortunately, there is a towering cliff there,
too large to ascend, but part of the mountain (to the west) is accessible.
Southwest lie further foothills, and southeast is all heath. Northeast is a
forest. It is raining. A horrifying zombie (zombie4) stands in your way! The
zombie4 is carrying a well-maintained pick2. Perched nearby is a splendid, red
and blue parrot.
*
The parrot says "Who's a pretty boy, then?".
*
w
North mountain.
You are scrambling up the slopes of a majestic mountain which spears through
the clouds far to the north, above a steep cliff. East lie foothills, and
there are lower slopes to the south. The sheer immensity of the mountain takes
your breath away. It is raining.
*
w
North mountain.
You are climbing the slopes of a majestic mountain, which continue to rise
awesomely in the northern and western directions, and descend less
spectacularly to the south and east. It is raining. A horrifying zombie
(zombie6) stands in your way! The zombie6 is carrying a staff0. A sturdy ox
lumbers past nearby.
*
w
Your way is blocked by the zombie6.
*
w
Your way is blocked by the zombie6.
*
nw
Your way is blocked by the zombie6.
*
The zombie6 drags itself off.
*
w
Your way is blocked by the ox.
*
w
Your way is blocked by the ox.
*
A male voice in the distance shouts "Ox's deserve a good pat!".
*w
Your way is blocked by the ox.
*
pat ox
The ox lows a loud "MOO", and changes into a smaller, jade statue of an ox!
*
shout "THANK YOU!"
You shout "THANK YOU!".
*
It has stopped raining.
*
Hovering before you is Eros, wearing a blindfold.
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 98.
Eros gives a satisfied smile, and flies away.
The name "Drizzle" pops into your head.
*
val statue
The value of the ox is 0 points.
*
take statue
Ox taken.
*
look statue
You see an ox.
The ox looks in as good a condition as it's ever likely to be.
The ox is carrying the following:
nothing.
*
shout "HMM, MYSTERIOUSER AND MYSTERIOUSER"
You shout "HMM, MYSTERIOUSER AND MYSTERIOUSER".
*
ne
North mountain.
You are standing in the lower slopes of a majestic mountain beside a huge
cliff to the north, which towers high above you. So rugged is the cliff that
you cannot climb it, only gasp at the geological wonder of it all. The
mountain slopes downwards to the south, and continues at the same level to the
west.
*
ne
The mountain is too steep to ascend in that direction.
*
e
Foothills.
You are clambering about the foothills of a majestic mountain which climbs
above the clouds to the north. Unfortunately, there is a towering cliff there,
too large to ascend, but part of the mountain (to the west) is accessible.
Southwest lie further foothills, and southeast is all heath. Northeast is a
forest.
*
e
Rough heath.
This is a band of rough heathland, which curves from the south to continue to
the east. Southeast lies the base of a large mountain, but northwest are the
foothills of one even larger, and far more majestic. North is forest, through
which can be espied an ornate wall. Perched nearby is a splendid, red and blue
parrot.
*
The parrot says "Hello".
*
e
Rough heath.
You are walking across a rough heath, which continues to the east, west and
southwest. South is the base of a large mountain, the peak of which is partly
obscured by the clouds which flank it some way up. North from here is mainly
forest, although in the distance to the northwest is an enormous mountain,
more majestic than the other.
*
e
Rough heath.
You are striding across a rough heath, between a forest in the north and a
mountain to the south. East is the bank of a river, and west the heath
continues. Through the trees to the north can be glimpsed a small tower of
some kind.
*
e
Bank of river.
You find yourself on the bank of a fast-flowing river, where the heath to the
west is parted from the forest on the opposite bank. The river flows from the
north, and continues to the south, cutting off a narrow strip of land trapped
between it and the steep mountain you spy to the southwest.
*
e
The river is flowing too fast for you to be able to cross.
*
s
Bank of river.
This is a narrow strip of land wedged between a fast-flowing river to the
east, and a (climbable) mountain to the west. The river cuts its way
north-south, and makes quite some noise. You can't see much of what the
landscape on the opposite bank is like for the trees there.
*
s
Bank of river.
This is the west bank of a river, which flows north to south very quickly. The
opposite bank is forested, but here the ground is clear. To the northwest rise
the steep slopes of a tall mountain, its peak towering high above the clouds.
*
w
Middle mountain.
You are now scaling the rugged east face of the middle mountain. Although
steep, it is still possible to ascend (into the mists which drape the mountain
beneath the peak) and descend (onto the banks of a river to the east). At the
same altitude, the mountain continues to the northwest and southwest, and
ceases to the south where is nestled a ramshackle old stable.
*
w
Misty part of middle mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet.
*
s
Misty part of middle mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet.
*
s
Middle mountain.
This is a steep, yet thankfully climbable, mountain. The present height above
sea level is maintained to the west and northeast, but to the north the
mountain rises into the clouds and beyond. To the east you can see a stable,
and further still, a deep river. To the south is a badly-paved road running
east-west, on the opposite side of which there is an inn.
*
s
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. The door is
open.
*
in
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
*
up
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
*
up
It's too dark to see now.
*up
You cannot go up from here.
*
in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
It's light enough to see now!
Inn steps.
You press hard against the wall to prevent yourself from falling down these
surprisingly difficult and steep steps. At their upper end, they open up onto
the eastern section of an attic, whereas at their lower end, to the west, they
join a narrow, north-south passage.
*in
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
w
West part of attic.
This part of the attic must once have been used for storage of some kind, as
the floor is less dusty than you would expect. Low above your head is a
thatched roof, sagging in places below the strong, timber beams which support
it. To the north and south are other parts of the attic, but your way east is
blocked by a central area of brickwork which shields steps on the other side.
Inscribed on the floor is a circle.
*
e
With a flash of insight, you realise that you'd bash your nose if you tried to
walk through the brick wall.
*e
With a flash of insight, you realise that you'd bash your nose if you tried to
walk through the brick wall.
*
s
South part of attic.
You are kneeling against the south wall of the attic of an ancient inn. The
floor is strewn in dusty straw, much of which appears to have fallen from the
ill-kept thatched roof which hangs low above your head. Joining the floor to
the ceiling is a brick chimney stack, carrying up smoke and other fumes from
the floors below. The attic has other distinct sections to the north, east and
west of you.
*
s
You cannot go south from here.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
w
West part of attic.
This part of the attic must once have been used for storage of some kind, as
the floor is less dusty than you would expect. Low above your head is a
thatched roof, sagging in places below the strong, timber beams which support
it. To the north and south are other parts of the attic, but your way east is
blocked by a central area of brickwork which shields steps on the other side.
Inscribed on the floor is a circle.
*
i
You are carrying the following:
the ox and the streetsign.
Weight carried: 6kg/80kg.
Objects carried: 2/10.
*
put sign in circle
Streetsign dropped.
The circle starts to tingle with magic.
The streetsign disappears!
*
enter circle
You have suddenly and magically started glowing!
*
out
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
out
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
s
South part of attic.
You are kneeling against the south wall of the attic of an ancient inn. The
floor is strewn in dusty straw, much of which appears to have fallen from the
ill-kept thatched roof which hangs low above your head. Joining the floor to
the ceiling is a brick chimney stack, carrying up smoke and other fumes from
the floors below. The attic has other distinct sections to the north, east and
west of you.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
out
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
out
Inn steps.
You press hard against the wall to prevent yourself from falling down these
surprisingly difficult and steep steps. At their upper end, they open up onto
the eastern section of an attic, whereas at their lower end, to the west, they
join a narrow, north-south passage.
*
out
Upstairs passage.
This is a fairly narrow north-south passage. At the south end it joins another
passage at that passage's west end, whereas to its northeast is a doorway.
East are narrow, rickety steps leading upwards to the attic. The door is open.
*
ne
Meeting room.
Standing in the southwest corner of this room, by the only door, you can see
it has been laid out ostensibly as a meeting room of some kind (or, more
probably, as a gambling den). Narrow slits in the wall take the place of
windows, indicating that once, perhaps, the room was used as a defensive
position, overlooking as it does the main entrance to the building. It is
decorated in sombre colours, and the smell of stale pipe tobacco still hangs
in the air. The door is open. A dusty, battered, old teachest stands here.
*
out
Upstairs passage.
This is a fairly narrow north-south passage. At the south end it joins another
passage at that passage's west end, whereas to its northeast is a doorway.
East are narrow, rickety steps leading upwards to the attic. The door is open.
*
out
Upstairs passage.
This narrow, east-west passage joins a mysterious stairway leading down to the
north with rooms in most other directions. The passage itself turns north at
its western end. At the eastern end the doorway is marked "PRIVATE". The door
is locked shut.
*
w
Party room.
This huge room takes up over a third of the area of the second floor of the
"Admiral Bombow" inn. It has but one door, albeit a wide one, to the east onto
a passageway. Wide windows overlook open countryside in all other directions,
with particularly fine views to the north, where can be seen a magnificent
mountain. There is no glass in any of the windows, however, and because of
this the room has been badly exposed to the weather, and is filled with dust
and debris accumulated over many, many years. By your feet lies a wine glass.
The wine glass10 contains claret. Standing within reach is a beer glass. There
is a small drinking glass here. A round, glass bottle lies here, stoppered,
and marked: "cider". The glass bottle6 contains cider. You notice a stoppered,
old glass bottle here, marked: "whisky". The glass bottle5 contains whisky.
*
take bottle6
Glass bottle6 taken.
*
take bottle5
Glass bottle5 taken.
*
s
Thin ledge.
You are standing, clamped hard against the wall, on a thin ledge over a
deadly, two-storey drop. The ledge runs east-west, but has disintegrated at
the western end. At the other end is a balcony, against a bricked-in window.
There are open windows along the side of the building, which you could easily
enter, to the north.
*
e
Balcony.
You are clasping your hands onto the handrail of an ancient balcony jutting
out from the second floor of a large building. The room to which it formerly
connected has been bricked off, and the only exit which doesn't mean a nasty
fall is the precarious, thin ledge which leads off to the west, connecting
with the adjacent room through broken windows. A weatherbeaten terracotta vase
stands here.
*
take vase
Terracotta vase2 taken.
*
zw
Thin ledge.
You are standing, clamped hard against the wall, on a thin ledge over a
deadly, two-storey drop. The ledge runs east-west, but has disintegrated at
the western end. At the other end is a balcony, against a bricked-in window.
There are open windows along the side of the building, which you could easily
enter, to the north.
*zw
Party room.
This huge room takes up over a third of the area of the second floor of the
"Admiral Bombow" inn. It has but one door, albeit a wide one, to the east onto
a passageway. Wide windows overlook open countryside in all other directions,
with particularly fine views to the north, where can be seen a magnificent
mountain. There is no glass in any of the windows, however, and because of
this the room has been badly exposed to the weather, and is filled with dust
and debris accumulated over many, many years. By your feet lies a wine glass.
The wine glass10 contains claret. Standing within reach is a beer glass. There
is a small drinking glass here.
*zw
Upstairs passage.
This narrow, east-west passage joins a mysterious stairway leading down to the
north with rooms in most other directions. The passage itself turns north at
its western end. At the eastern end the doorway is marked "PRIVATE". The door
is locked shut.
*
zw
Inn steps.
You find yourself on a mysterious staircase, mysterious in that the steps seem
much steeper than they look. At the top, to the south, is a narrow east-west
corridor, and a similar passage at the north end, at the bottom. Although the
steps do not creak, they do appear to be very old and worn.
*
zw
Upstairs passage.
This is a short passage at the foot of some mysterious stairs which lead
upwards to the south. The passage continues to the west, where you can see it
turns south.
*
zw
Upstairs passage.
This is a north-south passageway, joining a corridor to the southeast with
another to the east. To the west is a doorway, and a collapsed section of wall
to the north leads into what looks like a laundry. A small mouse squeaks on
the floor nearby. The door is closed.
*
zw
Upstairs corridor.
You are standing in an east-west corridor with several rooms off it. There are
openings in every direction except to the north, where there are some
inhospitable steps leading downwards, and to the northwest, where the corridor
turns northwards. The northeast doorway is rather noticeably grotesque. The
grotesque door is locked shut.
*
zw
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
*
zw
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
*
zw
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. The door is
open.
*
zw
Side yard of inn.
This is a narrow yard against the western wall of an inn, which you can get
into by a side entrance to the east. North is a badly-paved road, and west a
briar patch. Southeast, the yard becomes the back yard of the inn. Lying here
is a large, fresh-looking carrot.
*
take carrot
Carrot1 taken.
*
zw
Dense forest.
This is dense forest, at the bottom of a majestic mountain to the west. The
trees continue up the mountain, and there is an orchard to the east. North is
a briar patch, and south is an east-west flowing river. To the northeast is a
yard adjacent to an old inn. On the ground there is a large stick.
*
zw
Fast-flowing river.
You are standing by a river, flowing from the east to the west, where it
disappears under a mountain. Foothills of the mountain are to the northwest,
covered in forest which extends to the north of your current position, and
become an orchard to the northeast. In all southerly directions are pastures
of soft, deep-green grass. A lone, sorrowful magpie flutters around.
*
zw
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest.
Growing near your feet is a pretty celandine. A sweet little daisy chain has
fallen here.
*
val all
The value of the ox is 0 points.
The value of the glass bottle6 is 1 point.
The value of the glass bottle5 is 26 points.
The value of the terracotta vase2 is 4 points.
The value of the carrot1 is 0 points.
The value of the daisy chain is -5 points.
The value of the celandine is 12 points.
For you, treasure is worth 100% of its minimum value.
Your value is 614 points.
*
take celandine
Celandine picked.
*
zw
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp.
*
zw
You are waylaid in a fuming swamp.
*
zw
You're already here! Have a look around if you don't believe me!
*
i
You are carrying the following:
the celandine, the carrot1, the terracotta vase2, the glass bottle5,
the glass bottle6 and the ox.
The terracotta vase2 contains:
the cache of farthings.
The glass bottle5 contains:
whisky.
The glass bottle6 contains:
cider.
Weight carried: 15kg 780g/80kg.
Objects carried: 6/10.
*
drop celandine
Celandine dropped.
The celandine sinks...
(Persona saved on +12 = 2,709).
*
empty vase
Cache of farthings dropped.
The cache of farthings sinks...
(Persona saved on +40 = 2,749).
*
drop vase
Terracotta vase2 dropped.
The terracotta vase2 sinks...
(Persona saved on +4 = 2,753).
*
drop bottle
Glass bottle6 dropped.
The glass bottle6 sinks...
(Persona saved on +1 = 2,754).
Glass bottle5 dropped.
The glass bottle5 sinks...
(Persona saved on +26 = 2,780).
*
i
You are carrying the following:
the carrot1 and the ox.
Weight carried: 4kg 100g/80kg.
Objects carried: 2/10.
*
n
Pond in swamp.
This is a small, shallow freshwater pond, fed by a small brook joining it to
the river. It is too shallow to swim, and there are no edible fish living in
it. Northwest are rapids, but everywhere else is swamp. A mist-swathed banshee
floats nebulously before you.
*
n
You are waylaid in a treacherous swamp.
*
n
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
ne
Cave.
This is a cave, wherein once dwelled a hermit in times long passed. Above is a
huge mountain towering amongst the clouds, and outside can be seen a pasture,
small cottage and a cemetery in the distance. At the east end of the cave is a
small opening in the wall. A horrifying zombie (zombie1) stands in your way!
The zombie1 is carrying a pebble0.
*
ne
Your way is blocked by the zombie1.
*
e
Your way is blocked by the zombie1.
*
w
Your way is blocked by the zombie1.
*
A male voice close by shouts "Want to learn something fun?".
*
The zombie1 drags itself off.
*
shout "SURE!"
You shout "SURE!".
*
n
Forest near mountains.
You are in dense forest at the base of some snow-capped mountains, wreathed in
clouds. The foothills are so beautiful that you yearn to be able to climb them
and lie eternally in dew-drenched grass, with an air of inner peace and total
tranquillity. You realise, however, that this is silly! A piece of paper
litters the ground.
*
take paper
Piece of paper taken.
*
read paper
Written on the piece of paper is: "oiviaflauzea".
*
You are magically transported, and find yourself in the place known as "small
altar room".
Small altar room.
You are in a deceptively small-looking room with an altar in front of you.
Apart from a narrow ledge to the south, there is no way out. A bloodstained
sacrificial blade lies beside the altar.
*
A male voice says "The ox likes this room....".
*
Someone powerful hmms...
*
shout "FLEXINGTON VAGUELY REMEMBERS THIS ROOM!"
You shout "FLEXINGTON VAGUELY REMEMBERS THIS ROOM!".
*
put ox on altar
Ox dropped.
*
look ox
You see an ox.
The ox looks to be in relatively good condition.
The ox is carrying the following:
nothing.
*
look s
Looking southward, you see a place known as "before gate". It appears to be
empty.
*
take blade
Blade taken.
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
A male voice says "Blade might hold a clue".
*
look blade
The blade looks to be superficially damaged.
*
hold blade
The blade feels just like you'd expect...
*
look ox
You see an ox.
The ox looks in as good a condition as it's ever likely to be.
The ox is carrying the following:
nothing.
*
A male voice says "Try... pat ox, k ox f blade".
*
pat ox, k ox f blade
The ox changes from a jade statue into a real ox!
*It was a very old ox and hadn't long to live anyway.
*
look
Small altar room.
You are in a deceptively small-looking room with an altar in front of you.
Apart from a narrow ledge to the south, there is no way out. There lies a dead
ox off to one side.
*
val ox
The value of the ox is 0 points.
*
A male voice says "Even dead ox's like a pat".
*
pat ox
The ox changes into a smaller, valuable-looking, jade statue of an ox!
*
val ox
The value of the ox is 88 points.
*
shout "HOLY CUNGADERO!"
You shout "HOLY CUNGADERO!".
*
take ox
Ox taken.
*
s
Before gate.
You are standing in front of a huge oaken gate, rotted through over the ages
so passage is easy. To the north is a narrow ledge over a deep pit, and to the
south a dark passage whence drifts the scent of animals. The scene is visible
by light beyond a smallish hole in the west wall. You can travel through the
gate, to the east.
*
shout "THANK YOU MYSTERIOUS VOICE!"
You shout "THANK YOU MYSTERIOUS VOICE!".
*
e
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
in
Ancient crypt.
As you crawl into this room, a sense of reverence comes over you, for you find
you are in a crypt. It has obviously not been entered for a long time, and is
stark and sparse save for a marble block in the centre of the room, which is
immobile.
*
pry block
You can't do that!
*
put ox on block
Ox dropped.
*
pat ox
The ox changes from a jade statue into a real ox!
*
val ox
The value of the ox is 0 points.
*
pat ox
The ox changes into a smaller, valuable-looking, jade statue of an ox!
*
take ox
Ox taken.
*
x
*
out
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
e
Outside mouth of idol.
You are standing by the mouth of a large and ancient idol of a cyclops. To the
west, lower down, can be seen a tall but rotted gate. Above are the nose and
eye of the colossus. A portcullis prevents passage through an opening to the
east, which leads into the mouth of the idol.
*
The ox says "WAIT.... IM DEAD!!!! MIGHT ASWEL SWAMP MY CORPSE BY SPAMMING THE
DIRECTION ZW".
*
shout "HOLY CUNGADERO A TALKING DEAD OX!!!!"
You shout "HOLY CUNGADERO A TALKING DEAD OX!!!!".
*
up
Nose and eye of idol.
You are at the top of the idol. The stairs go no further. The idol's eye is a
dazzling ruby!
*
take eye
The ruby eye is stuck fast, it doesn't even look like you could lever it out.
*
zw
Outside mouth of idol.
You are standing by the mouth of a large and ancient idol of a cyclops. To the
west, lower down, can be seen a tall but rotted gate. Above are the nose and
eye of the colossus. A portcullis prevents passage through an opening to the
east, which leads into the mouth of the idol.
*
zw
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
zw
Before gate.
You are standing in front of a huge oaken gate, rotted through over the ages
so passage is easy. To the north is a narrow ledge over a deep pit, and to the
south a dark passage whence drifts the scent of animals. The scene is visible
by light beyond a smallish hole in the west wall. You can travel through the
gate, to the east.
*
zw
Cave.
This is a cave, wherein once dwelled a hermit in times long passed. Above is a
huge mountain towering amongst the clouds, and outside can be seen a pasture,
small cottage and a cemetery in the distance. At the east end of the cave is a
small opening in the wall.
*
zw
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
zw
You are waylaid in a treacherous swamp.
*
i
You are carrying the following:
the ox, the blade, the piece of paper and the carrot1.
Weight carried: 4kg 903g/80kg.
Objects carried: 4/10.
*
drop ox
Ox dropped.
The ox sinks...
(Persona saved on +88 = 2,868).
*
shout "WELP, FLEXINGTON HAS FORGOTTEN IF DOING THIS IS A BAD IDEA OR NOT BUUUUUT"
You shout "WELP, FLEXINGTON HAS FORGOTTEN IF DOING THIS IS A BAD IDEA OR NOT
BUUUUUT".
*
read paper
Written on the piece of paper is: "oiviaflauzea".
*
"OIVIAFLAUZEA"
Flexington the loud swordswoman says "OIVIAFLAUZEA".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
Your body is suddenly racked with the most agonising pains imaginable, lasting
several seconds.
Your stamina has fallen from 100 to 70.
*
shout "IT WAS A BAD IDEA!"
You shout "IT WAS A BAD IDEA!".
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
Clouds are gathering overhead.
*
Zalagar the wistful witch appears in the current time and place.
*
Focusing her attention on something for a moment, Zalagar the wistful witch
casts a spell affecting something either in the immediate vicinity or
something you cannot see...
*
shout "OH HELLO THERE ZALAGAR"
You shout "OH HELLO THERE ZALAGAR".
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
qs
Flexington the loud swordswoman
eff str 80 eff dex 84 sta 70/100 pts 2,868 gam 21
*
The piece of paper says "But I can be revealing!".
*
Zalagar the wistful witch says "Ah, Flexington. It's been a while. Great to
see you again. :)".
*
shout "HOLY CUNGADERO A TALKING PIECE OF PAPER"
You shout "HOLY CUNGADERO A TALKING PIECE OF PAPER".
*
It has started to rain.
*
shout "GREAT TO SEE YOU TOO, ZALAGAR!"
You shout "GREAT TO SEE YOU TOO, ZALAGAR!".
*
You are enlightened as to the presence elsewhere of ((Firedemon the dark
wizard)).
*
shout "HOLY CUNGADERO THERE'S TWO OF THEM"
You shout "HOLY CUNGADERO THERE'S TWO OF THEM".
*
x
north: Rapids.
east: Fuming swamp.
south: Fuming swamp.
west: Dense forest.
northeast: Treacherous swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*
n
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond. It is
raining. A horrifying zombie (zombie1) stands in your way! The zombie1 is
carrying a pebble0.
north: East pasture.
south: Treacherous swamp.
west: River.
northeast: Cave.
southeast: Pond in swamp.
southwest: South pasture.
northwest: East pasture.
up: Cave.
out: East pasture.
swampward: Treacherous swamp.
*
n
Your way is blocked by the zombie1.
*Zalagar the wistful witch appears in the current time and place.
*
The zombie1 drags itself off.
*
shout "HELLO AGAIN"
You shout "HELLO AGAIN".
*
Zalagar the wistful witch nods.
*
Zalagar the wistful witch glances northwest.
*
NW
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows. It is raining. There is an old and bearded
gentleman here. The man is wearing a watch and a ring0, and is carrying 2
stoppered vials. An open, sturdy cardboard box stands here.
north: In front of hut.
east: Cave.
south: Rapids.
west: West pasture.
northeast: Forest near mountains.
southeast: Rapids.
southwest: River.
northwest: Dining area.
up: Cave.
in: Dining area.
out: Forest near mountains.
swampward: Rapids.
*
The man trudges off.
*
TAKE BOX
Cardboard box0 taken.
*
In the distance, you hear a wolf howl.
*
"WELP FLEXINGTON THINKS ZHE KNOWS WHERE THIS IS GOING"
Flexington the loud swordswoman says "WELP FLEXINGTON THINKS ZHE KNOWS WHERE
THIS IS GOING".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage. It is raining.
north: Gorse.
east: Forest near mountains.
south: Woodsman's hut.
west: East pasture.
northeast: Forest near mountains.
southeast: Cave.
southwest: East pasture.
northwest: Gorse.
in: Woodsman's hut.
out: Gorse.
swampward: Rapids.
*
N
Gorse.
You are in a tangled mass of prickly gorse. It is raining. A slightly stooped
old man is standing here. The man is wearing a watch and a ring0, and is
carrying 2 stoppered vials.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
The man trudges off.
*
W
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild. It is raining. Growing here is a large, leafy spinach.
north: Road opposite cottage.
east: Gorse.
south: East pasture.
west: Path.
northeast: Narrow road.
southeast: Gorse.
southwest: East pasture.
northwest: Road opposite cottage.
out: Road opposite cottage.
swampward: Gorse.
*
TAKE SPINACH
Spinach0 taken.
*
SE
Gorse.
You are in a tangled mass of prickly gorse. It is raining.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
N
Narrow road.
You are on a narrow east-west road with forest to the north and gorse scrub to
the south. It is raining. There is an old and bearded gentleman here. The man
is wearing a watch and a ring0, and is carrying 2 stoppered vials.
north: Dense forest.
east: Narrow road between lands.
south: Gorse.
west: Road opposite cottage.
northeast: Dense forest.
southeast: Forest near mountains.
southwest: Vegetable garden.
northwest: Dense forest.
out: Narrow road between lands.
swampward: Gorse.
*N
Dense forest.
You are wandering around in some dense forest. To the west is the entrance to
a misty graveyard. A large stick lies on the ground.
north: Dense forest.
east: Dense forest.
south: Narrow road.
west: Misty graveyard.
northeast: Dense forest.
southeast: Narrow road.
southwest: Road opposite cottage.
northwest: Dense forest.
out: Road opposite cottage.
swampward: Road opposite cottage.
*
A slightly stooped old man is standing here.
*
TAKE STICK
Unlit brand18 taken.
*
"HELLO THERE"
Flexington the loud swordswoman says "HELLO THERE".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
SW
Your way is blocked by the man.
*
"THIS IS AWKWARD!"
Flexington the loud swordswoman exclaims "THIS IS AWKWARD!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
L
Dense forest.
You are wandering around in some dense forest. To the west is the entrance to
a misty graveyard. A slightly stooped old man is standing here. The man is
wearing a watch and a ring0, and is carrying 2 stoppered vials.
*
The man says "Loud...".
*
The man grumbles.
*
The man mutters something.
*
"FLEXINGTON DROPPER PURR ABILITY TO USE LOWERCASE INTO THE SWAMP"
Flexington the loud swordswoman says "FLEXINGTON DROPPER PURR ABILITY TO USE
LOWERCASE INTO THE SWAMP".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
"ZHE GOT NEGATIVE POINTS FOR IT!"
Flexington the loud swordswoman exclaims "ZHE GOT NEGATIVE POINTS FOR IT!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
X
north: Dense forest.
east: Dense forest.
south: Narrow road.
west: Misty graveyard.
northeast: Dense forest.
southeast: Narrow road.
southwest: Road opposite cottage.
northwest: Dense forest.
out: Road opposite cottage.
swampward: Road opposite cottage.
*
L
Dense forest.
You are wandering around in some dense forest. To the west is the entrance to
a misty graveyard. There is an old and bearded gentleman here. The man is
wearing a watch and a ring0, and is carrying 2 stoppered vials.
*
W
Your way is blocked by the man.
*
SW
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS". It is raining.
north: Misty graveyard.
east: Narrow road.
south: Path.
west: Beaten track.
northeast: Dense forest.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Dense forest.
out: Narrow road.
swampward: Vegetable garden.
*
S
Path.
You are standing on a path which leads off a road to the north, to a cottage
south of you. To the west and east are separate gardens. It is raining.
north: Road opposite cottage.
east: Vegetable garden.
south: Hall.
west: Flower garden.
northeast: Road opposite cottage.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Road opposite cottage.
in: Hall.
out: Road opposite cottage.
swampward: Vegetable garden.
*
S
Hall.
You are standing in an oddly shaped hall. To the south is a doorway, the east
is an archway, and some dark forbidding stairs lead upwards to the southeast.
Immediately to the west is a fitted wardrobe, and some eerie, granite steps to
the southwest lead downwards to the cellar. The kitchen door is locked shut.
north: Path.
east: Lounge.
west: Fitted wardrobe.
southeast: Halfway up the stairs.
southwest: Steps to cellar.
up: Halfway up the stairs.
down: Steps to cellar.
in: Fitted wardrobe.
out: Path.
swampward: Path.
*
UP
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
north: Hall.
south: Upstairs landing.
southeast: Upstairs landing.
northwest: Hall.
up: Upstairs landing.
down: Hall.
in: Upstairs landing.
out: Hall.
swampward: Hall.
*
UP
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
north: Main bedroom.
east: Airing cupboard.
south: Large bedroom.
west: Bathroom.
northeast: Airing cupboard.
southeast: Small bedroom.
southwest: Bathroom.
northwest: Halfway up the stairs.
down: Halfway up the stairs.
out: Halfway up the stairs.
swampward: Halfway up the stairs.
*
S
Large bedroom.
You are standing in a large bedroom. To the south is a window out of which,
you can see a pleasant field with a stream flowing swiftly at the bottom of
it. There is an opening to the north. There is a potty here.
north: Upstairs landing.
out: Upstairs landing.
swampward: Upstairs landing.
*
SLEEP ON BED
ZZZzzz...
*
You dream of a grave fort. A crying spirit strides toward you and intones
"outheyss". Strange, unblinking eyes stare at you, something essential
vacillates, and consequently you feel magically striped.
*
"OUTHEYSS"
You wake up!
Your stamina is 82.
Flexington the loud swordswoman says "OUTHEYSS".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
A pleasant warmness courses through your veins...
You feel better already.
Your stamina is 100.
*
SHOUT "FLEXINGTON IS BACK BAYBEE!"
You shout "FLEXINGTON IS BACK BAYBEE!".
*
I
You are carrying the following:
the unlit brand18, the spinach0, the cardboard box0, the blade, the
piece of paper and the carrot1.
Weight carried: 3kg 303g/80kg.
Objects carried: 6/10.
*
N
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
north: Main bedroom.
east: Airing cupboard.
south: Large bedroom.
west: Bathroom.
northeast: Airing cupboard.
southeast: Small bedroom.
southwest: Bathroom.
northwest: Halfway up the stairs.
down: Halfway up the stairs.
out: Halfway up the stairs.
swampward: Halfway up the stairs.
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
For your information: there are 150 mobiles still alive.
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
SHOUT "WOW THAT DRAGON SOUNDS BUSY TODAY"
You shout "WOW THAT DRAGON SOUNDS BUSY TODAY".
*
X
north: Main bedroom.
east: Airing cupboard.
south: Large bedroom.
west: Bathroom.
northeast: Airing cupboard.
southeast: Small bedroom.
southwest: Bathroom.
northwest: Halfway up the stairs.
down: Halfway up the stairs.
out: Halfway up the stairs.
swampward: Halfway up the stairs.
*
OUT
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
north: Hall.
south: Upstairs landing.
southeast: Upstairs landing.
northwest: Hall.
up: Upstairs landing.
down: Hall.
in: Upstairs landing.
out: Hall.
swampward: Hall.
*
UP
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
north: Main bedroom.
east: Airing cupboard.
south: Large bedroom.
west: Bathroom.
northeast: Airing cupboard.
southeast: Small bedroom.
southwest: Bathroom.
northwest: Halfway up the stairs.
down: Halfway up the stairs.
out: Halfway up the stairs.
swampward: Halfway up the stairs.
*
W
Bathroom.
The bathroom contains a toilet and a handbasin, and on the wall is a shelf
with "MEDICINES" written on it. The bath was removed long ago, but the toilet
and handbasin still look usable. The only exit is to the east. A worthless,
dirtied groat has been dropped here. Standing conveniently close by is a
small, closed phial. The closed phial0 contains medicine.
east: Upstairs landing.
northeast: Upstairs landing.
out: Upstairs landing.
swampward: Upstairs landing.
*
TAKE GROAT
Groat taken.
*
USE BASIN
That's no good, you can't even pick it up.
*
FILL BASIN
You're not holding a basin!
*
USE TAP
I made sense of some of that:
use[verb]
tap[uh?]
I was expecting "tap" to be an end-of-line, but it's a verb.
*
WASH GROAT IN TOILET
You plunge the groat into the toilet... The dirt comes off the groat,
whereupon you observe that it's made of good-quality gold, and is consequently
quite valuable to some people!
*
Auto-reset initiated, you have 120 seconds to finish up. No further warnings
will be issued!
*
A male voice in the distance screams.
*
SHOUT "[PIZZA TOWER OST - IT'S PIZZA TIME]"
You shout "[PIZZA TOWER OST - IT'S PIZZA TIME]".
*
ZW
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
north: Main bedroom.
east: Airing cupboard.
south: Large bedroom.
west: Bathroom.
northeast: Airing cupboard.
southeast: Small bedroom.
southwest: Bathroom.
northwest: Halfway up the stairs.
down: Halfway up the stairs.
out: Halfway up the stairs.
swampward: Halfway up the stairs.
*ZW
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
north: Hall.
south: Upstairs landing.
southeast: Upstairs landing.
northwest: Hall.
up: Upstairs landing.
down: Hall.
in: Upstairs landing.
out: Hall.
swampward: Hall.
*ZW
Hall.
You are standing in an oddly shaped hall. To the south is a doorway, the east
is an archway, and some dark forbidding stairs lead upwards to the southeast.
Immediately to the west is a fitted wardrobe, and some eerie, granite steps to
the southwest lead downwards to the cellar. The kitchen door is locked shut.
north: Path.
east: Lounge.
west: Fitted wardrobe.
southeast: Halfway up the stairs.
southwest: Steps to cellar.
up: Halfway up the stairs.
down: Steps to cellar.
in: Fitted wardrobe.
out: Path.
swampward: Path.
*ZW
Path.
You are standing on a path which leads off a road to the north, to a cottage
south of you. To the west and east are separate gardens.
north: Road opposite cottage.
east: Vegetable garden.
south: Hall.
west: Flower garden.
northeast: Road opposite cottage.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Road opposite cottage.
in: Hall.
out: Road opposite cottage.
swampward: Vegetable garden.
*ZW
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild.
north: Road opposite cottage.
east: Gorse.
south: East pasture.
west: Path.
northeast: Narrow road.
southeast: Gorse.
southwest: East pasture.
northwest: Road opposite cottage.
out: Road opposite cottage.
swampward: Gorse.
*
ZW
Gorse.
You are in a tangled mass of prickly gorse.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
ZW
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows.
north: In front of hut.
east: Cave.
south: Rapids.
west: West pasture.
northeast: Forest near mountains.
southeast: Rapids.
southwest: River.
northwest: Dining area.
up: Cave.
in: Dining area.
out: Forest near mountains.
swampward: Rapids.
*ZW
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
north: East pasture.
south: Treacherous swamp.
west: River.
northeast: Cave.
southeast: Pond in swamp.
southwest: South pasture.
northwest: East pasture.
up: Cave.
out: East pasture.
swampward: Treacherous swamp.
*
ZW
You are waylaid in a treacherous swamp.
A mist-swathed banshee floats nebulously before you.
north: Rapids.
east: Fuming swamp.
south: Fuming swamp.
west: Dense forest.
northeast: Treacherous swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*
I
You are carrying the following:
the groat, the unlit brand18, the spinach0, the cardboard box0, the
blade, the piece of paper and the carrot1.
Weight carried: 3kg 338g/80kg.
Objects carried: 7/10.
*
The banshee has just floated off.
*DROP ALL
Carrot1 dropped.
The carrot1 sinks...
Piece of paper dropped.
The piece of paper sinks...
Blade dropped.
The blade sinks...
Cardboard box0 dropped.
The cardboard box0 sinks...
Spinach0 dropped.
The spinach0 sinks...
Unlit brand18 dropped.
The unlit brand18 sinks...
Groat dropped.
The groat sinks...
(Persona saved on +15 = 2,883).
*
N
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
north: East pasture.
south: Treacherous swamp.
west: River.
northeast: Cave.
southeast: Pond in swamp.
southwest: South pasture.
northwest: East pasture.
up: Cave.
out: East pasture.
swampward: Treacherous swamp.
*
N
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows.
north: In front of hut.
east: Cave.
south: Rapids.
west: West pasture.
northeast: Forest near mountains.
southeast: Rapids.
southwest: River.
northwest: Dining area.
up: Cave.
in: Dining area.
out: Forest near mountains.
swampward: Rapids.
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage.
north: Gorse.
east: Forest near mountains.
south: Woodsman's hut.
west: East pasture.
northeast: Forest near mountains.
southeast: Cave.
southwest: East pasture.
northwest: Gorse.
in: Woodsman's hut.
out: Gorse.
swampward: Rapids.
*
N
Gorse.
You are in a tangled mass of prickly gorse.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
N
Narrow road.
You are on a narrow east-west road with forest to the north and gorse scrub to
the south.
north: Dense forest.
east: Narrow road between lands.
south: Gorse.
west: Road opposite cottage.
northeast: Dense forest.
southeast: Forest near mountains.
southwest: Vegetable garden.
northwest: Dense forest.
out: Narrow road between lands.
swampward: Gorse.
*
W
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS".
north: Misty graveyard.
east: Narrow road.
south: Path.
west: Beaten track.
northeast: Dense forest.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Dense forest.
out: Narrow road.
swampward: Vegetable garden.
*
W
Beaten track.
You're on a rough east-west track with a dense forest to the north and pasture
to the south.
north: Dense forest.
east: Road opposite cottage.
south: West pasture.
west: Beaten track near cliff.
northeast: Dense forest.
southeast: Flower garden.
southwest: Cliff.
northwest: Dense forest.
out: Road opposite cottage.
swampward: West pasture.
*
W
Beaten track near cliff.
You are at the end of a rough track. There is a dangerous cliff to the west
marked "Lovers' Leap". A horrifying zombie (zombie1) stands in your way! The
zombie1 is carrying a pebble0.
north: Dense forest.
east: Beaten track.
south: Cliff.
northeast: Dense forest.
southeast: West pasture.
southwest: Cliff.
out: Beaten track.
swampward: West pasture.
*
W
As you approach the edge of the cliff, the rock starts to crumble. Hurriedly,
you retreat as you begin to feel the ground give way under your feet!
*
E
Your way is blocked by the zombie1.
*
N
Your way is blocked by the zombie1.
*
N
Dense forest.
You are wandering around in some dense forest, to the east of a perilous
cliff. A small, rusty key lies here.
north: Dense forest.
east: Dense forest.
south: Beaten track near cliff.
northeast: Dense forest.
southeast: Beaten track.
southwest: Beaten track near cliff.
northwest: Dense forest.
out: Beaten track.
swampward: Beaten track.
*
N
Dense forest.
You are wandering around in some dense forest, to the east of a perilous
cliff. A large stick lies on the ground.
north: Forest on steep slope.
east: Dense forest.
south: Dense forest.
northeast: Forest on steep slope.
southeast: Dense forest.
southwest: Dense forest.
out: Dense forest.
swampward: Dense forest.
*
S
Dense forest.
You are wandering around in some dense forest. To the east can be seen the
entrance to a misty graveyard. Lying on the ground is a large log. A hollow
yew stump stands here, leading down into the depths.
north: Dense forest.
east: Misty graveyard.
south: Beaten track.
west: Dense forest.
northeast: Dense forest.
southeast: Road opposite cottage.
southwest: Beaten track near cliff.
northwest: Dense forest.
down: Root room.
out: Road opposite cottage.
swampward: Road opposite cottage.
*S
Beaten track.
You're on a rough east-west track with a dense forest to the north and pasture
to the south.
north: Dense forest.
east: Road opposite cottage.
south: West pasture.
west: Beaten track near cliff.
northeast: Dense forest.
southeast: Flower garden.
southwest: Cliff.
northwest: Dense forest.
out: Road opposite cottage.
swampward: West pasture.
*S
West pasture.
You are in comparatively pleasant pasture. To the south is a river, to the
north a track. Eastwards the pasture is seen to continue, while to the
northeast is the flower garden of a strange cottage.
north: Beaten track.
east: East pasture.
south: River.
west: Cliff.
northeast: Flower garden.
southeast: River.
southwest: River.
northwest: Beaten track near cliff.
out: East pasture.
swampward: River.
*
S
River.
You are on the bank of a fast flowing river with pasture to the north and
forest to the south.
north: West pasture.
east: River.
south: South pasture.
west: Waterfall.
northeast: West pasture.
southeast: South pasture.
southwest: South pasture.
northwest: Cliff.
out: West pasture.
swampward: River.
*
S
South pasture.
All about you is a pleasant pasture. To the north is a fast flowing stream,
and to the south is forest. Westwards is a thundering waterfall.
north: River.
east: Dense forest.
south: Dense forest.
northeast: Rapids.
southeast: Treacherous swamp.
southwest: Dense forest.
northwest: River.
out: River.
swampward: Treacherous swamp.
*
S
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
north: South pasture.
east: Treacherous swamp.
south: Magical glade.
west: Dense forest.
northeast: Rapids.
southwest: Magical glade.
northwest: South pasture.
out: Rapids.
swampward: Treacherous swamp.
*
S
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial.
north: Dense forest.
south: Pine forest.
northeast: Dense forest.
southeast: Entrance to badger's sett.
southwest: Sundial in pine forest.
northwest: Dense forest.
out: Dense forest.
swampward: Dense forest.
*
S
Pine forest.
You are wandering about amongst some soft pine trees. To the north the forest
clears to become a glade, but everywhere else are more trees. Through the
foliage to the northwest can be glimpsed a sundial. A horrifying zombie
(zombie3) stands in your way! An expertly-tooled key has been dropped over to
one side.
north: Magical glade.
east: Pine forest.
south: Pine forest.
west: Pine forest.
northeast: Entrance to badger's sett.
southeast: Pine forest.
southwest: Pine forest.
northwest: Sundial in pine forest.
out: Magical glade.
swampward: Magical glade.
*
TAKE KEY
Key10 taken.
*
VAL KEY
The value of the key10 is 4 points.
*
NW
Your way is blocked by the zombie3.
*In the distance, you hear a loud
BBBBBB+++AAAAA++NN+++NN++GGGGG+
BBBBBBB+AAAAAAA+NNN++NN+GGGGGGG
BB+++BB+AA+++AA+NNN++NN+GG+++GG
BB+++BB+AA+++AA+NNNN+NN+GG+++++
BBBBBB++AAAAAAA+NNNN+NN+GG+GGGG
BBBBBBB+AAAAAAA+NN+NNNN+GG+GGGG
BB+++BB+AA+++AA+NN+NNNN+GG+++GG
BB+++BB+AA+++AA+NN++NNN+GG+++GG
BBBBBBB+AA+++AA+NN++NNN+GGGGGGG
BBBBBB++AA+++AA+NN+++NN++GGGGG+
*
ZW
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial.
north: Dense forest.
south: Pine forest.
northeast: Dense forest.
southeast: Entrance to badger's sett.
southwest: Sundial in pine forest.
northwest: Dense forest.
out: Dense forest.
swampward: Dense forest.
*ZW
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
north: South pasture.
east: Treacherous swamp.
south: Magical glade.
west: Dense forest.
northeast: Rapids.
southwest: Magical glade.
northwest: South pasture.
out: Rapids.
swampward: Treacherous swamp.
*
ZW
You are waylaid in a treacherous swamp.
north: Rapids.
east: Fuming swamp.
south: Fuming swamp.
west: Dense forest.
northeast: Treacherous swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*ZW
You're already in the swamp, take a look you myopic dumbo.
*ZW
You're already in the swamp, take a look you myopic dumbo.
*
I
You are carrying the following:
the key10.
Weight carried: 100g/80kg.
Objects carried: 1/10.
*
DROP KEY
Key10 dropped.
The key10 sinks...
(Persona saved on +4 = 2,887).
*
W
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
north: South pasture.
east: Treacherous swamp.
south: Magical glade.
west: Dense forest.
northeast: Rapids.
southwest: Magical glade.
northwest: South pasture.
out: Rapids.
swampward: Treacherous swamp.
*W
Dense forest.
You are wandering around in some dense forest, to the southwest of a pleasant
pasture, to the east of a perilous cliff and to the south of a thundering
waterfall. To the southeast is a glade in the forest. A rusty key can be seen
here.
east: Dense forest.
northeast: South pasture.
southeast: Magical glade.
out: South pasture.
swampward: Dense forest.
*
W
As you approach the edge of the cliff, the rock starts to crumble. Hurriedly,
you retreat as you begin to feel the ground give way under your feet!
*
S
The forest becomes too dense to go any further. You give up and turn back.
*
S
The forest becomes too dense to go any further. You give up and turn back.
*
S
The forest becomes too dense to go any further. You give up and turn back.
*
SE
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial. A horrifying zombie (zombie3) stands in
your way!
north: Dense forest.
south: Pine forest.
northeast: Dense forest.
southeast: Entrance to badger's sett.
southwest: Sundial in pine forest.
northwest: Dense forest.
out: Dense forest.
swampward: Dense forest.
*
SE
Your way is blocked by the zombie3.
*
SW
Your way is blocked by the zombie3.
*
SW
Your way is blocked by the zombie3.
*
SW
Your way is blocked by the zombie3.
*
SW
Your way is blocked by the zombie3.
*
SW
Your way is blocked by the zombie3.
*SW
Sundial in pine forest.
This is part of a large pine forest. To the northeast, the forest opens up
onto a magical glade, but in other directions is more forest, some of it too
dense to allow passage. Here, however, the forest is noticeably thinner,
indicating that it was once a clearing upon which the pines are gradually
encroaching. Before you stands an old, stone sundial, overgrown with ivy. The
sundial has no gnomon, so cannot be used to tell the time.
east: Pine forest.
south: Pine forest.
west: Bird bath in pine forest.
northeast: Magical glade.
southeast: Pine forest.
southwest: Pine forest.
out: Magical glade.
swampward: Magical glade.
*
W
Bird bath in pine forest.
You are standing in amongst the trees of a pine forest. All around, the forest
continues, although in some directions the trees are too thick to allow
passage. Standing before you is an ornate stone birdbath, but the water it
contains is not drinkable. The birdbath contains water.
east: Sundial in pine forest.
south: Pine forest.
southeast: Pine forest.
northwest: Pine forest.
out: Sundial in pine forest.
swampward: Sundial in pine forest.
*
NE
The forest becomes too dense to go any further. You give up and turn back.
*
NW
Pine forest.
You are wandering around amongst some soft pine trees. All about you are more,
some densely packed and others allowing passage through. A rusty key can be
seen here. An onyx lion has been placed here; upon its base is the legend:
"Drop me in the garden of death to learn the path.".
southeast: Bird bath in pine forest.
out: Bird bath in pine forest.
swampward: Bird bath in pine forest.
*
TAKE LION
Lion taken.
*
ZW
Bird bath in pine forest.
You are standing in amongst the trees of a pine forest. All around, the forest
continues, although in some directions the trees are too thick to allow
passage. Standing before you is an ornate stone birdbath, but the water it
contains is not drinkable. The birdbath contains water.
east: Sundial in pine forest.
south: Pine forest.
southeast: Pine forest.
northwest: Pine forest.
out: Sundial in pine forest.
swampward: Sundial in pine forest.
*ZW
Sundial in pine forest.
This is part of a large pine forest. To the northeast, the forest opens up
onto a magical glade, but in other directions is more forest, some of it too
dense to allow passage. Here, however, the forest is noticeably thinner,
indicating that it was once a clearing upon which the pines are gradually
encroaching. Before you stands an old, stone sundial, overgrown with ivy. The
sundial has no gnomon, so cannot be used to tell the time.
east: Pine forest.
south: Pine forest.
west: Bird bath in pine forest.
northeast: Magical glade.
southeast: Pine forest.
southwest: Pine forest.
out: Magical glade.
swampward: Magical glade.
*ZW
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial.
north: Dense forest.
south: Pine forest.
northeast: Dense forest.
southeast: Entrance to badger's sett.
southwest: Sundial in pine forest.
northwest: Dense forest.
out: Dense forest.
swampward: Dense forest.
*ZW
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
north: South pasture.
east: Treacherous swamp.
south: Magical glade.
west: Dense forest.
northeast: Rapids.
southwest: Magical glade.
northwest: South pasture.
out: Rapids.
swampward: Treacherous swamp.
*ZW
You are waylaid in a treacherous swamp.
north: Rapids.
east: Fuming swamp.
south: Fuming swamp.
west: Dense forest.
northeast: Treacherous swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*ZW
You're already in the swamp, take a look you myopic dumbo.
*
DROP LION
Lion dropped.
The lion sinks...
(Persona saved on +8 = 2,895).
*
I
You are carrying the following:
nothing.
*
Zalagar the wistful witch roars.
*
SHOUT "[PIZZA TOWER OST - THE DEATH THAT I DESERVIOLI]"
You shout "[PIZZA TOWER OST - THE DEATH THAT I DESERVIOLI]".
*
Something magical is happening.
(Persona saved on 2,895).
*
Option (H for help):

+- The database has started initialising -+

+- The database has finished initialising -+
P
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.


Your last game of MUD began on 6-JUL-2023 at 23:09:39.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.

The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
You now feel up to attacking other players, should you so desire.
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Flexington the loud swordswoman
Drizzle the wobbly mage
*
Drizzle the wobbly mage exclaims "Flexi Flexington!".
*
"HELLO AGAIN!"
Flexington the loud swordswoman exclaims "HELLO AGAIN!".
*
WAVE
OK, Flexington the loud swordswoman waves.
*
SIP TEA
You watch the world go by.
*
Dara the sorceress has just arrived.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress exclaims "Hi!".
*
WAVE
OK, Flexington the loud swordswoman waves.
*
"HELLO THERE"
Flexington the loud swordswoman says "HELLO THERE".
*
SIP TEA
You watch the world go by.
*
There says 'Hi'.
*
"GREETINGS!"
Flexington the loud swordswoman exclaims "GREETINGS!".
*
Dara the sorceress smiles.
*
Drizzle the wobbly mage asks "Is Here also here?".
*
Dara the sorceress laughs.
*
"HERE WAS FOUND DEAD IN MIAMI LAST WEEK"
Flexington the loud swordswoman says "HERE WAS FOUND DEAD IN MIAMI LAST WEEK".
*
Drizzle the wobbly mage says "Maybe Here is there and There is here.".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress says "There is very popular. Also popular are Everyone,
Everybody and All. People always say hello or hi to them. :)".
*
From some indeterminate point above you, a dancing, green-flecked flame
swoops down and strikes Drizzle the wobbly mage!
You are suddenly struck from above by a pillar of fire!
You have been burned!
Your stamina has fallen from 100 to 96.
From some indeterminate point above you, a dancing, green-flecked flame swoops
down and strikes Dara the sorceress!
*
Drizzle the wobbly mage says "We're all here because we're not all there
tonight.".
*
Dara the sorceress laughs.
*
Drizzle the wobbly mage says "It's a line from a song.".
*
Dara the sorceress says "Reminds me of Cabin Fever from Muppet Treasure
Island.".
*
"NOW THAT'S WHAT FLEXINGTON WOULD CALL A MOOD"
Flexington the loud swordswoman says "NOW THAT'S WHAT FLEXINGTON WOULD CALL A
MOOD".
*
"AND FLEXINGTON AGREES WITH THAT SENTIMENT"
Flexington the loud swordswoman says "AND FLEXINGTON AGREES WITH THAT
SENTIMENT".
*
Dara the sorceress says "And its line in the last verse 'Now, though we're
all here ... we're not all there'.".
*
Drizzle the wobbly mage says "The song is called Fever (by Aerosmith).".
*
"FLEXINGTON WILL HAVE A LISTEN TO IT"
Flexington the loud swordswoman says "FLEXINGTON WILL HAVE A LISTEN TO IT".
*
The tea asks "Anyone wanna grab me a cup of coffee?".
*
"FLEXINGTON IS DRINKING SOME LEMON TEA"
Flexington the loud swordswoman says "FLEXINGTON IS DRINKING SOME LEMON TEA".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress ponders.
*
SIP TEA
You watch the world go by.
*
Dara the sorceress stirs her tea.
*
c
Currently implemented commands you may find useful are as follows.
Common class names are put in as abbreviations, the non-obvious ones
including: <pla>=player, <con>=container, <cre>=creature, <flu>=fluid,
<hse>=house. Some objects may be more than one class, for example <pla>s are
<cre>s, <con>s and <obj>s. The general format is "<verb> <object> <prep>
<instrument>"; <prep> is usually "WIth" or "From". Minimum abbreviations
accepted by MUD are in upper case.
ABbreviations
ACCOMPANY <cre>
ACT <str>
AUTO EXITS
AUTO MAP
AUTO <str> EVERY <str>
BRief
BYE <str>
BYE <cre> WI <str>
CANCEL <str>
CLose <obj>
COLOUR
COMmandS
CommsBrief
Type NeXt or MORTALCOMMANDS for the next chunk...
*
next
CommsVerbose
CONVERSE <cre>
CONTRACT <pla> WI <str>
CONTRACTIONS
<cre> <str>
DANCE <dan> WI <cre>
DATE
DEPosit <obj>
DRop <obj>
DUEL <pla>
EMPTY <con>
EMPTY <con> INTO <con>
ENTourage
eXits
EXPLORE
FightBrief
FightVerbose
FILL <con> WI <flu>
Flee <dir>
FOLLOW <cre>
FREEZE <str>
Type NeXt or MORTALCOMMANDS for the next chunk...
*
next
Get <obj>
GIve <obj> TO <cre>
go <dir>
Help
Help <pla>
HI <str>
HI <cre> WI <str>
HIT <cre>
<hse>
HUG <cre>
IDentify
IGNORE
IGNORING
Inventory
Inventory <obj>
IS <obj> TYPE <obj>
JOIN <hse>
KEEP <obj>
Kill <cre>
Kill <cre> WI <obj>
KISS <cre>
Type NeXt or MORTALCOMMANDS for the next chunk...
*
next
LAUGH <str>
LEVEL
LEVELS
LOCK <obj>
LongWho
Look
Look <con>
Look <cre>
LOSE <cre>
MELT <str>
OPen <obj>
PARSER
POUR <flu>
POUR <flu> INTO <con>
PRONOUNS
PUSH <cre> TO <dir>
PUT <obj> IN <con>
QuickInventory
QuickLook
QuickscaN
QuickScore
Type NeXt or MORTALCOMMANDS for the next chunk...
*
next
QUIT
QUOTE
READ <obj>
RECALL
REFUSE <pla>
REKEEP
REMEMBER <str>
REMove <obj> F <con>
REROLL
ROOMCOUNT
SCAN
SCore
SHout <str>
SPELLS
SpellsHELP
STeal <obj> F <cre>
<str>
SuperBRief
SuperFlee <dir>
SuperInventory
SuperQuickWho
Type NeXt or MORTALCOMMANDS for the next chunk...
*
You hear a sudden noise.
*
fill teacup with more tea
I don't know the word "teacup".
*
fill cup of tea with more tea
I made sense of some of that:
fill[verb] cup[noun] of[relative pronoun] tea[noun]
with[preposition] more[adjectival preposition]
tea[uh?]
I was expecting "tea" to be an adjective, but it's a noun.
*
An evil, black rat (rat23) bares its razor-sharp incisors at you.
*
The tea says "Oi!".
*
shout "HOLY CUNGADERO!"
You shout "HOLY CUNGADERO!".
*
VAL RAT
The value of the rat23 is 30 points.
*
Dara the sorceress says "We don't usually get rats in the tearoom. The
tearoom is normally a pretty clean place.".
*
The rat23 squeaks.
*
OFFER TEA TO RAT
I don't know the word "offer".
*
The rat23 takes a sip of its tea.
*
SIP TEA
You watch the world go by.
*
The rat23 violently disintegrates.
The rat23 has just passed on.
*
Hovering before you is Eros, wearing a blindfold.
*
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 95.
Eros gives a satisfied smile, and flies away.
The name "Dara" pops into your head.
*
Dara the sorceress says "Well, that was kind of extreme.".
*
shout "YES"
You shout "YES".
*
shout "ALSO I THINK EROS IS SHIPPING US FOR SOME REASON"
You shout "ALSO I THINK EROS IS SHIPPING US FOR SOME REASON".
*
SIP TEA
You watch the world go by.
*
sip tea
You watch the world go by.
*
Dara the sorceress takes a sip of her tea.
*
The tea says "I heard Dara appreciates a cheeky snog".
*
The tea says "My mate told me".
*
shout "DARA IS THE TEA TELLING THE TRUTH OR NOT"
You shout "DARA IS THE TEA TELLING THE TRUTH OR NOT".
*
Dara the sorceress says "The tea can tell tall tales sometimes.".
*
Dara the sorceress takes a sip of her tea.
*
The tea says "Slander!".
*
"FLEXINGTON VALUES THE CONCEPT OF CONSENT SO FLEXINGTON SHALL REFRAIN FROM DOING ANYTHING UNTOWARD"
Flexington the flexinating swordswoman says "FLEXINGTON VALUES THE CONCEPT OF
CONSENT SO FLEXINGTON SHALL REFRAIN FROM DOING ANYTHING UNTOWARD".
*
Hovering before you is Eros, wearing a blindfold.
*
Dara the sorceress nods.
*
"ZHE DOES NOT WISH TO APPEAR ON A PARTICULAR REGISTER"
Flexington the flexinating swordswoman says "ZHE DOES NOT WISH TO APPEAR ON A
PARTICULAR REGISTER".
*
SIP TEA
You watch the world go by.
*
Pyrefire the necromancer has just arrived.
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*Pyrefire the necromancer has given Dara the sorceress a great big snog!
*
"GREETINGS!"
Flexington the flexinating swordswoman exclaims "GREETINGS!".
*
The tea says "I never lie...".
*
"TEA I HAVE A QUESTION FOR YOU"
Flexington the flexinating swordswoman says "TEA I HAVE A QUESTION FOR YOU".
*
Galandra the heroine has just arrived.
*
Galandra the heroine has just left.
*
The tea says "Go for it".
*
"IS THE RIEMANN HYPOTHESIS TRUE OR FALSE"
Flexington the flexinating swordswoman says "IS THE RIEMANN HYPOTHESIS TRUE OR
FALSE".
*
The tea says "only at the negative even integers and complex numbers...".
*
Dara the sorceress takes a sip of her tea.
*
sip tea
You watch the world go by.
*
Dara the sorceress says "Well, that was a question I wasn't expecting.".
*
"SAME!"
Flexington the flexinating swordswoman exclaims "SAME!".
*
Dara the sorceress takes a sip of her tea.
*
"FLEXINGTON'S FINAL BRAIN CELL HAS SADLY PASSED AWAY"
Flexington the flexinating swordswoman says "FLEXINGTON'S FINAL BRAIN CELL HAS
SADLY PASSED AWAY".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress says "Oh dear...".
*
"OH YEAH!"
Flexington the flexinating swordswoman exclaims "OH YEAH!".
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Hovering before you is Eros, wearing a
blindfold.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
SIP TEA
You watch the world go by.
*

+- No input within the past 4 minutes. Do something! -+
SIP TEA
You watch the world go by.
*
Eros says "Wasted my last arrow... so glad im blinded.".
*
shout "OOF"
You shout "OOF".
*
Dara the sorceress nods.
*
"FLEXINGTON HAS COMPLETELY FORGOTTEN WHAT ZHE WAS DOING"
Flexington the flexinating swordswoman says "FLEXINGTON HAS COMPLETELY
FORGOTTEN WHAT ZHE WAS DOING".
*
qs
Flexington the flexinating swordswoman
eff str 80 eff dex 87 sta 100/100 pts 2,895 gam 22
*
"[MODEM WHIRRING AND BEEPING NOISE]"
Flexington the flexinating swordswoman says "[MODEM WHIRRING AND BEEPING
NOISE]".
*
"ACTUALLY WAIT FLEXINGTON THINKS ZHE REMEMBERS NOW"
Flexington the flexinating swordswoman says "ACTUALLY WAIT FLEXINGTON THINKS
ZHE REMEMBERS NOW".
*
KISS DARA
You give Dara the sorceress a great big kiss!
Your heart goes all a-flutter!
(Persona saved on +50 = 2,945).
*
Eros has just passed on.
*
Dara drops the great big kiss.
*
"FS IN CHAT"
Flexington the flexinating swordswoman says "FS IN CHAT".
*
Hovering before you is Eros, wearing a blindfold.
*
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 96.
Eros gives a satisfied smile, and flies away.
The name "Drizzle" pops into your head.
*
"WAIT DIDN'T EROS ALREADY USE THEIR LAST ARROW"
Flexington the flexinating swordswoman says "WAIT DIDN'T EROS ALREADY USE
THEIR LAST ARROW".
*
Firedemon the dark wizard waves.
*
Drizzle the wobbly mage waves.
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*
Suddenly, you hear a blow, as Firedemon the dark wizard gives Drizzle the
wobbly mage a painful slap!
*A mantle of golden, glowing flame envelops Drizzle the wobbly mage!
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Firedemon the dark wizard is here, planning your demise.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
Drizzle the wobbly mage sighs.
*
Firedemon the dark wizard smirks.
*
"IS THAT A GOOD THING OR A BAD THING"
Flexington the flexinating swordswoman says "IS THAT A GOOD THING OR A BAD
THING".
*
Dara the sorceress smiles.
*
SIP TEA
You watch the world go by.
*
Firedemon the dark wizard says "It was an accident...".
*
Drizzle the wobbly mage emits a bright magenta flash of light.
*
EAT POPCORN
I don't know the word "popcorn".
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Firedemon the dark wizard is here, planning your demise.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
Dara the sorceress coughs.
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"OW OUCH OWIE OOF MY ASTHMA"
Flexington the flexinating swordswoman says "OW OUCH OWIE OOF MY ASTHMA".
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Firedemon the dark wizard is here, planning your demise.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
SIP TEA
You watch the world go by.
*
With grace and dignity, Firedemon the dark wizard stumbles into the magical
portal.
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
X
north: Dally Lane.
swampward: Badly-paved road.
*
SIP TEA
You watch the world go by.
*
With a sinister aura, Firedemon the dark wizard appears from the depths.
*
Firedemon the dark wizard rewaves.
*
"OH HELLO AGAIN FIREDEMON"
Flexington the flexinating swordswoman says "OH HELLO AGAIN FIREDEMON".
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*
Dara the sorceress waves.
*
Dara the sorceress has just left.
*
A brown-haired woman dressed in maroon robes appears in the room. She clearly
has been here for some time, unseen. But now Zalagar the wistful witch has
made her presence known to everyone in the area.
*
Zalagar the wistful witch smiles.
*
Zalagar the wistful witch exclaims "HI!".
*
"HELLO AGAIN ZALAGAR!"
Flexington the flexinating swordswoman exclaims "HELLO AGAIN ZALAGAR!".
*
Firedemon the dark wizard says "Howdy!".
*
Firedemon the dark witch grins.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
Drizzle the wobbly mage has just left.
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
sip tea
I don't know to what "tea" you're referring.
*
"IS THIS A GOOD THING OR A BAD THING"
Flexington the flexinating swordswoman says "IS THIS A GOOD THING OR A BAD
THING".
*
Firedemon the dark wizard has eaten a glass bottle15.
*
Standing here is a stoppered glass bottle marked: "gin".
A stoppered bottle marked: "mead" stands here.
A magnum sits before you, stoppered, and marked: "champagne".
A balthazar sits before you, stoppered, and marked: "champagne".
Standing here is a stoppered glass bottle marked: "champagne".
A methuselah sits before you, stoppered, and marked: "champagne".
An elegant wine bottle rests here, stoppered, and marked: "rum".
Nearby stands a small, squarish bottle, stoppered, and marked: "bourbon".
*
"THATS A DECENT QUANTITY OF BOOZE"
Flexington the flexinating swordswoman says "THATS A DECENT QUANTITY OF BOOZE".
*
TAKE MEAD
I don't know to what "mead" you're referring.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, stoppered, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, stoppered, and
marked: "rum". The glass bottle10 contains rum. A methuselah sits before you,
stoppered, and marked: "champagne". The methuselah contains champagne.
Standing here is a stoppered glass bottle marked: "champagne". The glass
bottle4 contains champagne. A balthazar sits before you, stoppered, and
marked: "champagne". The balthazar contains champagne. A magnum sits before
you, stoppered, and marked: "champagne". The magnum contains champagne. A
stoppered bottle marked: "mead" stands here. The glass bottle12 contains mead.
Standing here is a stoppered glass bottle marked: "gin". The glass bottle13
contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
TAKE BOTTLE12
Glass bottle12 taken.
*
"SO UHH"
Flexington the flexinating swordswoman says "SO UHH".
*
"YA LIKE JAZZ?"
Flexington the flexinating swordswoman asks "YA LIKE JAZZ?".
*
X
out: Treacherous swamp.
swampward: Treacherous swamp.
*
SIP MEAD
I don't know to what "mead" you're referring.
*
Drizzle doesn't particularly.
*
OPEN BOTTLE
The glass bottle12 opens...
The glass bottle13 opens...
The magnum opens...
The balthazar opens...
The glass bottle4 opens...
The methuselah opens...
The glass bottle10 opens...
The glass bottle11 opens...
*
CLOSE BOTTLE
The glass bottle12 is now closed.
The glass bottle13 is now closed.
The magnum is now closed.
The balthazar is now closed.
The glass bottle4 is now closed.
The methuselah is now closed.
The glass bottle10 is now closed.
The glass bottle11 is now closed.
*
I
You are carrying the following:
the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 1kg 21g/80kg.
Objects carried: 1/10.
*
OPEN BOTTLE12
The glass bottle12 opens...
*
SIP MEAD
It tastes of mead.
*
CLOSE BOTTLE12
The glass bottle12 is now closed.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, stoppered, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, stoppered, and
marked: "rum". The glass bottle10 contains rum. A methuselah sits before you,
stoppered, and marked: "champagne". The methuselah contains champagne.
Standing here is a stoppered glass bottle marked: "champagne". The glass
bottle4 contains champagne. A balthazar sits before you, stoppered, and
marked: "champagne". The balthazar contains champagne. A magnum sits before
you, stoppered, and marked: "champagne". The magnum contains champagne.
Standing here is a stoppered glass bottle marked: "gin". The glass bottle13
contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
Firedemon the dark wizard has opened the glass bottle13.
Firedemon the dark wizard has opened the magnum.
Firedemon the dark wizard has opened the balthazar.
Firedemon the dark wizard has opened the glass bottle4.
Firedemon the dark wizard has opened the methuselah.
Firedemon the dark wizard has opened the glass bottle10.
Firedemon the dark wizard has opened the glass bottle11.
*
Firedemon the dark wizard has drunk some rum.
*
SIP MEAD
I don't know to what "mead" you're referring.
*
OPEN BOTTLE12
The glass bottle12 opens...
*
SIP MEAD
It tastes of mead.
*
CLOSE BOTTLE12
The glass bottle12 is now closed.
*
l
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". A methuselah sits before you, opened, and marked: "champagne".
The methuselah contains champagne. Standing here is an opened glass bottle
marked: "champagne". The glass bottle4 contains champagne. A balthazar sits
before you, opened, and marked: "champagne". The balthazar contains champagne.
A magnum sits before you, opened, and marked: "champagne". The magnum contains
champagne. Standing here is an opened glass bottle marked: "gin". The glass
bottle13 contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"HUH"
Flexington the flexinating swordswoman says "HUH".
*
Gleaming in front of you is a magnificent crown!
*l
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats.
Gleaming in front of you is a magnificent crown! Nearby stands a small,
squarish bottle, opened, and marked: "bourbon". The glass bottle11 contains
bourbon. An elegant wine bottle rests here, opened, and marked: "rum". A
methuselah sits before you, opened, and marked: "champagne". The methuselah
contains champagne. Standing here is an opened glass bottle marked:
"champagne". The glass bottle4 contains champagne. A balthazar sits before
you, opened, and marked: "champagne". The balthazar contains champagne. A
magnum sits before you, opened, and marked: "champagne". The magnum contains
champagne. Standing here is an opened glass bottle marked: "gin". The glass
bottle13 contains gin.
Firedemon the dark wizard is here, planning your demise.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
val crown
The value of the crown is 0 points.
*
take crown
Crown taken.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
"NICE HAT"
Flexington the flexinating swordswoman says "NICE HAT".
*With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
I
You are carrying the following:
the crown and the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 2kg 521g/80kg.
Objects carried: 2/10.
*
LOOK CROWN
You see a crown.
The crown looks in as good a condition as it's ever likely to be.
*
Firedemon the dark wizard puts on the crown.
*
I
You are carrying the following:
the crown and the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 2kg 521g/80kg.
Objects carried: 2/10.
*
LOOK FIREDEMON
Firedemon the dark wizard looks full of life, and is wearing the following:
the crown.
Firedemon the dark wizard is also holding:
nothing.
*
"NICE"
Flexington the flexinating swordswoman says "NICE".
*
VAL BOTTLE
The value of the glass bottle12 is 1 point.
The value of the glass bottle13 is 40 points.
The value of the magnum is 108 points.
The value of the balthazar is 864 points.
The value of the glass bottle4 is 27 points.
The value of the methuselah is 324 points.
The value of the glass bottle10 is 0 points.
The value of the glass bottle11 is 9 points.
*
TAKE BALTHAZAR
Balthazar taken.
*
Firedemon the dark wizard puts on the cape.
Firedemon the dark wizard puts on the ring1.
Firedemon the dark wizard puts on the ring6.
Firedemon the dark wizard puts on the ring8.
*
TAKE MAGNUM
Magnum taken.
*
TAKE METHUSELAH
Methuselah taken.
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". Standing here is an opened glass bottle marked: "champagne".
The glass bottle4 contains champagne. Standing here is an opened glass bottle
marked: "gin". The glass bottle13 contains gin.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
"NICE DRIP YOU HAVE THERE"
Flexington the flexinating swordswoman says "NICE DRIP YOU HAVE THERE".
*
Zalagar the wistful witch appears in the current time and place.
*
Firedemon the dark wizard bows.
*
Zalagar the wistful witch says "Ah, this is a soundproofed room.".
*
"HELLO ZALAGAR"
Flexington the flexinating swordswoman says "HELLO ZALAGAR".
*
Firedemon the dark wizard pokes the dragon.
*
Zalagar the wistful witch says "Meaning no matter how loud we shout here, the
rest of The Land won't hear it.".
*
Firedemon the dark wizard nods.
*
"FLEXINGTON HAS NO IDEA WHAT IS GOING ON"
Flexington the flexinating swordswoman says "FLEXINGTON HAS NO IDEA WHAT IS
GOING ON".
*
Firedemon the dark wizard says "limbo works better :D".
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". Standing here is an opened glass bottle marked: "champagne".
The glass bottle4 contains champagne. Standing here is an opened glass bottle
marked: "gin". The glass bottle13 contains gin.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
An old top has been left close by.
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
VAL TOP
The value of the top is -9 points.
*
SPIN TOP
You're not holding a top!
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
"HAHA FUNNY TOP GO WHEE"
Flexington the flexinating swordswoman says "HAHA FUNNY TOP GO WHEE".
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
LOOK TOP
You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks close to destruction.
*
TAKE TOP
Top taken.
*
GENTLY SPIN TOP
I don't know the word "gently".
*
SPIN TOP SLOWLY
I don't know the word "slowly".
*
SPIN TOP
The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
SPIN TOP
You're not holding a top!
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. An old
top has been left close by. Nearby stands a small, squarish bottle, opened,
and marked: "bourbon". The glass bottle11 contains bourbon. An elegant wine
bottle rests here, opened, and marked: "rum". Standing here is an opened glass
bottle marked: "champagne". The glass bottle4 contains champagne. Standing
here is an opened glass bottle marked: "gin". The glass bottle13 contains gin.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top falls to pieces.
*I don't know to what "top" you're referring.
*
Drizzle the wobbly mage wobbles.
*
"REST IN PIECES, TOP"
Flexington the flexinating swordswoman says "REST IN PIECES, TOP".
*
"7/7/23-7/7/23"
Flexington the flexinating swordswoman says "7/7/23-7/7/23".
*
"IT SPEEN"
Flexington the flexinating swordswoman says "IT SPEEN".
*
MOURN TOP
OK, Flexington the flexinating swordswoman mourns, TOP
*
"GONE TOO SOON"
Flexington the flexinating swordswoman says "GONE TOO SOON".
*
An old top has been left close by.
*
"HOLY CUNGADERO!"
Flexington the flexinating swordswoman exclaims "HOLY CUNGADERO!".
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
TAKE TOP
Top taken.
*
SPIN TOP
The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*Zalagar the wistful witch asks "cungadero?".
*
"YES"
Flexington the flexinating swordswoman says "YES".
*
"FLEXINGTON LEARNED THAT ONE FROM EV3RY BUDDY'S FAVORITE [[NUMBER 1 RATED SALESMAN 1997]]!"
Flexington the flexinating swordswoman exclaims "FLEXINGTON LEARNED THAT ONE
FROM EV3RY BUDDY'S FAVORITE [[NUMBER 1 RATED SALESMAN 1997]]!".
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
"SPEEN :3"
Flexington the flexinating swordswoman says "SPEEN :3".
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
LOOK TOP
You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top falls to pieces.
*
"GONE TOO SOON"
Flexington the flexinating swordswoman says "GONE TOO SOON".
*
"AGAIN"
Flexington the flexinating swordswoman says "AGAIN".
*
MOURN TOP NUMBER 2
OK, Flexington the flexinating swordswoman mourns, TOP NUMBER 2
*
i
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
open bottle12
The glass bottle12 opens...
*
sip mead
It tastes of mead.
*
close bottle12
The glass bottle12 is now closed.
*
"INTERESTING ROOM, ALL THINGS CONSIDERED."
Flexington the flexinating swordswoman says "INTERESTING ROOM, ALL THINGS
CONSIDERED.".
*
WEAR CROWN, ZW
Very becoming!
*You are waylaid in a treacherous swamp.
It is raining.
*
DROP CROWN
Crown dropped.
The crown sinks...
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar and the glass bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 31kg 21g/80kg.
Objects carried: 4/10.
*
DROP BOTTLE
Glass bottle12 dropped.
The glass bottle12 sinks...
(Persona saved on +1 = 2,946).
Balthazar dropped.
The balthazar sinks...
You have changed experience level from swordswoman to heroine.
(Persona saved on +864 = 3,810).
Magnum dropped.
The magnum sinks...
(Persona saved on +108 = 3,918).
Methuselah dropped.
The methuselah sinks...
(Persona saved on +324 = 4,242).
*
"HOLY CUNGADERO!"
Flexington the flexinating heroine exclaims "HOLY CUNGADERO!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
Zalagar the wistful witch appears in the current time and place.
*
wave
OK, Flexington the flexinating heroine waves.
*
Zalagar the wistful witch nods.
*
x
north: Rapids.
east: Fuming swamp.
south: Treacherous swamp.
west: Dense forest.
northeast: Fuming swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*
nw
South pasture.
All about you is a pleasant pasture. To the north is a fast flowing stream,
and to the south is forest. Westwards is a thundering waterfall. It is
raining. A suspicious-looking individual lurks nearby. The thief is carrying a
freesia, a carnation, a marigold, a gerbera, an iris, a dahlia and a dagger0.
*The thief hurries off.
*
nw
Rain has swollen the river, and you cannot cross!
*
x
east: Dense forest.
south: Dense forest.
northeast: Rapids.
southeast: Treacherous swamp.
southwest: Dense forest.
swampward: Treacherous swamp.
*
ne
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond. It is
raining. An enraged ape (ape11) snarls at you, wildly.
*
Zalagar the wistful witch appears in the current time and place.
*out
Your way is blocked by the ape11.
*
The ape11 ambles away.
*
Zalagar the wistful witch vanishes without either a flash of light or a puff
of smoke, in response to complaints about such things briefly affecting
others' vision.
*
It has stopped raining.
*
"VERY CONSCIENTIOUS DISAPPEARANCE METHOD, ZALAGAR"
Flexington the flexinating heroine says "VERY CONSCIENTIOUS DISAPPEARANCE
METHOD, ZALAGAR".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
X
north: East pasture.
south: Treacherous swamp.
west: River.
northeast: Cave.
southeast: Pond in swamp.
southwest: South pasture.
northwest: East pasture.
up: Cave.
out: East pasture.
swampward: Treacherous swamp.
*
N
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows.
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage.
*
N
Gorse.
You are in a tangled mass of prickly gorse.
*
E
Forest near mountains.
You are in dense forest at the base of some snow-capped mountains, wreathed in
clouds. The foothills are so beautiful that you yearn to be able to climb them
and lie eternally in dew-drenched grass, with an air of inner peace and total
tranquillity. You realise, however, that this is silly! A horrifying zombie
(zombie9) stands in your way!
*
E
Your way is blocked by the zombie9.
*
W
Your way is blocked by the zombie9.
*
W
Your way is blocked by the zombie9.
*W
Your way is blocked by the zombie9.
*W
Your way is blocked by the zombie9.
*
QQ
Cheerio!
Overall, you scored 1,347 points this game.

Option (H for help):
p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.


Your last game of MUD began on 6-JUL-2023 at 23:37:30.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.

The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
Players:
Firedemon the dark wizard
Zalagar the wistful witch
Flexington the loud heroine
Dara the sorceress
Drizzle the wobbly mage
*
sip tea
You watch the world go by.
*
Dara the sorceress nods.
*
Dara the sorceress takes a sip of her tea.
*wave
OK, Flexington the loud heroine waves.
*
"THAT WAS MILDLY CONFUSING"
Flexington the loud heroine says "THAT WAS MILDLY CONFUSING".
*
You now feel up to attacking other players, should you so desire.
*
In the distance, you hear an explosive WHOOSH!
*
Dara the sorceress nods.
*"OH DEAR"
Flexington the loud heroine says "OH DEAR".
*
Dara the sorceress says "I think someone was careless with open flames.".
*
"SOUNDS LIKE SOMEONE DID A SCIENCE TO ME"
Flexington the loud heroine says "SOUNDS LIKE SOMEONE DID A SCIENCE TO ME".
*
Zalagar the wistful witch shouts "Doom room? What about a Quake room? And a
Wolfenstein 3D room? :)".
*
Doom room.
As soon as you enter, a section of floor gives way and you find yourself
falling into a pit. The finely-balanced rock slides back above your head, and
you realise you are trapped...
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
*You are magically transported, and find yourself in the place known as
"Elizabethan tearoom".
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
*Drizzle the doomed mage has just arrived.
*"SUPER MARIO 64 ROOM"
Flexington the doomed heroine says "SUPER MARIO 64 ROOM".
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"ADD BJLING TO MUDII"
Flexington the doomed heroine says "ADD BJLING TO MUDII".
*
Dara the sorceress says "Super Mario 64 isn't a first-person shooter.".
*
"GOLDENEYE 64 ROOM"
Flexington the doomed heroine says "GOLDENEYE 64 ROOM".
*
Dara the sorceress says "Those other games references are classics in that
genre.".
*
"ADD LOOKING DOWN AT THE GROUND TO RUN FASTER TO MUDII"
Flexington the doomed heroine says "ADD LOOKING DOWN AT THE GROUND TO RUN
FASTER TO MUDII".
*
Dara looks confused.
*
Dara the sorceress says "I'm not sure what you mean by that.".
*
"GENUINE GOLDENEYE 64 SPEEDRUN STRATS"
Flexington the doomed heroine says "GENUINE GOLDENEYE 64 SPEEDRUN STRATS".
*
"LOOKING AT THE GROUND SAVES TIME BY REDUCING LAG (MUCH FEWER POLYGONS TO RENDER)"
Flexington the doomed heroine says "LOOKING AT THE GROUND SAVES TIME BY
REDUCING LAG (MUCH FEWER POLYGONS TO RENDER)".
*
Dara the sorceress nods.
*
Dara the sorceress says "Ah.".
*
Dara the sorceress says "Well, MUD2 isn't a graphical game so it doesn't have
to worry about that.".
*
Drizzle renders some polygons.
*
"HOLY CUNGADERO!"
Flexington the doomed heroine exclaims "HOLY CUNGADERO!".
*
Yeheyyy! Santa Claus is here!
*
Santa Claus says "Ho ho ho!".
*
Santa Claus says "Ho ho ho!".
*
"OH HELLO SANTA CLAUS"
Flexington the doomed heroine says "OH HELLO SANTA CLAUS".
*
Santa Claus strolls away.
*
"FAREWELL SANTA"
Flexington the doomed heroine says "FAREWELL SANTA".
*
Drizzle the doomed mage sings "Wreck the halls with loads of trolleys!".
*
"FALALALALA LALA LA LA"
Flexington the doomed heroine says "FALALALALA LALA LA LA".
*
A beautiful, dark-haired maiden stands before you.
*
"GREETINGS BEAUTIFUL DARK-HAIRED MAIDEN"
Flexington the doomed heroine says "GREETINGS BEAUTIFUL DARK-HAIRED MAIDEN".
*
"FLEXINGTON SURE HOPES NOTHING WACKY AND OR UNCHARACTERISTIC HAPPENS"
Flexington the doomed heroine says "FLEXINGTON SURE HOPES NOTHING WACKY AND OR
UNCHARACTERISTIC HAPPENS".
*
A beautiful, Chinese phoenix circles the room, watching you with cold,
inscrutable eyes.
*
"BIRB!"
Flexington the doomed heroine exclaims "BIRB!".
*
Rootling about happily by your feet is a small hedgehog.
*
Drizzle the doomed mage gives the hedgehog a good shake.
*
An enormous spider stands before you!
*
Drizzle the doomed mage gives the spider a good shake.
*
Standing resolutely before you is a huge, one-eyed giant!
*
You hear a loud THUD, as the giant0 walks into the wall.
*
The hedgehog rootles off.
*
Drizzle the doomed mage gives the maiden a good shake.
*
Drizzle the doomed mage gives the giant0 a good shake.
*
Before you crouches the dangerously powerful form of a regal tiger.
*
The giant0 looks for someone to scrunch up and fold into a ball, and then
throw through a basketball hoop while whistling the Harlem Globetrotters theme.
*
Beating its enormous wings above you is an immense, fire-breathing dragon!
*
The giant0 stomps off.
*
Dara the sorceress says "Try ENTER THE DRAGON. :)".
*
"IS THIS A SEX THING"
Flexington the doomed heroine says "IS THIS A SEX THING".
*
Firedemon the dark wizard has given you the coal.
*
"OH OK"
Flexington the doomed heroine says "OH OK".
*
Dara the sorceress says "No. It's a pop culture reference.".
*
ENTER THE DRAGON
Well, I'll say this for you martial arts experts, you're certainly brave!
*
FEED DRAGON COAL
The dragon starts to devour the coal. Seemed to enjoy it!
The dragon has eaten a coal.
*
Firedemon the dark wizard laughs.
*
Dara the sorceress says "You can try to KISS DRAGON, though. :)".
*
KISS DRAGON
Are you trying to get burned or something? That beastie's HOT!
*
Drizzle the doomed mage gives the dragon a good shake.
*
Firedemon the dark wizard has eaten a maiden.
The maiden has just passed on.
*
Drizzle the doomed mage exclaims "It's strange that I can't kiss the dragon,
but I can shake it!".
*
Firedemon the dark wizard burps.
*
c
Currently implemented commands you may find useful are as follows.
Common class names are put in as abbreviations, the non-obvious ones
including: <pla>=player, <con>=container, <cre>=creature, <flu>=fluid,
<hse>=house. Some objects may be more than one class, for example <pla>s are
<cre>s, <con>s and <obj>s. The general format is "<verb> <object> <prep>
<instrument>"; <prep> is usually "WIth" or "From". Minimum abbreviations
accepted by MUD are in upper case.
ABbreviations
ACCOMPANY <cre>
ACT <str>
AUTO EXITS
AUTO MAP
AUTO <str> EVERY <str>
BRief
BYE <str>
BYE <cre> WI <str>
CANCEL <str>
CLose <obj>
COLOUR
COMmandS
CommsBrief
Type NeXt or MORTALCOMMANDS for the next chunk...
*
c
CommsVerbose
CONVERSE <cre>
CONTRACT <pla> WI <str>
CONTRACTIONS
<cre> <str>
DANCE <dan> WI <cre>
DATE
DEPosit <obj>
DRop <obj>
DUEL <pla>
EMPTY <con>
EMPTY <con> INTO <con>
ENTourage
eXits
EXPLORE
FightBrief
FightVerbose
FILL <con> WI <flu>
Flee <dir>
FOLLOW <cre>
FREEZE <str>
Type NeXt or MORTALCOMMANDS for the next chunk...
*
c
Get <obj>
GIve <obj> TO <cre>
go <dir>
Help
Help <pla>
HI <str>
HI <cre> WI <str>
HIT <cre>
<hse>
HUG <cre>
IDentify
IGNORE
IGNORING
Inventory
Inventory <obj>
IS <obj> TYPE <obj>
JOIN <hse>
KEEP <obj>
Kill <cre>
Kill <cre> WI <obj>
KISS <cre>
Type NeXt or MORTALCOMMANDS for the next chunk...
*
A large, bad-tempered grizzly bear is foraging here.
*
Firedemon the dark wizard has eaten a grizzly.
The grizzly has just passed on.
*
dance polka with dragon
You invite the dragon to dance a polka with you.
*
By your feet, a black chicken stares at you with a yellow eye.
Strutting around aimlessly is a white chicken.
A brown chicken is here, pecking at the floor.
*
Firedemon the dark wizard has eaten a black chicken2.
The black chicken2 has just passed on.
Firedemon the dark wizard has eaten a white chicken1.
Firedemon the dark wizard has eaten a brown chicken0.
The brown chicken0 has just passed on.
*
Dara the sorceress says "Mmm.".
*
Drizzle the doomed mage gives the phoenix a good shake.
*
"CHIMKEN
Flexington the doomed heroine says "CHIMKEN".
*
Firedemon the dark wizard says "Need to get tid of my 34 million points, not
add to then >_<".
*
HUG DRAGON
Are you trying to get burned or something? That beastie's HOT!
*
Firedemon the dark wizard says "rid**".
*
Firedemon the dark wizard says "them** - kill me".
*
"FLEXINGTON IS NOT SURE IF THAT WOULD BE A GOOD IDEA"
Flexington the doomed heroine says "FLEXINGTON IS NOT SURE IF THAT WOULD BE A
GOOD IDEA".
*
Firedemon the dark wizard says "Type val firedemon".
*
VAL FIREDEMON
The value of Firedemon the dark wizard is 6,776,178 points (6,774,178 points
basic, 2,000 points in bounty).
*
Dara the sorceress wonders, why Firedemon still has a bounty.
*
"LODS OF EPONT"
Flexington the doomed heroine says "LODS OF EPONT".
*
"WHASSAT SPELL"
Flexington the doomed heroine says "WHASSAT SPELL".
*
"LOADS'A'POINTS (PROB'LY)"
Flexington the doomed heroine says "LOADS'A'POINTS (PROB'LY)".
*
Firedemon the dark wizard says "I'm the only wizard who has a hitlist out on
him lol".
*
Firedemon the dark wizard blames hawumph
*
The dragon suddenly looks exceptionally unwell and flops to the ground in a
heap.
You hear the terrible RHOAAAUUUAURRRRGGGGGGHGHHHGHHHH of a dragon dying.
You have completed a Task. This makes a total of 1.
(Persona saved on +100 = 4,342).
(Persona saved on +975 = 5,317).
The dragon has just passed on.
*
"HI THE ONLY WIZARD WHO HAS A HITLIST OUT ON HIM LOL, FLEXINGTON IS FLEXINGTON"
Flexington the dragon-slaying, doomed heroine says "HI THE ONLY WIZARD WHO HAS
A HITLIST OUT ON HIM LOL, FLEXINGTON IS FLEXINGTON".
*
A male voice in the distance shouts "ozeps".
*
Dara the sorceress exclaims "Wow!".
*
Dara the sorceress says "Not often you see the dragon drop dead in front of
you.".
*
Firedemon the dark wizard has given you the crown.
*"FLEXINGTON HAS NEVER WITNESSED THE DRAGON DYING BEFORE"
Flexington the dragon-slaying, doomed heroine says "FLEXINGTON HAS NEVER
WITNESSED THE DRAGON DYING BEFORE".
*
WEAR CROWN
Very becoming!
*
LOOK CROWN
You see a crown.
The crown looks in as good a condition as it's ever likely to be.
*
VAL CROWN
The value of the crown is 975 points.
*
"HMMMMMMMMMMMMMMMMMMMM"
Flexington the dragon-slaying, doomed heroine says "HMMMMMMMMMMMMMMMMMMMM".
*
With grace and dignity, Firedemon the dark wizard stumbles into the magical
portal.
*
ZW
You step through the opening into a blurred patchwork of greens and browns,
which whirl around you in seemingly aimless patterns until they suddenly slide
into shape...
Dense forest.
You find yourself standing in a section of dense forest, which continues to
the west and southeast. Through the trees to the east can be seen the tower of
what looks to be a belfry, and south is heath. Northwards is a strange, ornate
wall, curiously enlivened by all manner of stylised eastern symbols. A raft,
large enough to carry one person, has been left here. A beautiful, iridescent
firestone (firestone1) glows nearby.
*ZW
Rough heath.
This is a band of rough heathland, which curves from the south to continue to
the east. Southeast lies the base of a large mountain, but northwest are the
foothills of one even larger, and far more majestic. North is forest, through
which can be espied an ornate wall.
*
ZW
Rough heath.
You are scrambling over a rough heath, which rises out of a deep valley to the
south and carries on to the north and northeast. East is the bottom of a large
mountain, and west lie the foothills of an even greater peak. The ground here
is very awkward to walk on, but you can keep your footing without too much
trouble.
*
ZW
Valley between mountains.
This is a beautiful and awesome sight. You are standing in a deep valley,
carved between two tall mountains, to the west and east, eons ago. The steep
slopes are barely climbable, and abound in curious fauna and strange,
half-shadowed creatures. South, outside the valley, is an east-west road, and
north is heathland. This place is very eerie.
*
ZW
Badly-paved road.
You are walking along a badly-paved east-west road. From here can be seen
three mountains: one to the northeast; one to the south and southwest; and one
to the northwest, which is the largest. To the north, between two of the
mountains, lies a deep valley. The only other nearby feature is a briar patch
to the southeast.
*ZW
Foothills.
You are standing in the foothills of a tall mountain, which rises away to the
southwest. North is a badly-paved road, which runs east-west, and east is a
briar patch. There are more foothills to the west, and to the south are
forested slopes of the mountain.
*
ZW
Forested part of south mountain.
You are standing amongst the trees in the forested slopes of the south
mountain. There is more forest to the east, and the mountain ascends to the
west, its peak hidden from view by the clouds near the top. North are
foothills, and northeast a briar patch. Southeast flows a river. A rusty key
can be seen here. A large stick lies on the ground.
*
ZW
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest. A
sweet little daisy chain has fallen here.
*
ZW
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp. Standing
resolutely before you is a huge, one-eyed giant!
*ZW
You are waylaid in a fuming swamp.
A suspicious-looking individual lurks nearby. The thief is carrying a ring10
and a dagger0. A mist-swathed banshee floats nebulously before you.
*
ZW
You're already here! Have a look around if you don't believe me!
*
The thief has tried to steal your crown...
The thief hurries off.
*
The banshee is approaching you hatefully.
*
DROP CROWN
Crown dropped.
The crown sinks...
You have completed another Task. This makes a total of 2.
(Persona saved on +100 = 5,417).
(Persona saved on +975 = 6,392).
*
You easily parry a puny, low blow by the banshee.
The spiritedness of your well-timed lunge makes the banshee groan.
Damage range: 5-9.
The banshee looks strong.
*
A loose burst by the banshee is only just shunned aside by you.
The banshee is tired by the brutality of your well-disguised thrust.
Damage range: 10-14.
The banshee looks superficially damaged.
The banshee makes some magical gestures.
*
I
You are carrying the following:
nothing.
*
A mis-timed display of courage from the banshee is haphazardly dodged by you.
Your slow assault is comfortably evaded by the banshee.
The banshee makes some magical gestures.
*
QS
Flexington the dragon-slaying, doomed heroine
eff str 90 eff dex 97 sta 100/100 pts 6,392 gam 23
*
You very easily evade a feeble charge from the banshee.
With no difficulty, the banshee kills your rather awkward, frontal attack.
*
You are grieved by the furiousness of a crafty bite from the banshee.
Stamina=90/100.
Your slow, low blow is comfortably shrugged aside by the banshee.
The banshee makes some magical gestures.
*
The banshee makes some magical gestures.
*
You efficiently brush aside a bungled, low blow by the banshee.
You competently strike the banshee with a mediocre example of bravery.
Damage range: 1-4.
The banshee looks slightly weakened.
Standing resolutely before you is a huge, one-eyed giant!
The banshee makes some magical gestures.
*
With ostentatious bravado, you put down a loose attack from the banshee.
The weight of your clean charge makes the banshee groggy.
Damage range: 1-4.
The banshee looks slightly weakened.
*
You skillfully check a dreadful, upward blow by the banshee.
The effort of your well-placed, frontal attack makes the banshee fall
awkwardly.
Damage range: 1-4.
The banshee looks slightly weakened.
*
The giant0 stomps off.
*
You somehow block a careless, downward blow by the banshee.
The banshee is bruised by the spiritedness of your deliberate blow.
Damage range: 5-9.
The banshee looks moderately drained.
The banshee makes some magical gestures.
*
A male voice in the distance shouts "use ls!".
*
The effort of a deliberate charge from the banshee makes you groggy.
Stamina=87/100.
With contempt, the banshee withstands your puny charge.
*
LS
I made no sense of that:

ls[uh?]
I was expecting "ls" to be a verb, but it's a noun.
*
ls
I made no sense of that:

ls[uh?]
I was expecting "ls" to be a verb, but it's a noun.
*
You are indifferently hurt by an exceptional assault from the banshee.
Stamina=78/100.
The heftiness of your fluke, low blow makes the banshee stumble.
Damage range: 1-4.
The banshee looks moderately drained.
*
You are only just struck by a powerful thrust by the banshee.
Stamina=68/100.
The banshee is numbed by the might of your cunning attack.
Damage range: 15-19.
The banshee looks seriously drained.
*
You are adroitly struck by an exceptional bite from the banshee.
Stamina=59/100.
Your clumsy, glancing blow is deliberately ducked by the banshee.
*
The speed of a lucky bite by the banshee makes you dizzy.
Stamina=53/100.
Your telegraphed stroke is capably neutralised by the banshee.
*
SHOUT "LS DOESN'T DO ANYTHING SMH MY HEAD"
You shout "LS DOESN'T DO ANYTHING SMH MY HEAD".
*
A slow piece of fighting by the banshee is comfortably eluded by you.
Your limp, low blow is indifferently withstood by the banshee.
*A male voice in the distance shouts "type us ls".
*
You easily brush aside a puny thrust from the banshee.
Without standing on ceremony, the banshee dodges your rather awkward stroke.
*
A male voice in the distance shouts "use**".
*
US LS
I don't know the word "us".
*
The might of a copybook, upward blow from the banshee makes you fall
to the ground.
Stamina=39/100.
Without standing on ceremony, the banshee resists your badly-aimed attack.
*
FO QQ
I made sense of some of that:
fo[verb]
qq[uh?]
I was expecting "qq" to be an end-of-line, but it's a verb.
*
FO
(Persona saved on -300 = 6,092).
Longsword dropped.
The longsword sinks...
(Persona saved on +15 = 6,107).
You have fled by going out.
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp.
*
QQ
Cheerio!
Overall, you scored 1,865 points this game.

Option (H for help):
P
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.


Your last game of MUD began on 7-JUL-2023 at 00:40:46.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.

The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
FLEXINGTON
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Before you crouches the dangerously powerful
form of a regal tiger. An enormous spider stands before you! A beautiful,
Chinese phoenix circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
Players:
Flexington the loud heroine
Dara the sorceress
Drizzle the doomed mage
*
"OH"
Flexington the loud heroine says "OH".
*
Standing here is a lifelike statue (statue8) of a giant.
*
sip tea
You watch the world go by.
*
i
You are carrying the following:
a cup of tea.
Weight carried: 200g/90kg.
Objects carried: 1/11.
*
Dara the sorceress says "Don't bother. You're never going to be able to lift
that statue.".
*
look giant
I don't know to what "giant" you're referring.
*
val giant
I don't know to what "giant" you're referring.
*
x
north: Pine forest.
swampward: Dense forest.
*
l
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Standing here is a lifelike statue (statue8)
of a giant. Before you crouches the dangerously powerful form of a regal
tiger. An enormous spider stands before you! A beautiful, Chinese phoenix
circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
*
look statue
You see a lifelike statue8.
The lifelike statue8 looks to be in relatively good condition.
*
val statue
The value of the lifelike statue8 is 505 points.
*
You now feel up to attacking other players, should you so desire.
*
take statue
You can't take the weight of the lifelike statue8.
*
push statue
The lifelike statue8 doesn't budge an inch.
*
"YEP"
Flexington the loud heroine says "YEP".
*
weigh statue
You're not holding a lifelike statue8!
*
Dara the sorceress says "I don't think anyone's going to be able to score 505
points from it.".
*
Someone powerful has picked up something.
*
Strewn before you is a gothic-looking, oppressively black cape.
An embroidered, colourful nightcap has been left here.
An elven-crafted platinum and sapphire ring glistens before you!
A well-worn gold ring lies over to one side.
A stunning, diamond-studded gold ring has been placed here.
A very small, yet magnificently-wrought signet ring lies here, inset with a
skillfully-carved depiction of a dwarfen king.
Down by your feet lies a silver nosering, of the kind sported by bulls.
Standing here is a lifelike statue (statue8) of a giant.
*
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
*
Standing here is a lifelike statue (statue8) of a giant.
*
i
You are carrying the following:
a cup of tea.
Weight carried: 200g/90kg.
Objects carried: 1/11.
*
l
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Standing here is a lifelike statue (statue8)
of a giant. Before you crouches the dangerously powerful form of a regal
tiger. An enormous spider stands before you! A beautiful, Chinese phoenix
circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
*
qs
Flexington the loud heroine
eff str 90 eff dex 97 sta 48/100 pts 6,107 gam 24
*
A wafer biscuit of dwarfen make has been dropped on the floor.
*
"WEIRD DAY TODAY"
Flexington the loud heroine says "WEIRD DAY TODAY".
*
Dara the sorceress says something.
*
TAKE WAFER
Wafer3 taken.
*
TAKE WAFER
Stealing from yourself is taking kleptomania TOO far!
*
EAT WAFER
MMMmmm..! It tasted delicious!
(Persona saved on +3 = 6,110).
You feel better already.
Your stamina is 100.
*
Dara the sorceress says "Wizzes with a strange sense of humor ... excuse me,
humour. :)".
*
"YES"
Flexington the loud heroine says "YES".
*
A male voice says "Wizzes suck!".
*
"I THINK THAT WAFER IS THEM TRYING TO TELL ME TO RETURN TO THE LAND"
Flexington the loud heroine says "I THINK THAT WAFER IS THEM TRYING TO TELL ME
TO RETURN TO THE LAND".
*
"SMEG IT, FLEXINGTON HAS NOTHING BETTER TO DO"
Flexington the loud heroine says "SMEG IT, FLEXINGTON HAS NOTHING BETTER TO
DO".
*
SIP TEA
You watch the world go by.
*
X
north: Dense forest.
swampward: Dense forest.
*
N
You step through the opening into a blurred patchwork of greens and browns,
which whirl around you in seemingly aimless patterns until they suddenly slide
into shape...
You can hear the sound of rain falling on trees.
Dense forest.
You are standing in a dense forest. It continues to the southeast at a
passable level, but south it is too thick to allow movement through. Westwards
it becomes a pine forest. North, northeast and east are pastures, and
northwest lies a festering, fuming swamp. A rusty key can be seen here.
*
TAKE KEY
Key5 taken.
*
"HUH, FOREST SPAWNPOINT NOW"
Flexington the loud heroine says "HUH, FOREST SPAWNPOINT NOW".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
AUTO X
You will now get an automatic EXITS command performed every time you issue a
movement command.
To cancel it, use UNAUTO EXITS.
*
X
north: West lush pasture.
east: South lush pasture.
west: Pine forest.
northeast: North lush pasture.
southeast: Dense forest.
southwest: Pine forest.
northwest: Fuming swamp.
in: Fuming swamp.
out: North lush pasture.
swampward: Fuming swamp.
*
NE
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest. It is
raining. A sweet little daisy chain has fallen here.
east: East lush pasture.
south: South lush pasture.
west: West lush pasture.
southeast: Rough pasture.
southwest: Dense forest.
northwest: South mountain.
up: South mountain.
swampward: West lush pasture.
*
VAL CHAIN
The value of the daisy chain is -5 points.
*
N
Rain has swollen the river, and you cannot cross!
*
W
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp. It is
raining. A horrifying zombie (zombie0) stands in your way!
north: South mountain.
east: North lush pasture.
south: Dense forest.
west: Fuming swamp.
northeast: South mountain.
southeast: South lush pasture.
southwest: Pine forest.
northwest: South mountain.
up: South mountain.
in: Fuming swamp.
out: North lush pasture.
swampward: Fuming swamp.
*
W
Your way is blocked by the zombie0.
*
NE
Your way is blocked by the zombie0.
*
I
You are carrying the following:
the key5.
Weight carried: 100g/90kg.
Objects carried: 1/11.
*
N
Your way is blocked by the zombie0.
*
N
South mountain.
You are clambering around the slopes of a tall mountain, which rises up to the
northeast into the clouds. North and east the mountain is at the same level as
here, and to the southeast it slopes down into a gentle pasture. Southwest is
a swamp, fuming with marsh-gases, and west is the top of a tall cliff, which
looks very dangerous... It is raining.
north: Misty part of south mountain.
east: South mountain.
south: West lush pasture.
northeast: Misty part of south mountain.
southeast: West lush pasture.
southwest: Fuming swamp.
northwest: South mountain.
up: Misty part of south mountain.
down: Fuming swamp.
in: Fuming swamp.
out: South mountain.
swampward: Fuming swamp.
*
N
Misty part of south mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet.
north: Top of south mountain.
east: Misty part of south mountain.
south: South mountain.
west: South mountain.
northeast: Misty part of south mountain.
southeast: South mountain.
southwest: South mountain.
northwest: Misty part of south mountain.
up: Top of south mountain.
down: South mountain.
out: Misty part of south mountain.
swampward: Misty part of south mountain.
*
N
Top of south mountain.
You are standing at the very peak of the south mountain. A glorious view is to
be beheld all around. To the northeast is a mountain, on the opposite side of
a road from some building. To the north is a third mountain much larger than
either of the other two, and far more majestic. South lie pastures, and
southeast is an evil-looking wood, hard up against the side of a river, in
which can be seen a small island. West, over a wall just visible through the
clouds, is a strange, anachronistic world, centred around a house. It is
raining. Flying by is a firefly (firefly4). Flying by is a firefly (firefly0).
There is a long-disused warning beacon here.
north: Misty part of south mountain.
east: Misty part of south mountain.
south: Misty part of south mountain.
west: Misty part of south mountain.
northeast: Misty part of south mountain.
southeast: Misty part of south mountain.
southwest: Misty part of south mountain.
northwest: Misty part of south mountain.
down: Misty part of south mountain.
out: Misty part of south mountain.
swampward: Misty part of south mountain.
*
The firefly4 flies away.
*
N
Misty part of south mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet. Flying by is a firefly (firefly4). Flying by is a firefly
(firefly3). Flying by is a firefly (firefly2). Flying by is a firefly
(firefly1).
north: Foothills.
east: Foothills.
south: Top of south mountain.
west: Foothills.
northeast: Foothills.
southeast: Misty part of south mountain.
southwest: Misty part of south mountain.
northwest: Foothills.
up: Top of south mountain.
down: Foothills.
out: Foothills.
swampward: Misty part of south mountain.
*
N
Foothills.
You are standing in among the foothills of a majestic mountain to the south.
North is a narrow road which runs east-west, and everywhere else is more
mountain. Your progress to the west is impeded by to some extent by the
terrain, but it is still possible to travel in that direction. It is raining.
north: Badly-paved road.
east: Foothills.
south: Misty part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Misty part of south mountain.
southwest: Foothills.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Misty part of south mountain.
*
N
Badly-paved road.
You are standing on a badly-paved road, which runs from the east to stop at a
large wall constructed to the west. There is a narrow gap in this blockage,
but it is so tight that if you wanted to go that way you'd have to drop
everything to get through. North and south are the foothills of a pair of
majestic mountains, and northeast is a deep valley. It is raining.
north: Foothills.
east: Badly-paved road.
south: Foothills.
west: Narrow road between lands.
northeast: Valley between mountains.
southeast: Foothills.
southwest: Foothills.
northwest: Foothills.
up: Foothills.
down: Valley between mountains.
in: Valley between mountains.
out: Badly-paved road.
swampward: Foothills.
*
E
Badly-paved road.
You are walking along a badly-paved east-west road. From here can be seen
three mountains: one to the northeast; one to the south and southwest; and one
to the northwest, which is the largest. To the north, between two of the
mountains, lies a deep valley. The only other nearby feature is a briar patch
to the southeast. It is raining.
north: Valley between mountains.
east: Badly-paved road.
south: Foothills.
west: Badly-paved road.
northeast: Middle mountain.
southeast: Briar patch.
southwest: Foothills.
northwest: Foothills.
up: Middle mountain.
down: Valley between mountains.
in: Valley between mountains.
out: Badly-paved road.
swampward: Foothills.
*
E
Badly-paved road.
You find yourself on a badly-paved road, which continues to the east and west.
North and northeast are the lower regions of a mountain, which rises up beyond
the clouds. Southeast is a yard, belonging to an inn which can be seen just
beyond it. South is a briar patch, and southwest the foothills of a more
impressive mountain. Northwest is a deep valley, whose western slopes rise up
to the foothills of a mountain more majestic still. The view is quite
breathtaking. It is raining.
north: Middle mountain.
east: Badly-paved road.
south: Briar patch.
west: Badly-paved road.
northeast: Middle mountain.
southeast: Side yard of inn.
southwest: Foothills.
northwest: Valley between mountains.
up: Middle mountain.
in: Valley between mountains.
out: Badly-paved road.
swampward: Foothills.
*
E
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. It is
raining. The door is open.
north: Middle mountain.
east: Ford across river.
south: Entrance hall.
west: Badly-paved road.
northeast: You can't tell, it's dark.
southeast: Well near inn.
southwest: Side yard of inn.
northwest: Middle mountain.
up: Middle mountain.
in: Entrance hall.
out: Ford across river.
swampward: Side yard of inn.
*
IN
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
north: Badly-paved road.
east: Snug.
south: Inn steps.
west: Public bar.
southwest: Public bar.
up: Inn steps.
out: Badly-paved road.
swampward: Badly-paved road.
*
UP
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
north: Entrance hall.
south: Upstairs corridor.
up: Upstairs corridor.
down: Entrance hall.
in: Upstairs corridor.
out: Entrance hall.
swampward: Entrance hall.
*
IN
Upstairs corridor.
You are standing in an east-west corridor with several rooms off it. There are
openings in every direction except to the north, where there are some
inhospitable steps leading downwards, and to the northwest, where the corridor
turns northwards. The northeast doorway is rather noticeably grotesque. A
beautiful, iridescent firestone (firestone0) glows nearby. A heavy-looking
antique barometer is hanging on the wall. The grotesque door is locked shut.
north: Inn steps.
east: You can't tell, it's dark.
south: Room 13.
west: Room 15.
southeast: Room 12.
southwest: Room 14.
northwest: You can't tell, it's dark.
down: Inn steps.
in: You can't tell, it's dark.
out: Inn steps.
swampward: Inn steps.
*IN
It's too dark to see now.
*IN
You move in the darkness...
*
OUT
You move in the darkness...
*OUT
It's light enough to see now!
Upstairs corridor.
You are standing in an east-west corridor with several rooms off it. There are
openings in every direction except to the north, where there are some
inhospitable steps leading downwards, and to the northwest, where the corridor
turns northwards. The northeast doorway is rather noticeably grotesque. A
beautiful, iridescent firestone (firestone0) glows nearby. A heavy-looking
antique barometer is hanging on the wall. The grotesque door is locked shut.
north: Inn steps.
east: You can't tell, it's dark.
south: Room 13.
west: Room 15.
southeast: Room 12.
southwest: Room 14.
northwest: You can't tell, it's dark.
down: Inn steps.
in: You can't tell, it's dark.
out: Inn steps.
swampward: Inn steps.
*
TAKE STONE
Firestone0 taken.
*
TAKE BAROMETER
Barometer taken.
*
X
north: Inn steps.
east: Room 11.
south: Room 13.
west: Room 15.
southeast: Room 12.
southwest: Room 14.
northwest: Upstairs passage.
down: Inn steps.
in: Upstairs passage.
out: Inn steps.
swampward: Inn steps.
*
OUT
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
north: Entrance hall.
south: Upstairs corridor.
up: Upstairs corridor.
down: Entrance hall.
in: Upstairs corridor.
out: Entrance hall.
swampward: Entrance hall.
*
OUT
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
north: Badly-paved road.
east: Snug.
south: Inn steps.
west: Public bar.
southwest: Public bar.
up: Inn steps.
out: Badly-paved road.
swampward: Badly-paved road.
*
OUT
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. It is
raining. The door is open.
north: Middle mountain.
east: Ford across river.
south: Entrance hall.
west: Badly-paved road.
northeast: Stable.
southeast: Well near inn.
southwest: Side yard of inn.
northwest: Middle mountain.
up: Middle mountain.
in: Entrance hall.
out: Ford across river.
swampward: Side yard of inn.
*
OUT
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire. It is raining.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*
OUT
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a hillside. It is raining. An animated skeleton (skeleton1)
bars your way. The skeleton1 is carrying a staff0.
Rain has swollen the river to a raging torrent! You fight your way across, but
are constantly buffeted and pounded all the way, causing you significant
injury!
Your stamina has fallen from 100 to 91.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
The skeleton1 walks away, animatedly.
*
W
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire. It is raining.
Rain has swollen the river to a raging torrent! You fight your way across, but
are constantly buffeted and pounded all the way, causing you significant
injury!
Your stamina has fallen from 91 to 85.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*
W
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. It is
raining. The door is open.
north: Middle mountain.
east: Ford across river.
south: Entrance hall.
west: Badly-paved road.
northeast: Stable.
southeast: Well near inn.
southwest: Side yard of inn.
northwest: Middle mountain.
up: Middle mountain.
in: Entrance hall.
out: Ford across river.
swampward: Side yard of inn.
*
I
You are carrying the following:
the barometer, the firestone0 and the key5.
Weight carried: 5kg 130g/90kg.
Objects carried: 3/11.
*
ZW
Side yard of inn.
This is a narrow yard against the western wall of an inn, which you can get
into by a side entrance to the east. North is a badly-paved road, and west a
briar patch. Southeast, the yard becomes the back yard of the inn. It is
raining. Lying here is a large, fresh-looking carrot.
north: Badly-paved road.
east: Public bar.
south: Back yard of inn.
west: Briar patch.
northeast: Badly-paved road.
southeast: Back yard of inn.
southwest: Dense forest.
northwest: Badly-paved road.
in: Public bar.
out: Badly-paved road.
swampward: Dense forest.
*
ZW
Dense forest.
This is dense forest, at the bottom of a majestic mountain to the west. The
trees continue up the mountain, and there is an orchard to the east. North is
a briar patch, and south is an east-west flowing river. To the northeast is a
yard adjacent to an old inn. On the ground there is a large stick.
north: Briar patch.
east: Ancient orchard.
south: Fast-flowing river.
west: Forested part of south mountain.
northeast: Back yard of inn.
southeast: Fast-flowing river.
southwest: Fast-flowing river.
northwest: Foothills.
up: Forested part of south mountain.
in: Ancient orchard.
out: Ancient orchard.
swampward: Fast-flowing river.
*
NE
Back yard of inn.
This is a wide yard to the south of an old tavern, and continues to the side
of it to the northwest. South is an orchard, and southwest is a forest.
Situated in the floor is the opening to a chute, bereft of the trapdoor which
it plainly used to boast many years ago, and which leads down, probably to a
cellar of some nature. To the east there seems to be a well, near the inn. It
is raining.
east: Well near inn.
south: Ancient orchard.
west: Briar patch.
northeast: Well near inn.
southeast: Ancient orchard.
southwest: Dense forest.
northwest: Side yard of inn.
down: Chute.
in: Chute.
out: Well near inn.
swampward: Dense forest.
*
NW
Side yard of inn.
This is a narrow yard against the western wall of an inn, which you can get
into by a side entrance to the east. North is a badly-paved road, and west a
briar patch. Southeast, the yard becomes the back yard of the inn. It is
raining. Lying here is a large, fresh-looking carrot.
north: Badly-paved road.
east: Public bar.
south: Back yard of inn.
west: Briar patch.
northeast: Badly-paved road.
southeast: Back yard of inn.
southwest: Dense forest.
northwest: Badly-paved road.
in: Public bar.
out: Badly-paved road.
swampward: Dense forest.
*
TAKE CARROT
Carrot1 taken.
*
I
You are carrying the following:
the carrot1, the barometer, the firestone0 and the key5.
Weight carried: 5kg 230g/90kg.
Objects carried: 4/11.
*
S
Back yard of inn.
This is a wide yard to the south of an old tavern, and continues to the side
of it to the northwest. South is an orchard, and southwest is a forest.
Situated in the floor is the opening to a chute, bereft of the trapdoor which
it plainly used to boast many years ago, and which leads down, probably to a
cellar of some nature. To the east there seems to be a well, near the inn. It
is raining.
east: Well near inn.
south: Ancient orchard.
west: Briar patch.
northeast: Well near inn.
southeast: Ancient orchard.
southwest: Dense forest.
northwest: Side yard of inn.
down: Chute.
in: Chute.
out: Well near inn.
swampward: Dense forest.
*
\W
Flexington the loud heroine says "W".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
ZW
Dense forest.
This is dense forest, at the bottom of a majestic mountain to the west. The
trees continue up the mountain, and there is an orchard to the east. North is
a briar patch, and south is an east-west flowing river. To the northeast is a
yard adjacent to an old inn. There is a large stick on the ground.
north: Briar patch.
east: Ancient orchard.
south: Fast-flowing river.
west: Forested part of south mountain.
northeast: Back yard of inn.
southeast: Fast-flowing river.
southwest: Fast-flowing river.
northwest: Foothills.
up: Forested part of south mountain.
in: Ancient orchard.
out: Ancient orchard.
swampward: Fast-flowing river.
*
TAKE STICK
Unlit brand6 taken.
*
ZW
Fast-flowing river.
You are standing by a river, flowing from the east to the west, where it
disappears under a mountain. Foothills of the mountain are to the northwest,
covered in forest which extends to the north of your current position, and
become an orchard to the northeast. In all southerly directions are pastures
of soft, deep-green grass. It is raining.
north: Dense forest.
east: Fast-flowing river.
west: South mountain.
northeast: Ancient orchard.
northwest: Forested part of south mountain.
up: Fast-flowing river.
in: Ancient orchard.
out: Ancient orchard.
*
ZW
Rain has swollen the river, and you cannot cross!
*
IN
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. A butterfly
flutters by. On the ground there is a large stick.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*
IN
You cannot go in from here.
*
The butterfly has just fluttered off.
*
ZW
Fast-flowing river.
This is a river, flowing from the southeast to the west. On the south bank lie
exclusively pastures, and on the north, forest. The forest directly to the
north seems to be an orchard of some kind, and through its trees can be seen a
building. It is raining. Beating its wings above you is an incensed dragonfly!
north: Ancient orchard.
east: Riverside meadow.
west: Fast-flowing river.
northeast: Ancient orchard.
southeast: Fast-flowing river.
northwest: Dense forest.
up: Fast-flowing river.
down: Fast-flowing river.
out: Ancient orchard.
*
The dragonfly has just flown away.
*
N
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. On the
ground there is a large stick.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*N
Back yard of inn.
This is a wide yard to the south of an old tavern, and continues to the side
of it to the northwest. South is an orchard, and southwest is a forest.
Situated in the floor is the opening to a chute, bereft of the trapdoor which
it plainly used to boast many years ago, and which leads down, probably to a
cellar of some nature. To the east there seems to be a well, near the inn. It
is raining. A butterfly flutters by.
east: Well near inn.
south: Ancient orchard.
west: Briar patch.
northeast: Well near inn.
southeast: Ancient orchard.
southwest: Dense forest.
northwest: Side yard of inn.
down: Chute.
in: Chute.
out: Well near inn.
swampward: Dense forest.
*
S
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. There is a
large stick on the ground.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*
N
Back yard of inn.
This is a wide yard to the south of an old tavern, and continues to the side
of it to the northwest. South is an orchard, and southwest is a forest.
Situated in the floor is the opening to a chute, bereft of the trapdoor which
it plainly used to boast many years ago, and which leads down, probably to a
cellar of some nature. To the east there seems to be a well, near the inn. It
is raining.
east: Well near inn.
south: Ancient orchard.
west: Briar patch.
northeast: Well near inn.
southeast: Ancient orchard.
southwest: Dense forest.
northwest: Side yard of inn.
down: Chute.
in: Chute.
out: Well near inn.
swampward: Dense forest.
*N
Taxing your mental powers to the full, you manage to work out that you can't
walk through solid brick walls. Walk round and look for an entrance...
*
W
Briar patch.
You are gingerly pushing your way through a prickly briar patch, skilfully
avoiding being scratched from the many thorns about. To the north runs an
east-west road, and to the east is a yard outside an old inn. South lies
pasture, beyond which is a river, and west are the foothills of a majestic
mountain, spearing its way through the fluffy clouds. It is raining.
north: Badly-paved road.
east: Side yard of inn.
south: Dense forest.
west: Foothills.
northeast: Badly-paved road.
southeast: Back yard of inn.
southwest: Forested part of south mountain.
northwest: Badly-paved road.
up: Forested part of south mountain.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
W
Foothills.
You are standing in the foothills of a tall mountain, which rises away to the
southwest. North is a badly-paved road, which runs east-west, and east is a
briar patch. There are more foothills to the west, and to the south are
forested slopes of the mountain. It is raining.
north: Badly-paved road.
east: Briar patch.
south: Forested part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Dense forest.
southwest: Misty part of south mountain.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
ZW
Forested part of south mountain.
You are standing amongst the trees in the forested slopes of the south
mountain. There is more forest to the east, and the mountain ascends to the
west, its peak hidden from view by the clouds near the top. North are
foothills, and northeast a briar patch. Southeast flows a river. A rusty key
can be seen here. A large stick lies on the ground.
north: Foothills.
east: Dense forest.
south: North lush pasture.
west: Misty part of south mountain.
northeast: Briar patch.
southeast: Fast-flowing river.
southwest: South mountain.
northwest: Misty part of south mountain.
up: Misty part of south mountain.
down: Dense forest.
out: Briar patch.
swampward: North lush pasture.
*ZW
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest. It is
raining. A sweet little daisy chain has fallen here.
east: East lush pasture.
south: South lush pasture.
west: West lush pasture.
southeast: Rough pasture.
southwest: Dense forest.
northwest: South mountain.
up: South mountain.
swampward: West lush pasture.
*
ZW
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp. It is
raining.
north: South mountain.
east: North lush pasture.
south: Dense forest.
west: Fuming swamp.
northeast: South mountain.
southeast: South lush pasture.
southwest: Pine forest.
northwest: South mountain.
up: South mountain.
in: Fuming swamp.
out: North lush pasture.
swampward: Fuming swamp.
*
ZW
You are waylaid in a fuming swamp.
It is raining. A mist-swathed banshee floats nebulously before you.
north: Pond in swamp.
east: West lush pasture.
south: Pine forest.
west: Treacherous swamp.
northeast: South mountain.
southeast: Dense forest.
southwest: Pine forest.
northwest: Treacherous swamp.
up: South mountain.
out: West lush pasture.
*
I
You are carrying the following:
the unlit brand6, the carrot1, the barometer, the firestone0 and the
key5.
Weight carried: 5kg 530g/90kg.
Objects carried: 5/11.
*
A little disorientedly, the banshee has just floated off.
*
DROP BAROMETER
Barometer dropped.
The barometer sinks...
(Persona saved on +3 = 6,113).
*
N
Pond in swamp.
This is a small, shallow freshwater pond, fed by a small brook joining it to
the river. It is too shallow to swim, and there are no edible fish living in
it. Northwest are rapids, but everywhere else is swamp. It is raining.
north: Treacherous swamp.
east: Treacherous swamp.
south: Fuming swamp.
west: Treacherous swamp.
northeast: Treacherous swamp.
southeast: Treacherous swamp.
southwest: Treacherous swamp.
northwest: Rapids.
up: Treacherous swamp.
down: Treacherous swamp.
in: Treacherous swamp.
out: Rapids.
over: Treacherous swamp.
swampward: Treacherous swamp.
*
N
You are waylaid in a treacherous swamp.
It is raining. A mist-swathed banshee floats nebulously before you.
north: Rapids.
east: Fuming swamp.
south: Treacherous swamp.
west: Dense forest.
northeast: Fuming swamp.
southeast: Fuming swamp.
southwest: Fuming swamp.
northwest: South pasture.
out: Pond in swamp.
*
N
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond. It is
raining.
north: East pasture.
south: Treacherous swamp.
west: River.
northeast: Cave.
southeast: Pond in swamp.
southwest: South pasture.
northwest: East pasture.
up: Cave.
out: East pasture.
swampward: Treacherous swamp.
*
N
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows. It is raining.
north: In front of hut.
east: Cave.
south: Rapids.
west: West pasture.
northeast: Forest near mountains.
southeast: Rapids.
southwest: River.
northwest: Dining area.
up: Cave.
in: Dining area.
out: Forest near mountains.
swampward: Rapids.
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage. It is raining.
north: Gorse.
east: Forest near mountains.
south: Woodsman's hut.
west: East pasture.
northeast: Forest near mountains.
southeast: Cave.
southwest: East pasture.
northwest: Gorse.
in: Woodsman's hut.
out: Gorse.
swampward: Rapids.
*
N
Gorse.
You are in a tangled mass of prickly gorse. It is raining.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
W
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild. It is raining. Growing here is a large, leafy spinach.
north: Road opposite cottage.
east: Gorse.
south: East pasture.
west: Path.
northeast: Narrow road.
southeast: Gorse.
southwest: East pasture.
northwest: Road opposite cottage.
out: Road opposite cottage.
swampward: Gorse.
*
TAKE SPINACH
Spinach0 taken.
*
N
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS". It is raining.
north: Misty graveyard.
east: Narrow road.
south: Path.
west: Beaten track.
northeast: Dense forest.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Dense forest.
out: Narrow road.
swampward: Vegetable garden.
*
It has stopped raining.
*N
You are lost in a misty graveyard.
The tomb of Suzy the witch stands before you, engraved with the words:
"Immortality Rules OK".
north: Misty graveyard.
east: Misty graveyard.
south: Road opposite cottage.
west: Misty graveyard.
northeast: Misty graveyard.
southeast: Misty graveyard.
southwest: Misty graveyard.
northwest: Misty graveyard.
up: Misty graveyard.
down: Misty graveyard.
in: Misty graveyard.
out: Road opposite cottage.
over: Misty graveyard.
swampward: Road opposite cottage.
*
OUT
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS".
north: Misty graveyard.
east: Narrow road.
south: Path.
west: Beaten track.
northeast: Dense forest.
southeast: Vegetable garden.
southwest: Flower garden.
northwest: Dense forest.
out: Narrow road.
swampward: Vegetable garden.
*
ZW
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild.
north: Road opposite cottage.
east: Gorse.
south: East pasture.
west: Path.
northeast: Narrow road.
southeast: Gorse.
southwest: East pasture.
northwest: Road opposite cottage.
out: Road opposite cottage.
swampward: Gorse.
*
ZW
Gorse.
You are in a tangled mass of prickly gorse.
north: Narrow road.
east: Forest near mountains.
south: In front of hut.
west: Vegetable garden.
northeast: Narrow road.
southeast: East pasture.
southwest: East pasture.
northwest: Vegetable garden.
out: Narrow road.
swampward: East pasture.
*
E
Forest near mountains.
You are in dense forest at the base of some snow-capped mountains, wreathed in
clouds. The foothills are so beautiful that you yearn to be able to climb them
and lie eternally in dew-drenched grass, with an air of inner peace and total
tranquillity. You realise, however, that this is silly!
north: Narrow road between lands.
east: Foothills.
south: Rapids.
west: Gorse.
northeast: Narrow road between lands.
southeast: Cave.
southwest: In front of hut.
northwest: Narrow road.
up: Foothills.
out: Narrow road between lands.
swampward: Cave.
*
E
Foothills.
These are some foothills to the tall mountains which tower above you to the
east. To the north runs an east-west road, and to the west is forest. The
hills rise slowly to the south, where it looks somewhat misty.
north: Narrow road between lands.
east: Foothills.
south: Cave.
west: Forest near mountains.
northeast: Narrow road between lands.
southeast: Foothills.
southwest: Cave.
northwest: Narrow road between lands.
up: Foothills.
down: Narrow road between lands.
out: Narrow road between lands.
swampward: Cave.
*
E
Foothills.
You are standing in among the foothills of a majestic mountain to the south.
North is a narrow road which runs east-west, and everywhere else is more
mountain. Your progress to the west is impeded by to some extent by the
terrain, but it is still possible to travel in that direction.
north: Badly-paved road.
east: Foothills.
south: Misty part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Misty part of south mountain.
southwest: Foothills.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Misty part of south mountain.
*
E
Foothills.
You are standing in the foothills of a tall mountain, which rises away to the
southwest. North is a badly-paved road, which runs east-west, and east is a
briar patch. There are more foothills to the west, and to the south are
forested slopes of the mountain.
north: Badly-paved road.
east: Briar patch.
south: Forested part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Dense forest.
southwest: Misty part of south mountain.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
E
Briar patch.
You are gingerly pushing your way through a prickly briar patch, skilfully
avoiding being scratched from the many thorns about. To the north runs an
east-west road, and to the east is a yard outside an old inn. South lies
pasture, beyond which is a river, and west are the foothills of a majestic
mountain, spearing its way through the fluffy clouds.
north: Badly-paved road.
east: Side yard of inn.
south: Dense forest.
west: Foothills.
northeast: Badly-paved road.
southeast: Back yard of inn.
southwest: Forested part of south mountain.
northwest: Badly-paved road.
up: Forested part of south mountain.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
NE
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. The door is
open.
north: Middle mountain.
east: Ford across river.
south: Entrance hall.
west: Badly-paved road.
northeast: Stable.
southeast: Well near inn.
southwest: Side yard of inn.
northwest: Middle mountain.
up: Middle mountain.
in: Entrance hall.
out: Ford across river.
swampward: Side yard of inn.
*
NE
Stable.
This ramshackle old stone building is what is left of a once proud stable. It
has sadly fallen into disrepair, due to the constant battering of the
elements, nestled as it is to the southeast of a towering mountain. To the
east is a river bank, the river running north-south and forded to the
southeast of where you now stand. To the southwest, running west from the
ford, is a badly-paved road, beside which is an inn, the patrons of which
stabled their horses here before The Land became what it is today. Standing in
one corner of the stable is an old, blacksmith's anvil. A gaily-coloured
decorative ribbon lies strewn on the floor.
north: Middle mountain.
east: Bank of river.
south: Ford across river.
west: Middle mountain.
northeast: Bank of river.
southeast: Ford across river.
southwest: Badly-paved road.
northwest: Misty part of middle mountain.
up: Misty part of middle mountain.
out: Ford across river.
swampward: Badly-paved road.
*
VAL RIBBON
The value of the ribbon is -15 points.
*
WEAR RIBBON
You're not holding a ribbon!
*
S
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*
E
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
E
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley. An animated
skeleton (skeleton1) bars your way. The skeleton1 is carrying a staff0.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
The skeleton1 walks away, animatedly.
*
UP
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse. An animated skeleton (skeleton1) bars your way. The
skeleton1 is carrying a staff0.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
UP
Driveway.
You are stood outside a charming Italianate residence, built largely in stone.
The driveway down the hillside is to the southeast, but if you want to enter
the house the main entrance seems to be to the west. To the northwest is a
rear entrance, and directly north is an outhouse of some kind. The outhouse
door is locked shut.
west: Forecourt.
northeast: Olive grove.
southeast: Driveway.
northwest: Back entrance to "Il Castellare".
up: Olive grove.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
NW
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is locked shut.
southeast: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
UNLOCK DOOR
The key5 grates in the lock...
The kitchen door creaks slowly open.
*
L
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
*
X
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
IN
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. A decorative apron, its awns worked in purl, lies to one side. The
kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
VAL APRON
The value of the apron is 25 points.
*
TAKE APRON
Apron taken.
*
WEAR APRON
Very becoming!
*
S
Games room.
You are in a large, rectangular room, whose main purpose seems to have been
the playing of games. A table-tennis table, set in concrete and certainly
immovable, stands in the centre of the room; the stone walls seem to breathe
back some of the mirth and laughter which must have filled this place many
times in the past. There are doorways to the north and west. An ancient
chessboard, inlaid with ivory, is sitting here.
north: Kitchen in "Il Castellare".
west: Flower room.
out: Flower room.
swampward: Flower room.
*
VAL CHESS
I don't know the word "chess".
*
VAL BOARD
I don't know the word "board".
*
VAL CHESSBOARD
The value of the chessboard is 50 points.
*
TAKE CHESSBOARD
Chessboard taken.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the chessboard, the spinach0, the unlit brand6, the carrot1, the
firestone0 and the key5.
Weight carried: 1kg 830g/90kg.
Objects carried: 7/11.
*
N
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
COOK CARROT
I don't know the word "cook".
*
W
Dining room in "Il Castellare".
The semi-circular brick ceiling of this room indicates that it was originally
designed for storage of some kind, but the last conversions seem to have
turned it into a dining area of some atmosphere. A hallway lies to the south,
and to the west is a courtyard. Through a doorway to the east, access can be
gained to a kitchen. A soggy wafer has been left here. An elegant silver
tureen glistens to one side. Resting here resplendently is a ceremonial tazza.
east: Kitchen in "Il Castellare".
south: Ingresso.
west: Courtyard.
out: Ingresso.
swampward: Ingresso.
*
TAKE WAFER
Wafer50 taken.
*
EAT WAFER
Yeuch! The wafer50 looks and tastes so bad that you can't bring yourself to
eat it!
*
DROP WAFER
Wafer50 dropped.
*
LOOK TUREEN
You see a tureen.
The tureen looks in as good a condition as it's ever likely to be.
The tureen contains:
nothing.
*
TAKE TUREEN
Tureen taken.
*
VAL ALL
The value of the key5 is 0 points.
The value of the firestone0 is 5 points.
The value of the carrot1 is 0 points.
The value of the unlit brand6 is 0 points.
The value of the spinach0 is 0 points.
The value of the apron is 25 points.
The value of the chessboard is 50 points.
The value of the tureen is 12 points.
The value of the tazza is 20 points.
For you, treasure is worth 100% of its minimum value.
Your value is 1,297 points.
The value of the wafer50 is 0 points.
*
TAKE TAZZA
Tazza taken.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the tazza, the tureen, the chessboard, the spinach0, the unlit brand6,
the carrot1, the firestone0 and the key5.
Weight carried: 6kg 830g/90kg.
Objects carried: 9/11.
*
PUT CHESSBOARD IN TUREEN
Chessboard inserted in tureen.
*
LOOK TAZZA
You see a tazza.
The tazza looks in as good a condition as it's ever likely to be.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the tazza, the tureen, the spinach0, the unlit brand6, the carrot1,
the firestone0 and the key5.
The tureen contains:
the chessboard.
Weight carried: 6kg 830g/90kg.
Objects carried: 8/11.
*
L
Dining room in "Il Castellare".
The semi-circular brick ceiling of this room indicates that it was originally
designed for storage of some kind, but the last conversions seem to have
turned it into a dining area of some atmosphere. A hallway lies to the south,
and to the west is a courtyard. Through a doorway to the east, access can be
gained to a kitchen. A soggy wafer has been left here.
*
X
east: Kitchen in "Il Castellare".
south: Ingresso.
west: Courtyard.
out: Ingresso.
swampward: Ingresso.
*
S
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. Lying here is a curious but pleasing abstract
painting. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
READ PAINTING
Written on the abstract is:
" /..............................\
: +-------------+:
: |:
:+--------------+ +---------+ |:
:| | | | |:
:| | +-+ | |:
:| | | | |:
:| +++ | +-+ |:
:| +++ | | |:
:+-+ +++ | | +-+:
: | +++ | | | :
:+-+ +++ | | +-+:
:| | | |:
:| +-+ +-+ +-+ |:
:| | | | | |:
:| | +-------+ +-+ | |:
:| | | | | |:
:| +-------+ | +---+ +---+ |:
:| | | | | |:
:+---------+ +--+ +-----+:
\............................../
[ Amazeing Grace, by S. Dally ]".
*
W
Sitting room in "Il Castellare".
This is a tastefully furnished sitting room. The dominant feature is a fresco
above the fireplace on the north wall showing a coat of arms painted in
quattrocento style. The decoration seems to feature some bird of water, while
the inscribed coat of arms bears the motto "COUTE QUE COUTE". An exit in the
northwest corner leads to a music room, and in the southwest corner a doorway
leads onto a terrace. Through a doorway to the east lies the ingresso. Before
you is a portrait of a bunch of arthritic-looking scribes locked in a dusty
scriptorium. Some elevating sentiments are on it. The door is locked shut. A
healthy fire warms the room from its grate, giving off a delicious aroma of
woodsmoke.
east: Ingresso.
northwest: Music room.
*
READ PAINTING
Written on the painting2 is: "There are tears about things and mortal sorrows
touch the heart. ".
*
NW
Music room.
You are in the music room of an Italianate dwelling. This is where the lady of
the house probably held her soirees in better times, and you feel that you,
too, would like to make music and bask in the hospitality and civilised
atmosphere which radiates from this place. A doorway to the east leads into a
courtyard, while southeast is a sitting room. A fine boxwood lute is lying
here.
east: Courtyard.
southeast: Sitting room in "Il Castellare".
out: Sitting room in "Il Castellare".
swampward: Sitting room in "Il Castellare".
*
TAKE LUTE
Lute taken.
*
PLAY LUTE
You can't seem to produce a single note.
*
VAL LUTE
The value of the lute is 10 points.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the lute, the tazza, the tureen, the spinach0, the unlit brand6, the
carrot1, the firestone0 and the key5.
The tureen contains:
the chessboard.
Weight carried: 7kg 530g/90kg.
Objects carried: 9/11.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the lute, the tazza, the tureen, the spinach0, the unlit brand6, the
carrot1, the firestone0 and the key5.
The tureen contains:
the chessboard.
Weight carried: 7kg 530g/90kg.
Objects carried: 9/11.
*
ZW
Sitting room in "Il Castellare".
This is a tastefully furnished sitting room. The dominant feature is a fresco
above the fireplace on the north wall showing a coat of arms painted in
quattrocento style. The decoration seems to feature some bird of water, while
the inscribed coat of arms bears the motto "COUTE QUE COUTE". An exit in the
northwest corner leads to a music room, and in the southwest corner a doorway
leads onto a terrace. Through a doorway to the east lies the ingresso. Before
you is a portrait of a bunch of arthritic-looking scribes locked in a dusty
scriptorium. Some elevating sentiments are on it. The door is locked shut. A
healthy fire warms the room from its grate, giving off a delicious aroma of
woodsmoke.
east: Ingresso.
northwest: Music room.
*
TAKE PAINTING
Painting2 taken.
*
VAL PAINTING
The value of the painting2 is 17 points.
*
E
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. Lying here is a curious but pleasing abstract
painting. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
VAL PAINTING
The value of the painting2 is 17 points.
The value of the abstract is 17 points.
*
TAKE PAINTING
Abstract taken.
*
PUT PAINTING IN TAZZA
Painting2 dropped.
Abstract dropped.
*
TAKE PAINTING
Painting2 taken.
Abstract taken.
*
PUT PAINTING IN TUREEN
The painting2 won't fit in the tureen.
The abstract won't fit in the tureen.
*
I
You are wearing the following:
the apron.
You are carrying the following:
2 paintings, the lute, the tazza, the tureen, the spinach0, the unlit
brand6, the carrot1, the firestone0 and the key5.
The tureen contains:
the chessboard.
Weight carried: 15kg 530g/90kg.
Objects carried: 11/11.
*
N
Dining room in "Il Castellare".
The semi-circular brick ceiling of this room indicates that it was originally
designed for storage of some kind, but the last conversions seem to have
turned it into a dining area of some atmosphere. A hallway lies to the south,
and to the west is a courtyard. Through a doorway to the east, access can be
gained to a kitchen. A soggy wafer has been left here.
east: Kitchen in "Il Castellare".
south: Ingresso.
west: Courtyard.
out: Ingresso.
swampward: Ingresso.
*
E
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
E
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
ZW
Driveway.
You are stood outside a charming Italianate residence, built largely in stone.
The driveway down the hillside is to the southeast, but if you want to enter
the house the main entrance seems to be to the west. To the northwest is a
rear entrance, and directly north is an outhouse of some kind. An animated
skeleton (skeleton1) bars your way. The skeleton1 is carrying a staff0. The
outhouse door is locked shut.
west: Forecourt.
northeast: Olive grove.
southeast: Driveway.
northwest: Back entrance to "Il Castellare".
up: Olive grove.
down: Driveway.
out: Driveway.
swampward: Driveway.
*ZW
Your way is blocked by the skeleton1.
*
ZW
Your way is blocked by the skeleton1.
*
ZW
Your way is blocked by the skeleton1.
*
ZW
Your way is blocked by the skeleton1.
*
The skeleton1 walks away, animatedly.
*
NW
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
W
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
S
Games room.
You are in a large, rectangular room, whose main purpose seems to have been
the playing of games. A table-tennis table, set in concrete and certainly
immovable, stands in the centre of the room; the stone walls seem to breathe
back some of the mirth and laughter which must have filled this place many
times in the past. There are doorways to the north and west.
north: Kitchen in "Il Castellare".
west: Flower room.
out: Flower room.
swampward: Flower room.
*
W
Flower room.
This room has a lingering scent of roses, and you can deduce that it was used
to prepare the flowers which in other days probably regularly bedecked the
Italian-style household in which you find yourself. Doorways lead both east
and west from here.
east: Games room.
west: Dayroom in "Il Castellare".
out: Dayroom in "Il Castellare".
swampward: Dayroom in "Il Castellare".
*
W
Dayroom in "Il Castellare".
This room was apparently used by the last occupant of this Italian-style
property to take naps after lunch in his declining years. The ingresso lies to
the west, and eastwards there seems to be more living space. A fine example of
a marquetry commode is here. The commode contains a bonnet.
east: Flower room.
west: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
VAL COMMODE
The value of the commode is 6 points.
*
TAKE COMMODE
You're carrying too many objects to take the commode.
*
I
You are wearing the following:
the apron.
You are carrying the following:
2 paintings, the lute, the tazza, the tureen, the spinach0, the unlit
brand6, the carrot1, the firestone0 and the key5.
The tureen contains:
the chessboard.
Weight carried: 15kg 530g/90kg.
Objects carried: 11/11.
*
EAT SPINACH
Hmm, raw spinach. It's a bit tough, but you aren't fussy!
(Persona saved on +2 = 6,115).
*
TAKE COMMODE
Commode taken.
*
EMPTY COMMODE
Bonnet dropped.
*
DROP COMMODE
Commode dropped.
*
TAKE BONNET
Bonnet taken.
*
WEAR BONNET
Very becoming!
*
TAKE COMMODE
You're carrying too many objects to take the commode.
*
PUT LUTE IN COMMODE
Lute inserted in commode.
*
PUT BONNET IN COMMODE
Bonnet inserted in commode.
*
TAKE COMMODE
Commode taken.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the commode, 2 paintings, the tazza, the tureen, the unlit brand6, the
carrot1, the firestone0 and the key5.
The commode contains:
the bonnet and the lute.
The tureen contains:
the chessboard.
Weight carried: 25kg 460g/90kg.
Objects carried: 10/11.
*
PUT TAZZA IN COMMODE
Tazza inserted in commode.
*
VAL ALL
The value of the key5 is 0 points.
The value of the firestone0 is 5 points.
The value of the carrot1 is 0 points.
The value of the unlit brand6 is 0 points.
The value of the apron is 25 points.
The value of the tureen is 12 points.
The value of the painting2 is 17 points.
The value of the abstract is 17 points.
The value of the commode is 6 points.
For you, treasure is worth 100% of its minimum value.
Your value is 1,298 points.
*
L
Dayroom in "Il Castellare".
This room was apparently used by the last occupant of this Italian-style
property to take naps after lunch in his declining years. The ingresso lies to
the west, and eastwards there seems to be more living space.
*
X
east: Flower room.
west: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
W
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
UP
Corridor in "Il Castellare".
This east-west passageway has exits to the north, northwest and northeast. A
set of wooden steps leads upwards into a tower, while the corridor turns south
ninety degrees at its ends. A well-proportioned stone staircase leads down to
the ingresso. The doorway to the north looks like a bathroom. The door is
locked shut.
east: Corridor in "Il Castellare".
south: Corridor in "Il Castellare".
west: Corridor in "Il Castellare".
northeast: Master bedroom in "Il Castellare".
southeast: Corridor in "Il Castellare".
southwest: Corridor in "Il Castellare".
northwest: Master bedroom in "Il Castellare".
up: Tower stairs.
down: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
NW
Master bedroom in "Il Castellare".
This most opulent boudoir was clearly once used by the lady of the household.
A bathroom ensuite lies to the north, and the windows on the west side
overlook the countryside. A prominent feature visible not far away from here
is a swimming pool, and more distant, in the valley, is a lake shimmering in
the haze. A doorway to the southeast leads onto a corridor. Lying here is a
worn leather slipper. The bathroom door is locked shut.
southeast: Corridor in "Il Castellare".
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
VAL SLIPPER
The value of the slipper is 10 points.
*
TAKE SLIPPER
Slipper taken.
*
UNLOCK DOOR
The key5 grates in the lock...
The bathroom door creaks slowly open.
*
OPEN DOOR
The bathroom door is already open.
*
L
Master bedroom in "Il Castellare".
This most opulent boudoir was clearly once used by the lady of the household.
A bathroom ensuite lies to the north, and the windows on the west side
overlook the countryside. A prominent feature visible not far away from here
is a swimming pool, and more distant, in the valley, is a lake shimmering in
the haze. A doorway to the southeast leads onto a corridor. The bathroom door
is open.
*
X
north: En suite bathroom.
southeast: Corridor in "Il Castellare".
in: En suite bathroom.
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
N
En suite bathroom.
This luxurious bathroom, with its (now missing) sunken tub and every possible
convenience, looks over a steeply ascending hill to the north. An opulent
bedroom lies to the south. Lying here is a brush made of badger hairs. The
bathroom door is open. Standing conveniently close by is a small, closed
phial. The closed phial1 contains medicine.
south: Master bedroom in "Il Castellare".
out: Master bedroom in "Il Castellare".
swampward: Master bedroom in "Il Castellare".
*
VAL BRUSH
The value of the brush0 is 5 points.
*
TAKE BRUSH
Brush0 taken.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the brush0, the slipper, the commode, 2 paintings, the tureen, the
unlit brand6, the carrot1, the firestone0 and the key5.
The commode contains:
the tazza, the bonnet and the lute.
The tureen contains:
the chessboard.
Weight carried: 25kg 780g/90kg.
Objects carried: 11/11.
*
PUT BRUSH IN COMMODE
Brush0 inserted in commode.
*
PUT SLIPPER IN COMMODE
Slipper inserted in commode.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the commode, 2 paintings, the tureen, the unlit brand6, the carrot1,
the firestone0 and the key5.
The commode contains:
the slipper, the brush0, the tazza, the bonnet and the lute.
The tureen contains:
the chessboard.
Weight carried: 25kg 780g/90kg.
Objects carried: 9/11.
*
Z
I made no sense of that:

z[uh?]
I was expecting "z" to be a verb, but it's a noun.
*
X
south: Master bedroom in "Il Castellare".
out: Master bedroom in "Il Castellare".
swampward: Master bedroom in "Il Castellare".
*
OUT
Master bedroom in "Il Castellare".
This most opulent boudoir was clearly once used by the lady of the household.
A bathroom ensuite lies to the north, and the windows on the west side
overlook the countryside. A prominent feature visible not far away from here
is a swimming pool, and more distant, in the valley, is a lake shimmering in
the haze. A doorway to the southeast leads onto a corridor. The bathroom door
is open.
north: En suite bathroom.
southeast: Corridor in "Il Castellare".
in: En suite bathroom.
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
OUT
Corridor in "Il Castellare".
You are in a corridor which runs from the north to the south, with exits to
the northwest and southwest into bedrooms. At the northeastern corner it turns
sharply at ninety degrees, and continues eastwards to encompass a tower.
north: Corridor in "Il Castellare".
east: Corridor in "Il Castellare".
northeast: Corridor in "Il Castellare".
southwest: Bedroom in "Il Castellare".
northwest: Master bedroom in "Il Castellare".
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
SW
Bedroom in "Il Castellare".
You are in a comfortable guest bedroom on the first floor of a tower. To the
east is a bathroom, and a doorway to the northeast leads onto a corridor. A
painting here depicts a cowled figure in a darkened crypt. The door is locked
shut.
northeast: Corridor in "Il Castellare".
*
READ PAINTING
Written on the painting2 is: "There are tears about things and mortal sorrows
touch the heart. ".
Written on the abstract is:
" /..............................\
: +-------------+:
: |:
:+--------------+ +---------+ |:
:| | | | |:
:| | +-+ | |:
:| | | | |:
:| +++ | +-+ |:
:| +++ | | |:
:+-+ +++ | | +-+:
: | +++ | | | :
:+-+ +++ | | +-+:
:| | | |:
:| +-+ +-+ +-+ |:
:| | | | | |:
:| | +-------+ +-+ | |:
:| | | | | |:
:| +-------+ | +---+ +---+ |:
:| | | | | |:
:+---------+ +--+ +-----+:
\............................../
[ Amazeing Grace, by S. Dally ]".
Written on the painting3 is: "Beneath tears, by S. Dally ".
*
TAKE PAINTING
Painting3 taken.
*
PUT PAINTING IN COMMODE
Painting2 inserted in commode.
The abstract won't fit in the commode.
The painting3 won't fit in the commode.
*
I
You are wearing the following:
the apron.
You are carrying the following:
2 paintings, the commode, the tureen, the unlit brand6, the carrot1,
the firestone0 and the key5.
The commode contains:
the painting2, the slipper, the brush0, the tazza, the bonnet
and the lute.
The tureen contains:
the chessboard.
Weight carried: 29kg 780g/90kg.
Objects carried: 9/11.
*
XX
I don't know the word "xx".
*
X
northeast: Corridor in "Il Castellare".
*
L
Bedroom in "Il Castellare".
You are in a comfortable guest bedroom on the first floor of a tower. To the
east is a bathroom, and a doorway to the northeast leads onto a corridor. The
door is locked shut.
*
OPEN DOOR
The key5 grates in the lock...
The door creaks slowly open.
*
X
east: Bathroom in "Il Castellare".
northeast: Corridor in "Il Castellare".
out: Bathroom in "Il Castellare".
swampward: Bathroom in "Il Castellare".
*
OUT
Bathroom in "Il Castellare".
This is a bathroom on the south front of a tower. The window affords an
agreeable vista across the valley below. An unusual feature of this place is
the two doorways to the west and east, both leading to guest bedrooms. You can
imagine that when weekend parties were held here in happier times and the
house was full, much mirth and merriment would have occurred through
forgetting to lock the relevant door! Although there is a lavatory here, and
despite the room's name, there is no bath. A small, stoppered vial stands
here, labelled: "POTION 1". The stoppered vial1 contains a potion1. A small,
stoppered vial stands here, labelled: "POTION 0". The stoppered vial0 contains
a potion0. The door is open.
east: Bedroom in "Il Castellare".
west: Bedroom in "Il Castellare".
out: Bedroom in "Il Castellare".
swampward: Bedroom in "Il Castellare".
*
"HUH"
Flexington the loud heroine says "HUH".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
ZW
Bedroom in "Il Castellare".
You are in a plain, but tastefully decorated, guest bedroom in an Italianate
residence. The south wall contains a doorway which leads to an outside
staircase, and through it you can admire the view over the surrounding
countryside. West is a bathroom, and northwest a fine old doorway affords
access to a corridor. The door is locked shut.
west: Bathroom in "Il Castellare".
northwest: Corridor in "Il Castellare".
*
ZW
The door's shut, can't you see, you berk?
*
OPEN DOOR
The door is locked shut, and you don't have a key that will fit.
*
UNLOCK DOOR
You don't have the right sort of key.
*
NW
Corridor in "Il Castellare".
You are in a narrow, north-south passage constructed of softstone bricks
covered in mortar with a room to the southeast. The corridor continues to the
north. A whatnot, carved in rosewood, is standing here.
north: Corridor in "Il Castellare".
northeast: Corridor in "Il Castellare".
southeast: Bedroom in "Il Castellare".
northwest: Corridor in "Il Castellare".
in: Bedroom in "Il Castellare".
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
VAL WHATNOT
The value of the whatnot is 20 points.
*
LOOK WHATNOT
You see a whatnot.
The whatnot looks in as good a condition as it's ever likely to be.
*
TAKE WHATNOT
Whatnot taken.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the whatnot, 2 paintings, the commode, the tureen, the unlit brand6,
the carrot1, the firestone0 and the key5.
The commode contains:
the painting2, the slipper, the brush0, the tazza, the bonnet
and the lute.
The tureen contains:
the chessboard.
Weight carried: 34kg 780g/90kg.
Objects carried: 10/11.
*
PUT WHATNOT IN COMMODE
The whatnot won't fit in the commode.
*
PUT WHATNOT IN TUREEN
The whatnot won't fit in the tureen.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the whatnot, 2 paintings, the commode, the tureen, the unlit brand6,
the carrot1, the firestone0 and the key5.
The commode contains:
the painting2, the slipper, the brush0, the tazza, the bonnet
and the lute.
The tureen contains:
the chessboard.
Weight carried: 34kg 780g/90kg.
Objects carried: 10/11.
*
ZW
Corridor in "Il Castellare".
This east-west passageway has exits to the north, northwest and northeast. A
set of wooden steps leads upwards into a tower, while the corridor turns south
ninety degrees at its ends. A well-proportioned stone staircase leads down to
the ingresso. The doorway to the north looks like a bathroom. The door is
locked shut.
east: Corridor in "Il Castellare".
south: Corridor in "Il Castellare".
west: Corridor in "Il Castellare".
northeast: Master bedroom in "Il Castellare".
southeast: Corridor in "Il Castellare".
southwest: Corridor in "Il Castellare".
northwest: Master bedroom in "Il Castellare".
up: Tower stairs.
down: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
ZW
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
ZW
The oaken door's shut, can't you see, you berk?
*
N
Dining room in "Il Castellare".
The semi-circular brick ceiling of this room indicates that it was originally
designed for storage of some kind, but the last conversions seem to have
turned it into a dining area of some atmosphere. A hallway lies to the south,
and to the west is a courtyard. Through a doorway to the east, access can be
gained to a kitchen. A soggy wafer has been left here.
east: Kitchen in "Il Castellare".
south: Ingresso.
west: Courtyard.
out: Ingresso.
swampward: Ingresso.
*
E
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
ZW
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
ZW
Driveway.
You are stood outside a charming Italianate residence, built largely in stone.
The driveway down the hillside is to the southeast, but if you want to enter
the house the main entrance seems to be to the west. To the northwest is a
rear entrance, and directly north is an outhouse of some kind. An animated
skeleton (skeleton1) bars your way. The skeleton1 is carrying a staff0. The
outhouse door is locked shut.
west: Forecourt.
northeast: Olive grove.
southeast: Driveway.
northwest: Back entrance to "Il Castellare".
up: Olive grove.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
ZW
Your way is blocked by the skeleton1.
*
ZW
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
ZW
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
ZW
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
ZW
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*
ZW
Dense forest.
You are wandering around in some dense forest on the west bank of a
fast-flowing river. To the north, the river is crossed by a ford, and to the
south it runs beside a meadow, beyond which you can see what looks like a
belvedere of some kind. At that point the river splits, and curves round to
the southwest of where you stand. West, the forest seems to be primarily of
fruit trees, and northwest through the greenery you can see what looks like a
well.
north: Ford across river.
south: Riverside meadow.
west: Ancient orchard.
northeast: Ford across river.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Well near inn.
up: Ford across river.
down: Riverside meadow.
in: Ancient orchard.
out: Ford across river.
swampward: Fast-flowing river.
*
ZW
Fast-flowing river.
You are walking beside a fast-flowing, yet shallow, river, which originates
from a fork in a much faster river to the southeast, and continues to the
northwest. North is an orchard, which by the northeast has become a normal
forest. East is a meadow, south of which is a gazebo. To the west lies a lush
pasture, but southwest it is rough and desolate.
north: Ancient orchard.
east: Riverside meadow.
south: Evil wood.
west: East lush pasture.
northeast: Dense forest.
southeast: Inside gazebo.
southwest: Rough pasture.
northwest: Fast-flowing river.
up: Inside gazebo.
down: Fast-flowing river.
in: Inside gazebo.
out: Dense forest.
swampward: East lush pasture.
*
ZW
East lush pasture.
You are standing in lush pasture, irrigated by a river which curves from
bordering to the east of where you stand, round to the north, and continuing
west from there to the northwest. The pasture carries on to the west and
southwest, but south is some rougher pasture which isn't so good.
north: Fast-flowing river.
east: Fast-flowing river.
south: Rough pasture.
west: North lush pasture.
northeast: Fast-flowing river.
southeast: Rough pasture.
southwest: South lush pasture.
northwest: Fast-flowing river.
out: Fast-flowing river.
swampward: North lush pasture.
*
ZW
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest. A
sweet little daisy chain has fallen here.
north: Fast-flowing river.
east: East lush pasture.
south: South lush pasture.
west: West lush pasture.
northeast: Fast-flowing river.
southeast: Rough pasture.
southwest: Dense forest.
northwest: South mountain.
up: South mountain.
out: Fast-flowing river.
swampward: West lush pasture.
*
ZW
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp.
north: South mountain.
east: North lush pasture.
south: Dense forest.
west: Fuming swamp.
northeast: South mountain.
southeast: South lush pasture.
southwest: Pine forest.
northwest: South mountain.
up: South mountain.
in: Fuming swamp.
out: North lush pasture.
swampward: Fuming swamp.
*
ZW
You are waylaid in a fuming swamp.
north: Pond in swamp.
east: West lush pasture.
south: Pine forest.
west: Treacherous swamp.
northeast: South mountain.
southeast: Dense forest.
southwest: Pine forest.
northwest: Treacherous swamp.
up: South mountain.
out: West lush pasture.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the whatnot, 2 paintings, the commode, the tureen, the unlit brand6,
the carrot1, the firestone0 and the key5.
The commode contains:
the painting2, the slipper, the brush0, the tazza, the bonnet
and the lute.
The tureen contains:
the chessboard.
Weight carried: 34kg 780g/90kg.
Objects carried: 10/11.
*
EMPTY TUREEN
Chessboard dropped.
The chessboard sinks...
(Persona saved on +50 = 6,165).
*
EMPTY COMMODE
Painting2 dropped.
The painting2 sinks...
(Persona saved on +17 = 6,182).
Slipper dropped.
The slipper sinks...
(Persona saved on +10 = 6,192).
Brush0 dropped.
The brush0 sinks...
(Persona saved on +5 = 6,197).
Tazza dropped.
The tazza sinks...
(Persona saved on +20 = 6,217).
Bonnet dropped.
The bonnet sinks...
(Persona saved on +5 = 6,222).
Lute dropped.
The lute sinks...
(Persona saved on +10 = 6,232).
*
I
You are wearing the following:
the apron.
You are carrying the following:
the whatnot, 2 paintings, the commode, the tureen, the unlit brand6,
the carrot1, the firestone0 and the key5.
Weight carried: 25kg 730g/90kg.
Objects carried: 10/11.
*
DROP WHATNOT
Whatnot dropped.
The whatnot sinks...
(Persona saved on +20 = 6,252).
*
DROP PAINTING
Abstract dropped.
The abstract sinks...
(Persona saved on +17 = 6,269).
Painting3 dropped.
The painting3 sinks...
(Persona saved on +17 = 6,286).
*
DROP TUREEN
Tureen dropped.
The tureen sinks...
(Persona saved on +12 = 6,298).
*
VAL COMMODE
The value of the commode is 6 points.
*
I
You are wearing the following:
the apron.
You are carrying the following:
the commode, the unlit brand6, the carrot1, the firestone0 and the
key5.
Weight carried: 10kg 730g/90kg.
Objects carried: 6/11.
*
L
You are waylaid in a fuming swamp.
*
VAL COMMODE
The value of the commode is 6 points.
*
VAL ALL
The value of the key5 is 0 points.
The value of the firestone0 is 5 points.
The value of the carrot1 is 0 points.
The value of the unlit brand6 is 0 points.
The value of the apron is 25 points.
The value of the commode is 6 points.
For you, treasure is worth 100% of its minimum value.
Your value is 1,334 points.
*
DROP APRON
Apron dropped.
The apron sinks...
(Persona saved on +25 = 6,323).
*
X
north: Pond in swamp.
east: West lush pasture.
south: Pine forest.
west: Treacherous swamp.
northeast: South mountain.
southeast: Dense forest.
southwest: Pine forest.
northwest: Treacherous swamp.
up: South mountain.
out: West lush pasture.
*
OUT
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp. A
horrifying zombie (zombie6) stands in your way!
north: South mountain.
east: North lush pasture.
south: Dense forest.
west: Fuming swamp.
northeast: South mountain.
southeast: South lush pasture.
southwest: Pine forest.
northwest: South mountain.
up: South mountain.
in: Fuming swamp.
out: North lush pasture.
swampward: Fuming swamp.
*OUT
Your way is blocked by the zombie6.
*
OUT
Your way is blocked by the zombie6.
*
OUT
Your way is blocked by the zombie6.
*
OUT
Your way is blocked by the zombie6.
*
OUT
Your way is blocked by the zombie6.
*
OUT
Your way is blocked by the zombie6.
*
OUT
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest. A
sweet little daisy chain has fallen here.
north: Fast-flowing river.
east: East lush pasture.
south: South lush pasture.
west: West lush pasture.
northeast: Fast-flowing river.
southeast: Rough pasture.
southwest: Dense forest.
northwest: South mountain.
up: South mountain.
out: Fast-flowing river.
swampward: West lush pasture.
*
OUT
Fast-flowing river.
This is a river, flowing from the southeast to the west. On the south bank lie
exclusively pastures, and on the north, forest. The forest directly to the
north seems to be an orchard of some kind, and through its trees can be seen a
building.
north: Ancient orchard.
east: Riverside meadow.
south: East lush pasture.
west: Fast-flowing river.
northeast: Ancient orchard.
southeast: Fast-flowing river.
southwest: North lush pasture.
northwest: Dense forest.
up: Fast-flowing river.
down: Fast-flowing river.
out: Ancient orchard.
swampward: North lush pasture.
*OUT
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. There is a
large stick on the ground.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*OUT
Well near inn.
You stand beside an old, disused well, which looks superficially to be blocked
off, but which on closer inspection you can see is merely disguised, and there
is still a way down it. Whether there is a way up it, having descended, is,
however, not apparent. West is a side entrance leading directly into an inn,
for which the well was probably originally constructed (although some way to
the east can be heard running water). North is an east-west road, and
southwest an orchard of mainly apple trees. Southeast is dense forest.
north: Ford across river.
east: Dense forest.
south: Ancient orchard.
west: Lounge bar.
northeast: Ford across river.
southeast: Dense forest.
southwest: Ancient orchard.
northwest: Badly-paved road.
down: Under well.
in: Lounge bar.
out: Ford across river.
swampward: Ancient orchard.
*
OUT
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*
OUT
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
OUT
You cannot go out from here.
*
E
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
UP
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
N
Olive grove.
You are wandering in a pleasant olive grove on the hillside above "Il
Castellare". The terracing has a forlorn and neglected appearance, but does
not diminish the quiet majesty of these twisted and gnarled trees. Far above
you, on top of the hill, you can make out the impressive shell of a ruined
building, the entrance to which you could reach by going west. The way down is
to the south or southeast.
north: Olive grove.
west: Olive grove.
northeast: Olive grove.
southeast: Driveway.
southwest: Driveway.
northwest: Olive grove.
up: Olive grove.
down: Driveway.
swampward: Driveway.
*
S
You fall down the hill...
You drop everything you're carrying!
Commode dropped.
Unlit brand6 dropped.
Carrot1 dropped.
Firestone0 dropped.
Key5 dropped.
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
S
You cannot go south from here.
*
ZW
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
D
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
E
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
N
You cannot go north from here.
*
NE
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
OUT
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
OUT
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*
OUT
You cannot go out from here.
*
W
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: You can't tell, it's dark.
up: Bank of river.
down: Dense forest.
in: You can't tell, it's dark.
out: Ford in river.
swampward: Dense forest.
*
E
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a sun-kissed hillside.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*E
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*
N
You cannot go north from here.
*
UP
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*
N
Olive grove.
You are wandering in a pleasant olive grove on the hillside above "Il
Castellare". The terracing has a forlorn and neglected appearance, but does
not diminish the quiet majesty of these twisted and gnarled trees. Far above
you, on top of the hill, you can make out the impressive shell of a ruined
building, the entrance to which you could reach by going west. The way down is
to the south or southeast. A rusty key can be seen here. A beautiful,
iridescent firestone (firestone0) glows nearby. Lying here is a large,
fresh-looking carrot. A large stick lies on the ground. A fine example of a
marquetry commode is here.
north: Olive grove.
west: Olive grove.
northeast: Olive grove.
southeast: Driveway.
southwest: Driveway.
northwest: Olive grove.
up: Olive grove.
down: Driveway.
swampward: Driveway.
*
TAKE ALL
Commode taken.
Unlit brand6 taken.
Carrot1 taken.
Firestone0 taken.
Key5 taken.
*
I
You are carrying the following:
the key5, the firestone0, the carrot1, the unlit brand6 and the
commode.
Weight carried: 10kg 530g/90kg.
Objects carried: 5/11.
*
X
north: Olive grove.
west: Olive grove.
northeast: Olive grove.
southeast: Driveway.
southwest: Driveway.
northwest: Olive grove.
up: Olive grove.
down: Driveway.
swampward: Driveway.
*
N
Olive grove.
You are on the northern fringe of a pleasant olive grove overlooking "Il
Castellare". Towering above you is a massive wall, broken at its western end
by a solid gateway. The olive trees continue to the east, west and south of
you. An animated skeleton (skeleton1) bars your way. The skeleton1 is carrying
a staff0. A vicious scorpion waves its horrid tail at you!
east: Olive grove.
south: Olive grove.
west: Olive grove.
southwest: Olive grove.
northwest: Entrance to monastery.
up: Entrance to monastery.
down: Olive grove.
out: Olive grove.
swampward: Olive grove.
*
OUT
Olive grove.
You are wandering in a pleasant olive grove on the hillside above "Il
Castellare". The terracing has a forlorn and neglected appearance, but does
not diminish the quiet majesty of these twisted and gnarled trees. Far above
you, on top of the hill, you can make out the impressive shell of a ruined
building, the entrance to which you could reach by going west. The way down is
to the south or southeast.
north: Olive grove.
west: Olive grove.
northeast: Olive grove.
southeast: Driveway.
southwest: Driveway.
northwest: Olive grove.
up: Olive grove.
down: Driveway.
swampward: Driveway.
*
An animated skeleton (skeleton1) bars your way.
A vicious scorpion waves its horrid tail at you!
*
W
Your way is blocked by the skeleton1.
*
OUT
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*SW
SW
SW
Your way is blocked by the skeleton1.
*SW
SW
SW
Your way is blocked by the skeleton1.
*SW
SW
SW
SW
Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*
SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Your way is blocked by the skeleton1.
*SW
Driveway.
You are stood outside a charming Italianate residence, built largely in stone.
The driveway down the hillside is to the southeast, but if you want to enter
the house the main entrance seems to be to the west. To the northwest is a
rear entrance, and directly north is an outhouse of some kind. The outhouse
door is locked shut.
west: Forecourt.
northeast: Olive grove.
southeast: Driveway.
northwest: Back entrance to "Il Castellare".
up: Olive grove.
down: Driveway.
out: Driveway.
swampward: Driveway.
*SW
You cannot go southwest from here.
*
NW
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
W
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
S
Games room.
You are in a large, rectangular room, whose main purpose seems to have been
the playing of games. A table-tennis table, set in concrete and certainly
immovable, stands in the centre of the room; the stone walls seem to breathe
back some of the mirth and laughter which must have filled this place many
times in the past. There are doorways to the north and west.
north: Kitchen in "Il Castellare".
west: Flower room.
out: Flower room.
swampward: Flower room.
*
W
Flower room.
This room has a lingering scent of roses, and you can deduce that it was used
to prepare the flowers which in other days probably regularly bedecked the
Italian-style household in which you find yourself. Doorways lead both east
and west from here.
east: Games room.
west: Dayroom in "Il Castellare".
out: Dayroom in "Il Castellare".
swampward: Dayroom in "Il Castellare".
*
W
Dayroom in "Il Castellare".
This room was apparently used by the last occupant of this Italian-style
property to take naps after lunch in his declining years. The ingresso lies to
the west, and eastwards there seems to be more living space.
east: Flower room.
west: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
W
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
OPEN DOOR
The oaken door is locked shut, and you don't have a key that will fit.
*
UP
Corridor in "Il Castellare".
This east-west passageway has exits to the north, northwest and northeast. A
set of wooden steps leads upwards into a tower, while the corridor turns south
ninety degrees at its ends. A well-proportioned stone staircase leads down to
the ingresso. The doorway to the north looks like a bathroom. The door is
locked shut.
east: Corridor in "Il Castellare".
south: Corridor in "Il Castellare".
west: Corridor in "Il Castellare".
northeast: Master bedroom in "Il Castellare".
southeast: Corridor in "Il Castellare".
southwest: Corridor in "Il Castellare".
northwest: Master bedroom in "Il Castellare".
up: Tower stairs.
down: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
UP
Tower stairs.
You are on some narrow wooden steps in a tower. The stairs, formed by stout
and ancient slats of sealed oak, are riddled with woodworm, but seem robust
enough to take your weight.
north: Landing in tower.
up: Landing in tower.
down: Corridor in "Il Castellare".
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
UP
Landing in tower.
You are on the narrowest of landings, part-way up a staircase in a tower. This
place looks as if it is the oldest part of the building in which you are
currently trespassing, probably having been erected many centuries ago when
The Land was threatened by an invasion of barbarian hordes. Through a slit in
the wall, you observe that you are facing south, down a valley, and you
perceive a rutted track threading its way through neglected olive groves and
vineyards. Some solid stairs next to the window-slit lead both further up and
further down the tower.
south: Landing in tower.
up: Landing in tower.
down: Tower stairs.
out: Tower stairs.
swampward: Tower stairs.
*
UP
Landing in tower.
You are on a narrow landing in a tower, much like one you can vaguely make out
beneath you. A doorway to the west leads into a room, and gloomy, unstable
stairs lead down. The staircase up looks even more rickety, but might just
take your weight.
north: Nanny's room.
west: Nursery in tower.
up: Nanny's room.
down: Landing in tower.
out: Landing in tower.
swampward: Landing in tower.
*
W
Nursery in tower.
This delightful room appears to have been used as a nursery. The walls are
decorated with pictures of bunny rabbits and squirrels, all playfully bopping
in a forest. A doorway to the east leads to a landing, while a tiny doorway on
the northeast wall is an alcove. The window niches appear to have been covered
on the interior with glass when this place was inhabited, suggesting that
doves once nested there, no doubt providing the small inhabitants of the room
untold hours of fascination and experience in practical nature observation. A
large-eyed, soft and cuddly teddy bear sits here. A handpainted toy soldier
lies discarded here, its colours fading. A floppy gonk has been left here.
Lying close to you is a corn dolly. The alcove door is closed.
east: Landing in tower.
out: Landing in tower.
swampward: Landing in tower.
*
VAL ALL
The value of the commode is 6 points.
The value of the unlit brand6 is 0 points.
The value of the carrot1 is 0 points.
The value of the firestone0 is 5 points.
The value of the key5 is 0 points.
The value of the dolly is -5 points.
The value of the gonk is -12 points.
The value of the soldier is -15 points.
The value of the teddy is -12 points.
For you, treasure is worth 100% of its minimum value.
Your value is 1,339 points.
*
OPEN DOOR
The alcove door creaks slowly open.
*

*
X
north: Alcove.
east: Landing in tower.
northeast: Alcove.
in: Alcove.
out: Landing in tower.
swampward: Landing in tower.
*
N
Alcove.
This is a small cubby hole, once used to store the equipment required by the
nursery which lies to the southwest. A sturdy, wooden toy chest has been
discarded here. Lying here is a child's tomahawk, great for playing Cowboys
and Indians! The alcove door is open.
south: Nursery in tower.
west: Nursery in tower.
southwest: Nursery in tower.
out: Nursery in tower.
swampward: Nursery in tower.
*
VAL ALL
The value of the commode is 6 points.
The value of the unlit brand6 is 0 points.
The value of the carrot1 is 0 points.
The value of the firestone0 is 5 points.
The value of the key5 is 0 points.
The value of the tomahawk is -5 points.
The value of the toy chest is 27 points.
For you, treasure is worth 100% of its minimum value.
Your value is 1,339 points.
*
OPEN CHEST
The toy chest opens...
*
L
Alcove.
This is a small cubby hole, once used to store the equipment required by the
nursery which lies to the southwest. A sturdy, wooden toy chest has been
discarded here. Lying here is a child's tomahawk, great for playing Cowboys
and Indians! The alcove door is open.
*
ENTER CHEST
You can't enter the toy chest...
*
TAKE CHEST
Toy chest taken.
*
DROP CHEST
Toy chest dropped.
*
TAKE CHEST
Toy chest taken.
*
TAKE TOMAHAWK
Tomahawk taken.
*
PUT TOMAHAWK IN CHEST
Tomahawk inserted in toy chest.
*
X
south: Nursery in tower.
west: Nursery in tower.
southwest: Nursery in tower.
out: Nursery in tower.
swampward: Nursery in tower.
*
OUT
Nursery in tower.
This delightful room appears to have been used as a nursery. The walls are
decorated with pictures of bunny rabbits and squirrels, all playfully bopping
in a forest. A doorway to the east leads to a landing, while a tiny doorway on
the northeast wall is an alcove. The window niches appear to have been covered
on the interior with glass when this place was inhabited, suggesting that
doves once nested there, no doubt providing the small inhabitants of the room
untold hours of fascination and experience in practical nature observation. A
large-eyed, soft and cuddly teddy bear sits here. A handpainted toy soldier
lies discarded here, its colours fading. A floppy gonk has been left here.
Lying close to you is a corn dolly. The alcove door is open.
north: Alcove.
east: Landing in tower.
northeast: Alcove.
in: Alcove.
out: Landing in tower.
swampward: Landing in tower.
*
TAKE BEAR, PUT BEAR IN CHEST
Teddy taken.
*Teddy inserted in toy chest.
*
TAKE SOLDIER, PUT SOLDIER IN CHEST
Soldier taken.
*Soldier inserted in toy chest.
*
TAKE GONK, PUT GONK IN CHEST
Gonk taken.
*Gonk inserted in toy chest.
*
TAKE DOLLY, PUT DOLLY IN CHEST
Dolly taken.
*Dolly inserted in toy chest.
*
N
Alcove.
This is a small cubby hole, once used to store the equipment required by the
nursery which lies to the southwest. The alcove door is open.
south: Nursery in tower.
west: Nursery in tower.
southwest: Nursery in tower.
out: Nursery in tower.
swampward: Nursery in tower.
*
DROP CHEST
Toy chest dropped.
*
CLOSE CHEST
The toy chest is now closed.
*
OUT
Nursery in tower.
This delightful room appears to have been used as a nursery. The walls are
decorated with pictures of bunny rabbits and squirrels, all playfully bopping
in a forest. A doorway to the east leads to a landing, while a tiny doorway on
the northeast wall is an alcove. The window niches appear to have been covered
on the interior with glass when this place was inhabited, suggesting that
doves once nested there, no doubt providing the small inhabitants of the room
untold hours of fascination and experience in practical nature observation.
The alcove door is open.
north: Alcove.
east: Landing in tower.
northeast: Alcove.
in: Alcove.
out: Landing in tower.
swampward: Landing in tower.
*
E
Landing in tower.
You are on a narrow landing in a tower, much like one you can vaguely make out
beneath you. A doorway to the west leads into a room, and gloomy, unstable
stairs lead down. The staircase up looks even more rickety, but might just
take your weight.
north: Nanny's room.
west: Nursery in tower.
up: Nanny's room.
down: Landing in tower.
out: Landing in tower.
swampward: Landing in tower.
*
UP
Nanny's room.
You are in a room at the top of a tall tower. Windows on all four walls afford
breathtaking views over a hillside. The room appears to have been occupied by
a nanny. Everything is in immaculate order, but a trifle stern-looking, as if
naughty boys and girls who don't eat their greens might still have their
bottoms soundly smacked here. The staircase downwards looks extremely
hazardous. Curled up here is an idle snugglepuss.
down: Landing in tower.
out: Landing in tower.
swampward: Landing in tower.
*
LOOK SNUGGLEPUS
The snugglepuss looks full of life, and is holding the following:
nothing.
*
VAL SNUGGLEPUS
The value of the snugglepuss is 10 points.
*
"I CAN I CAN DO I DO I"
Flexington the loud heroine says "I CAN I CAN DO I DO I".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
Auto-reset initiated, you have 120 seconds to finish up. No further warnings
will be issued!
*
"I DO I DO CAN I CAN I"
Flexington the loud heroine says "I DO I DO CAN I CAN I".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
A male voice in the distance screams.
*
KILL SNUGGLEPUSS
You attack the snugglepuss.
*
The snugglepuss easily shrugs aside your puny example of bravery.
You narrowly parry a wild, sharp bite by the snugglepuss.
*
The impetus of your competent, low blow makes the snugglepuss sting.
Damage range: 1-4.
The snugglepuss looks fit.
A loose lunge by the snugglepuss is only just shrugged aside by you.
*
YELL "[PIZZA TOWER OST - IT'S PIZZA TIME]"
You yell "[PIZZA TOWER OST - IT'S PIZZA TIME]".
*
The quickness of your deceptive spurt makes the snugglepuss cough blood.
Damage range: 1-4.
The snugglepuss looks fit.
A late piece of fighting by the snugglepuss is adroitly disposed of by you.
*
Your mis-timed burst is haphazardly neutralised by the snugglepuss.
The heaviness of a clean chomp from the snugglepuss makes you momentarily
black out.
Stamina=87/100.
*
The snugglepuss indifferently evades your limp burst.
You competently avoid a badly-aimed, sharp bite by the snugglepuss.
*
KILL SNUGGLEPUSS WITH STICK
You are now using the unlit brand6 to fight!
*
The snugglepuss adroitly dodges your late lunge.
You deliberately parry a clumsy attack by the snugglepuss.
*
Your tame lunge is cleanly taken by the snugglepuss.
You deliberately block a clumsy, sharp bite from the snugglepuss.
*
The cruelty of your timely, low blow makes the snugglepuss fall over.
Damage range: 10-14.
The snugglepuss looks to have minor injuries.
You are accidentally grazed by a forceful, sharp bite from the snugglepuss.
Stamina=81/100.
*
Your premature, frontal attack is proficiently neutralised by the snugglepuss.
A limp nip from the snugglepuss is indifferently thwarted by you.
*
The snugglepuss competently evades your badly-aimed burst.
A bungled lunge from the snugglepuss is efficiently checked by you.
*
The brutality of your deceptive kick makes the snugglepuss groggy.
Damage range: 10-14.
The snugglepuss looks seriously injured.
The spiritedness of a deliberate gnash from the snugglepuss makes you dizzy.
Stamina=73/100.
*
With scorn, the snugglepuss counters your clumsy kick.
With lightning speed, you block a limp gnash by the snugglepuss.
*
The heaviness of your well-placed kick makes the snugglepuss feel ill.
Damage range: 5-9.
The snugglepuss looks critically injured.
You capably kill a telegraphed charge by the snugglepuss.
The snugglepuss has fled by trying to go south.
You can fight her no longer.
(Persona saved on +1 = 6,324).
*
ZW
Landing in tower.
You are on a narrow landing in a tower, much like one you can vaguely make out
beneath you. A doorway to the west leads into a room, and gloomy, unstable
stairs lead down. The staircase up looks even more rickety, but might just
take your weight.
north: Nanny's room.
west: Nursery in tower.
up: Nanny's room.
down: Landing in tower.
out: Landing in tower.
swampward: Landing in tower.
*ZW
Landing in tower.
You are on the narrowest of landings, part-way up a staircase in a tower. This
place looks as if it is the oldest part of the building in which you are
currently trespassing, probably having been erected many centuries ago when
The Land was threatened by an invasion of barbarian hordes. Through a slit in
the wall, you observe that you are facing south, down a valley, and you
perceive a rutted track threading its way through neglected olive groves and
vineyards. Some solid stairs next to the window-slit lead both further up and
further down the tower.
south: Landing in tower.
up: Landing in tower.
down: Tower stairs.
out: Tower stairs.
swampward: Tower stairs.
*ZW
Tower stairs.
You are on some narrow wooden steps in a tower. The stairs, formed by stout
and ancient slats of sealed oak, are riddled with woodworm, but seem robust
enough to take your weight.
north: Landing in tower.
up: Landing in tower.
down: Corridor in "Il Castellare".
out: Corridor in "Il Castellare".
swampward: Corridor in "Il Castellare".
*
ZW
Corridor in "Il Castellare".
This east-west passageway has exits to the north, northwest and northeast. A
set of wooden steps leads upwards into a tower, while the corridor turns south
ninety degrees at its ends. A well-proportioned stone staircase leads down to
the ingresso. The doorway to the north looks like a bathroom. The door is
locked shut.
east: Corridor in "Il Castellare".
south: Corridor in "Il Castellare".
west: Corridor in "Il Castellare".
northeast: Master bedroom in "Il Castellare".
southeast: Corridor in "Il Castellare".
southwest: Corridor in "Il Castellare".
northwest: Master bedroom in "Il Castellare".
up: Tower stairs.
down: Ingresso.
out: Ingresso.
swampward: Ingresso.
*
ZW
Ingresso.
This hall is what the last owners of this Italian-style property referred to
as the "ingresso". The dining room is to the north, while a doorway westwards
leads to a sitting room. A beautifully-proportioned stone staircase leads
upwards, and there seem to be further rooms to the east. The way out is south,
through a splendid oak doorway. The oaken door is locked shut.
north: Dining room in "Il Castellare".
east: Dayroom in "Il Castellare".
west: Sitting room in "Il Castellare".
up: Corridor in "Il Castellare".
*
N
Dining room in "Il Castellare".
The semi-circular brick ceiling of this room indicates that it was originally
designed for storage of some kind, but the last conversions seem to have
turned it into a dining area of some atmosphere. A hallway lies to the south,
and to the west is a courtyard. Through a doorway to the east, access can be
gained to a kitchen. A soggy wafer has been left here.
east: Kitchen in "Il Castellare".
south: Ingresso.
west: Courtyard.
out: Ingresso.
swampward: Ingresso.
*
E
Kitchen in "Il Castellare".
This large, oblong room, situated at the eastern end of the Italianate villa
in which you find yourself, seems once to have been the main kitchen of the
house, doubtless the source of supply for many succulent morsels and elegant
repasts. A dining room lies to the west, and another doorway stands in the
south wall. East, a doorway leads to a porch, and a pleasant view over a
hillside. The kitchen door is open.
east: Back entrance to "Il Castellare".
south: Games room.
west: Dining room in "Il Castellare".
out: Back entrance to "Il Castellare".
swampward: Back entrance to "Il Castellare".
*
E
Back entrance to "Il Castellare".
You are stood on a small platform at the top of some rickety-looking steps
outside a kitchen. The steps lead down to a driveway, which wanders past some
kind of outhouse, and follows the valley's steep incline downwards. The
kitchen door is open.
west: Kitchen in "Il Castellare".
southeast: Driveway.
down: Driveway.
in: Kitchen in "Il Castellare".
out: Driveway.
swampward: Driveway.
*
E
You cannot go east from here.
*
ZW
Driveway.
You are stood outside a charming Italianate residence, built largely in stone.
The driveway down the hillside is to the southeast, but if you want to enter
the house the main entrance seems to be to the west. To the northwest is a
rear entrance, and directly north is an outhouse of some kind. It is raining.
The outhouse door is locked shut.
west: Forecourt.
northeast: Olive grove.
southeast: Driveway.
northwest: Back entrance to "Il Castellare".
up: Olive grove.
down: Driveway.
out: Driveway.
swampward: Driveway.
*ZW
Driveway.
You are part-way up a hillside, with olive groves and vineyards around you.
The way down the hillside is to the southwest, and northwards takes you up the
hill into the countryside. To the northwest you can espy an attractive and
ancient-looking farmhouse. It is raining.
north: Olive grove.
southwest: Driveway.
northwest: Driveway.
up: Driveway.
down: Driveway.
out: Driveway.
swampward: Driveway.
*ZW
Driveway.
You are on a rutted path which runs from the southwest to the northeast.
Vineyards and olive trees stretch away on all sides, but the terrain is too
steep for you to leave the path. Above you, further up the hillside, are the
clear outlines of an ancient house, dominated by a squat tower in its centre.
West, across a fast-flowing river, can be seen a pleasant valley. It is
raining.
west: Ford in river.
northeast: Driveway.
southwest: Ford in river.
northwest: Ford in river.
up: Driveway.
down: Ford in river.
out: Ford in river.
swampward: Ford in river.
*ZW
Ford in river.
You are wading across a partly-submerged ford which links the two banks of a
fast-flowing river. To the west, the ford continues; east, it reaches dry land
at the bottom of a hillside. It is raining.
east: Driveway.
west: Ford across river.
northeast: Driveway.
southeast: Driveway.
up: Driveway.
swampward: Ford across river.
*ZW
Ford across river.
You are standing on a ford across a fast-flowing river. To the west is a
badly-paved road, which carries on into the distance. Northwest is a
ramshackle old building, and southwest is some sort of well. South lies a
forest, and north is the west bank of the river you now cross. The ford goes
beneath the water level to the east, but you can still go that way if you so
desire. It is raining. A horrifying zombie (zombie4) stands in your way! The
zombie4 is carrying a well-maintained pick2.
Rain has swollen the river to a raging torrent! You fight your way across, but
are constantly buffeted and pounded all the way, causing you significant
injury!
Your stamina has fallen from 74 to 66.
north: Bank of river.
east: Ford in river.
south: Dense forest.
west: Badly-paved road.
northeast: Bank of river.
southeast: Dense forest.
southwest: Well near inn.
northwest: Stable.
up: Bank of river.
down: Dense forest.
in: Stable.
out: Ford in river.
swampward: Dense forest.
*ZW
Your way is blocked by the zombie4.
*
I
You are carrying the following:
the key5, the firestone0, the carrot1, the unlit brand6 and the
commode.
Weight carried: 10kg 530g/90kg.
Objects carried: 5/11.
*
ZW
Your way is blocked by the zombie4.
*ZW
Your way is blocked by the zombie4.
*ZW
Your way is blocked by the zombie4.
*ZW
Your way is blocked by the zombie4.
*
ZW
Your way is blocked by the zombie4.
*
ZW
Dense forest.
You are wandering around in some dense forest on the west bank of a
fast-flowing river. To the north, the river is crossed by a ford, and to the
south it runs beside a meadow, beyond which you can see what looks like a
belvedere of some kind. At that point the river splits, and curves round to
the southwest of where you stand. West, the forest seems to be primarily of
fruit trees, and northwest through the greenery you can see what looks like a
well.
north: Ford across river.
south: Riverside meadow.
west: Ancient orchard.
northeast: Ford across river.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Well near inn.
up: Ford across river.
down: Riverside meadow.
in: Ancient orchard.
out: Ford across river.
swampward: Fast-flowing river.
*ZW
ZW
ZW
Fast-flowing river.
You are walking beside a fast-flowing, yet shallow, river, which originates
from a fork in a much faster river to the southeast, and continues to the
northwest. North is an orchard, which by the northeast has become a normal
forest. East is a meadow, south of which is a gazebo. To the west lies a lush
pasture, but southwest it is rough and desolate. It is raining.
north: Ancient orchard.
east: Riverside meadow.
northeast: Dense forest.
southeast: Inside gazebo.
northwest: Fast-flowing river.
up: Inside gazebo.
down: Fast-flowing river.
in: Inside gazebo.
out: Dense forest.
*ZW
Rain has swollen the river, and you cannot cross!
*Rain has swollen the river, and you cannot cross!
*Rain has swollen the river, and you cannot cross!
*
N
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. On the
ground there is a large stick.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*
E
Dense forest.
You are wandering around in some dense forest on the west bank of a
fast-flowing river. To the north, the river is crossed by a ford, and to the
south it runs beside a meadow, beyond which you can see what looks like a
belvedere of some kind. At that point the river splits, and curves round to
the southwest of where you stand. West, the forest seems to be primarily of
fruit trees, and northwest through the greenery you can see what looks like a
well.
north: Ford across river.
south: Riverside meadow.
west: Ancient orchard.
northeast: Ford across river.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Well near inn.
up: Ford across river.
down: Riverside meadow.
in: Ancient orchard.
out: Ford across river.
swampward: Fast-flowing river.
*
E
The river is flowing too fast for you to be able to cross.
*
ZW
Fast-flowing river.
You are walking beside a fast-flowing, yet shallow, river, which originates
from a fork in a much faster river to the southeast, and continues to the
northwest. North is an orchard, which by the northeast has become a normal
forest. East is a meadow, south of which is a gazebo. To the west lies a lush
pasture, but southwest it is rough and desolate. It is raining.
north: Ancient orchard.
east: Riverside meadow.
northeast: Dense forest.
southeast: Inside gazebo.
northwest: Fast-flowing river.
up: Inside gazebo.
down: Fast-flowing river.
in: Inside gazebo.
out: Dense forest.
*ZW
Rain has swollen the river, and you cannot cross!
*
ZW
Rain has swollen the river, and you cannot cross!
*
W
Rain has swollen the river, and you cannot cross!
*W
Rain has swollen the river, and you cannot cross!
*
N
Ancient orchard.
You stand among the aged trees of an orchard. Most of them are apple trees,
but there is the occasional pear tree to add character. None bear fruit or
leaves, however, which makes the scene unnaturally desolate. East and west
from here are normal forests, and southeast is a sweet meadow. South and
southwest is a river, and north is a yard, beyond which is an inn. A large
stick lies on the ground.
north: Back yard of inn.
east: Dense forest.
south: Fast-flowing river.
west: Dense forest.
northeast: Well near inn.
southeast: Riverside meadow.
southwest: Fast-flowing river.
northwest: Back yard of inn.
out: Well near inn.
swampward: Fast-flowing river.
*N
Back yard of inn.
This is a wide yard to the south of an old tavern, and continues to the side
of it to the northwest. South is an orchard, and southwest is a forest.
Situated in the floor is the opening to a chute, bereft of the trapdoor which
it plainly used to boast many years ago, and which leads down, probably to a
cellar of some nature. To the east there seems to be a well, near the inn. It
is raining.
east: Well near inn.
south: Ancient orchard.
west: Briar patch.
northeast: Well near inn.
southeast: Ancient orchard.
southwest: Dense forest.
northwest: Side yard of inn.
down: Chute.
in: Chute.
out: Well near inn.
swampward: Dense forest.
*
N
Taxing your mental powers to the full, you manage to work out that you can't
walk through solid brick walls. Walk round and look for an entrance...
*
W
Briar patch.
You are gingerly pushing your way through a prickly briar patch, skilfully
avoiding being scratched from the many thorns about. To the north runs an
east-west road, and to the east is a yard outside an old inn. South lies
pasture, beyond which is a river, and west are the foothills of a majestic
mountain, spearing its way through the fluffy clouds. It is raining.
north: Badly-paved road.
east: Side yard of inn.
south: Dense forest.
west: Foothills.
northeast: Badly-paved road.
southeast: Back yard of inn.
southwest: Forested part of south mountain.
northwest: Badly-paved road.
up: Forested part of south mountain.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
W
Foothills.
You are standing in the foothills of a tall mountain, which rises away to the
southwest. North is a badly-paved road, which runs east-west, and east is a
briar patch. There are more foothills to the west, and to the south are
forested slopes of the mountain. It is raining.
north: Badly-paved road.
east: Briar patch.
south: Forested part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Dense forest.
southwest: Misty part of south mountain.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Forested part of south mountain.
*
W
Foothills.
You are standing in among the foothills of a majestic mountain to the south.
North is a narrow road which runs east-west, and everywhere else is more
mountain. Your progress to the west is impeded by to some extent by the
terrain, but it is still possible to travel in that direction. It is raining.
north: Badly-paved road.
east: Foothills.
south: Misty part of south mountain.
west: Foothills.
northeast: Badly-paved road.
southeast: Misty part of south mountain.
southwest: Foothills.
northwest: Badly-paved road.
up: Misty part of south mountain.
down: Badly-paved road.
out: Badly-paved road.
swampward: Misty part of south mountain.
*
ZW
Misty part of south mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet. Flying by is a firefly (firefly0).
north: Foothills.
east: Top of south mountain.
south: South mountain.
west: Foothills.
northeast: Misty part of south mountain.
southeast: Misty part of south mountain.
southwest: Foothills.
northwest: Foothills.
up: Top of south mountain.
down: Foothills.
out: Misty part of south mountain.
swampward: South mountain.
*ZW
South mountain.
You are on a steep slope to the west of a tall mountain. The mountain
continues in all directions, although to the east you can see nothing for the
clouds, and to the west there is a large wall in the way. It is raining.
north: Misty part of south mountain.
east: Misty part of south mountain.
south: South mountain.
northeast: Misty part of south mountain.
southeast: South mountain.
southwest: South mountain.
up: Misty part of south mountain.
down: South mountain.
out: Misty part of south mountain.
swampward: South mountain.
*ZW
South mountain.
You are clambering around the slopes of a tall mountain, which rises up to the
northeast into the clouds. North and east the mountain is at the same level as
here, and to the southeast it slopes down into a gentle pasture. Southwest is
a swamp, fuming with marsh-gases, and west is the top of a tall cliff, which
looks very dangerous... It is raining.
north: Misty part of south mountain.
east: South mountain.
south: West lush pasture.
northeast: Misty part of south mountain.
southeast: West lush pasture.
southwest: Fuming swamp.
northwest: South mountain.
up: Misty part of south mountain.
down: Fuming swamp.
in: Fuming swamp.
out: South mountain.
swampward: Fuming swamp.
*ZW
You are waylaid in a fuming swamp.
It is raining.
north: Pond in swamp.
east: West lush pasture.
south: Pine forest.
west: Treacherous swamp.
northeast: South mountain.
southeast: Dense forest.
southwest: Pine forest.
northwest: Treacherous swamp.
up: South mountain.
out: West lush pasture.
*
ZW
You're already here! Have a look around if you don't believe me!
*
I
You are carrying the following:
the key5, the firestone0, the carrot1, the unlit brand6 and the
commode.
Weight carried: 10kg 530g/90kg.
Objects carried: 5/11.
*
DROP FIRESTONE
Firestone0 dropped.
The firestone0 sinks...
(Persona saved on +5 = 6,329).
*
DROP COMMODE
Commode dropped.
The commode sinks...
(Persona saved on +6 = 6,335).
*
EAT CARROT
Yummy yummy! Raw carrot! Crunch...crunch...GULP! Mmm!
(Persona saved on +2 = 6,337).
*
A male voice in the distance yodels "PANIC!!!".
*
Something magical is happening.
(Persona saved on 6,337).
*
Option (H for help):

+- The database has started initialising -+

+- The database has finished initialising -+
p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.


Your last game of MUD began on 7-JUL-2023 at 01:02:51.
MUD last reset on 7-JUL-2023 at 01:24:20.
This reset is number 111246.

The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
You now feel up to attacking other players, should you so desire.
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Zalagar the wistful witch
Flexington the loud heroine
Drizzle the wobbly mage
*
sip tea
You watch the world go by.
*
Zalagar the wistful witch nods.
*
"INTERESTING RESET"
Flexington the loud heroine says "INTERESTING RESET".
*
Zalagar the wistful witch says "Indeed. Lots of things moved around there.".
*
Zalagar the wistful witch says "Sometimes weird things happen, just to shake
things up.".
*
"YES"
Flexington the loud heroine says "YES".
*
Zalagar the wistful witch says "Helps keep players from becoming complacent.".
*
"MAKES SENSE"
Flexington the loud heroine says "MAKES SENSE".
*
Zalagar the wistful witch takes a sip of her tea.
*
"FLEXINGTON IS PROBABLY GONNA TAKE PURR MEDS AND GET SOME SLEEP NOW"
Flexington the loud heroine says "FLEXINGTON IS PROBABLY GONNA TAKE PURR MEDS
AND GET SOME SLEEP NOW".
*
Zalagar the wistful witch nods.
*
Zalagar the wistful witch exclaims "Well, it's been fun. Hope to see you
again soon!".
*"(THINGS FEEL WEIRDER THAN USUAL WHEN ZHE DOESN'T TAKE THEM)"
Flexington the loud heroine says "(THINGS FEEL WEIRDER THAN USUAL WHEN ZHE
DOESN'T TAKE THEM)".
*
Zalagar the wistful witch nods.
*
"LIKEWISE, ZALAGAR!"
Flexington the loud heroine exclaims "LIKEWISE, ZALAGAR!".
*
WAVE
OK, Flexington the loud heroine waves.
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
QQ
Cheerio!

Option (H for help):
Q
[REDACTED] logged out.

[ ALERT ] - Socket got disconnected.
Reason: The remote host closed the connection
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