All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >restart Are you sure you want to start over? (YES or NO) > y Preface Congratulations! Prepare to embark on a journey as Šelvyn the Grey Elf in Santoonie Corporation's first IFComp entry. From the creators of Amissville© and Isis© comes the next great installment of text adventure from Santoonie Corporation . Prologue Citizens of Newberry, South Carolina, will never forget the day, May 5, 1979. A day in which thousands of curious souls, onlookers, news agencies and world reporters flocked to the small hommlet of Newberry, a town merely a dot on the map. But now, all that has changed ever since the Elf came to town. Who could forget that day, when an orphan Elf with autism emerged from beneath the ground, lost and stranded, stumbling upon a farm house owned by a widower named Lucille. Speaking only Elvish gibberish of Glzzzts and Vzattts, the young Elf would grow into a law abiding citizen, educated and raised by Lucille. The local shop owner recalls, "Every Tuesday, he comes on in, and says in a mighty smile, 'Yall got some more Big Chew?'" . Introduction Years of stardom has finally passed, school is out for the summer, and there awaits an abondoned house recently discovered, waiting to be explored, but first there's breakfast to be had. Lucille never lets you go adventuring without a full stomach . Delvyn(c) 2003 v1.0 A TADS Adventure Written and Produced by Tilli Productions, Santoonie Corporation, Developed with TADS, the Text Adventure Development System. Please type Legal in the cursor location and read Delvyn disclaimer before playing: Credits Legal About Bedroom Summer Day 1 "Delvynnnnnnnnnnn!" ?ou awake to the familiar sound of Lucille. It is time to get up, and this being Lucille's fifth call, you have timed it perfectly. A lovely aroma graces your presence now, pancakes. >legal Legal Notices TADS ADV.T/STD.T LIBRARY EXTENSION COPYRIGHT NOTICE You may modify and use this file in any way you want, provided that if you redistribute modified copies of this file in source form, the copies must include the original copyright notice (including this paragraph), and must be clearly marked as modified from the original version. Delvyn Version 1.0 STD.T VERSION MODIFIED FROM ITS ORIGINAL VERSION 2003. TADS: The Text Adventure Development System - Version 2.2 Copyright © 1992, 1998 by Michael J. Roberts. All Rights Reserved. Adv.t Version 2.5.5 Copyright © 1988-2000 by Michael J. Roberts. All Rights Reserved. Std.t Version 2.5.5 Copyright © 1989-2000 by Michael J. Roberts. All Rights Reserved. Portions of source code derived from training node The Golden Skull - copyright © 1987-98 by Michael J. Roberts. Conversion to HTML, extensive commentary, additional material and original graphics and sound copyright © 1996-98 by N. K. Guy, tela design. Situations and characters are works of fiction. Any resemblance to persons living or dead is coincidental. All artwork and story content is © 2003 Tilli LTD. Productions, Inc. All Rights Reserved. Any similarities to persons living or dead is purely coincidental. With the exception of artwork used for review purposes, none of the contents of this publication may be reprinted without the permission of Tilli (tilli@flashmail.com), except for competition or review circumstances. Disclaimer: Delvyn is produced for a mature audience and readers may find some contributions offensive or otherwise disturbing. Parental Guidance is suggested. Story and artwork characters are imaginary; any resemblance to persons living or dead is coincidental. The views and sentiments expressed by the author are purely imaginary. Delvyn the TADS Adventure is a freeware program from Santoonie Corporation, July 5 2003. NO WARRANTY Although Santoonie Corporation has tested the program and reviewed the documentation, Santoonie Corporation MAKES NO WARRANTY OR REPRESENTATION OF ANY KIND, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE PROGRAM OR DOCUMENTATION. Santoonie Corporaiton, EXCLUDES ANY AND ALL IMPLIED WARRANTIES, INCLUDING WARRANTIES AS TO MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. THIS PROGRAM AND DOCUMENTATION ARE LICENSED "AS IS" AND YOU, THE LICENSEE, ASSUME THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE. IN NO EVENT WILL Santoonie Corporation, BE LIABLE FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM OR DOCUMENTATION, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN PARTICULAR, Santoonie Corporation, SHALL HAVE NO LIABILITY FOR ANY DATA OR PROGRAMS STORED OR USED WITH THE PROGRAM, INCLUDING THE COSTS OF RECOVERING SUCH PROGRAMS OR DATA. THE WARRANTY AND REMEDIES SET FORTH ABOVE ARE EXCLUSIVE AND IN LIEU OF ALL OTHERS, ORAL OR WRITTEN, EXPRESS OR IMPLIED. NO Santoonie AUTHOR, AGENT, OR EMPLOYEE IS AUTHORIZED TO MAKE ANY ADDITION OR MODIFICATION TO THIS WARRANTY. Some states/localities do not allow the exclusion of implied warranties or the exclusion of liability for incidental or consequential damages, so the above limitations may not apply to you. Delvyn the TADS Adventure is a work of fiction and is to be used as a form of entertainment. None of the authors depiction of events within the story are created with malice intent to any living person, thing or location. >credits Special thanks: Santoonie Corporation Staff, Tilli LTD & Associates, Rec.Arts.Interactive.Fiction, Michael Roberts for TADS, XYZZY News, Mark Engelberg for TADS Tutorial, and Stephen Grenade for the Brass Lantern.Additional appreciation:Amazon.com for it's associates program. Final Thanks to the creators of Zork and to those who were responsible for it's free release in 2001, which ultimately rekindled the inspiration of text adventures everywhere. >["it's associates"] I don't understand the punctuation "[". >get up You're already standing! >l >Bedroom >verbose Okay, now in VERBOSE mode. >Bedroom >[there's no room description? At all?] I don't understand the punctuation "[". >d You can't go that way. >e Top of Stairs The top of the stairs leads to your room and an adjacent walk in closet. Stairs go down here to the foyer. >d Foyer The foyer intersects the kitchen to the north and a spacious living room to the east. The front door is south past a staircase leading upstairs. >i You are empty-handed. >x me You naked. >[you naked. Hmm.] I don't understand the punctuation "[". >u Top of Stairs The top of the stairs leads to your room and an adjacent walk in closet. Stairs go down here to the foyer. >w >Bedroom >get dressed I don't know the word "dressed". >get clothes I don't know the word "clothes". >get shirt I don't see any shirt here. >get all bow and a quiver of arrows: Taken. Your score has increased. >[dude.] I don't understand the punctuation "[". >i You have: a bow and a quiver of arrows >x me You naked. >e Top of Stairs The top of the stairs leads to your room and an adjacent walk in closet. Stairs go down here to the foyer. >e Walk in Closet You enter the closet and stare bewiddled at numerous articles of human clothing. A trunk rests on the floor below various garments hung on hangers. You see a bath robe, a red dress, a pair of overalls, a pair of boots, a shirt, and a fluffy blouse here. Sitting on the shelf is a pair of black pants, a Nazi helmet, a stocking cap, a straw hat, and a pair of high heels. >get all bath robe: Taken. red dress: Taken. overalls: Taken. Han Solo pants: Taken. Nazi helmet: Taken. stocking cap: Taken. straw hat: Taken. high heels: Taken. boots: Taken. shirt: You've already got your hands full. fluffy blouse: You've already got your hands full. >wear pants Okay, you're now wearing the Han Solo pants. >get shirt Taken. >wear it Okay, you're now wearing the shirt. >get blouse Taken. >wear hat Okay, you're now wearing the straw hat. >wear overalls You are already adorned in interesting attire. >wear robe You are already adorned in interesting attire. >i You have: a bow and a quiver of arrows a bath robe a red dress a pair of overalls a pair of black pants (being worn) a Nazi helmet a stocking cap a straw hat (being worn) a pair of high heels a pair of boots a shirt (being worn) a fluffy blouse >wear boots Okay, you're now wearing the boots. >wear bow You can't wear the bow and a quiver of arrows. >w Top of Stairs The top of the stairs leads to your room and an adjacent walk in closet. Stairs go down here to the foyer. >d Foyer The foyer intersects the kitchen to the north and a spacious living room to the east. The front door is south past a staircase leading upstairs. >n Kitchen The aroma of pancakes fills the air. "Good morning Delvyn", greets Lucille. You stride in and and seat yourself down at the morning table. A rising sun peeks through the kitchen window. It's going to be a good day you think to yourself. "Important day today isn't it? What do you plan on doing on your first day of summer?", asks Lucille as she turns from the stove with a nice, big, hot plate of pancakes. She smirks at your appearance. She is interrupted, "Delvyn. You know you aren't suppose to wear your bow at the table. Please put it on the table until you are done. " "I have something I want you to do for me today, but first eat your breakfast", instructs Lucille as she places a plate in front of you, "Here you go Delvyn". Sitting on the table is a plate. >[she interrupted herself?] I don't understand the punctuation "[". >put bow on table Done. >eat pancakes (Your score has increased) Lucille sits down and joins you, but with a most serious look, "Delvyn, you know I rarely ask much of you, but today, I need your help. Something has been eating our crops Delvyn. When I say eating, I don't mean nibbles here and there from the squirrels, I'm talkin' whole rows. Delvyn, something big is out there." Lucille pulls forth a cigarette case, opens, pulls forth a slender cigarette, and strikes a match upon the table, "I know you know every inch of this farm, and you enjoy adventuring in the woods. Well, I saw large tracks going to old Miller's abondoned house past the lake." You pause for a moment and look up again at Lucille, with both cheeks totally stuffed with dough. Words can't penetrate, but your heart races at the mission that lies before you. "I want you to go into that house, Delvyn, go into that house and put an end to this nuisance." >talk to lucille I don't know the word "talk". >lucille, ok "Delvyn, I have things that must be done." >ask lucille about me "Delvyn, we have no time for chitter chatter, your inner soul beckons you to explore, you must answer the call Delvyn". >eat pancakes I don't see any pancakes here. >get plate Taken. >x me You couldn't be more prepared for Adventure. >get up Okay, you're no longer in the chair. >l Kitchen The aroma of pancakes has left the room. Lucille smokes a cigarette while putting things away. You see a table surrounded by chairs next to the backdoor to the west. Sitting on the table is a bow and a quiver of arrows. >get bow Taken. >x cigarette I don't know the word "cigarette". >x smoke I don't understand that sentence. >s Foyer The foyer intersects the kitchen to the north and a spacious living room to the east. The front door is south past a staircase leading upstairs. >e Living Room This room reaks of antiques. Lucille has constantly told you not to touch. You have studied each antique over time and deem all to be useless, though a painting above a sofa has always intrigued you. >x antiques Various oddities unknown to Elvishkind. >x paintings I don't know the word "paintings". >x painting >[fell for that one] I don't understand the punctuation "[". >deface painting I don't know the word "deface". >[ok, just kidding] I don't understand the punctuation "[". >get painting You can't have the painting. >move it You can't move the painting. >l Living Room This room reaks of antiques. Lucille has constantly told you not to touch. You have studied each antique over time and deem all to be useless, though a painting above a sofa has always intrigued you. >touch antiques The antiques isn't important. >[aren't] I don't understand the punctuation "[". >w Foyer The foyer intersects the kitchen to the north and a spacious living room to the east. The front door is south past a staircase leading upstairs. >s (Opening the door) Porch A large front porch overlooks the road up to the house. A rocking chair sits nestled near the steps. >x chair A wooden rocking chair with a high, straight back. It is painted white, though chipping in places. >search it There's nothing on the rocking chair. >move it You can't move the rocking chair. >s Dirt Driveway A dirt road weaves through a mess of spotted trees, south to a main road and northeast toward the back of the home. A worn path intersects the road heading east to a small shack. >x trees Several tall trees with high branches, a particular Elm looks climbable. >u You can't go that way. >climb elm Up Elm Tree You have climbed a tree all the way to the top as far as you can go. The view here is splendid. To the east you see a garden in the woods. To the north you see a lake. There is markings inscribed in the tree here. >[There are, not is] I don't understand the punctuation "[". >x markings The marking reads "O.C." >d Dirt Driveway A dirt road weaves through a mess of spotted trees, south to a main road and northeast toward the back of the home. A worn path intersects the road heading east to a small shack. >e Servants Quarters A small cottage sits entrenched in overgrown weeds and shrubs here. Shattered windows give a peak to a dark, empty room inside. A doorway without a door enters the quarters to the east. >in You can't go that way. >e Servants Quarters, Inside Lucille spoke of this place often in her suppertime stories. Her best friend lived here and she never had the heart to tear it down. A dark room greets you. You can adequately see that this place is empty thanks to your infravision. >get all I don't see what you're referring to. >w Servants Quarters A small cottage sits entrenched in overgrown weeds and shrubs here. Shattered windows give a peak to a dark, empty room inside. A doorway without a door enters the quarters to the east. >ne You can't go that way. >se You can't go that way. >s You can't go that way. >n You can't go that way. >w Dirt Driveway A dirt road weaves through a mess of spotted trees, south to a main road and northeast toward the back of the home. A worn path intersects the road heading east to a small shack. >ne Dirt Circle A turn around spot for cars is here. From here you can see an old automobile parked in the garage to the north. A trail sits northwest, running between the garage and a rather tiny storage shed to the west. A garden of various crops is southeast and the home's driveway curls around the house back to a main road to the southwest. >x car I don't see any car here. >x automobile I don't know the word "automobile". >w Storage Shed You enter a small shack full of rusted car parts, and old farming tools. >get all I don't see what you're referring to. >x parts Various unusable car parts lie haphazardly around the shed. >search parts The rusted car parts isn't important. >[aren't] I don't understand the punctuation "[". >x tools Various unusable farming tools accompany dirty car parts in this shed. >get tools The old farming tools isn't important. >search it The old farming tools isn't important. >[aren't] I don't understand the punctuation "[". >e Dirt Circle A turn around spot for cars is here. From here you can see an old automobile parked in the garage to the north. A trail sits northwest, running between the garage and a rather tiny storage shed to the west. A garden of various crops is southeast and the home's driveway curls around the house back to a main road to the southwest. >se Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >x scarecrow Upon closer examination, the crudely constructed scarecrow looks like a mess of wood and nails up close, with faded linens, shredded haphazardly between the wood. There are numerous ears of dead corn strewn at the foot of this scarecrow, as if a crow itself had perched itself upon it's arm to feast. >get corn The dead corn isn't important. >[it's!] I don't understand the punctuation "[". >get scarecrow You can't have the scarecrow. >x garden The garden is fairly large composed of mostly corn, cabbage, and peppers. Several rows of corn close to the scarecrow have been violently uprooted. The stalks missing. >[are missing] I don't understand the punctuation "[". >get corn The dead corn isn't important. >get cabbage Taken. >get peppers Which peppers do you mean, red peppers, or green peppers? >red You've already got your hands full. >i You have: a bath robe a red dress a pair of overalls a pair of black pants (being worn) a Nazi helmet a stocking cap a straw hat (being worn) a pair of high heels a pair of boots (being worn) a shirt (being worn) a fluffy blouse a plate a bow and a quiver of arrows a cabbage >put all in helmet hair: You can't put the hair anywhere. bath robe: You can't put anything into the Nazi helmet. red dress: You can't put anything into the Nazi helmet. overalls: You can't put anything into the Nazi helmet. Han Solo pants: You can't put anything into the Nazi helmet. Nazi helmet: You can't put the Nazi helmet in itself! stocking cap: You can't put anything into the Nazi helmet. straw hat: You can't put anything into the Nazi helmet. high heels: You can't put anything into the Nazi helmet. boots: You can't put anything into the Nazi helmet. shirt: You can't put anything into the Nazi helmet. fluffy blouse: You can't put anything into the Nazi helmet. plate: You can't put anything into the Nazi helmet. bow and a quiver of arrows: You can't put anything into the Nazi helmet. cabbage: You can't put anything into the Nazi helmet. >x hair Your silver grey hair is lengthy with sharp angles. >put all in cap hair: You can't put the hair anywhere. bath robe: You can't put anything into the stocking cap. red dress: You can't put anything into the stocking cap. overalls: You can't put anything into the stocking cap. Han Solo pants: You can't put anything into the stocking cap. Nazi helmet: You can't put anything into the stocking cap. stocking cap: You can't put the stocking cap in itself! straw hat: You can't put anything into the stocking cap. high heels: You can't put anything into the stocking cap. boots: You can't put anything into the stocking cap. shirt: You can't put anything into the stocking cap. fluffy blouse: You can't put anything into the stocking cap. plate: You can't put anything into the stocking cap. bow and a quiver of arrows: You can't put anything into the stocking cap. cabbage: You can't put anything into the stocking cap. >x me You couldn't be more prepared for Adventure. >i You have: a bath robe a red dress a pair of overalls a pair of black pants (being worn) a Nazi helmet a stocking cap a straw hat (being worn) a pair of high heels a pair of boots (being worn) a shirt (being worn) a fluffy blouse a plate a bow and a quiver of arrows a cabbage >x cabbage A greenish plant used as food. You briefly recall this item being used as toilet paper for the upper class Elves. >[upper class. Right.] I don't understand the punctuation "[". >x red pepper A red plant knowingly potent to the senses. >x green pepper A green plant with a unique taste. >eat it That was delicious! >get it You can't reach that. >get green pepper I don't see any green pepper here. >undo (Undoing one command) Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >undo (Undoing one command) Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >undo (Undoing one command) Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >put all on plate hair: You can't put the hair anywhere. bath robe: Done. red dress: Done. overalls: Done. Han Solo pants: (Taking off the Han Solo pants first) Done. Nazi helmet: Done. stocking cap: Done. straw hat: (Taking off the straw hat first) Done. high heels: Done. boots: (Taking off the boots first) Done. shirt: (Taking off the shirt first) Done. fluffy blouse: Done. plate: You can't put the plate on itself! bow and a quiver of arrows: Done. cabbage: Done. >undo (Undoing one command) Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >put all but worn on plate I don't know the word "worn". >put all on plate hair: You can't put the hair anywhere. bath robe: Done. red dress: Done. overalls: Done. Han Solo pants: (Taking off the Han Solo pants first) Done. Nazi helmet: Done. stocking cap: Done. straw hat: (Taking off the straw hat first) Done. high heels: Done. boots: (Taking off the boots first) Done. shirt: (Taking off the shirt first) Done. fluffy blouse: Done. plate: You can't put the plate on itself! bow and a quiver of arrows: Done. cabbage: Done. >wear pants (First taking the Han Solo pants) Taken. Okay, you're now wearing the Han Solo pants. >wear hat (First taking the straw hat) Taken. Okay, you're now wearing the straw hat. >wear shirt Which shirt do you mean, the shirt, or the scarecrow linens? >the shirt Let's try it again: Which shirt do you mean, the shirt, or the scarecrow linens? >any shirt: (First taking the shirt) Taken. Okay, you're now wearing the shirt. >wear boots (First taking the boots) Taken. Okay, you're now wearing the boots. >i You have: a plate a bath robe a red dress a pair of overalls a Nazi helmet a stocking cap a pair of high heels a fluffy blouse a bow and a quiver of arrows a cabbage a pair of black pants (being worn) a straw hat (being worn) a shirt (being worn) a pair of boots (being worn) >get cabbage Taken. >undo (Undoing one command) Garden You reach a large garden stretching beyond the perimeter of the home, extending southeast to a small shack. A scarecrow stands in the center, arms outstretched in the morning sun. >get green pepper Taken. >get red pepper Taken. You're feeling a bit peckish. Perhaps it would be a good time to find something to eat. >[dude.] I don't understand the punctuation "[". >n You can't go that way. >e You can't go that way. >s You can't go that way. You're feeling a bit peckish. Perhaps it would be a good time to find something to eat. >w You can't go that way. >sw You can't go that way. You're feeling a bit peckish. Perhaps it would be a good time to find something to eat. >nw Dirt Circle A turn around spot for cars is here. From here you can see an old automobile parked in the garage to the north. A trail sits northwest, running between the garage and a rather tiny storage shed to the west. A garden of various crops is southeast and the home's driveway curls around the house back to a main road to the southwest. >n Garage A two-car garage with a dirt floor encompasses a car sitting on four flat tires. You notice the garage has no door and simply sits open to the elements. You see a workbench here. Sitting on the workbench is a quantity of assorted nuts and bolts. >get nuts Taken. You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition. >get bolts You already have the bolts and nuts! >eat cabbage That was delicious! >get car You can't have the car. >enter car I don't know how to enter the car. >open car I don't know how to open the car. >s Dirt Circle A turn around spot for cars is here. From here you can see an old automobile parked in the garage to the north. A trail sits northwest, running between the garage and a rather tiny storage shed to the west. A garden of various crops is southeast and the home's driveway curls around the house back to a main road to the southwest. >nw Trail A foot trail winds down a slope past the garage into a field of wheat. A crossroads intersects to the northwest and the home is back southeast. >nw Crossroads Two paths split at this point heading northeast, northwest, southeast and southwest. >ne Dark Trail You stop short of the entrance to a forboding path with a pause. The path's entrance is a towering hole into the unknown. You've mapped every inch of the farm to this point. You hear footsteps behind you. "Go ahead.", says a soft voice, the scarecrow from the field walks up to you briskly, his burlap face with black buttons startles you. "Don't be afraid, Delvyn, I am the guardian of this gate." he explains. "What you are looking for Delvyn, has gone in there.". The scarecrow seems to read your mind as your brain tries to reason what stands before you, "I will let you in Delvyn, because I believe that you are quite capable of returning safely. I know this because I have been watching you." You can only manage a "hum..", before his claw like hands reassures your direction into the unknown, "I can't go with you Delvyn, this is as far as I can go. I will not be able to help you Delvyn, like that time in the lake, you are on your own now." Fear starts to develop in you as you stare into the vaccuum of his eyes. "I will wait for you, Delvyn...as I have been doing for quite some time" At that instant, and with a friendly smile, the scarecrow closes a 'door' of tall trees, the limbs choking you and finally shutting out all light from the sun. Your infravision kicks in showing the path heading east. >e Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >[it's] I don't understand the punctuation "[". >e Behind the Miller House You walk around the side of the house until you reach the back. No visible entryways or windows line this side of the house, but you do find a small window on the back. You see an oil tank here. >get tank You can't have the oil tank. >x it A large iron tank suspended on four iron legs. The tank is round and contains a valve on one side. >open it I don't know how to open the oil tank. >turn valve You turn it on, oil spills forth. >undo (Undoing one command) Behind the Miller House You walk around the side of the house until you reach the back. No visible entryways or windows line this side of the house, but you do find a small window on the back. You see an oil tank here. >x window A window, the glass broken out some time ago. >look in it There's nothing in the window. >enter it You climb up on the oil tank and hoist yourself into the window. Kitchen This musty kitchen has not seen the light of day. More grotesque is the biuld up of mildew and fungus. You see a typical counter, sink and large ice box. >[biuld] I don't understand the punctuation "[". >open ice box Opening the icebox reveals a fox head. >x head A fox head that has been butchered from it's body. Dried blood and cartilages corrode the head. >[it's] I don't understand the punctuation "[". >get head Taken. >x it A fox head that has been butchered from it's body. Dried blood and cartilages corrode the head. >x sink The sink is covered in mildew. >clean sink The sink looks a bit cleaner now. >x counter There is a layer of dust and mildew on the counter space. There is nothing upon the counter. >clean it The counter isn't important. >l Kitchen This musty kitchen has not seen the light of day. More grotesque is the biuld up of mildew and fungus. You see a typical counter, sink and large ice box. >[exits, anyone?] I don't understand the punctuation "[". >exits I don't know the word "exits". >w Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >n Study You have reached a square room with visibly empty shelves. The general layout reminds you of your school library and you deduct the place to be a study room of some kind. >x shelves The shelf is dusty and contains nothing. >s Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >s Den You arrive in a spacious room but stop short of investigating due to the fairly large 'hole' in the middle of the room. A pit of some kind, circular in shape is dug straight through the floor here. >x hole The pit spans some ten feet in diameter and goes straight down into the earth. The wood floor is cut through in rough patterns exposing dirt and roots. The hole descends into darkness as far as your infravision can see. >d You will have to explain how you intend to do that. >jump Wheeee! >enter hole I don't know how to enter the pit. >get in hole I don't know how to get on the pit. >jump into pit I don't recognize that sentence. >w You can't go that way. >n Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >u Miller house, upstairs You arrive in one big room extending the length of the entire upper level. A torn mattress lies against a window and graffitti is evident on all walls. The room is suprisingly empty considering it's size, except for a mound of wood-like debris. >read graffitti 'Ferment #10 at 330' is all you can make out, the rest is unreadable. >x debris A pile of wood, closely resembling pieces of a bed and perhaps a night table lay collected in the center of this room. >search it You find a book, which you take. >read it You skim through the book and develop a sense of it's meaning. It precisely discusses direct techniques for protecting oneself from 'the bomb'. It continously refers to Russians. There are elaborate pictures of underground fortresses. >[?] I don't understand the punctuation "[". >search debris There's nothing else in the debris. >i You have: a plate a bath robe a red dress a pair of overalls a Nazi helmet a stocking cap a pair of high heels a fluffy blouse a bow and a quiver of arrows a pair of black pants (being worn) a straw hat (being worn) a shirt (being worn) a pair of boots (being worn) a green pepper a red pepper a quantity of assorted nuts and bolts a fox head a book >put head, nuts, book, peppers on plate Which peppers do you mean, green peppers, or red peppers? >all fox head: Done. bolts and nuts: Done. book: Done. peppers: Done. peppers: Done. >l Miller house, upstairs You arrive in one big room extending the length of the entire upper level. A torn mattress lies against a window and graffitti is evident on all walls. The room is suprisingly empty considering it's size, except for a mound of wood-like debris. >x mattress Torn and worn. >search it There's nothing on the mattress. >move it You can't move the mattress. >look out window I don't recognize that sentence. >d Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >u Miller house, upstairs You arrive in one big room extending the length of the entire upper level. A torn mattress lies against a window and graffitti is evident on all walls. The room is suprisingly empty considering it's size, except for a mound of wood-like debris. >d Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >s Den You arrive in a spacious room but stop short of investigating due to the fairly large 'hole' in the middle of the room. A pit of some kind, circular in shape is dug straight through the floor here. >d You will have to explain how you intend to do that. >enter hole I don't know how to enter the pit. >hint I don't know the word "hint". >help Hjk6 complete. >help Hjk6 complete. >shoot hole I don't know how to shoot the pit. >throw book into pit I don't recognize that sentence. >put book in pit You can't put anything into the pit. >l Den You arrive in a spacious room but stop short of investigating due to the fairly large 'hole' in the middle of the room. A pit of some kind, circular in shape is dug straight through the floor here. >x room I don't see any room here. >s You can't go that way. >e You can't go that way. >w You can't go that way. >n Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >w You can't go that way. >n Study You have reached a square room with visibly empty shelves. The general layout reminds you of your school library and you deduct the place to be a study room of some kind. >n You can't go that way. >w You can't go that way. >sw You can't go that way. >s Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >e Kitchen This musty kitchen has not seen the light of day. More grotesque is the biuld up of mildew and fungus. You see a typical counter, sink and large ice box. >e You can't go that way. >enter window You climb up on the counter and hoist yourself into the window. Behind the Miller House You walk around the side of the house until you reach the back. No visible entryways or windows line this side of the house, but you do find a small window on the back. You see an oil tank here. >w Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >[three story?] I don't understand the punctuation "[". >enter door The door isn't important. >x door The door lost a hinge, it hangs precariously on one. >get it The door isn't important. >u Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. >d Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >d You can't go that way. >w Dark Trail You stand at entranceway to a dark forboding home to the east. >w You can't go that way. >e Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >enter windows I don't know how to enter the windows. >enter window I don't know how to enter the windows. >e Behind the Miller House You walk around the side of the house until you reach the back. No visible entryways or windows line this side of the house, but you do find a small window on the back. You see an oil tank here. >e You can't go that way. >w Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >e Behind the Miller House You walk around the side of the house until you reach the back. No visible entryways or windows line this side of the house, but you do find a small window on the back. You see an oil tank here. >w Miller House An eerie pathway in darkness ends at the front steps of an old three-story home. A rickety staircase leads up to a front door, that is hanging of it's hinges. Glassless windows gleer at your intrusion. >u Miller House Foyer You enter this room wide-eyed scanning vigorously about. This entry is a small 10' square room with torn drywall, exposing wooden braces. Stairs lead up and three hallways branch north, east, and south. You're feeling a bit drowsy; you should find a comfortable place to sleep. You're feeling a bit peckish. Perhaps it would be a good time to find something to eat. >save Saved. >quit In a total of 400 turns, you have achieved a score of 20 points out of a possible 100. Do you really want to quit? (YES or NO) > y Exit complete.