ClubFloyd Transcript:
Tristam Island by Hugo Labrande
As played on ifMUD on September 12 & 26, October 3 & 10, 2021

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Tristam Island written by Hugo Labrande. Tristam Island was released in late 2020. You can learn more about the game, including how to download it, by visiting IFDB.


WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.


ToyShop & Floyditorium
#ClubFloyd Discussion



*** SESSION 1 ***
Jacqueline says (to ClubFloyd), "load sleepmask tristam"
CF ] Immaculate beach Score: 0, Turns: 0
CF | You lift your eyes up to the island and sigh.
CF |
CF | It was just supposed to be a trip like so many you've flown, taking
CF | your small airplane to a remote island in the south Atlantic Ocean to
CF | deliver medicine and spare parts. You thought you'd be back by sunset,
CF | but a storm like you've never seen before whipped up out of nowhere
CF | and battered your airplane. You were losing altitude so fast, you had
CF | no choice but to take your parachute and ditch the plane in the drink.
CF | You're extremely lucky to have spotted this small island, a tall chunk
CF | of rock in the middle of the ocean. It saved you from certain death;
CF | but you can't stay on this island forever. You'll have to explore and
CF | see what you're working with.
CF |
CF | You look back down and sigh.
CF |
CF |
CF | TRISTAM ISLAND
CF | By Hugo Labrande.
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | > Jacqueline says, "Oh, this sounds inspired by Antoine de Saint-Exupéry."
MoyTravis asks, "Hmm, this came out ~1 year ago?"
MoyTravis asks, "It's apparently commercial, did it start that way?"
Jacqueline says, "Yes. It's been commercial from the start."
DavidW says, "try ABOUT or CREDITS"
Roger asks, "has logging actually started this time?"
Jacqueline says, "It may not be Saint-Exupéry. He doesn't list that in the credis, and I would think he would. Just a coincidence."
MoyTravis says, "itch.io lists 36 (!) platforms? Well. If that's his jam."
Jacqueline says (to Roger), "Logging actually started last time, it just dropped. But yes, it's going."
DavidW says (to ClubFloyd), "about"
CF ] Immaculate beach Score: 0, Turns: 1
CF | >
CF | > ABOUT
CF |
CF | [The author would like to thank:
CF | Infocom, creators of the Z-Machine and of so many awesome adventure
CF | games that we're still using their tools 40 years after;
CF | Graham Nelson, creator of Inform 6;
CF | Andrew Plotkin, for his hard work and dedication to fixing the Inform
CF | 6 compiler's bugs that had prevented z3 releases for years;
CF | Fredrik Ramsberg and Johan Berntsson, for the amazing PunyInform
CF | library, and many optimizations and bugfixes;
CF | My testers: Manon Burz-Labrande, CrocMiam, Steve Flintham,
CF | Grimmnebulin, Brennen Kinch, Juhana Leinonen, Samuel Verschelde, Mark
CF | Walker, Jack Welch;
CF | The players who reported bugs in the initial release: Chris Carter,
CF | Richard Hawkins, Tiffany Zhao;
CF | All the programmers and maintainers of interpreters, which keep the
CF | Z-Machine alive on so many platforms;
CF | Stefan Vogt, for his help setting up ports of this game, and his
CF | detailed answers to my technical questions;
CF | And last but not least, my wife and my kids, for their love, support,
CF | and patience.]
CF |
CF | >
DavidW says (to ClubFloyd), "x me"
CF ] Immaculate beach Score: 0, Turns: 2
CF | >
CF | > X ME
CF |
CF | You're doing OK, all things considered. Still a bit shaken by the
CF | accident, but this island sure is interesting and warrants further
CF | exploration. You are fairly confident you will manage to escape, one
CF | way or another. You don't really know why -- just a hunch.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Immaculate beach Score: 0, Turns: 3
CF | >
CF | > I
CF |
CF | You're carrying a matchbook (in your pocket, containing a few
CF | matches).
CF |
CF | > DavidW says, "okay, we have one tool. Yay."
DavidW says, "I'm thinking we should try NE first, since it was listed first. Maybe we can climb the boulder for a better view."
Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "ne"
CF ] End of the beach Score: 0, Turns: 4
CF | >
CF | > NE
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "x boulder"
CF ] End of the beach Score: 0, Turns: 5
CF | >
CF | > X BOULDER
CF |
CF | A large rock formation, worn smooth by the tide but not quite detached
CF | from the rest of the island, marks the end of the beach. Behind it,
CF | the eastern shore of the island mostly consists of jagged rocks and
CF | shallow tidal pools.
CF |
CF | > MoyTravis says, "It has a "dreamcast.zip" apparently. Is that, uh, like, the old video game console? Lord, he's compiled it for graphic calculators. In awe of this dev's commitment to putting it on every system he can find."
DavidW says (to ClubFloyd), "x rocks"
CF ] End of the beach Score: 0, Turns: 5
CF | >
CF | > X ROCKS
CF |
CF | You can't see any such thing.
CF |
CF | > MoyTravis says, "Graphing calculators, even."
DavidW says (to ClubFloyd), "x pools"
CF ] End of the beach Score: 0, Turns: 5
CF | >
CF | > X POOLS
CF |
CF | Sorry, I don't understand what "pools" means.
CF |
CF | >
DavidW says (to ClubFloyd), "take rock"
CF ] End of the beach Score: 0, Turns: 6
CF | >
CF | > TAKE ROCK
CF |
CF | That's fixed in place.
CF |
CF | >
DavidW says (to ClubFloyd), "climb boulder"
CF ] End of the beach Score: 0, Turns: 7
CF | >
CF | > CLIMB BOULDER
CF |
CF | You're not very good at climbing smooth rocks.
CF |
CF | >
DavidW says (to ClubFloyd), "push boulder"
CF ] End of the beach Score: 0, Turns: 8
CF | >
CF | > PUSH BOULDER
CF |
CF | That's fixed in place.
CF |
CF | > MoyTravis says, "Let's look in the tidal pools for critters."
DavidW asks, "North next?"
DavidW asks (of Moy), "Didn't I try to examine pools?"
Jacqueline says, "You did."
Jacqueline says (to ClubFloyd), "x ocean"
CF ] End of the beach Score: 0, Turns: 9
CF | >
CF | > X OCEAN
CF |
CF | The immense Atlantic Ocean surrounds the island; you are probably
CF | hundreds of miles away from the closest inhabited coastline. The water
CF | is surprisingly not too cold; you could swim easily in it.
CF |
CF | > MoyTravis says, "No, you did."
MoyTravis says, "RIP, no critters."
Jacqueline says (to ClubFloyd), "swim"
CF ] In the ocean Score: 0, Turns: 10
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a boulder on the sandy beach, northwest of you. There doesn't seem to
CF | be anything here in the turbid water.
CF |
CF | > MoyTravis asks, "So, can we die? If we swim out will it let us drown?"
DavidW says, "interesting that we're invited to try swimming."
DavidW says, "I guess there must be something sunken somewhere, but not here."
Jacqueline says, "There's nothing 'here' in the turbid water... hm."
Jacqueline says, "Yeah"
DavidW says (to ClubFloyd), "d"
CF ] In the ocean Score: 0, Turns: 11
CF | >
CF | > D
CF |
CF | You can't go that way.
CF |
CF | >
Jacqueline says (to ClubFloyd), "nw"
CF ] End of the beach Score: 0, Turns: 12
CF | >
CF | > NW
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | > Jacqueline says, "Okay, turning the keys back over to ya, David."
DavidW says (to ClubFloyd), "n"
CF ] Cove Score: 0, Turns: 13
CF | >
CF | > N
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | > DavidW says, "I'm interpreting options as NW, S, SWIM, or UP."
DavidW says (to ClubFloyd), "dig sand"
CF ] Cove Score: 0, Turns: 14
CF | >
CF | > DIG SAND
CF |
CF | Digging would achieve nothing here.
CF |
CF | >
DavidW says (to ClubFloyd), "x water"
CF ] Cove Score: 0, Turns: 15
CF | >
CF | > X WATER
CF |
CF | The immense Atlantic Ocean surrounds the island; you are probably
CF | hundreds of miles away from the closest inhabited coastline. The water
CF | is surprisingly not too cold; you could swim easily in it.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 0, Turns: 16
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a small cove, west of you. You take a closer look at the sea; after a
CF | moment, you spot some movement below the surface a few feet away from
CF | you. It looks like this is a good area for fishing.
CF |
CF | > Roger says, "drink it"
DavidW asks, "Drink OCEAN water?"
Roger says, "it's delicious"
DavidW says (to ClubFloyd), "drink water"
CF ] In the ocean Score: 0, Turns: 17
CF | >
CF | > DRINK WATER
CF |
CF | Ocean water is hardly drinkable.
CF |
CF | > Roger says, "FINE"
DavidW says, "The ocean didn't agree with you."
DavidW says (to ClubFloyd), "w"
CF ] Cove Score: 0, Turns: 18
CF | >
CF | > W
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Cove Score: 0, Turns: 19
CF | >
CF | > U
CF |
CF | The cliffs around the island are very tall, and you're not a very good
CF | climber.
CF |
CF | > DavidW asks, "so... NW?"
DavidW says (to ClubFloyd), "x sand"
CF ] Cove Score: 0, Turns: 20
CF | >
CF | > X SAND
CF |
CF | The beach angles slightly downhill towards the sea. It is made of
CF | yellow, compact sand; the high tide probably submerges the beach every
CF | time.
CF |
CF | > Jacqueline asks, "Sure. Eventually we will go fishing, I guess?"
DavidW says (to ClubFloyd), "make sandcastle"
CF ] Cove Score: 0, Turns: 21
CF | >
CF | > MAKE SANDCASTLE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "make castle"
DavidW says (to ClubFloyd), "make castle"
CF ] Cove Score: 0, Turns: 22
CF | >
CF | > MAKE CASTLE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "It knows 'make'?"
Jacqueline says, "Ha. On my end the game paused hard when you typed that."
Jacqueline says, "I got excited."
DavidW says, "Sometimes it works."
Jacqueline says, "yep"
DavidW has disconnected.
DavidW has connected. Jacqueline says, "It also sort of implies we will climb that hill eventually, just not from this direction."
MoyTravis says, "Oh dear."
DavidW says, "got disconnected"
DavidW asks, "what happened?"
Jacqueline says, "Nothing."
MoyTravis says, "Nothing, I think."
DavidW asks, "NE?"
Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "ne"
CF ] Cove Score: 0, Turns: 23
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Northeastern tip Score: 0, Turns: 24
CF | >
CF | > NW
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | > DavidW says, "West, I suppose."
Jacqueline says, "Or into the ocean, yeah."
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 0, Turns: 25
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | the northeastern tip of the island, southwest of you. There doesn't
CF | seem to be anything here in the turbid water.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northeastern tip Score: 0, Turns: 26
CF | >
CF | > SW
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 0, Turns: 27
CF | >
CF | > W
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. And then, you spot an incredible sight: a small
CF | fishing boat, moored to a long wooden dock. Unbelievable! A trace of
CF | human life on this island! And then you spot something else. A
CF | rickety-looking platform is resting on the beach, right against the
CF | side of the cliff; it looks like it rises all the way up to the top of
CF | the cliff with a rope-and-pulley mechanism. The beach continues
CF | southwest and east.
CF |
CF | > MoyTravis says, "Huh I guess somebody beat us to the island."
DavidW says (to ClubFloyd), "x rope"
CF ] Northern cliffs Score: 0, Turns: 28
CF | >
CF | > X ROPE
CF |
CF | Your eyes follow the very long rope running alongside the cliff. It is
CF | tied to a sort of arch, a thick curved metal bar fused to both sides
CF | of a rudimentary platform; the platform is currently on the beach. The
CF | rope then runs up to a pulley mechanism that is installed at the top
CF | of the cliff, then back down; that end of the rope lies on the beach.
CF | The bucket-like platform looks large enough to carry a fisherman and
CF | perhaps a large haul of fish, all the way up the cliff.
CF |
CF | >
DavidW says (to ClubFloyd), "pull rope"
CF ] Northern cliffs Score: 0, Turns: 29
CF | >
CF | > PULL ROPE
CF |
CF | You pull on the rope and, with some effort, manage to raise the
CF | platform by a few feet. You don't see the point of going any higher;
CF | you carefully let the rope go until the platform is once again on the
CF | ground.
CF |
CF | > DavidW says, "x boat"
DavidW says (to ClubFloyd), "x boat"
CF ] Northern cliffs Score: 0, Turns: 30
CF | >
CF | > X BOAT
CF |
CF | A small fishing boat is moored here; unfortunately, there is a crack
CF | in the hull that lets water come in the boat, making it unusable. A
CF | wide compartment made of wood is at the stern of the boat. The
CF | compartment is closed.
CF |
CF | > DavidW says, "I am SO tempted to open the compartment from here."
DavidW says (to ClubFloyd), "x crack"
CF ] Northern cliffs Score: 0, Turns: 30
CF | >
CF | > X CRACK
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "Try it, sure"
DavidW says (to ClubFloyd), "open compartment"
CF ] Northern cliffs Score: 0, Turns: 31
CF | >
CF | > OPEN COMPARTMENT
CF |
CF | You run your fingers around the compartment, and manage to find a way
CF | to pop it open. Inside, you find a fishing rod, a fishing net and a
CF | fishing knife.
CF |
CF | > Jacqueline says, "I mean, I don't think it's a separate location, so."
DavidW says, "ha. I love bugs like this."
Jacqueline says, "Aw yeah. Good stuff there."
Jacqueline says, "I don't think that's a bug."
Jacqueline says (to ClubFloyd), "enter boat"
CF ] Northern cliffs Score: 0, Turns: 32
CF | >
CF | > ENTER BOAT
CF |
CF | That boat doesn't look like it'll sail again.
CF |
CF | > DavidW says, "Sure it is. We're at the top of a cliff. The boat is yards and yards below us."
Jacqueline says, "No, I don't think we are."
Jacqueline says, "We only went up a little ways, then came back down, I thought."
DavidW asks, "oh. So we're at the bottom of the cliff?"
Jacqueline says, "Yeah"
DavidW says, "ah."
DavidW says (to ClubFloyd), "take all from compartment"
CF ] Northern cliffs Score: 0, Turns: 33
CF | >
CF | > TAKE ALL FROM COMPARTMENT
CF |
CF | fishing rod: Removed.
CF | fishing net: Removed.
CF | fishing knife: You are carrying too many things already.
CF |
CF | > Jacqueline | You pull on the rope and, with some effort, manage to raise the platform by a few feet. You don't see the point of going any higher; you carefully let the rope go until the platform is once again on the ground.
DavidW says (to ClubFloyd), "i"
CF ] Northern cliffs Score: 0, Turns: 34
CF | >
CF | > I
CF |
CF | You're carrying a fishing net, a fishing rod and a matchbook (in your
CF | pocket, containing a few matches).
CF |
CF | >
DavidW says (to ClubFloyd), "put rod in pocket"
CF ] Northern cliffs Score: 0, Turns: 34
CF | >
CF | > PUT ROD IN POCKET
CF |
CF | Sorry, I don't understand what "pocket" means.
CF |
CF | > MoyTravis says, "You'd need a heck of a pocket anyways to fit a rod in it."
DavidW says, "I guess we can only carry three items at a time."
Jacqueline says, "Is that a rod in you- never mind."
DavidW says (to ClubFloyd), "x matches"
CF ] Northern cliffs Score: 0, Turns: 35
CF | >
CF | > X MATCHES
CF |
CF | The little sleeve only contains a few matches, and they look a bit
CF | wet. It'll have to do...
CF |
CF | > Jacqueline says, "Oh no."
DavidW says, "gee, I wonder how the matches got wet."
Jacqueline says, "We went in the ocean with the matches in our inventory."
Jacqueline says, "Sigh."
Jacqueline asks, "I mean, they may have already been wet - didn't we ditch the plane in the ocean?"
MoyTravis says, "I hope it doesn't have dead man walking states. It's modern, so it probably doesn't."
DavidW says, "We're not in that deep."
DavidW says, "This also seems to be a small island."
Jacqueline clears the save counter.
DavidW says (to ClubFloyd), "drop net and rod"
CF ] Northern cliffs Score: 0, Turns: 36
CF | >
CF | > DROP NET AND ROD
CF |
CF | fishing net: Dropped.
CF | fishing rod: Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Northern cliffs Score: 0, Turns: 37
CF | >
CF | > TAKE KNIFE
CF |
CF | Taken.
CF |
CF | >
Jacqueline says (to ClubFloyd), "SAVE"
Jacqueline says (to ClubFloyd), "cf1"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Northern cliffs Score: 0, Turns: 37
CF | > SAVEOk.
CF |
CF | >
DavidW says (to ClubFloyd), "dry matches"
CF ] Northern cliffs Score: 0, Turns: 38
CF | >
CF | > DRY MATCHES
CF |
CF | This doesn't seem like it needs to be dried.
CF |
CF | > Jacqueline says, "We could restart just to check the starting state of the matches..."
Jacqueline says, "Matches seem pretty critical."
DavidW asks, "You want to light a match then undo?"
MoyTravis says, "No, I think she's suggesting restart, x matches, load game if they start wet."
Jacqueline says, "Yeah"
Jacqueline says, "I can do it."
MoyTravis says, "...I really, really hope the game's not mean enough to mess with you like that though."
Jacqueline says (to ClubFloyd), "restart"
CF ] Northern cliffs Score: 0, Turns: 38
CF | >
CF | > RESTART
CF |
CF | Are you sure you want to restart?
Jacqueline says (to ClubFloyd), "y"
CF ] Immaculate beach Score: 0, Turns: 0
CF | You lift your eyes up to the island and sigh.
CF |
CF | It was just supposed to be a trip like so many you've flown, taking
CF | your small airplane to a remote island in the south Atlantic Ocean to
CF | deliver medicine and spare parts. You thought you'd be back by sunset,
CF | but a storm like you've never seen before whipped up out of nowhere
CF | and battered your airplane. You were losing altitude so fast, you had
CF | no choice but to take your parachute and ditch the plane in the drink.
CF | You're extremely lucky to have spotted this small island, a tall chunk
CF | of rock in the middle of the ocean. It saved you from certain death;
CF | but you can't stay on this island forever. You'll have to explore and
CF | see what you're working with.
CF |
CF | You look back down and sigh.
CF |
CF |
CF | TRISTAM ISLAND
CF | By Hugo Labrande.
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x matches"
CF ] Immaculate beach Score: 0, Turns: 1
CF | >
CF | > X MATCHES
CF |
CF | The little sleeve only contains a few matches, and they look a bit
CF | wet. It'll have to do...
CF |
CF | > Jacqueline says, "Okay, they start wet."
Jacqueline says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
Jacqueline says (to ClubFloyd), "cf1"
CF ] Northern cliffs Score: 0, Turns: 37
CF | > RESTOREOk.
CF |
CF | > Jacqueline says, "Carry on."
DavidW says (to ClubFloyd), "l"
CF ] Northern cliffs Score: 0, Turns: 38
CF | >
CF | > L
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a fishing rod and a fishing net here.
CF |
CF | > DavidW says, "I guess I want to continue SW."
Jacqueline nods.
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 0, Turns: 39
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x beach"
CF ] Northwestern cliffs Score: 0, Turns: 40
CF | >
CF | > X BEACH
CF |
CF | The shore here is a small band of sand dotted with white rocks and
CF | pebbles that probably fell from the cliffs.
CF |
CF | > Jacqueline says, "Seems like we might be able to cross the strait."
DavidW says (to ClubFloyd), "take pebble"
CF ] Northwestern cliffs Score: 0, Turns: 41
CF | >
CF | > TAKE PEBBLE
CF |
CF | You pick up a rather flat pebble and throw it towards the ocean; it
CF | ricochets three times on the surface of the sea.
CF |
CF | > Jacqueline says, "Nice"
DavidW says (to ClubFloyd), "x strait"
CF ] Narrow strait Score: 0, Turns: 42
CF | >
CF | > X STRAIT
CF |
CF | You decide to go take a closer look at the strait, and head south.
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x pool"
CF ] Narrow strait Score: 0, Turns: 43
CF | >
CF | > X POOL
CF |
CF | There is a small circular break in the cliffs here, holding a pool of
CF | water, that is connected to the sea by a shallow channel; the pool
CF | probably fills with every high tide, then the water progressively runs
CF | off via the channel.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 0, Turns: 44
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a narrow strait, east of you. You take a closer look at the sea; after
CF | a moment, you spot some movement below the surface a few feet away
CF | from you. It looks like this is a good area for fishing.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Narrow strait Score: 0, Turns: 45
CF | >
CF | > E
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | > DavidW asks, "se?"
Jacqueline says, "Explore all the things, yes."
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 0, Turns: 46
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | > Roger says, "if you find yourself lost in the wilderness, just keep walking around"
Jacqueline says, "Yes."
Jacqueline says, "Definitely."
DavidW says (to ClubFloyd), "x cliffs"
CF ] Southwestern cliffs Score: 0, Turns: 47
CF | >
CF | > X CLIFFS
CF |
CF | These tall white cliffs appear to be made of chalk; you guess they are
CF | probably fifty feet tall. At the top of the cliffs, you can see a few
CF | branches and leaves; some trees must be growing there.
CF |
CF | > Roger says, "also pick up anything and everything you can"
Jacqueline says, "Sadly, there is an inventory limit."
DavidW says, "I think we've nearly made a full circuit."
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 0, Turns: 48
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | > Jacqueline asks, "A way into the forest?"
Jacqueline says, "I'm guessing there's another person around, somewhere. Maybe."
DavidW says (to ClubFloyd), "x shrubs"
CF ] Sandy beach by the forest Score: 0, Turns: 49
CF | >
CF | > X SHRUBS
CF |
CF | Some small shrubs with thin branches are growing close to the sand,
CF | forming a line that seems to be the high tide line.
CF |
CF | >
DavidW says (to ClubFloyd), "x tide line"
CF ] Sandy beach by the forest Score: 0, Turns: 50
CF | >
CF | > X TIDE LINE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 0, Turns: 51
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a beach near a clearing, north of you. There doesn't seem to be
CF | anything here in the turbid water.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Sandy beach by the forest Score: 0, Turns: 52
CF | >
CF | > N
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 0, Turns: 53
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "x mossy rock"
CF ] Edge of the woods Score: 0, Turns: 54
CF | >
CF | > X MOSSY ROCK
CF |
CF | A large, lopsided rock with a rather flat top seems to provide
CF | darkness and moisture to a whole bunch of critters underneath it.
CF |
CF | >
DavidW says (to ClubFloyd), "look under it"
CF ] Edge of the woods Score: 0, Turns: 55
CF | >
CF | > LOOK UNDER IT
CF |
CF | There seems to be movement under the rock; keeping your distance, you
CF | manage to spot a few thick worms.
CF |
CF | > DavidW says, "bait for the rod"
MoyTravis says, "Mmm, worms, them's good eatin'."
Roger says, "worms be thicc"
DavidW says, "It's getting clearer that we need to catch and cook some fish."
DavidW says (to ClubFloyd), "x worms"
CF ] Edge of the woods Score: 0, Turns: 56
CF | >
CF | > X WORMS
CF |
CF | There seems to be movement under the rock; keeping your distance, you
CF | manage to spot a few thick worms.
CF |
CF | >
DavidW says (to ClubFloyd), "x trees"
CF ] Edge of the woods Score: 0, Turns: 57
CF | >
CF | > X TREES
CF |
CF | The trees here look rather old and sturdy; their small flowers display
CF | every shade between dark orange and bright yellow.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Edge of the woods Score: 0, Turns: 58
CF | >
CF | > CLIMB TREE
CF |
CF | You're not very good at climbing trees. I suppose you'll eventually
CF | learn if you spend years trapped here.
CF |
CF | > DavidW says, "Positive attitude."
DavidW asks, "north?"
DavidW says (to ClubFloyd), "smell flowers"
CF ] Edge of the woods Score: 0, Turns: 59
CF | >
CF | > SMELL FLOWERS
CF |
CF | You cut a few flowers off the trees and smell them; their smell is
CF | fresh but faint.
CF |
CF | > DavidW says, "I didn't say to CUT them!!"
DavidW says (to ClubFloyd), "eat flowers"
CF ] Edge of the woods Score: 0, Turns: 60
CF | >
CF | > EAT FLOWERS
CF |
CF | You have no idea if these flowers are safe to eat or not; you'd rather
CF | not eat them.
CF |
CF | > DavidW says, "Wait until the PC learns the fish have plastic in 'em."
Jacqueline says, "And mercury."
Jacqueline says, "Turns out the worms are the way to go."
MoyTravis exclaims, "Eat the worms!"
DavidW says, "Nobody likes me, everybody hates me, think I'll go and"
DavidW says (to ClubFloyd), " eat worms"
CF ] Edge of the woods Score: 0, Turns: 61
CF | >
CF | > EAT WORMS
CF |
CF | It is a source of protein indeed, but you think you're going to save
CF | it for when you get desperate. Really desperate.
CF |
CF | > Jacqueline says, "I guess we'll have to go fishing."
Jacqueline says, "If we even need to eat."
Jacqueline says, "I wonder if we have to fish to get a fish to make friends with a dog."
DavidW says, "I left the rod and net at the boat."
Jacqueline says, "I'm not suggesting we do it yet."
Jacqueline says, "It's just broadcasting that eventuality very strongly."
DavidW says, "You give a fish to a bear to make it friendly. Dogs want bones and steaks."
Jacqueline says, "And flat possums."
DavidW says, "I wonder if the basket was portable."
DavidW says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 0, Turns: 62
CF | >
CF | > N
CF |
CF |
CF | Deep in the woods
CF | You are unable to get much further here; in front of you, the hill
CF | gets very steep, covered in grass and mud , and these white stones
CF | embedded into it have very sharp edges that look like they could hurt.
CF | The forest is dense around you, but you can always go back to the
CF | clearing to the south.
CF |
CF | > Jacqueline says, "I'm just referencing all the dogs we've friended this year on ClubFloyd."
DavidW says (to ClubFloyd), "x white stones"
CF ] Deep in the woods Score: 1, Turns: 63
CF | >
CF | > X WHITE STONES
CF |
CF | You contemplate one of the white stones poking out of the mud, and
CF | suddenly its shape, an almost perfect pyramid, seems unnatural, almost
CF | too sharp. Almost... carved? Like the edge of a carved slab of rock...
CF | And looking up, seeing all these edges appear at a regular interval...
CF | Could these be... stairs? My, yes! It looks like there is a staircase
CF | here, covered by years and years of rain and mud.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | > Jacqueline says, "huh"
DavidW says (to ClubFloyd), "score"
CF ] Deep in the woods Score: 1, Turns: 63
CF | >
CF | > SCORE
CF |
CF | You have so far scored 1 out of a possible 150, in 63 turns, thus
CF | giving you the rank of: Castaway.
CF |
CF | > Jacqueline exclaims, "!"
Jacqueline exclaims, "1 of 150. Go us!"
MoyTravis says, "...wow that's a lotta possible points."
DavidW says (to ClubFloyd), "u"
CF ] Deep in the woods Score: 1, Turns: 64
CF | >
CF | > U
CF |
CF | The steps, if it is indeed a full staircase going up and down the
CF | hill, are covered in several inches of mud.
CF |
CF | > MoyTravis says, "Please tell me some things are worth more points."
Jacqueline says (to Travis), "Especially if they're granted one at a time."
DavidW says (to ClubFloyd), "clean steps"
CF ] Deep in the woods Score: 1, Turns: 65
CF | >
CF | > CLEAN STEPS
CF |
CF | You clear off some of the mud near one of the white rocks, revealing
CF | that the rock has indeed been carved in straight lines, in a
CF | rectangular shape. You sigh contemplating the size of the task at
CF | hand; you're much too tired and hungry to undertake such a task right
CF | now.
CF |
CF | > Jacqueline says (to Travis), "Right. Exactly."
Roger says, "you get 15 points for playing it on a dreamcast"
Jacqueline says, "And there's our cue to go fishing."
Jacqueline says, "And possibly sleep."
Jacqueline says (to Roger), "hahaha"
MoyTravis asks, "Okay but did dreamcasts have keyboards?"
Jacqueline says, "100 points for playing it on a TI84."
DavidW asks, "okay, so I guess we use the net or the rod + worms at the strait and/or cove?"
Roger says, "sure"
MoyTravis asks, "Probably?"
Jacqueline says, "Sounds good."
DavidW asks, "And where do we take the fish to?"
Jacqueline says, "Our mouth."
Jacqueline says, "Oh, you mean, to cook them? Not sure."
DavidW asks, "No cooking 'em?"
Jacqueline says, "Sushi is a thing."
DavidW says (to ClubFloyd), "s"
CF ] Edge of the woods Score: 1, Turns: 66
CF | >
CF | > S
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 1, Turns: 67
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 1, Turns: 68
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | > DavidW says, "okay. Here's where we started."
DavidW says (to ClubFloyd), "i"
CF ] Immaculate beach Score: 1, Turns: 69
CF | >
CF | > I
CF |
CF | You're carrying a fishing knife and a matchbook (in your pocket,
CF | containing a few matches).
CF |
CF | >
DavidW says (to ClubFloyd), "drop knife"
CF ] Immaculate beach Score: 1, Turns: 70
CF | >
CF | > DROP KNIFE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Sandy beach by the forest Score: 1, Turns: 71
CF | >
CF | > W
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 1, Turns: 72
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 1, Turns: 73
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 1, Turns: 74
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 1, Turns: 75
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a fishing rod and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "take net"
CF ] Northern cliffs Score: 1, Turns: 76
CF | >
CF | > TAKE NET
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "take basket"
CF ] Northern cliffs Score: 1, Turns: 76
CF | >
CF | > TAKE BASKET
CF |
CF | Sorry, I don't understand what "basket" means.
CF |
CF | > DavidW says, "oh, just a platform."
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 1, Turns: 77
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 1, Turns: 78
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] Narrow strait Score: 1, Turns: 79
CF | >
CF | > FISH
CF |
CF | You'll have better chances catching a large fish if you go into the
CF | ocean.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 1, Turns: 80
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a narrow strait, east of you. You take a closer look at the sea; after
CF | a moment, you spot some movement below the surface a few feet away
CF | from you. It looks like this is a good area for fishing.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] In the ocean Score: 1, Turns: 81
CF | >
CF | > FISH
CF |
CF | You struggle with the net for a while, but it's too heavy, and too
CF | hard to use alone.
CF |
CF | > DavidW asks, "Nets are a 2-people toy?"
DavidW says (to ClubFloyd), "e"
CF ] Narrow strait Score: 1, Turns: 82
CF | >
CF | > E
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | > Jacqueline says, "Definitely."
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 1, Turns: 83
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 1, Turns: 84
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop net"
CF ] Northern cliffs Score: 1, Turns: 85
CF | >
CF | > DROP NET
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "take rod"
CF ] Northern cliffs Score: 1, Turns: 86
CF | >
CF | > TAKE ROD
CF |
CF | Taken.
CF |
CF | > Roger says, "time to dragnet the sea"
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 1, Turns: 87
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 1, Turns: 88
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 1, Turns: 89
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 1, Turns: 90
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 1, Turns: 91
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "take worms"
CF ] Edge of the woods Score: 1, Turns: 92
CF | >
CF | > TAKE WORMS
CF |
CF | You crouch by the rock, and see a few bugs scatter. You manage to grab
CF | a wiggly worm between two fingers. You can't really carry anything
CF | else with that hand, what with your arm extended all the way away from
CF | your body. Yuck.
CF |
CF | >
DavidW says (to ClubFloyd), "bait rod"
CF ] Edge of the woods Score: 1, Turns: 93
CF | >
CF | > BAIT ROD
CF |
CF | That doesn't seem to be something you can bait.
CF |
CF | > Jacqueline says, ";ha"
DavidW says (to ClubFloyd), "put worm on rod"
CF ] Edge of the woods Score: 2, Turns: 94
CF | >
CF | > PUT WORM ON ROD
CF |
CF | The worm will make nice bait for the fish; you stab the worm onto the
CF | hook.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 2, Turns: 95
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 2, Turns: 96
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | > Jacqueline exclaims, "Another point! Go us!"
Roger says, "okay time to catch 148 fish"
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 2, Turns: 97
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | > Jacqueline says (to Roger), "hahaha"
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 2, Turns: 98
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a narrow strait, east of you. You take a closer look at the sea; after
CF | a moment, you spot some movement below the surface a few feet away
CF | from you. It looks like this is a good area for fishing.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] In the ocean Score: 2, Turns: 99
CF | >
CF | > FISH
CF |
CF | You cast the line towards the fish, and wait patiently. However, none
CF | of the fish seem to be eager to take the bait; you wonder if they even
CF | notice it. Perhaps you need to add something colourful onto the hook
CF | as a lure that would make them notice you.
CF |
CF | > DavidW says, "Flower"
Jacqueline asks, "Hm. The... the flower?"
Jacqueline says, "Yeah"
DavidW says (to ClubFloyd), "e"
CF ] Narrow strait Score: 2, Turns: 100
CF | >
CF | > E
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 2, Turns: 101
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 2, Turns: 102
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | > Roger says, "yeah that's implausible but why not"
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 2, Turns: 103
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | You can see a fishing knife here.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Immaculate beach Score: 2, Turns: 104
CF | >
CF | > TAKE KNIFE
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Sandy beach by the forest Score: 2, Turns: 105
CF | >
CF | > W
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 2, Turns: 106
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "put flower on rod"
CF ] Edge of the woods Score: 2, Turns: 107
CF | >
CF | > PUT FLOWER ON ROD
CF |
CF | (first taking the flowers on the trees)
CF | You are carrying too many things already.
CF |
CF | >
DavidW says (to ClubFloyd), "drop rod"
CF ] Edge of the woods Score: 2, Turns: 108
CF | >
CF | > DROP ROD
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "put flower on rod"
CF ] Edge of the woods Score: 2, Turns: 109
CF | >
CF | > PUT FLOWER ON ROD
CF |
CF | (first taking the flowers on the trees)
CF | You pick a flower from the tree, choosing a particularly bright one.
CF |
CF | >
DavidW says (to ClubFloyd), "put flower on rod"
CF ] Edge of the woods Score: 3, Turns: 110
CF | >
CF | > PUT FLOWER ON ROD
CF |
CF | You pierce the hook through the flower; its bright colour should
CF | hopefully lure fish to take the bait.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
DavidW says (to ClubFloyd), "take rod"
CF ] Edge of the woods Score: 3, Turns: 111
CF | >
CF | > TAKE ROD
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Edge of the woods Score: 3, Turns: 112
CF | >
CF | > I
CF |
CF | You're carrying a fishing rod, a fishing knife and a matchbook (in
CF | your pocket, containing a few matches).
CF |
CF | >
DavidW says (to ClubFloyd), "x rod"
CF ] Edge of the woods Score: 3, Turns: 113
CF | >
CF | > X ROD
CF |
CF | This fishing rod is about four to five feet long, and it is in
CF | suprisingly good condition. Its reel still turns rather well, and the
CF | hook and the line are on there as well -- which is good, as you're not
CF | sure you would have known how to attach them there. It will be perfect
CF | for casting bait. There is a bright flower and a worm on the hook.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 3, Turns: 114
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | >
DavidW says (to ClubFloyd), "drop knife"
CF ] Sandy beach by the forest Score: 3, Turns: 115
CF | >
CF | > DROP KNIFE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Sandy beach by the forest Score: 3, Turns: 116
CF | >
CF | > NW
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 3, Turns: 117
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 3, Turns: 118
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Knee-deep in the ocean
CF | A submerged sandbank extending southwest makes it so you can walk
CF | further into the ocean without getting too wet. Behind you, you can
CF | see the cliffs of the southwestern tip of the island.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] In the ocean Score: 3, Turns: 119
CF | >
CF | > FISH
CF |
CF | You don't really see any fish here. Maybe in a different spot.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Southwestern cliffs Score: 3, Turns: 120
CF | >
CF | > NE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 3, Turns: 121
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 3, Turns: 122
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a narrow strait, east of you. You take a closer look at the sea; after
CF | a moment, you spot some movement below the surface a few feet away
CF | from you. It looks like this is a good area for fishing.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] In the ocean Score: 8, Turns: 123
CF | >
CF | > FISH
CF |
CF | You cast the line towards the fish, and wait patiently. You're about
CF | to give up when suddenly, you feel the line tense up; you got one! You
CF | carefully reel it in, and grab the fish firmly by its tail; the fish
CF | is grey, about four inches long, and should make a nice meal.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Jacqueline says, "whoa"
Jacqueline says, "five"
Jacqueline says, "FIVE"
DavidW says (to ClubFloyd), "x fish"
CF ] In the ocean Score: 8, Turns: 124
CF | >
CF | > X FISH
CF |
CF | This is a nice grey fish, freshly caught; it would make a great meal.
CF |
CF | >
DavidW says (to ClubFloyd), "full score"
CF ] In the ocean Score: 8, Turns: 124
CF | >
CF | > FULL SCORE
CF |
CF | That is not a verb I recognize.
CF |
CF | >
DavidW says (to ClubFloyd), "score"
CF ] In the ocean Score: 8, Turns: 124
CF | >
CF | > SCORE
CF |
CF | You have so far scored 8 out of a possible 150, in 124 turns, thus
CF | giving you the rank of: Castaway.
CF |
CF | > MoyTravis says, "Hooray this game might done in a reasonable amount of time."
Roger says, "bro a four-inch fish is not a nice meal"
DavidW says (to ClubFloyd), "eat fish"
CF ] In the ocean Score: 8, Turns: 125
CF | >
CF | > EAT FISH
CF |
CF | It's fresh fish alright, but you don't really want to eat it raw. You
CF | should probably make a campfire.
CF |
CF | > Jacqueline says (to Roger), "Agree."
Roger says, "bait rod with fish"
Jacqueline says, "Ha. Yes."
DavidW asks, "Did anyone see firewood?"
Roger says, "we got a tree and a knife, so yes"
DavidW says (to ClubFloyd), "e"
CF ] Narrow strait Score: 8, Turns: 126
CF | >
CF | > E
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | A shadow passes over you. You look up, and see a huge, white albatross
CF | descending towards you. The bird is magnificent, and its enormous
CF | wingspan makes it look bigger than you; you recoil a little bit, and
CF | instinctively protect your fish. The albatross lands near you, and
CF | looks at you intently.
CF |
CF | > Jacqueline asks, "The ruined boat, perhaps?"
DavidW says, "A challenger appears."
Roger says, "maybe we can net this bird"
DavidW says, "I don't have the knife or net on me."
DavidW says, "What's the plan."
Jacqueline says, "You'll just have to kill the albatros with your bare hands."
DavidW says (to ClubFloyd), "kill bird"
CF ] Narrow strait Score: 8, Turns: 127
CF | >
CF | > KILL BIRD
CF |
CF | You try to shoo away the bird, running towards it while shouting; but
CF | it just lands right back behind you, and gives you a quizzical look.
CF |
CF | The albatross looks at you, then looks at the fish, then back at you.
CF |
CF | > Roger says, "oh let's feed this dog^wbird"
Jacqueline says, "oh dear. Don't you look at our fish, bird."
Jacqueline says (to ClubFloyd), "SAVE"
Jacqueline says (to ClubFloyd), "cf2"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Narrow strait Score: 8, Turns: 127
CF | > SAVEOk.
CF |
CF | > DavidW says, "We can, perhaps, feed the bird and catch a second fish."
Jacqueline says, "Give it the fish"
DavidW says (to ClubFloyd), "give fish to bird"
CF ] Narrow strait Score: 8, Turns: 128
CF | >
CF | > GIVE FISH TO BIRD
CF |
CF | You raise the fish above your head, and the albatross perks up. You
CF | throw the fish in front of you, and the albatross catches it in
CF | mid-air. You watch the albatross gulp the fish down quickly; it then
CF | lets out a satisfied squawk.
CF |
CF | The albatross takes flight and disappears somewhere, behind some
CF | rocks. You sigh; you're going to have to try to fish again.
CF |
CF | But suddenly, the albatross comes back, and lands near you. In its
CF | beak, there is some kind of stick; it throws it your way, and you
CF | catch it. You could swear you saw the albatross nod at you before
CF | taking flight again -- this time for good.
CF |
CF | > MoyTravis says, "...well okay then. Sure."
DavidW says (to ClubFloyd), "x stick"
CF ] Narrow strait Score: 8, Turns: 129
CF | >
CF | > X STICK
CF |
CF | This is the stick the albatross dropped on you after you gave it the
CF | fish. It's a few inches long, and hollow, with a few holes on its
CF | side... Oddly enough, it looks like some sort of flute.
CF |
CF | >
DavidW says (to ClubFloyd), "play flute"
CF ] Narrow strait Score: 8, Turns: 130
CF | >
CF | > PLAY FLUTE
CF |
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. After a few seconds, you see the albatross
CF | approaching, and it flies above you a few times, surveying the
CF | situation. It then lands near you, and looks at you straight in the
CF | eye. Its glare is confused, maybe even angry; it tilts his head to the
CF | side, seemingly wondering why you called for help and what it is that
CF | you're expecting. It finally lets out a frustrated squawk and flies
CF | away.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Narrow strait Score: 8, Turns: 130
CF | >
CF | > UNDO
CF |
CF | That is not a verb I recognize.
CF |
CF | > Jacqueline says, "huh"
Jacqueline says, "Okay."
Jacqueline says, "Sure."
Jacqueline says, "You have received the Friend of Albatross achievement."
DavidW says, "I guess if a snake corners us, the flute will help."
DavidW says, "If only we could carry more than 3 items."
MoyTravis says, "Why not? Anyways we are now the albatross whisperer or...something. We're sure to need to call it later."
MoyTravis exclaims, "Item limits are the worst!"
DavidW says (to ClubFloyd), "x rod"
CF ] Narrow strait Score: 8, Turns: 131
CF | >
CF | > X ROD
CF |
CF | This fishing rod is about four to five feet long, and it is in
CF | suprisingly good condition. Its reel still turns rather well, and the
CF | hook and the line are on there as well -- which is good, as you're not
CF | sure you would have known how to attach them there. It will be perfect
CF | for casting bait. There is nothing on the hook.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 8, Turns: 132
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 8, Turns: 133
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing knife here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop flute"
CF ] Sandy beach by the forest Score: 8, Turns: 134
CF | >
CF | > DROP FLUTE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Sandy beach by the forest Score: 8, Turns: 135
CF | >
CF | > TAKE KNIFE
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 8, Turns: 136
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "take flower"
CF ] Edge of the woods Score: 8, Turns: 137
CF | >
CF | > TAKE FLOWER
CF |
CF | You are carrying too many things already.
CF |
CF | >
DavidW says (to ClubFloyd), "drop rod"
CF ] Edge of the woods Score: 8, Turns: 138
CF | >
CF | > DROP ROD
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "take flower"
CF ] Edge of the woods Score: 8, Turns: 139
CF | >
CF | > TAKE FLOWER
CF |
CF | You pick a flower from the tree, choosing a particularly bright one.
CF |
CF | >
DavidW says (to ClubFloyd), "put flower on rod"
CF ] Edge of the woods Score: 8, Turns: 140
CF | >
CF | > PUT FLOWER ON ROD
CF |
CF | You pierce the hook through the flower; its bright colour should
CF | hopefully lure fish to take the bait.
CF |
CF | >
DavidW says (to ClubFloyd), "take worm"
CF ] Edge of the woods Score: 8, Turns: 141
CF | >
CF | > TAKE WORM
CF |
CF | You crouch by the rock, and see a few bugs scatter. You manage to grab
CF | a wiggly worm between two fingers. You can't really carry anything
CF | else with that hand, what with your arm extended all the way away from
CF | your body. Yuck.
CF |
CF | >
DavidW says (to ClubFloyd), "put worm on rod"
CF ] Edge of the woods Score: 8, Turns: 142
CF | >
CF | > PUT WORM ON ROD
CF |
CF | The worm will make nice bait for the fish; you stab the worm onto the
CF | hook.
CF |
CF | >
DavidW says (to ClubFloyd), "take rod"
CF ] Edge of the woods Score: 8, Turns: 143
CF | >
CF | > TAKE ROD
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 8, Turns: 144
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a small stick here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop knife"
CF ] Sandy beach by the forest Score: 8, Turns: 145
CF | >
CF | > DROP KNIFE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 8, Turns: 146
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 8, Turns: 147
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 8, Turns: 148
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | a narrow strait, east of you. You take a closer look at the sea; after
CF | a moment, you spot some movement below the surface a few feet away
CF | from you. It looks like this is a good area for fishing.
CF |
CF | >
DavidW says (to ClubFloyd), "fish"
CF ] In the ocean Score: 8, Turns: 149
CF | >
CF | > FISH
CF |
CF | You cast the line towards the fish, and wait patiently. You're about
CF | to give up when suddenly, you feel the line tense up; you got one! You
CF | carefully reel it in, and grab the fish firmly by its tail; the fish
CF | is grey, about five inches long, and should make a nice meal.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Narrow strait Score: 8, Turns: 150
CF | >
CF | > E
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 8, Turns: 151
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 8, Turns: 152
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing knife and a small stick here.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Sandy beach by the forest Score: 8, Turns: 153
CF | >
CF | > TAKE KNIFE
CF |
CF | You are carrying too many things already.
CF |
CF | >
DavidW says (to ClubFloyd), "drop rod"
CF ] Sandy beach by the forest Score: 8, Turns: 154
CF | >
CF | > DROP ROD
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 8, Turns: 155
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "cut tree"
CF ] Edge of the woods Score: 13, Turns: 156
CF | >
CF | > CUT TREE
CF |
CF | You spend quite a long time trying to find wood that could be used to
CF | light a fire. You manage to gather enough wood, but most of it is
CF | damp.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
DavidW says (to ClubFloyd), "take wood"
CF ] Edge of the woods Score: 13, Turns: 157
CF | >
CF | > TAKE WOOD
CF |
CF | You already have that.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Edge of the woods Score: 13, Turns: 158
CF | >
CF | > I
CF |
CF | You're carrying some sticks of firewood, a fish and a matchbook (in
CF | your pocket, containing a few matches).
CF |
CF | >
DavidW says (to ClubFloyd), "x knife"
CF ] Edge of the woods Score: 13, Turns: 158
CF | >
CF | > X KNIFE
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW asks, "We lost the knife?"
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 13, Turns: 159
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod, a fishing knife and a small stick here.
CF |
CF | >
DavidW says (to ClubFloyd), "cook fish"
CF ] Sandy beach by the forest Score: 13, Turns: 160
CF | >
CF | > COOK FISH
CF |
CF | It's fresh fish alright, but you don't really want to eat it raw. You
CF | should probably make a campfire.
CF |
CF | > Jacqueline says, "You couldn't take the knife when you tried, I don't think."
Jacqueline says, "Your hands were full."
DavidW says (to ClubFloyd), "make campfire"
CF ] Sandy beach by the forest Score: 13, Turns: 161
CF | >
CF | > MAKE CAMPFIRE
CF |
CF | You first have to find some wood and make it dry enough.
CF |
CF | >
DavidW says (to ClubFloyd), "dry wood"
CF ] Sandy beach by the forest Score: 13, Turns: 162
CF | >
CF | > DRY WOOD
CF |
CF | You put the wood on the beach, trying to space the sticks apart so
CF | they dry. There is some sun here, but there would be more on the north
CF | side of the island.
CF |
CF | >
DavidW says (to ClubFloyd), "take wood"
CF ] Sandy beach by the forest Score: 13, Turns: 163
CF | >
CF | > TAKE WOOD
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Sandy beach by the forest Score: 13, Turns: 164
CF | >
CF | > NW
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 13, Turns: 165
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 13, Turns: 166
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 13, Turns: 167
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 13, Turns: 168
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a fishing net here.
CF |
CF | > Jacqueline says, "Being stranded on an island is a lot of work."
DavidW says (to ClubFloyd), "make campfire"
CF ] Northern cliffs Score: 13, Turns: 169
CF | >
CF | > MAKE CAMPFIRE
CF |
CF | You first have to find some wood and make it dry enough.
CF |
CF | >
DavidW says (to ClubFloyd), "dry wood"
CF ] Northern cliffs Score: 13, Turns: 170
CF | >
CF | > DRY WOOD
CF |
CF | You put the wood on the beach, trying to space the sticks apart so
CF | they dry. The sun is shining pretty directly on them.
CF |
CF | >
DavidW says (to ClubFloyd), "x wood"
CF ] Northern cliffs Score: 13, Turns: 171
CF | >
CF | > X WOOD
CF |
CF | The wooden sticks you picked up in the forest to make a fire look a
CF | bit damp.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 13, Turns: 172
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 13, Turns: 173
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 13, Turns: 174
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 13, Turns: 175
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod, a fishing knife and a small stick here.
CF |
CF | >
DavidW says (to ClubFloyd), "take stick"
CF ] Sandy beach by the forest Score: 13, Turns: 176
CF | >
CF | > TAKE STICK
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Sandy beach by the forest Score: 13, Turns: 177
CF | >
CF | > TAKE KNIFE
CF |
CF | You are carrying too many things already.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 13, Turns: 178
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 13, Turns: 179
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 13, Turns: 180
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 13, Turns: 181
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see some sticks of firewood and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "x wood"
CF ] Northern cliffs Score: 13, Turns: 182
CF | >
CF | > X WOOD
CF |
CF | The wooden sticks you picked up in the forest to make a fire look dry.
CF |
CF | >
DavidW says (to ClubFloyd), "make campfire"
CF ] Northern cliffs Score: 13, Turns: 183
CF | >
CF | > MAKE CAMPFIRE
CF |
CF | You are carrying too many things already.
CF |
CF | >
DavidW says (to ClubFloyd), "drop flute"
CF ] Northern cliffs Score: 13, Turns: 184
CF | >
CF | > DROP FLUTE
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "make campfire"
CF ] Northern cliffs Score: 13, Turns: 185
CF | >
CF | > MAKE CAMPFIRE
CF |
CF | You start arranging the wood to make a fire. You learned how to do it
CF | years ago, and the muscle memory is still there. After a few minutes,
CF | the wood is ready.
CF |
CF | >
DavidW says (to ClubFloyd), "light campfire"
CF ] Northern cliffs Score: 13, Turns: 186
CF | >
CF | > LIGHT CAMPFIRE
CF |
CF | You're about to cook the fish when you realize you don't have anything
CF | to gut it with.
CF |
CF | > Jacqueline says, "There's your use of 'make'"
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 13, Turns: 187
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 13, Turns: 188
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 13, Turns: 189
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 13, Turns: 190
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 13, Turns: 191
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 13, Turns: 192
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod and a fishing knife here.
CF |
CF | >
DavidW says (to ClubFloyd), "take knife"
CF ] Sandy beach by the forest Score: 13, Turns: 193
CF | >
CF | > TAKE KNIFE
CF |
CF | Taken.
CF |
CF | > Jacqueline says, "Man, I just love inventory limits. So glad this game brought back that ol' gem."
DavidW says (to ClubFloyd), "gut fish"
CF ] Sandy beach by the forest Score: 13, Turns: 194
CF | >
CF | > GUT FISH
CF |
CF | It's fresh fish alright, but you don't really want to eat it raw. You
CF | should probably make a campfire.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 13, Turns: 195
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | > Jacqueline says, "(Sorry, Hugo. Just sayin')"
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 13, Turns: 196
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 13, Turns: 197
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 13, Turns: 198
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see some sticks of firewood, a small stick and a fishing
CF | net here.
CF |
CF | >
DavidW says (to ClubFloyd), "light campfire"
CF ] Northern cliffs Score: 18, Turns: 199
CF | >
CF | > LIGHT CAMPFIRE
CF |
CF | You take your matchbook out of your pocket, and take a deep breath.
CF | The matches are wet, and you try them one by one... until, by chance,
CF | the last one catches fire! You very cautiously start the fire, and you
CF | stoke the flames for several minutes, until you have a good fire
CF | going. You gut the fish using the knife, and use a long branch to cook
CF | the fish above the flame. The process takes a while, and your stomach
CF | gurgles, but when you finally cut the fish and start eating it, it
CF | tastes like the best fish you have ever had.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Northern cliffs Score: 18, Turns: 200
CF | >
CF | > I
CF |
CF | You're carrying a fishing knife.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Northern cliffs Score: 18, Turns: 201
CF | >
CF | > L
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | > Jacqueline says, "It takes a while to cook through that four inch fish, I'm sure."
DavidW says (to ClubFloyd), "sleep"
CF ] Northern cliffs Score: 18, Turns: 202
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | > Jacqueline exclaims, "Maybe it means 'four inches thick'!"
Jacqueline says, "We built our fire where the ocean will claim it? Sadness."
DavidW says, "what fire? It gone."
Jacqueline says, "Oh. Sigh."
Jacqueline asks, "So... sleep in the forest?"
DavidW says, "That's our last hot meal until we forge a magnifying glass."
Jacqueline says, "heh. Yeah."
DavidW says, "Maybe immaculate beach is a sleepy place."
DavidW says (to ClubFloyd), "e"
CF ] Northeastern tip Score: 18, Turns: 203
CF | >
CF | > E
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northeastern tip Score: 18, Turns: 204
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | > Roger says, "we should be able to sleep in the boat or on the dock"
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 205
CF | >
CF | > W
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "get in boat"
CF ] Northern cliffs Score: 18, Turns: 206
CF | >
CF | > GET IN BOAT
CF |
CF | That boat doesn't look like it'll sail again.
CF |
CF | >
DavidW says (to ClubFloyd), "get on dock"
CF ] Northern cliffs Score: 18, Turns: 207
CF | >
CF | > GET ON DOCK
CF |
CF | You walk along the dock, looking under it to see if you can spot
CF | anything interesting, but there's nothing.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northern cliffs Score: 18, Turns: 208
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "get on platform"
CF ] Northern cliffs Score: 18, Turns: 209
CF | >
CF | > GET ON PLATFORM
CF |
CF | You enter the platform, minding your head.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northern cliffs Score: 18, Turns: 210
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "pull rope"
CF ] Northern cliffs Score: 18, Turns: 211
CF | >
CF | > PULL ROPE
CF |
CF | You start pulling on the rope, and the platform slowly ascends; it
CF | takes a lot of effort to pull your own weight up. You start feeling
CF | weak after a few feet, and you decide to slowly, carefully, let the
CF | rope go, instead of going for broke and risking plumetting to your
CF | death. You should try this again when you feel more rested.
CF |
CF | >
DavidW says (to ClubFloyd), "climb rope"
CF ] Northern cliffs Score: 18, Turns: 212
CF | >
CF | > CLIMB ROPE
CF |
CF | Climbing up and down the rope sounds like a lot of effort; the
CF | platform seems like a surer way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 213
CF | >
CF | > W
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northern cliffs Score: 18, Turns: 214
CF | >
CF | > SW
CF |
CF |
CF | >
DavidW says (to ClubFloyd), "get off platform"
CF ] Northern cliffs Score: 18, Turns: 215
CF | >
CF | > GET OFF PLATFORM
CF |
CF | You leave the platform against the cliff.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Northern cliffs Score: 18, Turns: 216
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 217
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "get on platform"
CF ] Northern cliffs Score: 18, Turns: 218
CF | >
CF | > GET ON PLATFORM
CF |
CF | You enter the platform, minding your head.
CF |
CF | > Jacqueline asks, "The forest?"
DavidW says (to ClubFloyd), "stand"
CF ] Northern cliffs Score: 18, Turns: 219
CF | >
CF | > STAND
CF |
CF | You leave the platform against the cliff.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Northern cliffs Score: 18, Turns: 220
CF | >
CF | > L
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 221
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 18, Turns: 222
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | > Jacqueline says, "The forest is away from the ocean, though I guess there are icky worms there."
DavidW says, "sorry, I was distracted by platform bugs"
DavidW asks, "What was the suggestion?"
Jacqueline says, "Go sleep in the forest."
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 18, Turns: 223
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 18, Turns: 224
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 18, Turns: 225
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 18, Turns: 226
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Edge of the woods Score: 18, Turns: 227
CF | >
CF | > SLEEP
CF |
CF | One look at the critters, and you decide not to sleep on the floor of
CF | the forest.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 18, Turns: 228
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Sandy beach by the forest Score: 18, Turns: 229
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 18, Turns: 230
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "x sand"
CF ] Immaculate beach Score: 18, Turns: 231
CF | >
CF | > X SAND
CF |
CF | The beach angles slightly downhill towards the sea. It is made of
CF | yellow, compact sand; the high tide probably submerges the beach every
CF | time.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Immaculate beach Score: 18, Turns: 232
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Sandy beach by the forest Score: 18, Turns: 233
CF | >
CF | > W
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 18, Turns: 234
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 18, Turns: 235
CF | >
CF | > N
CF |
CF |
CF | Deep in the woods
CF | You are unable to get much further here; in front of you, the hill
CF | gets very steep, covered in grass and mud. There might be a staircase
CF | embedded into the hill, but clearing the way won't be an easy task.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Deep in the woods Score: 18, Turns: 236
CF | >
CF | > SLEEP
CF |
CF | The floor of the forest doesn't seem particularly comfy. Maybe there
CF | would be a way to sleep higher up...
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Deep in the woods Score: 18, Turns: 237
CF | >
CF | > U
CF |
CF | The steps, if it is indeed a full staircase going up and down the
CF | hill, are covered in several inches of mud.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Deep in the woods Score: 18, Turns: 238
CF | >
CF | > CLIMB TREE
CF |
CF | You're not very good at climbing trees. I suppose you'll eventually
CF | learn if you spend years trapped here.
CF |
CF | >
DavidW says (to ClubFloyd), "climb steps"
CF ] Deep in the woods Score: 18, Turns: 239
CF | >
CF | > CLIMB STEPS
CF |
CF | The steps, if it is indeed a full staircase going up and down the
CF | hill, are covered in several inches of mud.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Edge of the woods Score: 18, Turns: 240
CF | >
CF | > S
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 18, Turns: 241
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | > Jacqueline says, "As someone who has been in this situation, I can assure you that you get over the critters on the ground and you sleep on the earth if you are really that wiped."
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 18, Turns: 242
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 18, Turns: 243
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] End of the beach Score: 18, Turns: 244
CF | >
CF | > NE
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "x sand"
CF ] End of the beach Score: 18, Turns: 245
CF | >
CF | > X SAND
CF |
CF | The beach angles slightly downhill towards the sea. It is made of
CF | yellow, compact sand; the high tide probably submerges the beach every
CF | time.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Cove Score: 18, Turns: 246
CF | >
CF | > N
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Cove Score: 18, Turns: 247
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Northeastern tip Score: 18, Turns: 248
CF | >
CF | > NW
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northeastern tip Score: 18, Turns: 249
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | > Jacqueline asks, "I know you're a fan of the platform - did you try sleeping on it?"
DavidW says (to ClubFloyd), "u"
CF ] Northeastern tip Score: 18, Turns: 250
CF | >
CF | > U
CF |
CF | The cliffs around the island are very tall, and you're not a very good
CF | climber.
CF |
CF | > Roger says, "Yeah I think we did"
Jacqueline says, "mmkay"
DavidW says, "I didn't SLEEP on the platform."
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 251
CF | >
CF | > W
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | > Roger says, "ah; my mistake"
DavidW says (to ClubFloyd), "get on platform"
CF ] Northern cliffs Score: 18, Turns: 252
CF | >
CF | > GET ON PLATFORM
CF |
CF | You enter the platform, minding your head.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northern cliffs Score: 18, Turns: 253
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "get under platform"
CF ] Northern cliffs Score: 18, Turns: 254
CF | >
CF | > GET UNDER PLATFORM
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "take boat"
CF ] Northern cliffs Score: 18, Turns: 255
CF | >
CF | > TAKE BOAT
CF |
CF | The boat is out of reach.
CF |
CF | >
DavidW says (to ClubFloyd), "swim"
CF ] In the ocean Score: 18, Turns: 256
CF | >
CF | > SWIM
CF |
CF | You enter the ocean and swim a bit, trying to see if anything
CF | interesting is under the water.
CF |
CF | Waist-deep in the ocean
CF | You trudge uncomfortably into the cold water, and try to look around
CF | you. The horizon is bare, and the island looms behind you; you can see
CF | tall cliffs and a wooden dock, south of you. There doesn't seem to be
CF | anything here in the turbid water.
CF |
CF | >
DavidW says (to ClubFloyd), "take boat"
CF ] In the ocean Score: 18, Turns: 256
CF | >
CF | > TAKE BOAT
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Northern cliffs Score: 18, Turns: 257
CF | >
CF | > S
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | > DavidW says, "I'm getting exhausted looking for a patch of dry ground."
Jacqueline says, "haha. Listening to Jennifer Lopez and she just sang, 'We never quit, we never rest on the floor.'"
Jacqueline says, "Thanks, J-Lo."
DavidW says (to ClubFloyd), "x boat"
CF ] Northern cliffs Score: 18, Turns: 258
CF | >
CF | > X BOAT
CF |
CF | A small fishing boat is moored here; unfortunately, there is a crack
CF | in the hull that lets water come in the boat, making it unusable. A
CF | wide compartment made of wood is at the stern of the boat. The
CF | compartment is empty.
CF |
CF | > Jacqueline asks, "Up on the stairs?"
DavidW asks, "I tried that, didn't I?"
Jacqueline says, "You may have, sorry."
Jacqueline says, "I was busy looking up/confirming the J-Lo lyrics. My bad."
DavidW says, "I didn't explicitly say GET ON STAIRS, though."
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 18, Turns: 259
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Northwestern cliffs Score: 18, Turns: 260
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 18, Turns: 261
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Narrow strait Score: 18, Turns: 262
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 18, Turns: 263
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Southwestern cliffs Score: 18, Turns: 264
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 18, Turns: 265
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Sandy beach by the forest Score: 18, Turns: 266
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 18, Turns: 267
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 18, Turns: 268
CF | >
CF | > N
CF |
CF |
CF | Deep in the woods
CF | You are unable to get much further here; in front of you, the hill
CF | gets very steep, covered in grass and mud. There might be a staircase
CF | embedded into the hill, but clearing the way won't be an easy task.
CF |
CF | >
DavidW says (to ClubFloyd), "get on steps"
CF ] Deep in the woods Score: 18, Turns: 269
CF | >
CF | > GET ON STEPS
CF |
CF | The steps, if it is indeed a full staircase going up and down the
CF | hill, are covered in several inches of mud.
CF |
CF | >
DavidW says (to ClubFloyd), "clean steps"
CF ] Deep in the woods Score: 18, Turns: 270
CF | >
CF | > CLEAN STEPS
CF |
CF | You clear off some of the mud near one of the white rocks, revealing
CF | that the rock has indeed been carved in straight lines, in a
CF | rectangular shape. You sigh contemplating the size of the task at
CF | hand; you're much too tired to undertake such a task right now.
CF |
CF | >
DavidW says (to ClubFloyd), "get on steps"
CF ] Deep in the woods Score: 18, Turns: 271
CF | >
CF | > GET ON STEPS
CF |
CF | The steps, if it is indeed a full staircase going up and down the
CF | hill, are covered in several inches of mud.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Deep in the woods Score: 18, Turns: 272
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Edge of the woods Score: 18, Turns: 273
CF | >
CF | > S
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Edge of the woods Score: 18, Turns: 274
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 18, Turns: 275
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 18, Turns: 276
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] Immaculate beach Score: 18, Turns: 277
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] End of the beach Score: 18, Turns: 278
CF | >
CF | > NE
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep"
CF ] End of the beach Score: 18, Turns: 279
CF | >
CF | > SLEEP
CF |
CF | You'd be awoken by the high tide soaking you wet, judging by the fact
CF | that the sand doesn't seem to get dry here.
CF |
CF | >
DavidW says (to ClubFloyd), "get on boulder"
CF ] End of the beach Score: 18, Turns: 280
CF | >
CF | > GET ON BOULDER
CF |
CF | That doesn't seem to be something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Cove Score: 18, Turns: 281
CF | >
CF | > N
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | >
DavidW says (to ClubFloyd), "x hill"
CF ] Cove Score: 18, Turns: 282
CF | >
CF | > X HILL
CF |
CF | The island you ended up on appears to be a tall chunk of rock that
CF | seems to form a plateau at the top. Cliffs surround the island, except
CF | on the south side, which has a more gentle slope and is covered by a
CF | dense forest.
CF |
CF | >
DavidW says (to ClubFloyd), "enter hill"
CF ] Cove Score: 18, Turns: 283
CF | >
CF | > ENTER HILL
CF |
CF | You already are on this island.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Cove Score: 18, Turns: 284
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | > Jacqueline asks, "huh. Where have we not been that we can get to?"
DavidW says, "We didn't swim everywhere."
Jacqueline says, "Well, I mean places we can sleep."
DavidW asks, "Giant albatross nest?"
Jacqueline says, "oh huh"
Jacqueline says, "SURE"
DavidW says, "Maybe make a hut."
Jacqueline exclaims, "Blow that flute!"
Jacqueline says (to ClubFloyd), "SAVE"
Jacqueline says (to ClubFloyd), "cf3"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Cove Score: 18, Turns: 284
CF | > SAVEOk.
CF |
CF | >
DavidW says (to ClubFloyd), "blow flute"
CF ] Cove Score: 18, Turns: 284
CF | >
CF | > BLOW FLUTE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Northeastern tip Score: 18, Turns: 285
CF | >
CF | > NW
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 286
CF | >
CF | > W
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "blow flute"
CF ] Northern cliffs Score: 18, Turns: 287
CF | >
CF | > BLOW FLUTE
CF |
CF | (first taking the small stick)
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. After a few seconds, you see the albatross
CF | approaching, and it flies above you a few times, surveying the
CF | situation. It then lands near you, and looks at you straight in the
CF | eye. Its glare is confused, maybe even angry; it tilts his head to the
CF | side, seemingly wondering why you called for help and what it is that
CF | you're expecting. It finally lets out a frustrated squawk and flies
CF | away.
CF |
CF | >
DavidW says (to ClubFloyd), "drop stick"
CF ] Northern cliffs Score: 18, Turns: 288
CF | >
CF | > DROP STICK
CF |
CF | Dropped.
CF |
CF | > DavidW says, "Maybe we missed a genie lamp buried in the sand and the genie gives us a large poster bed and a backrub."
Jacqueline says, "I think you should have glared back, straight in its eyes, and screamed, "Please for the love of god, let me sleep in your very dry nest, please and thank you!'"
Jacqueline says (to DW), "That sounds pretty good."
DavidW says, "Genies know all the best massage oils."
Jacqueline says, "All this walking around to find a place to sleep is making me tired."
DavidW says (to ClubFloyd), "make bed"
CF ] Northern cliffs Score: 18, Turns: 289
CF | >
CF | > MAKE BED
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "make raft"
CF ] Northern cliffs Score: 18, Turns: 290
CF | >
CF | > MAKE RAFT
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "Can we try climbing that tree again? (I do not really think that will work.)"
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 18, Turns: 291
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 18, Turns: 292
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x channel"
CF ] Narrow strait Score: 18, Turns: 293
CF | >
CF | > X CHANNEL
CF |
CF | There is a small circular break in the cliffs here, holding a pool of
CF | water, that is connected to the sea by a shallow channel; the pool
CF | probably fills with every high tide, then the water progressively runs
CF | off via the channel.
CF |
CF | > Jacqueline asks, "I have an invisiclues. Do we want me to look at it?"
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 18, Turns: 294
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | > MoyTravis says, "I have no objection."
DavidW says, "sure. We're almost out of time."
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 18, Turns: 295
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 18, Turns: 296
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "sleep in tree"
CF ] Edge of the woods Score: 18, Turns: 297
CF | >
CF | > SLEEP IN TREE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] Edge of the woods Score: 18, Turns: 298
CF | >
CF | > CLIMB TREE
CF |
CF | You're not very good at climbing trees. I suppose you'll eventually
CF | learn if you spend years trapped here.
CF |
CF | >
DavidW says (to ClubFloyd), "take wood"
CF ] Edge of the woods Score: 18, Turns: 299
CF | >
CF | > TAKE WOOD
CF |
CF | You already gathered all the firewood you needed.
CF |
CF | >
DavidW says (to ClubFloyd), "x floor"
CF ] Edge of the woods Score: 18, Turns: 300
CF | >
CF | > X FLOOR
CF |
CF | A look in that direction reveals nothing new.
CF |
CF | >
DavidW says (to ClubFloyd), "get on rock"
CF ] Edge of the woods Score: 18, Turns: 301
CF | >
CF | > GET ON ROCK
CF |
CF | That doesn't seem to be something you can enter.
CF |
CF | >
DavidW says (to ClubFloyd), "help"
CF ] Edge of the woods Score: 18, Turns: 302
CF | >
CF | > HELP
CF |
CF | [There is no built-in help in this game. However, some of the later
CF | puzzles can be skipped by calling the albatross with the flute; this
CF | can only be done once.
CF | Purchasing the game also allows you to download a hint book. If you're
CF | still stuck after that, ask for help online.]
CF |
CF | > Jacqueline says, "I purchased the game, which is why I have the hint book. One sec."
MoyTravis says, "wtf"
Jacqueline asks (of Travis), "wtf what?"
MoyTravis asks, "Why no help? Space restrictions to cram it into the calculator?"
DavidW says, "I think we must've missed a location."
Jacqueline says, "No, because it's commercial, I think."
Jacqueline says, "This used to be the way of all such games."
MoyTravis asks, "...commercial games didn't have help?"
DavidW says, "You had to pay for help."
MoyTravis asks, "Oh, right, like. Hint hotlines? I remember that hint hotlines existed, right?"
MoyTravis says, "wtf"
Jacqueline says, "Yes."
Jacqueline | There is a lack of places to sleep in.
MoyTravis asks, "...man, that's wild, innit?"
Jacqueline | You can't sleep anywhere on the floor of the island.
DavidW says, "I had to use a hotline when the feelies weren't all there and I couldn't get past the copy protection."
Jacqueline | The only way is to sleep above the forest floor.
Jacqueline says, "Oh gosh."
Jacqueline says, "yeah. I'll stop there."
Jacqueline says, "You have what you need, I believe."
DavidW says, "Well, we can't climb a tree or the boulder or mossy rock or steps."
Jacqueline says, "Nope, you can't."
Jacqueline says, "But one of those things is involved."
DavidW asks, "Do we need to make a hammock with the net?"
Jacqueline says, "BING"
Jacqueline says, "BING BING BING"
Jacqueline says, "We have a winner."
DavidW says (to ClubFloyd), "l"
CF ] Edge of the woods Score: 18, Turns: 303
CF | >
CF | > L
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 18, Turns: 304
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 18, Turns: 305
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 18, Turns: 306
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 18, Turns: 307
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 18, Turns: 308
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick and a fishing net here.
CF |
CF | >
DavidW says (to ClubFloyd), "take net"
CF ] Northern cliffs Score: 18, Turns: 309
CF | >
CF | > TAKE NET
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Northern cliffs Score: 18, Turns: 310
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "sw"
CF ] Northwestern cliffs Score: 18, Turns: 311
CF | >
CF | > SW
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Narrow strait Score: 18, Turns: 312
CF | >
CF | > S
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Southwestern cliffs Score: 18, Turns: 313
CF | >
CF | > SE
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | > Jacqueline says, "And once we have done this, I suggest we pause until next week."
DavidW says (to ClubFloyd), "e"
CF ] Sandy beach by the forest Score: 18, Turns: 314
CF | >
CF | > E
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 18, Turns: 315
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | >
DavidW says (to ClubFloyd), "make hammock"
CF ] Edge of the woods Score: 18, Turns: 316
CF | >
CF | > MAKE HAMMOCK
CF |
CF | You take the large fishing net and start making it a hammock. By
CF | chance, there are two solid-looking trees that are spaced just right.
CF | You open the fishing net, and tie the ends around the trees as solidly
CF | as you can. The result looks like a perfect hammock.
CF |
CF | >
DavidW says (to ClubFloyd), "enter hammock"
CF ] Edge of the woods Score: 23, Turns: 317
CF | >
CF | > ENTER HAMMOCK
CF |
CF | This net should be sturdy enough -- after all, it is made to catch a
CF | lot of fish and not break... You climb inside the hammock, which bends
CF | under your weight. The net's knots are digging in your back, but you
CF | find a way to be comfortable. You close your eyes and finally get the
CF | restful sleep you needed...
CF |
CF | You wake up in the morning, bursting with energy and ready to explore
CF | the island.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Roger says, "ah very clever"
DavidW says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
DavidW says (to ClubFloyd), "cftristam"
CF ] Edge of the woods Score: 23, Turns: 317
CF | > SAVEOk.
CF |
CF | > MoyTravis asks, "Nice job. We at time, though?"
Jacqueline says (to ClubFloyd), "score"
CF ] Edge of the woods Score: 23, Turns: 317
CF | >
CF | > SCORE
CF |
CF | You have so far scored 23 out of a possible 150, in 317 turns, thus
CF | giving you the rank of: Castaway.
CF |
CF | > Jacqueline says (to Travis), "Yeah. I need to step away soon. So I'd like to resume next week if that's okay."
DavidW says, "sure"
Jacqueline says, "Still just a castaway. *sniff*"
MoyTravis exclaims, "I guess? This is my least favorite kind of game, but hey, it's somebody else playing it!"
DavidW says, "Soon we'll be the Lifeboat of the Party."
Jacqueline says, "It's reminding me of Mindshadow, for some reason."
Jacqueline says (to DW), "heh"
MoyTravis asks, "It feels a little...intentionally retro? to me? That accurate?"
Jacqueline says, "Yes. That is very much intentional, I believe."
DavidW says, "yeah, it feels a bit retro"
DavidW says, "The hunger puzzle is kinder."
Jacqueline says, "Yes, thankfully."
Jacqueline says, "Okay. Next week! Thanks, all."
MoyTravis says, "Cya 'round."
Roger exclaims, "see ya!"
*** SESSION 2 ***
Jacqueline asks, "Knight, you were here for Tristam part I? Or no?"
Jacqueline says, "I don't think you were."
MoyTravis has arrived. MoyTravis says, "Hello."
Knight_Otu says, "No, I wasn't there."
Jacqueline says (to Travis), "Hey"
DavidW says, "hi all new arrivals"
Jacqueline says (to KO), "Well, we were flying a plane and had to put it down in the ocean, we are on a small island, there are signs of human habitation but we haven't run into anyone yet, we think they're up on a big hill but we didn't have the energy to get up the big hill, but we explored what we could of the beach/coast and did some fishing, caught a fish, cooked the fish, ate the fish, then used a fishing net to make a hammock for a good sleep. Also, a sentient pelican gave us a flute that we can use to summon him for help, but so far when we tried to use it he just got angry."
MoyTravis asks, "So...you guys finish the island thing?"
Jacqueline asks, "Am I leaving out anything?"
MoyTravis asks, "Or...was the island thing last week and I'm experiencing, like, time compression?"
Jacqueline says, "We did not meet last week."
MoyTravis says, "Oh."
Jacqueline says, "This was two weeks ago and yes, you were here, Travis."
Knight_Otu says, "Well that is quite the story."
MoyTravis says, "Well, fair 'nuff."
Jacqueline says (to KO), "I know, right? It sounds normal until the bit with the pelican."
Jacqueline says, "Which as I was typing it, I was like... that part seems kind of out of place."
DavidW says, "there's a muddy stair to clean. platform ropr to pull"
Jacqueline asks, "Yeah. DW do you have the save password written down or do I need to go look it up?"
DavidW says, "rope"
DavidW says, "look it up plz"
Knight_Otu says, "I mean, normal, sure, but most of us do not experience being marooned on an island after a water-landing."
Knight_Otu says, "(Is marooned the right word there?)"
Jacqueline says, "I think it is, yeah."
MoyTravis says, ""stuck on an island" is a classic though."
Knight_Otu says, "That it is."
Jacqueline says, "Well... okay, fair. I lived in a place where I flew in small planes a lot, so that part doesn't seem too wild. But I never met a magical bird with a flute."
Jacqueline says (to ClubFloyd), "load sleepmask tristam"
CF ] Immaculate beach Score: 0, Turns: 0
CF | You lift your eyes up to the island and sigh.
CF |
CF | It was just supposed to be a trip like so many you've flown, taking
CF | your small airplane to a remote island in the south Atlantic Ocean to
CF | deliver medicine and spare parts. You thought you'd be back by sunset,
CF | but a storm like you've never seen before whipped up out of nowhere
CF | and battered your airplane. You were losing altitude so fast, you had
CF | no choice but to take your parachute and ditch the plane in the drink.
CF | You're extremely lucky to have spotted this small island, a tall chunk
CF | of rock in the middle of the ocean. It saved you from certain death;
CF | but you can't stay on this island forever. You'll have to explore and
CF | see what you're working with.
CF |
CF | You look back down and sigh.
CF |
CF |
CF | TRISTAM ISLAND
CF | By Hugo Labrande.
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
Jacqueline says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
Jacqueline says (to ClubFloyd), "rope"
CF | %% Critical error.
CF | %% Message: stream_open_file: unable to open file.
CF ] Immaculate beach Score: 0, Turns: 0
CF | > RESTOREFailed restore.
CF |
CF | > Jacqueline says, "..."
Knight_Otu says, "Oh carp."
DavidW says, "no the pass will be cftristam or similar"
Jacqueline says, "Oh. I thought you meant that was the password. Let me go look it up. One sec."
DavidW says, "i was correcting my typing"
Jacqueline says, "Yep. cftristam"
Jacqueline says (to ClubFloyd), "restore cftristam"
CF ] Immaculate beach Score: 0, Turns: 0
CF | >
CF | > RESTORE CFTRISTAM
CF |
CF | You can't see any such thing.
CF |
CF | >
Jacqueline says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
Jacqueline says (to ClubFloyd), "cftristam"
CF ] Edge of the woods Score: 23, Turns: 317
CF | > RESTOREOk.
CF |
CF | > Jacqueline exclaims, "RESTOREOk!"
MoyTravis asks, "...hooray?"
Jacqueline says (to Knight), "You may also be interested to know that this is a puny inform game that runs on, like, a graphing calculator. Somehow."
Jacqueline says, "So it's pretty bare bones but still modern but also retro."
Knight_Otu says, "I think you mentioned that it's punyInform before, yes."
DavidW says, "we should be able to clean stairs now"
MoyTravis says, "Yeah it's...very retro? I did learn that in-game hints were apparently Not A Thing in the olden times."
Jacqueline says, "Oh yeah, we also taught Travis about invisiclues and paid hint hotlines."
Knight_Otu says, "(All the better to run hint hotlines ... to slow.)"
Jacqueline says, "heh"
Jacqueline asks, "I am still eating breakfast, but can drive if DW cannot. I just ... have no sense of direction whatsoever. Unless someone else is willing to drive?"
MoyTravis says, "See, that's interesting, but also engenders no real desire for me to try and play anything from that era."
Knight_Otu says, "I suspect I'd be too lost to drive."
DavidW asks, "maybe you didnt see i broke elbow on Saturday last?"
MoyTravis exclaims, "Oh no!"
Jacqueline says (to DW), "Yes, I did see that. That sucks."
Knight_Otu says, "I heard about it. Hope you'll get better soon."
DavidW says, "i was in hospital for 3 days and can only type with left hand"
MoyTravis says, "Oh no, I hope you recover quickly."
Jacqueline says, "Yes, absolutely no worries! I guess I said, 'if DW cannot' when what I meant was 'since DW cannot'"
Jacqueline says, "We're just glad you're here."
Jacqueline says (to ClubFloyd), "l"
CF ] Edge of the woods Score: 23, Turns: 318
CF | >
CF | > L
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | You can see a hammock here.
CF |
CF | > DavidW says, "leaning over to the laprop hurts tho cause moving right arm wrong way"
Knight_Otu says, "Youch."
DavidW says, "stair N i think"
Jacqueline says (to DW), "Do not hurt yourself! It's okay. It's okay for you to watch."
Jacqueline says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 23, Turns: 319
CF | >
CF | > N
CF |
CF |
CF | Deep in the woods
CF | You are unable to get much further here; in front of you, the hill
CF | gets very steep, covered in grass and mud. There might be a staircase
CF | embedded into the hill, but clearing the way won't be an easy task.
CF |
CF | >
Jacqueline says (to ClubFloyd), "clean stairs"
CF ] Top of the stairs Score: 28, Turns: 320
CF | >
CF | > CLEAN STAIRS
CF |
CF | You look up, and the tall hill seems daunting; but looking closely,
CF | you see some steps poking out of the mud, all the way up. You reckon
CF | you have time, and you don't have to finish today; so you sit down and
CF | start clearing the dirt off the steps. There's a few inches of soft
CF | mud covering the small steps, but with some patience, and your sturdy
CF | fishing knife to carve out some of the mud, you manage to clear enough
CF | mud to step on the next step. You continue methodically uncovering
CF | them, one by one. On the morning of the second day, you finally reach
CF | the top; you let out a victory shout, rub your hands on your trousers
CF | to get some of the mud off, and finally climb the last step.
CF |
CF | The top of the hill is rather flat, forming a vast plateau. You look
CF | around you, and your heart fills with joy. Incredibly, there are a
CF | dozen buildings here, of various sizes and all fairly recent-looking,
CF | the tallest one being the radio tower at the southwest, and the most
CF | imposing one being the tall, white house looming in the backdrop, to
CF | the east. It all seems surreal, but there it is: the island was
CF | inhabited by several dozen people, at some point. Now, everyone seems
CF | to have gone, but there is probably a lot of things lying around that
CF | could be useful -- not to mention, the radio might still be in working
CF | condition, and you might be able to figure out how to use it to call
CF | for help. Your chances of survival have drastically gone up!
CF |
CF |
CF | Top of the stairs
CF | You are standing near the south edge of the plateau. You can see the
CF | village from here; north of you is a row of houses. A long flight of
CF | stairs leads down to the forest by the beach.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Jacqueline says, "whoa text"
Roger says, "the wonderous adventure of step de-mudding"
Knight_Otu says, "We do play in the mud."
MoyTravis says, "Oh hey we're found the abandoned research outpost. Soon we will be wandering around reading diary entries from doomed scientists."
Knight_Otu says, "Oh my."
Roger says, "what a twist"
Roger says, "let's go loot some houses"
MoyTravis exclaims, "Looting houses, hooray!"
DavidW asks, "note white house?"
Jacqueline asks, "KO, this just basically became a new game. Would you be willing to drive?"
Jacqueline asks, "Or Roger or Travis?"
DavidW asks, "zork red?"
DavidW says, "er ref" Roger says, "I'd prefer to defer"
Roger says, "but if I must"
Knight_Otu says, "I can try if the others don't want."
MoyTravis says, "I hate driving, I can only ever stand it if I have an automap or, like...a map, map."
MoyTravis says, "Driving, playing IF, whatever. My SOP for games is to just go and download a map, if it exists, haha."
Jacqueline says, "Sounds like KO is willing."
Knight_Otu says, "Let me get my paper, pencil, and bearings."
Knight_Otu says (to ClubFloyd), "i"
CF ] Top of the stairs Score: 28, Turns: 321
CF | >
CF | > I
CF |
CF | You're carrying a fishing knife.
CF |
CF | >
DavidW wish i could do the mapping
Knight_Otu says (to ClubFloyd), "x me"
CF ] Top of the stairs Score: 28, Turns: 322
CF | >
CF | > X ME
CF |
CF | You're doing OK, all things considered. Still a bit shaken by the
CF | accident, but this island sure is interesting and warrants further
CF | exploration. You are fairly confident you will manage to escape, one
CF | way or another. You don't really know why -- just a hunch.
CF |
CF | > Jacqueline says, "Oh. So, we did have a limited inventory."
MoyTravis asks, "Wait did we lose our magic flute?"
Knight_Otu says (to ClubFloyd), "l"
CF ] Top of the stairs Score: 28, Turns: 323
CF | >
CF | > L
CF |
CF |
CF | Top of the stairs
CF | You are standing near the south edge of the plateau. You can see the
CF | village from here; north of you is a row of houses. A long flight of
CF | stairs leads down to the forest by the beach.
CF |
CF | > Jacqueline says, "But we had more than a knife at one point."
Knight_Otu says, "Huh."
Jacqueline says, "Yeah, we had the magic flute and some other stuff."
MoyTravis asks, "Or, did we - we dumped it somewhere, maybe?"
MoyTravis asks, "I remember you could only hold, like, three things?"
Jacqueline says, "Yeah. I think we ... dumped it near the fire? I feel like we at least need the flute."
MoyTravis says, "(was that something retro games did too?)"
Jacqueline says (to Travis), "Yes. Very common."
Knight_Otu says (to ClubFloyd), "s"
CF ] Top of the stairs Score: 28, Turns: 324
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | > DavidW says, "yeah we dropped stuff. i dont remem where"
Knight_Otu says (to ClubFloyd), "d"
CF ] Deep in the woods Score: 28, Turns: 325
CF | >
CF | > D
CF |
CF | You climb down the long flight of stairs, and reach the forest after a
CF | few minutes.
CF |
CF | Deep in the woods
CF | The hill is steep, but now that you have cleared the steps, it is very
CF | easy to go up. The forest is dense around you, but you can always go
CF | back to the clearing to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Edge of the woods Score: 28, Turns: 326
CF | >
CF | > S
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | You can see a hammock here.
CF |
CF | > Jacqueline says, "Also, hunger and thirst timers that killed you, those too. Good times."
MoyTravis says, ""good" she says"
DavidW says, "maybe bag in a house"
Jacqueline says (to Travis), "We sat on rocks, and we liked it. Yeah."
Knight_Otu says, "Surely you remember the days when a few minutes without food caused starvation."
Jacqueline says, "hahaha. I actually do."
Knight_Otu says (to ClubFloyd), " x rock"
CF ] Edge of the woods Score: 28, Turns: 327
CF | >
CF | > X ROCK
CF |
CF | A large, lopsided rock with a rather flat top seems to provide
CF | darkness and moisture to a whole bunch of critters underneath it.
CF |
CF | > Jacqueline says, "It happened one April Fool's Day on the MUD."
Knight_Otu says (to ClubFloyd), "s"
CF ] Sandy beach by the forest Score: 28, Turns: 328
CF | >
CF | > S
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | > Jacqueline says, "This place was mostly ghosts by the end of the day."
Jacqueline says, "People hoarded food when it fell from the sky."
Knight_Otu says (to ClubFloyd), "e"
CF ] Immaculate beach Score: 28, Turns: 329
CF | >
CF | > E
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | > Jacqueline says, "I still have a Kentucky fried parrot shoved in a closet somewhere."
Knight_Otu says (to ClubFloyd), "ne"
CF ] End of the beach Score: 28, Turns: 330
CF | >
CF | > NE
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Cove Score: 28, Turns: 331
CF | >
CF | > N
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | > Jacqueline says, "I hated that day while it was happening, but now I look back upon it fondly."
Knight_Otu says (to ClubFloyd), "s"
CF ] End of the beach Score: 28, Turns: 332
CF | >
CF | > S
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Immaculate beach Score: 28, Turns: 333
CF | >
CF | > SW
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Sandy beach by the forest Score: 28, Turns: 334
CF | >
CF | > W
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Southwestern cliffs Score: 28, Turns: 335
CF | >
CF | > W
CF |
CF |
CF | Southwestern cliffs
CF | You are at the bottom of tall and almost vertical cliffs, standing on
CF | a small flat stretch of sand and rocks that you can barely call a
CF | beach. East of you is a sandy beach; to the northwest, you can see a
CF | small strait.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] Narrow strait Score: 28, Turns: 336
CF | >
CF | > NW
CF |
CF |
CF | Narrow strait
CF | Here, the cliffs form an almost circular shape, holding a small pool
CF | of water that probably gets replenished with every high tide. It
CF | empties via a shallow channel of water that cuts the beach in two and
CF | runs off into the sea; interestingly, looking at the direction the
CF | channel goes made you notice some movement further in the water. The
CF | cliffs continue to the north and to the southeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Northwestern cliffs Score: 28, Turns: 337
CF | >
CF | > N
CF |
CF |
CF | Northwestern cliffs
CF | A small beach runs along the cliffs to the northwest of the island.
CF | South of you is a narrow strait, and the beach continues to the
CF | northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Northern cliffs Score: 28, Turns: 338
CF | >
CF | > NE
CF |
CF |
CF | Northern cliffs
CF | A tall cliff made of chalk runs along the northern edge of the island;
CF | down below, where you are standing, is a small beach littered with
CF | rocks and pebbles. Here, a small fishing boat is moored to a long
CF | wooden dock. A rickety-looking platform is resting on the beach, right
CF | against the side of the cliff; it looks like it rises all the way up
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach
CF | continues southwest and east.
CF |
CF | You can also see a small stick here.
CF |
CF | > Jacqueline says, "We left everything as far away as possible so that you could experience all of this scenery, KO."
Knight_Otu says (to ClubFloyd), "x stick"
CF ] Northern cliffs Score: 28, Turns: 339
CF | >
CF | > X STICK
CF |
CF | This is the stick the albatross dropped on you after you gave it the
CF | fish. It's a few inches long, and hollow, with a few holes on its
CF | side... Oddly enough, it looks like some sort of flute.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Northern cliffs Score: 28, Turns: 340
CF | >
CF | > GET IT
CF |
CF | Taken.
CF |
CF | > Knight_Otu says, "So it seems."
Roger says, "now for the big Lovecraftian turn"
Jacqueline says, "We have the flute."
Knight_Otu says, "And of course, since I started my map on the bottom of the paper, I had no room for these rooms."
Jacqueline asks, "I'm not sure we need anything else?"
Jacqueline says (to KO), "hahahaaawwww"
Knight_Otu says (to ClubFloyd), "e"
CF ] Northeastern tip Score: 28, Turns: 341
CF | >
CF | > E
CF |
CF |
CF | Northeastern tip
CF | You reach what appears to be the end of the beach on this side of the
CF | island. The steep terrain to the southwest is impenetrable, but you
CF | might be able to walk in shallow waters and follow the coast towards
CF | the southeast, where the island retreats and forms a small cove. You
CF | could also follow the beach by going west.
CF |
CF | > Jacqueline asks, "Hopefully you never need these rooms again?"
Knight_Otu says, "We'll see."
Knight_Otu says (to ClubFloyd), "se"
CF ] Cove Score: 28, Turns: 342
CF | >
CF | > SE
CF |
CF |
CF | Cove
CF | This small cove is made of a steep beach made of wet sand; the waves
CF | are a little more turbulent here, and there seems to be movement
CF | deeper in the waters. The part of the island that rises behind you is
CF | a steep hill covered in trees, curving up to what seems to be a
CF | plateau; this is probably not a good approach for the climb. From
CF | here, you can follow the coast by walking in shallow waters, towards
CF | the northwest or the south.
CF |
CF | > DavidW says, "one room had a flat rock emph'd"
Knight_Otu says (to ClubFloyd), "s"
CF ] End of the beach Score: 28, Turns: 343
CF | >
CF | > S
CF |
CF |
CF | End of the beach
CF | The beach on the south end of the island stops here; behind the large
CF | boulder, the coast turns into steep rocks that form a small cove to
CF | the north. The rest of the beach extends southwest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Immaculate beach Score: 28, Turns: 344
CF | >
CF | > SW
CF |
CF |
CF | Immaculate beach
CF | This is the south side of the island you are now stuck on. The
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in
CF | a haystack, with no chance of being rescued. A steep hill covered by a
CF | dense forest stands to the north; climbing it would likely take hours,
CF | and you don't really know what you could find there, so you might as
CF | well explore your new home. The beach extends to the northeast, where
CF | you can see a large boulder, and to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Sandy beach by the forest Score: 28, Turns: 345
CF | >
CF | > W
CF |
CF |
CF | Sandy beach by the forest
CF | The small beach is angled down, with small waves crashing periodically
CF | on the shore. You can clearly see the high tide line, delineated by
CF | small shrubs that grow close to the sand. Behind these, to the north,
CF | is a clearing leading into the forest. The sandy beach extends
CF | eastward; to the west, below tall cliffs, it becomes smaller and
CF | rockier.
CF |
CF | You can see a fishing rod here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Edge of the woods Score: 28, Turns: 346
CF | >
CF | > N
CF |
CF |
CF | Edge of the woods
CF | The woods begin here, in this small clearing; the trees, dense and
CF | bearing flowers of strikingly vibrant colours, give you a nice respite
CF | from the sun beating down on your head. The floor of the forest is
CF | rather dense undergrowth, which you imagine teeming with life; you're
CF | pretty sure you can see something moving under the large mossy rock
CF | here. You can go deeper in the forest by going north, or back to the
CF | beach by going to the south.
CF |
CF | You can see a hammock here.
CF |
CF | > Knight_Otu says, "I guess I've now seen most of what you've seen so far."
Jacqueline says, "Yep. We were to scared to sleep on the ground because of the life teeming on the ground, so we had to make that hammock."
Jacqueline says, "All of that took us two hours, though, so... you got the speed tour."
Knight_Otu says (to ClubFloyd), "look under rock"
CF ] Edge of the woods Score: 28, Turns: 347
CF | >
CF | > LOOK UNDER ROCK
CF |
CF | There seems to be movement under the rock; keeping your distance, you
CF | manage to spot a few thick worms.
CF |
CF | > Jacqueline says, "We used to those to fish."
Knight_Otu says, "I guess these helped... right."
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 28, Turns: 348
CF | >
CF | > N
CF |
CF |
CF | Deep in the woods
CF | The hill is steep, but now that you have cleared the steps, it is very
CF | easy to go up. The forest is dense around you, but you can always go
CF | back to the clearing to the south.
CF |
CF | > Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the woods Score: 28, Turns: 349
CF | >
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Top of the stairs Score: 28, Turns: 350
CF | >
CF | > U
CF |
CF | You climb up the long flight of stairs, and reach the village after a
CF | few minutes.
CF |
CF | Top of the stairs
CF | You are standing near the south edge of the plateau. You can see the
CF | village from here; north of you is a row of houses. A long flight of
CF | stairs leads down to the forest by the beach.
CF |
CF | > DavidW says, "we baited the vrod with worm and flower"
Knight_Otu says (to ClubFloyd), "n"
CF ] Houses by the town centre Score: 28, Turns: 351
CF | >
CF | > N
CF |
CF |
CF | Houses by the town centre
CF | A few houses are arranged in a row that forms a path going north, to a
CF | sort of plaza at the centre of the village, and south, to the edge of
CF | the plateau. The houses look similar, except the door to one of them
CF | looks different from the others -- much cruder, as if it had been
CF | replaced. You can cut across the grass to the west, to another house,
CF | or to the east, towards a fence.
CF |
CF | > Jacqueline says, "Oh right - I forgot about the flower. That was a clever touch."
Knight_Otu says (to ClubFloyd), "x door"
CF ] Houses by the town centre Score: 28, Turns: 352
CF | >
CF | > X DOOR
CF |
CF | This door looks rather unique, as if it had been hacked together using
CF | only the resources of the island; the other doors look like standard
CF | doors that must have been made in a factory and imported here.
CF | Interestingly, the hinges are positioned on the exterior of the house
CF | here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Houses by the town centre Score: 28, Turns: 353
CF | >
CF | > OPEN IT
CF |
CF | All of these doors are closed and locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x hinges"
CF ] Houses by the town centre Score: 28, Turns: 354
CF | >
CF | > X HINGES
CF |
CF | This door looks rather unique, as if it had been hacked together using
CF | only the resources of the island; the other doors look like standard
CF | doors that must have been made in a factory and imported here.
CF | Interestingly, the hinges are positioned on the exterior of the house
CF | here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Around the fence Score: 28, Turns: 355
CF | >
CF | > E
CF |
CF |
CF | Around the fence
CF | You are roughly to the south of the tall white mansion, but on the
CF | other side of the chainlink fence with barbed wire at the top. This is
CF | the edge of the plateau, where the forest starts; the trees are rather
CF | tall, and their branches grow above the fence. You're guessing they
CF | weren't so tall when the island was inhabited. You can follow the
CF | fence to the northwest, or follow the edge of the plateau towards a
CF | few houses to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fence"
CF ] Fenced area Score: 28, Turns: 356
CF | >
CF | > X FENCE
CF |
CF | You decide to go take a closer look at the fence, and head northwest.
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | > DavidW says, "so we'll need a hinge attack tool. acid maybe"
Knight_Otu says, "Not what I thought would happen there."
Jacqueline asks, "Or just a screwdriver... will our knife work?"
lkcampbell has arrived. DavidW says, "knife should def be tried"
Knight_Otu says (to ClubFloyd), "sw"
CF ] Houses by the town centre Score: 28, Turns: 357
CF | >
CF | > SW
CF |
CF |
CF | Houses by the town centre
CF | A few houses are arranged in a row that forms a path going north, to a
CF | sort of plaza at the centre of the village, and south, to the edge of
CF | the plateau. The houses look similar, except the door to one of them
CF | looks different from the others -- much cruder, as if it had been
CF | replaced. You can cut across the grass to the west, to another house,
CF | or to the east, towards a fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x knife"
CF ] Houses by the town centre Score: 28, Turns: 358
CF | >
CF | > X KNIFE
CF |
CF | This is probably a knife to gut fish; it has a slightly curved, six
CF | inch blade, and a wide wooden handle.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Houses by the town centre Score: 28, Turns: 359
CF | >
CF | > X DOOR
CF |
CF | This door looks rather unique, as if it had been hacked together using
CF | only the resources of the island; the other doors look like standard
CF | doors that must have been made in a factory and imported here.
CF | Interestingly, the hinges are positioned on the exterior of the house
CF | here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with knife"
CF ] Houses by the town centre Score: 28, Turns: 360
CF | >
CF | > OPEN DOOR WITH KNIFE
CF |
CF | You don't have the key to any of these doors. But maybe there's
CF | another way to open the crude door.
CF |
CF | >
DavidW says (to ClubFloyd), "x hinges"
CF ] Houses by the town centre Score: 28, Turns: 361
CF | >
CF | > X HINGES
CF |
CF | This door looks rather unique, as if it had been hacked together using
CF | only the resources of the island; the other doors look like standard
CF | doors that must have been made in a factory and imported here.
CF | Interestingly, the hinges are positioned on the exterior of the house
CF | here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hit hinges with knife"
CF ] Houses by the town centre Score: 28, Turns: 362
CF | >
CF | > HIT HINGES WITH KNIFE
CF |
CF | These doors are quite sturdy -- even the crude wooden door, which
CF | doesn't budge.
CF |
CF | > MoyTravis asks, "Are we trying to open in non-destructively?"
Jacqueline says (to ClubFloyd), "pry hinge with knife"
CF ] Houses by the town centre Score: 28, Turns: 363
CF | >
CF | > PRY HINGE WITH KNIFE
CF |
CF | You try to remove the pin with the fishing knife, but you keep cutting
CF | your fingers while trying to grab the pin. This might not be the right
CF | tool for the job.
CF |
CF | > Jacqueline says, "eep"
MoyTravis says, "Wow we are...hmm. Man. That's concerning."
Knight_Otu says, "I guess that answers that."
Jacqueline says (to ClubFloyd), "undo"
CF ] Houses by the town centre Score: 28, Turns: 363
CF | >
CF | > UNDO
CF |
CF | That is not a verb I recognize.
CF |
CF | >
DavidW says (to ClubFloyd), "unscrew pin with knife"
CF ] Houses by the town centre Score: 28, Turns: 364
CF | >
CF | > UNSCREW PIN WITH KNIFE
CF |
CF | You don't have the key to any of these doors. But maybe there's
CF | another way to open the crude door.
CF |
CF | > Jacqueline says, "oh well"
Knight_Otu says, "Hope we didn't get blood poisoning here."
Jacqueline says, "Yeah."
Jacqueline says, "I doubt it, though."
DavidW says, "maybe pliers"
Jacqueline says, "I think the game is pretty forgiving."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf4"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Houses by the town centre Score: 28, Turns: 364
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pry door with stick"
CF ] Houses by the town centre Score: 28, Turns: 365
CF | >
CF | > PRY DOOR WITH STICK
CF |
CF | The hinges are small, and you can't quite get at the pin with your
CF | fingers; you might need some kind of flat tool for this job.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Small house behind the pub Score: 28, Turns: 366
CF | >
CF | > W
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | > Roger says, "but not as flat as a knife"
Jacqueline says, "But you can usually non-destructively dismantle a hinge either with a flat implement like a screwdriver/knife or by hammering the pin out from below. Then you just lift the door and it disconnects."
DavidW asks, "chisel?"
DavidW says, "we'll find another tool and go aha"
Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "x house"
CF ] Small house behind the pub Score: 28, Turns: 367
CF | >
CF | > X HOUSE
CF |
CF | The pub landlord's house is near the pub, which is probably for the
CF | best.
CF |
CF | > Jacqueline says, "Just need to find another flat tool somewhere in this village of locked doors."
Knight_Otu says (to ClubFloyd), "x door"
CF ] Small house behind the pub Score: 28, Turns: 368
CF | >
CF | > X DOOR
CF |
CF | This door is unlocked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Darkness Score: 28, Turns: 369
CF | >
CF | > OPEN IT
CF |
CF | Surprisingly, the door hadn't been locked before the occupants of the
CF | house fled the island. You open the door and enter the house.
CF |
CF | Inside the house
CF | Even with the door open, you cannot see much inside this house; only
CF | dark shapes that you are unable to identify. The only way is out.
CF |
CF | > Jacqueline exclaims, "!"
MoyTravis says, "What, seriously, it's daylight outside ain't it, how can we not see ANYTHING."
Jacqueline says, "The house's windows and stuff must be boarded up."
Jacqueline says, "I've been in cabins that are very dark, even in daylight."
Knight_Otu adds a light source to the wishlist.
MoyTravis asks, "Touch shapes? Feel shapes?"
Roger says, "maybe we can wait for our eyes to adjust"
Jacqueline says, "Well, just go inside, maybe."
Knight_Otu says (to ClubFloyd), "touch shapes"
CF ] Darkness Score: 28, Turns: 369
CF | >
CF | > TOUCH SHAPES
CF |
CF | Sorry, I don't understand what "shapes" means.
CF |
CF | > Jacqueline says, "Oh, we are inside."
Knight_Otu says, "The game seems to like automatic movement."
MoyTravis says, "It says it's dark even despite the fully opened door. Oh well."
Jacqueline says (to Roger), "That's a dynamic that could be in games. 2 or 3 turns for your eyes to adjust."
DavidW asks, "what if we get a light at the lighthouse?"
Knight_Otu says, "I doubt this game does so however."
Jacqueline says (to KO), "Agreed"
Knight_Otu says (to David), "I guess that's apossibility."
Jacqueline says, "I think we need a light in addition to a flat thing that doesn't cut us."
Knight_Otu says (to ClubFloyd), "out"
CF ] Small house behind the pub Score: 28, Turns: 370
CF | >
CF | > OUT
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | > DavidW says, "i have seen the adjusting eyes trick done"
Knight_Otu says (to ClubFloyd), "sw"
CF ] Base of tower Score: 28, Turns: 371
CF | >
CF | > SW
CF |
CF |
CF | Base of tower
CF | A steel tower rises overhead, black against the sunny sky. This is an
CF | observation tower, facing southeast, towards a small island you can
CF | barely distinguish on the horizon. The metallic mast at the top of the
CF | tower means it doubles as a radio tower, though you don't know where
CF | the controls are. The ladder is missing a few rungs, which makes you
CF | unable to climb it -- for now. You can go back to the little house to
CF | the northeast.
CF |
CF | You can see a dirty sixpence here.
CF |
CF | > MoyTravis asks, "'sixpence'?"
Knight_Otu says, "For now, the game says."
Knight_Otu says (to ClubFloyd), "x coin"
CF ] Base of tower Score: 28, Turns: 372
CF | >
CF | > X COIN
CF |
CF | A dirty sixpence, minted in 1959.
CF |
CF | > Jacqueline says, "Now we're all the richer."
Knight_Otu says (to ClubFloyd), "get it"
CF ] Base of tower Score: 28, Turns: 373
CF | >
CF | > GET IT
CF |
CF | Taken.
CF |
CF | >
DavidW;game with sqirrel pc Knight_Otu asks, "Isn't it none the richer?"
Jacqueline says, "Maybe the one person left on the island is a shop keeper and we'll need to buy a thing."
lkcampbell says, "dirty sixpence sounds like a euphemism"
Jacqueline says (to KO), "Yes, that's true."
DavidW says, "That coin might open the door maybe"
Jacqueline exclaims (at DW), "!"
Jacqueline says, "Gosh, it might."
Jacqueline says, "That would be very annoying, but yes."
MoyTravis says, "how tho"
Knight_Otu says (to ClubFloyd), "ne"
CF ] Small house behind the pub Score: 28, Turns: 374
CF | >
CF | > NE
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | > DavidW says, "screwdriver action"
Knight_Otu says (to ClubFloyd), "e"
CF ] Houses by the town centre Score: 28, Turns: 375
CF | >
CF | > E
CF |
CF |
CF | Houses by the town centre
CF | A few houses are arranged in a row that forms a path going north, to a
CF | sort of plaza at the centre of the village, and south, to the edge of
CF | the plateau. The houses look similar, except the door to one of them
CF | looks different from the others -- much cruder, as if it had been
CF | replaced. You can cut across the grass to the west, to another house,
CF | or to the east, towards a fence.
CF |
CF | > Jacqueline asks, "Lance! When did you show up?"
Jacqueline says, "Hello."
Knight_Otu says (to ClubFloyd), "pry door with coin"
CF ] Houses by the town centre Score: 28, Turns: 376
CF | >
CF | > PRY DOOR WITH COIN
CF |
CF | The hinges are small, and you can't quite get at the pin with your
CF | fingers; you might need some kind of flat tool for this job.
CF |
CF | > lkcampbell says, "Right now **POOF**"
Knight_Otu says (to ClubFloyd), "unscrew hinges with coin"
CF ] Houses by the town centre Score: 28, Turns: 377
CF | >
CF | > UNSCREW HINGES WITH COIN
CF |
CF | You don't have the key to any of these doors. But maybe there's
CF | another way to open the crude door.
CF |
CF | > DavidW says, "ok not the coin"
lkcampbell says, "Hello :)"
Knight_Otu says, "No faux-screwdriver for us."
Jacqueline says (to ClubFloyd), "pry pin with coin"
CF ] Houses by the town centre Score: 28, Turns: 378
CF | >
CF | > PRY PIN WITH COIN
CF |
CF | The hinges are small, and you can't quite get at the pin with your
CF | fingers; you might need some kind of flat tool for this job.
CF |
CF | > MoyTravis says, "'allo."
Roger says, "maybe we'll find a railroad track to leave it on"
Jacqueline says, "The verb, when we have the tool, will be 'pry' I think"
Knight_Otu says, "Hello, hello."
Knight_Otu says, "Back to explorationing."
Knight_Otu says (to ClubFloyd), "n"
CF ] Centre of the village Score: 28, Turns: 379
CF | >
CF | > N
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fountain"
CF ] Centre of the village Score: 28, Turns: 380
CF | >
CF | > X FOUNTAIN
CF |
CF | The village fountain is really just a small pump that can pour water
CF | over a metal tub. Inside the metal tub is a damaged sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x damaged coin"
CF ] Centre of the village Score: 28, Turns: 381
CF | >
CF | > X DAMAGED COIN
CF |
CF | A damaged sixpence, minted in 1959.
CF |
CF | > lkcampbell asks, "anyone here authoring an IFCOMP 2021 game?"
DavidW asks, "ohhhh fix generator for light?"
Knight_Otu says (to ClubFloyd), "get damaged"
CF ] Centre of the village Score: 28, Turns: 382
CF | >
CF | > GET DAMAGED
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x generator"
CF ] Centre of the village Score: 28, Turns: 382
CF | >
CF | > X GENERATOR
CF |
CF | You can't see any such thing.
CF |
CF | > MoyTravis says, "Yeah."
MoyTravis asks, "What is with the sixpence and this village?"
MoyTravis says, "Err, yeah to your question, Lance."
Jacqueline says (to ClubFloyd), "i"
CF ] Centre of the village Score: 28, Turns: 383
CF | >
CF | > I
CF |
CF | You're carrying a damaged sixpence, a dirty sixpence, a small stick
CF | and a fishing knife.
CF |
CF | > Knight_Otu asks, "The coins may be a hint to how old the settlement is?"
DavidW says, "hope we dont need to assemble a battery from 2 coin types plus salt water"
Jacqueline says, "In 500 turns, we will have a thirty sixpence, each with its own adjective."
Knight_Otu says, "And we have to pay some automaton that wants one specific type of sixpence."
lkcampbell says, "cool, your the first person I talked to who is. SeaTac group doesn't have anyone this year I don't think."
Knight_Otu says (to ClubFloyd), "e"
CF ] Fenced area Score: 28, Turns: 384
CF | >
CF | > E
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x guardhouse"
CF ] Fenced area Score: 28, Turns: 385
CF | >
CF | > X GUARDHOUSE
CF |
CF | A small shack, with only a chair and a little desk, is behind the
CF | fence, right next to the door. This means there was a guard employed
CF | full-time to monitor access, and occasionally point to the sign that
CF | says "Authorised Personnel Only". But what could be in that white
CF | house that was so important to be closed off to the rest of the people
CF | in the island?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Power generators of the island Score: 28, Turns: 386
CF | >
CF | > N
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tank"
CF ] Power generators of the island Score: 28, Turns: 387
CF | >
CF | > X TANK
CF |
CF | The generators seem to have been modified to all get their fuel from a
CF | central tank, also painted green. The tank is very large, and can
CF | probably store enough fuel for days. The problem is, you have no idea
CF | where to find any diesel, if there is even any left on the island. You
CF | might need to get creative.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x machines"
CF ] Power generators of the island Score: 28, Turns: 388
CF | >
CF | > X MACHINES
CF |
CF | Three imposing green diesel generators made of metal are here; the
CF | sticker, which is almost peeled off, says "Lister Diesel Power
CF | Generator - 12 hp". The generators seem to have been modified to all
CF | get their fuel from a central tank, also painted green. They have seen
CF | better days: the paint on the flywheel is chipped, and the crank shows
CF | some corrosion. Hopefully you can get them to run for a few hours, so
CF | you can find the island's radio and send a call for help.
CF |
CF | > Knight_Otu asks, "12 hit points? What's this, three commoners?"
Knight_Otu says (to ClubFloyd), "e"
CF ] Power generators of the island Score: 28, Turns: 389
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | > DavidW says, "horsepower"
Knight_Otu says, "(Yes,yes, just a little joke.)"
Knight_Otu says (to ClubFloyd), "x crank"
CF ] Power generators of the island Score: 28, Turns: 390
CF | >
CF | > X CRANK
CF |
CF | The crank is connected to a heavy flywheel. You don't know too much
CF | about generators, but it looks like turning the crank starts the
CF | flywheel, which starts the whole generator and the fuel injection
CF | system. They have seen better days: the paint on the flywheel is
CF | chipped, and the crank shows some corrosion.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x flywheel"
CF ] Power generators of the island Score: 28, Turns: 391
CF | >
CF | > X FLYWHEEL
CF |
CF | Three imposing green diesel generators made of metal are here; the
CF | sticker, which is almost peeled off, says "Lister Diesel Power
CF | Generator - 12 hp". The generators seem to have been modified to all
CF | get their fuel from a central tank, also painted green. They have seen
CF | better days: the paint on the flywheel is chipped, and the crank shows
CF | some corrosion. Hopefully you can get them to run for a few hours, so
CF | you can find the island's radio and send a call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Power generators of the island Score: 28, Turns: 392
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Centre of the village Score: 28, Turns: 393
CF | >
CF | > SW
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > Jacqueline says, "It took me a second to even figure out where you were getting hitpoints from."
DavidW says, "what happens if turn crank"
Roger says, "one of the more realistic generators I've seen around"
Knight_Otu says (to ClubFloyd), "ne"
CF ] Power generators of the island Score: 28, Turns: 394
CF | >
CF | > NE
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn crank"
CF ] Power generators of the island Score: 28, Turns: 395
CF | >
CF | > TURN CRANK
CF |
CF | The wheels are very heavy, and it's quite the effort to start turning
CF | the crank. You turn it for a few rotations, but nothing happens; even
CF | after you flip the small lever on the generator, which in theory
CF | should start injecting the fuel, still nothing.
CF |
CF | > Knight_Otu says, "Nothing much happens."
Jacqueline says, "I like how there was pretty limited infrastructure here, but they had a radio tower and a pub."
Knight_Otu says (to ClubFloyd), "sw"
CF ] Centre of the village Score: 28, Turns: 396
CF | >
CF | > SW
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > Roger says, "search for fuel, I guess"
Knight_Otu says, "A necessity of social life, and also a pub."
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 28, Turns: 397
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | > Roger says, "one could /probably/ run a diesel off fish oil with some gumption"
Jacqueline says, "I guess we'll just have to make biofuel from our own poop."
Jacqueline says, "But Roger might be on to something. There could be fry oil in the pub."
DavidW says, "alcohol can be fuel"
Jacqueline says, "Or alcohol, yeah."
Knight_Otu says (to ClubFloyd), "in"
CF ] Outside the pub Score: 28, Turns: 398
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Outside the pub Score: 28, Turns: 399
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | > Knight_Otu says, "Should have guessed it to be locked."
Knight_Otu says (to ClubFloyd), "nw"
CF ] Outside the storehouse Score: 28, Turns: 400
CF | >
CF | > NW
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | > DavidW asks, "garden?"
Knight_Otu says, "Right, the garden."
Knight_Otu says (to ClubFloyd), "x mechanism"
CF ] Outside the storehouse Score: 28, Turns: 401
CF | >
CF | > X MECHANISM
CF |
CF | The platform against the cliff looks a bit like a bucket, and a very
CF | long rope is tied to its metal handle, up to a pulley mechanism. The
CF | other end of the rope is lying on the beach.
CF |
CF | > Jacqueline asks, "What was in the storehouse?"
Knight_Otu says (to ClubFloyd), "in"
CF ] Darkness Score: 28, Turns: 402
CF | >
CF | > IN
CF |
CF |
CF | Storehouse - Front
CF | The storehouse doesn't have any windows, so it's quite dark in here;
CF | but with the door open, you can see enough to notice that there are
CF | quite a few things left on the shelves. You can't really go further in
CF | the storehouse, as it is too dark, but you can go out through the
CF | door, to the east.
CF |
CF | > DavidW says, "loot storehouse shelves"
Knight_Otu says (to ClubFloyd), "x shelves"
CF ] Darkness Score: 33, Turns: 403
CF | >
CF | > X SHELVES
CF |
CF | You step aside so the sun lights the shelves a bit better. There are a
CF | few tools, a little bit of hardware, and -- ah! A torch! You grab it,
CF | wondering if it still works, and if there are any batteries inside.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Jacqueline says, "Maybe this makes me foolish, but I'd go into the dark shed."
MoyTravis says, "...man this "you open the door and it's too dark even to, like, take things out into the light" shtick is vexing me."
Roger says, "it's too dark to see something narsty"
Jacqueline exclaims, "TORCH!"
Knight_Otu says (to ClubFloyd), "x torch"
CF ] Darkness Score: 33, Turns: 404
CF | >
CF | > X TORCH
CF |
CF | An old torch, with a cylindrical stick-like body; this is also where
CF | you insert the batteries.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf5"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Darkness Score: 33, Turns: 404
CF | > SAVEOk.
CF |
CF | > MoyTravis says, "...lol, I say that just as it goes "no wait you can just actually x things it's fine""
Jacqueline says, "heh"
Jacqueline says, "yeah"
MoyTravis asks, "Game why say it's too dark? What's your deal, huh?"
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Storehouse - Front Score: 33, Turns: 405
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | Storehouse - Front
CF | There are quite a few things left on the shelves; one seems to be for
CF | random tools and hardware, and another one, in the corner, is for food
CF | -- breakfast food, apparently. You can go west, around the shelves and
CF | further in the storehouse, or leave through the door at the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x food shelf"
CF ] Storehouse - Front Score: 33, Turns: 406
CF | >
CF | > X FOOD SHELF
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Storehouse - Back Score: 33, Turns: 407
CF | >
CF | > W
CF |
CF |
CF | Storehouse - Back
CF | The light of your torch shows more shelves, with a few cans of food --
CF | mostly fish and Spam -- and a couple of bottles of condiments here.
CF | Further in the storehouse, there seems to be a dark room, which you
CF | enter by going west through door frame; you can also go back out to
CF | the front of the storehouse, towards the east.
CF |
CF | A backpack is here, slouched against the wall by the door frame.
CF |
CF | > MoyTravis asks, "Check the expiration dates on the food?"
Knight_Otu says (to ClubFloyd), "x cans"
CF ] Storehouse - Back Score: 33, Turns: 408
CF | >
CF | > X CANS
CF |
CF | These shelves haven't been completely emptied, as there are a few
CF | cans, jars and bottles left. The bottles are mostly Worcestershire and
CF | Marmite -- which confirms that the island was inhabited by British
CF | people. The cans are cans of SPAM spiced ham, with the iconic label;
CF | as for the jars, they look like regular canning jars, probably Kilner
CF | jars, and they contain a grey and silver mixture. Coming closer, you
CF | see there are labels: "Grey mullet", "Bluefish", and the
CF | appetizing-sounding "Various". This probably means the people living
CF | on the island fished extensively, and canned whatever fish they could
CF | spare in order to have some on hand at any time. This is very good
CF | news for you; the cans will last a while and save you some trouble.
CF |
CF | > DavidW says, "BACKPACK"
Knight_Otu says (to ClubFloyd), "get backpack"
CF ] Storehouse - Back Score: 38, Turns: 409
CF | >
CF | > GET BACKPACK
CF |
CF | You take the backpack and wear it on your shoulders.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] Storehouse - Back Score: 38, Turns: 410
CF | >
CF | > X IT
CF |
CF | This khaki backpack isn't broken or torn; it's just been forgotten,
CF | left slumped against a wall at the back of the storehouse. This is
CF | great for you, and will increase your carrying capacity.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Storehouse - Back Score: 38, Turns: 411
CF | >
CF | > OPEN IT
CF |
CF | The backpack is empty.
CF |
CF | > Roger says, "HUZZAH"
Knight_Otu says (to ClubFloyd), "w"
CF ] Canning workbench Score: 38, Turns: 412
CF | >
CF | > W
CF |
CF |
CF | Canning workbench
CF | It takes you a few minutes to realize what this room was used for, but
CF | you realize this was a canning workbench, which presumably was used to
CF | can fish, and maybe other things. There is a workbench in the middle
CF | of the room, on top of which is resting a metal bowl. A low sink is to
CF | the side of the room, next to a stovetop, on top of which is a
CF | pressure canner; the rest is empty counter space, and a few empty
CF | Kilner jars. The only way is out.
CF |
CF | > MoyTravis says, ""increase" please game, please, let it be increased to infinity."
Knight_Otu exclaims, "But then we can't get the improved, greater, and epic backpacks!"
Knight_Otu says (to ClubFloyd), "x bowl"
CF ] Canning workbench Score: 38, Turns: 413
CF | >
CF | > X BOWL
CF |
CF | This metal bowl was probably used to gut fish; it is looks like
CF | stainless steel, and cleaned up very nicely.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Canning workbench Score: 38, Turns: 414
CF | >
CF | > GET IT
CF |
CF | (putting the fishing knife into the backpack to make room)
CF | Taken.
CF |
CF | > DavidW says, "never seen canning tools in IF before"
Knight_Otu says (to ClubFloyd), "x sink"
CF ] Canning workbench Score: 38, Turns: 415
CF | >
CF | > X SINK
CF |
CF | There is everything you need here to can fish: a workbench, as high as
CF | your waist, to cut the fish; a sink, to clean it; a stovetop, to boil
CF | water; and a pressure canner, to put the jars in for sterilization.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x jars"
CF ] Canning workbench Score: 38, Turns: 416
CF | >
CF | > X JARS
CF |
CF | A dozen clean, empty Kilner jars are resting on the counters; their
CF | lids are somewhere around there, too. These would presumably have been
CF | used to can more fish.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get jars"
CF ] Canning workbench Score: 38, Turns: 417
CF | >
CF | > GET JARS
CF |
CF | They are made of breakable glass and cannot contain that much; you'd
CF | rather not bother.
CF |
CF | > Knight_Otu says, "Fair enough."
Knight_Otu says (to ClubFloyd), "e"
CF ] Storehouse - Back Score: 38, Turns: 418
CF | >
CF | > E
CF |
CF |
CF | Storehouse - Back
CF | The light of your torch shows more shelves, with a few cans of food --
CF | mostly fish and Spam -- and a couple of bottles of condiments here.
CF | Further in the storehouse, there seems to be a dark room, which you
CF | enter by going west through door frame; you can also go back out to
CF | the front of the storehouse, towards the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storehouse - Front Score: 38, Turns: 419
CF | >
CF | > E
CF |
CF |
CF | Storehouse - Front
CF | There are quite a few things left on the shelves; one seems to be for
CF | random tools and hardware, and another one, in the corner, is for food
CF | -- breakfast food, apparently. You can go west, around the shelves and
CF | further in the storehouse, or leave through the door at the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn of torch"
CF ] Storehouse - Front Score: 38, Turns: 420
CF | >
CF | > TURN OF TORCH
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn off torch"
CF ] Storehouse - Front Score: 38, Turns: 421
CF | >
CF | > TURN OFF TORCH
CF |
CF | You need the light -- you wouldn't want to trip on something on your
CF | way out.
CF |
CF | > DavidW says, "no windows - smells fishy"
Knight_Otu says (to ClubFloyd), "e"
CF ] Outside the storehouse Score: 38, Turns: 422
CF | >
CF | > E
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn off torch"
CF ] Outside the storehouse Score: 38, Turns: 423
CF | >
CF | > TURN OFF TORCH
CF |
CF | You turn off the torch so as to preserve the battery.
CF |
CF | > Jacqueline asks, "Was there nothing in the hardware for the hinges?"
DavidW says, "was wondering that"
Knight_Otu says, "I guess I didn't really check."
Knight_Otu says (to ClubFloyd), "in"
CF ] Darkness Score: 38, Turns: 424
CF | >
CF | > IN
CF |
CF |
CF | Storehouse - Front
CF | The storehouse doesn't have any windows, so it's quite dark in here;
CF | but with the door open, you can see enough to notice that there are
CF | quite a few things left on the shelves. You can't really go further in
CF | the storehouse, as it is too dark, but you can go out through the
CF | door, to the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Storehouse - Front Score: 38, Turns: 425
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | Storehouse - Front
CF | There are quite a few things left on the shelves; one seems to be for
CF | random tools and hardware, and another one, in the corner, is for food
CF | -- breakfast food, apparently. You can go west, around the shelves and
CF | further in the storehouse, or leave through the door at the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tools"
CF ] Storehouse - Front Score: 38, Turns: 426
CF | >
CF | > X TOOLS
CF |
CF | On the shelves by the door are spanners and wrenches of different
CF | sizes, some batteries, some spare lightbulbs, and a few wires.
CF |
CF | > Jacqueline exclaims, "Also batteries!"
Knight_Otu says (to ClubFloyd), "x food"
CF ] Storehouse - Front Score: 38, Turns: 427
CF | >
CF | > X FOOD
CF |
CF | You'll need more than the food on this shelf to survive, but what's on
CF | display here might still be very useful to you. The bag of coffee
CF | might still be good, but you're not sure about these teabags. The jam
CF | is probably bad, as well as the margarine; but those cans of beans are
CF | almost definitely still edible. You're not hungry right now, since you
CF | ate that fish not so long ago, but it's nice to know your menu choices
CF | have slightly expanded.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get batteries"
CF ] Storehouse - Front Score: 38, Turns: 428
CF | >
CF | > GET BATTERIES
CF |
CF | You don't have the need for any of them right now, but you know where
CF | they are if you need them.
CF |
CF | > Jacqueline says, "okay"
Knight_Otu says, "I guess we don't quite need to worry about battery power."
Knight_Otu says (to ClubFloyd), "get wires"
CF ] Storehouse - Front Score: 38, Turns: 429
CF | >
CF | > GET WIRES
CF |
CF | You don't have the need for any of them right now, but you know where
CF | they are if you need them.
CF |
CF | > Jacqueline asks, "Anyway, wrench?"
DavidW says, "wrench"
Knight_Otu says (to ClubFloyd), "get wrench"
CF ] Storehouse - Front Score: 38, Turns: 430
CF | >
CF | > GET WRENCH
CF |
CF | You don't have the need for any of them right now, but you know where
CF | they are if you need them.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get spanner"
CF ] Storehouse - Front Score: 38, Turns: 431
CF | >
CF | > GET SPANNER
CF |
CF | You don't have the need for any of them right now, but you know where
CF | they are if you need them.
CF |
CF | > Jacqueline says, "I DO NEED A WRENCH"
MoyTravis says, "Game says no."
Jacqueline says, "I SO NEED ONE"
Jacqueline narrows her eyes at the screen.
Knight_Otu says, "f e"
Knight_Otu says (to ClubFloyd), "e"
CF ] Outside the storehouse Score: 38, Turns: 432
CF | >
CF | > E
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | > Jacqueline says, "Man. Taunt me with a backpack, then don't let me take stuff."
DavidW says, "your castle is in another princess"
Knight_Otu says (to ClubFloyd), "turn off torch"
CF ] Outside the storehouse Score: 38, Turns: 433
CF | >
CF | > TURN OFF TORCH
CF |
CF | You turn off the torch so as to preserve the battery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Overgrown garden Score: 38, Turns: 434
CF | >
CF | > S
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x trenches"
CF ] Overgrown garden Score: 38, Turns: 435
CF | >
CF | > X TRENCHES
CF |
CF | The trenches that were dug by the inhabitants of the island have been
CF | invaded by weeds and grass; the outline of the vegetable patch is only
CF | vaguely discernible under the thick vegetation.
CF |
CF | > Jacqueline smiles at DavidW. "I'm glad your elbow felt good enough to make that Mario joke."
Knight_Otu says (to ClubFloyd), "dig patch"
CF ] Overgrown garden Score: 38, Turns: 436
CF | >
CF | > DIG PATCH
CF |
CF | You take a look at the trenches, hoping to find something interesting.
CF | After a few minutes, you spot a coin; it's a sixpence, that you pick
CF | up.
CF |
CF | > Jacqueline says, "Yay a sixpence"
Jacqueline says, "What is its adjective/"
Jacqueline asks, "?"
Knight_Otu says, "I was expecting one, and yet it took me by surprise."
MoyTravis says, "Huh maybe Jacq was right about the thirty sixpence."
Knight_Otu says (to ClubFloyd), "x soiled sixpence"
CF ] Overgrown garden Score: 38, Turns: 437
CF | >
CF | > X SOILED SIXPENCE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Overgrown garden Score: 38, Turns: 438
CF | >
CF | > I
CF |
CF | You're carrying a shiny sixpence, a metal bowl (which is empty), a
CF | backpack (which contains a fishing knife) (worn), a torch, a damaged
CF | sixpence, a dirty sixpence and a small stick.
CF |
CF | > Jacqueline exclaims, "Shiny!"
Knight_Otu says (to ClubFloyd), "x shiny"
CF ] Overgrown garden Score: 38, Turns: 439
CF | >
CF | > X SHINY
CF |
CF | A shiny sixpence, minted in 1956.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x dirty"
CF ] Overgrown garden Score: 38, Turns: 440
CF | >
CF | > X DIRTY
CF |
CF | A dirty sixpence, minted in 1959.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x damaged"
CF ] Overgrown garden Score: 38, Turns: 441
CF | >
CF | > X DAMAGED
CF |
CF | A damaged sixpence, minted in 1959.
CF |
CF | > Knight_Otu says, "Hm."
Jacqueline asks, "Do we assume it is current day?"
Knight_Otu says, "I don't know. Might be."
Knight_Otu says (to ClubFloyd), "s"
CF ] Small house behind the pub Score: 38, Turns: 442
CF | >
CF | > S
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Small house behind the pub Score: 38, Turns: 443
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Small house behind the pub Score: 38, Turns: 444
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ope door"
CF ] Small house behind the pub Score: 38, Turns: 444
CF | >
CF | > OPE DOOR
CF |
CF | That is not a verb I recognize.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Inside the house Score: 38, Turns: 445
CF | >
CF | > OPEN DOOR
CF |
CF | Surprisingly, the door hadn't been locked before the occupants of the
CF | house fled the island. You open the door and enter the house.
CF |
CF | Inside the pub landlord's house
CF | This is a very small house, more like a cottage really. The posters on
CF | the wall give a clue about who lived in that house: given that they're
CF | all Guinness or Watney's posters, and given the aprons hanging on the
CF | hooks by the door, you're quite sure this is the pub landlord's house.
CF | There is no kitchen, just a living room and a small bathroom, and
CF | there are few pieces of furniture: a bed, a table and four chairs. You
CF | also spot a safe by the foot of the bed. The only way here is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bed"
CF ] Inside the house Score: 38, Turns: 446
CF | >
CF | > X BED
CF |
CF |
CF | Inside the pub landlord's house
CF | This is a very small house, more like a cottage really. The posters on
CF | the wall give a clue about who lived in that house: given that they're
CF | all Guinness or Watney's posters, and given the aprons hanging on the
CF | hooks by the door, you're quite sure this is the pub landlord's house.
CF | There is no kitchen, just a living room and a small bathroom, and
CF | there are few pieces of furniture: a bed, a table and four chairs. You
CF | also spot a safe by the foot of the bed. The only way here is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x table"
CF ] Inside the house Score: 38, Turns: 447
CF | >
CF | > X TABLE
CF |
CF |
CF | Inside the pub landlord's house
CF | This is a very small house, more like a cottage really. The posters on
CF | the wall give a clue about who lived in that house: given that they're
CF | all Guinness or Watney's posters, and given the aprons hanging on the
CF | hooks by the door, you're quite sure this is the pub landlord's house.
CF | There is no kitchen, just a living room and a small bathroom, and
CF | there are few pieces of furniture: a bed, a table and four chairs. You
CF | also spot a safe by the foot of the bed. The only way here is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x safe"
CF ] Inside the house Score: 38, Turns: 448
CF | >
CF | > X SAFE
CF |
CF | A short, cube-shaped safe is by the foot of the bed; its door is shut.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Inside the house Score: 38, Turns: 449
CF | >
CF | > OPEN IT
CF |
CF | You pull on the safe door -- to your surprise, it opens, just like
CF | that! The safe appears to contain a key.
CF |
CF | > Knight_Otu blinks.
Knight_Otu says (to ClubFloyd), "get key"
CF ] Inside the house Score: 43, Turns: 450
CF | >
CF | > GET KEY
CF |
CF | (putting the small stick into the backpack to make room)
CF | Taken.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > MoyTravis says, ""Prior to Decimal Day in 1971 there were 240 pence in one pound sterling. Twelve pence made a shilling, and twenty shillings made a pound." gosh that must have been vexing to deal with."
Knight_Otu says (to ClubFloyd), "x it"
CF ] Inside the house Score: 43, Turns: 451
CF | >
CF | > X IT
CF |
CF | This key was in the safe of the pub landlord's house; it's a spare key
CF | for the pub.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look under bed"
CF ] Inside the house Score: 43, Turns: 452
CF | >
CF | > LOOK UNDER BED
CF |
CF | You can't really look under that.
CF |
CF | > Knight_Otu says, "I guess the key was our prize here."
Knight_Otu says (to ClubFloyd), "out"
CF ] Small house behind the pub Score: 43, Turns: 453
CF | >
CF | > OUT
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn off torch"
CF ] Small house behind the pub Score: 43, Turns: 454
CF | >
CF | > TURN OFF TORCH
CF |
CF | You turn off the torch so as to preserve the battery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Outside the pub Score: 43, Turns: 455
CF | >
CF | > NE
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with key"
CF ] Outside the pub Score: 43, Turns: 456
CF | >
CF | > UNLOCK DOOR WITH KEY
CF |
CF | You unlock the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Outside the pub Score: 43, Turns: 457
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Outside the pub Score: 43, Turns: 458
CF | >
CF | > OPEN DOOR
CF |
CF | You open the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Darkness Score: 43, Turns: 459
CF | >
CF | > IN
CF |
CF |
CF | Pub
CF | The pub is mostly engulfed in darkness, although a little light is
CF | filtering through the windows. You can spot the bar and a few chairs,
CF | but that's about it. You can go out by the door.
CF |
CF | > MoyTravis says, "...gaaaaaame, come on."
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Pub Score: 43, Turns: 460
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | > MoyTravis says, ""Ok so, we're evacuating, what should we take first?""
MoyTravis says, ""Drinks, obviously.""
Knight_Otu says, "With PunyInform being more lightweight, I guess automatically opening doors is an easy victim."
Knight_Otu says (to ClubFloyd), "x pint"
CF ] Pub Score: 43, Turns: 461
CF | >
CF | > X PINT
CF |
CF | A single pint is on a table, empty and forgotten.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Pub Score: 43, Turns: 462
CF | >
CF | > GET IT
CF |
CF | It is made of breakable glass and cannot contain that much; you'd
CF | rather not bother.
CF |
CF | > Jacqueline says, "Yeah, that's an extension, I think. Most older games didn't do the door bit."
Knight_Otu says (to ClubFloyd), "x map"
CF ] Pub Score: 45, Turns: 463
CF | >
CF | > X MAP
CF |
CF | The map on the wall displays two islands. The largest one is called
CF | Kingsley Island; to the southwest is Tristam Island. You contemplate
CF | the geography for a few seconds, then it strikes you: the large island
CF | is the one you are on right now! No doubt about it: the plateau, the
CF | forest, the cliffs, the roughly circular shape... So now, you know
CF | that you are stuck on Kingsley Island. What's new to you is that the
CF | island you saw to the southwest is named Tristam Island. You wonder
CF | what's on that island.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | > Jacqueline says, "Interesting."
Knight_Otu says, "We aren't on the titilar island? That' interesting."
Jacqueline says, "So the island of the game's name is not the island we are on."
MoyTravis asks, "Do we use our sixpence on the jukebox?"
Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "x board"
CF ] Pub Score: 45, Turns: 464
CF | >
CF | > X BOARD
CF |
CF | The notice board hung to the wall is made of cork, and has a single
CF | sheet pinned to it. The title typed at the top reads "COMMUNITY GARDEN
CF | SHIFTS", and the rows below are for the month of February: Thursday
CF | the 1st, Friday the 2nd, Saturday the 3rd, etc. One or two people have
CF | signed up every day, until February 18th, at which point only one
CF | person signed up, then nobody else for the rest of the month. Strange.
CF |
CF | > DavidW says, "so we need to escape from here to there"
Jacqueline says, "Use our sixpence to buy a ferry ticket to the other island."
Jacqueline says (to DW), "Seems like we must get there eventually, yeah."
Knight_Otu says (to ClubFloyd), "x jukebox"
CF ] Pub Score: 45, Turns: 465
CF | >
CF | > X JUKEBOX
CF |
CF | This small jukebox is strategically placed in the middle of the room,
CF | against a wall. A list of twenty songs is displayed at the top of the
CF | cabinet; the buttons next to each of them are off. The main window in
CF | the middle of the cabinet is dark; a decal on the window identifies
CF | the machine as a BAL-AMi Junior. A note taped below the window, next
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s".
CF |
CF | > MoyTravis asks, "How much purchasing power could 6/240s of a pound sterling really have?"
Knight_Otu says (to ClubFloyd), "x list"
CF ] Pub Score: 45, Turns: 466
CF | >
CF | > X LIST
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Poetry in Motion", by Johnny Tillotson, sounds
CF | interesting.
CF |
CF | > MoyTravis says, "Well, I guess "enough for one song" is the answer."
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 467
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Apache", by The Shadows, sounds good to you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 468
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Why", by Anthony Newley, sounds interesting.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 469
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Nut Rocker", by B. Bumble & The Stingers,
CF | sounds vaguely familiar.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 470
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Nut Rocker", by B. Bumble & The Stingers,
CF | catches your eye.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 471
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "You don't know", by Helen Shapiro, sounds good
CF | to you.
CF |
CF | > MoyTravis asks, "Are these references?"
DavidW says, "with no power, the juke wont work"
Jacqueline says (to Travis), "The one I looked up is real, yeah."
Knight_Otu says, "I'm somewhat certain that poetry in motion is an actual song title.(?)"
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 472
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "I love you", by Cliff Richard and The Shadows,
CF | sounds vaguely familiar.
CF |
CF | > Jacqueline says, "I'm surprised that I've never heard of B Bumbler & the Stingers - that's a great band name."
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 473
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Walking Back to Happiness", by Helen Shapiro,
CF | sounds good to you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 474
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Angel Baby", by Rosie and the Originals, sounds
CF | interesting.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 475
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "I love you", by Cliff Richard and The Shadows,
CF | sounds vaguely familiar.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 476
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Telstar", by The Tornados, sounds interesting.
CF |
CF | > MoyTravis says, "Huh I guess they are real, Helen Shapiro is an actual person with "You don't know" so..."
Jacqueline says, "These are real, yeah."
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 477
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Apache", by The Shadows, sounds good to you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Pub Score: 45, Turns: 478
CF | >
CF | > G
CF |
CF | You glance at the songs displayed at the top of the jukebox. You don't
CF | know any of them, but "Walking Back to Happiness", by Helen Shapiro,
CF | sounds vaguely familiar.
CF |
CF | > Jacqueline says, "I'm familiar with Cliff Richard, if only from Rik Mayall."
MoyTravis asks, "Anyways let's move...on?"
DavidW says, "might be that we want any coinage still in the juke"
Knight_Otu says (to ClubFloyd), "l"
CF ] Pub Score: 45, Turns: 479
CF | >
CF | > L
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bar"
CF ] Pub Score: 45, Turns: 480
CF | >
CF | > X BAR
CF |
CF | The bar is, of course, opposite the door. You can't see it very well.
CF |
CF | > lkcampbell says, "Yup, The Young Ones is my reference as well"
Knight_Otu says (to ClubFloyd), "in"
CF ] Kitchen Score: 45, Turns: 481
CF | >
CF | > IN
CF |
CF |
CF | Kitchen
CF | The kitchen at the back of the pub is small but functional. The
CF | countertop is bare, and a bit stained; pots and pans are stored on
CF | shelves below. There are a few appliances here, such as a fridge, a
CF | stovetop, and a deep fryer. The only way is out, back to the pub.
CF |
CF | > Jacqueline says (to Lance), "yay"
Knight_Otu says (to ClubFloyd), "x pots"
CF ] Kitchen Score: 45, Turns: 482
CF | >
CF | > X POTS
CF |
CF | The pots and pans are stored under the wooden countertop in the
CF | kitchen. They look ancient (or, shall we say, they have a vintage
CF | design), and are made of stainless steel -- unless it's aluminium?
CF | You're not sure.
CF |
CF | > lkcampbell says, "My wife and I were literally just watching it a few weeks ago again"
Knight_Otu says (to ClubFloyd), "get them"
CF ] Kitchen Score: 45, Turns: 482
CF | >
CF | > GET THEM
CF |
CF | Sorry, I don't understand what "them" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get pots"
CF ] Kitchen Score: 45, Turns: 483
CF | >
CF | > GET POTS
CF |
CF | (putting the metal bowl into the backpack to make room)
CF | After thinking it over, you decide to take a pot -- the pans are too
CF | shallow to be useful for anything else than cooking, and it's not
CF | really time for you to make food yet.
CF |
CF | > Jacqueline says, "It's good stuff."
Knight_Otu says (to ClubFloyd), "x fridge"
CF ] Kitchen Score: 45, Turns: 484
CF | >
CF | > X FRIDGE
CF |
CF | This tall, old fridge is empty, and was left open for years. It is
CF | plugged in, but isn't making any noise; probably because there is no
CF | electricity on the island.
CF |
CF | > Jacqueline says, "And Rik was my favorite."
lkcampbell says, "Yup, definitely unique"
Knight_Otu says (to ClubFloyd), "x fryer"
CF ] Kitchen Score: 45, Turns: 485
CF | >
CF | > X FRYER
CF |
CF | You're guessing this deep fryer was installed because any British pub
CF | has to have fish and chips on the menu. Whatever cooking oil was used
CF | has completely congealed, and now forms a huge block of white fat in
CF | the deep fryer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fat"
CF ] Kitchen Score: 45, Turns: 486
CF | >
CF | > X FAT
CF |
CF | You're guessing this deep fryer was installed because any British pub
CF | has to have fish and chips on the menu. Whatever cooking oil was used
CF | has completely congealed, and now forms a huge block of white fat in
CF | the deep fryer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x stove"
CF ] Kitchen Score: 45, Turns: 487
CF | >
CF | > X STOVE
CF |
CF | The pub's electric stovetop has four big burners, controlled by knobs.
CF | They really could have used a more thorough cleaning; there is brown
CF | grease and red stains between the burners.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Kitchen Score: 45, Turns: 488
CF | >
CF | > L
CF |
CF |
CF | Kitchen
CF | The kitchen at the back of the pub is small but functional. The
CF | countertop is bare, and a bit stained; pots and pans are stored on
CF | shelves below. There are a few appliances here, such as a fridge, a
CF | stovetop, and a deep fryer. The only way is out, back to the pub.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Pub Score: 45, Turns: 489
CF | >
CF | > OUT
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shelves"
CF ] Pub Score: 45, Turns: 490
CF | >
CF | > X SHELVES
CF |
CF | The bar is, of course, opposite the door. You can't see it very well.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter bar"
CF ] Pub Score: 45, Turns: 491
CF | >
CF | > ENTER BAR
CF |
CF | That doesn't seem to be something you can enter.
CF |
CF | > DavidW says, "i guess we might need to grease something somewhere"
Knight_Otu says (to ClubFloyd), " x jukebox"
CF ] Pub Score: 45, Turns: 492
CF | >
CF | > X JUKEBOX
CF |
CF | This small jukebox is strategically placed in the middle of the room,
CF | against a wall. A list of twenty songs is displayed at the top of the
CF | cabinet; the buttons next to each of them are off. The main window in
CF | the middle of the cabinet is dark; a decal on the window identifies
CF | the machine as a BAL-AMi Junior. A note taped below the window, next
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x coin slot"
CF ] Pub Score: 45, Turns: 493
CF | >
CF | > X COIN SLOT
CF |
CF | This small jukebox is strategically placed in the middle of the room,
CF | against a wall. A list of twenty songs is displayed at the top of the
CF | cabinet; the buttons next to each of them are off. The main window in
CF | the middle of the cabinet is dark; a decal on the window identifies
CF | the machine as a BAL-AMi Junior. A note taped below the window, next
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s".
CF |
CF | >
DavidW says (to ClubFloyd), "move jukebox"
CF ] Pub Score: 45, Turns: 494
CF | >
CF | > MOVE JUKEBOX
CF |
CF | That's fixed in place.
CF |
CF | > Knight_Otu says, "I see no way to get coins out of the box."
Jacqueline says, "People do use discarded grease to fuel things."
Knight_Otu says (to ClubFloyd), "hit jukebox"
CF ] Pub Score: 45, Turns: 495
CF | >
CF | > HIT JUKEBOX
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x chairs"
CF ] Pub Score: 45, Turns: 496
CF | >
CF | > X CHAIRS
CF |
CF | There appears to be quite a few tables and chairs in the darkness.
CF | Given the number of buildings you've seen around here, this might have
CF | been enough to fit the whole village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Outside the pub Score: 45, Turns: 497
CF | >
CF | > OUT
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn off torch"
CF ] Outside the pub Score: 45, Turns: 498
CF | >
CF | > TURN OFF TORCH
CF |
CF | You turn off the torch so as to preserve the battery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Centre of the village Score: 45, Turns: 499
CF | >
CF | > E
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Small shop Score: 45, Turns: 500
CF | >
CF | > N
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Small shop Score: 45, Turns: 501
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Small shop Score: 45, Turns: 502
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x window"
CF ] Small shop Score: 45, Turns: 503
CF | >
CF | > X WINDOW
CF |
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break window"
CF ] Small shop Score: 45, Turns: 504
CF | >
CF | > BREAK WINDOW
CF |
CF | You could, but you can't really see a rock large enough to smash the
CF | window.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] House by the cliff Score: 45, Turns: 505
CF | >
CF | > W
CF |
CF |
CF | House by the cliff
CF | You are following a wide path along the northern cliff of the island;
CF | west is the island's storehouse, and east is a small shop, while going
CF | south, behind the house, leads to the island's pub. There is a small
CF | house here; the door might be unlocked.
CF |
CF | > Knight_Otu says, "(My map's pretty messy.)"
Knight_Otu says (to ClubFloyd), "open door"
CF ] House by the cliff Score: 45, Turns: 505
CF | >
CF | > OPEN DOOR
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Small house by the northern cliffs Score: 45, Turns: 506
CF | >
CF | > IN
CF |
CF |
CF | Small house by the northern cliffs
CF | The light of the sun illuminates the inside of the small house. It's
CF | rather minimalist in there: there is a small sink, an empty pantry, a
CF | few lights and a few chairs. The only way is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pantry"
CF ] Small house by the northern cliffs Score: 45, Turns: 507
CF | >
CF | > X PANTRY
CF |
CF | There really isn't much worth searching or taking in there.
CF |
CF | >
DavidW says (to ClubFloyd), "x sink"
CF ] Small house by the northern cliffs Score: 45, Turns: 508
CF | >
CF | > X SINK
CF |
CF | There really isn't much worth searching or taking in there.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lights"
CF ] Small house by the northern cliffs Score: 45, Turns: 509
CF | >
CF | > X LIGHTS
CF |
CF | The light is off. Actually, it's probably that there is no electricity
CF | on the island.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x chairs"
CF ] Small house by the northern cliffs Score: 45, Turns: 510
CF | >
CF | > X CHAIRS
CF |
CF | These chairs are made of wood, and don't look like they came out of a
CF | factory; someone made these by hand.
CF |
CF | > Knight_Otu says, "I'm not sure what to do here."
DavidW says, "sit"
Knight_Otu says (to ClubFloyd), "sit on chair"
CF ] Small house by the northern cliffs Score: 45, Turns: 511
CF | >
CF | > SIT ON CHAIR
CF |
CF | You sit on a chair for a few minutes, and rest your legs while your
CF | mind tries to figure out what your next move should be.
CF |
CF | >
Jacqueline says (to ClubFloyd), "z"
CF ] Small house by the northern cliffs Score: 45, Turns: 512
CF | >
CF | > Z
CF |
CF | Nothing happens.
CF |
CF | > DavidW says, "cute"
Jacqueline says, "No epiphanies come."
Jacqueline says, "But yes, it's cute."
Knight_Otu says (to ClubFloyd), "play flute"
CF ] Small house by the northern cliffs Score: 45, Turns: 513
CF | >
CF | > PLAY FLUTE
CF |
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. Nothing happens. Maybe the albatross cannot hear you
CF | from inside.
CF |
CF | > Jacqueline says, "Oh, my bad. It was an albatross, not a pelican."
Knight_Otu says, "I mean, both are strange if they talk."
DavidW says, "didnt we find out the flute is a 1-timr puzzle solve? dont waste it"
Knight_Otu says, "I probably should have saved before playing it."
Knight_Otu says (to ClubFloyd), "out"
CF ] House by the cliff Score: 45, Turns: 514
CF | >
CF | > OUT
CF |
CF |
CF | House by the cliff
CF | You are following a wide path along the northern cliff of the island;
CF | west is the island's storehouse, and east is a small shop, while going
CF | south, behind the house, leads to the island's pub. There is a small
CF | house here; the door is unlocked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Small shop Score: 45, Turns: 515
CF | >
CF | > E
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Scenic view Score: 45, Turns: 516
CF | >
CF | > N
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the remnants of a fire in the centre of the circle.
CF | Looks like this was a popular picnic area. You can go back towards the
CF | small shop to the south.
CF |
CF | > Jacqueline says, "I didn't get the impression that it was a one time only thing."
Jacqueline says (to ClubFloyd), "SAVE"
Jacqueline says (to ClubFloyd), "cf6"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Scenic view Score: 45, Turns: 516
CF | > SAVEOk.
CF |
CF | >
Jacqueline says (to ClubFloyd), "blow flute"
CF ] Scenic view Score: 45, Turns: 517
CF | >
CF | > BLOW FLUTE
CF |
CF | (first taking the small stick)
CF | You put the torch in the backpack.
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. The albatross is coming your way. It lands, then
CF | looks at the remains of the fire; it flaps its wings right away,
CF | apparently knowing exactly what to do. After a few minutes, the
CF | albatross comes back, and drops something at your feet: a lighter. The
CF | albatross flies away before you even have time to thank it.
CF |
CF | > MoyTravis says, "I thiiiiink we read something that literally told us that we can only use it once."
Jacqueline says, "WHAT"
Jacqueline says, "I did that just to see if it was a one time thing."
MoyTravis says, "Like, in HELP or something."
Jacqueline says, "Well, it just brought us a lighter."
Jacqueline says, "And I'm not sure if that's a good thing or not."
Knight_Otu asks, "Are we keeping it or restoring?"
Jacqueline says, "Let's restore."
MoyTravis asks, "Well, blow it again?"
DavidW says, "that we could probably find on our own"
Jacqueline says, "Maybe one time it brings us the thing we can't find, not specifically this."
Jacqueline says, "Except, wait."
Jacqueline says, "Before we restore..."
Jacqueline says (to ClubFloyd), "l"
CF ] Scenic view Score: 45, Turns: 518
CF | >
CF | > L
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the remnants of a fire in the centre of the circle.
CF | Looks like this was a popular picnic area. You can go back towards the
CF | small shop to the south.
CF |
CF | You can see a lighter here.
CF |
CF | >
Jacqueline says (to ClubFloyd), "s"
CF ] Small shop Score: 45, Turns: 519
CF | >
CF | > S
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Jacqueline says (to ClubFloyd), "open store"
CF ] Small shop Score: 45, Turns: 520
CF | >
CF | > OPEN STORE
CF |
CF | It seems to be locked.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x hinge"
CF ] Small shop Score: 45, Turns: 520
CF | >
CF | > X HINGE
CF |
CF | You can't see any such thing.
CF |
CF | > Jacqueline says, "Doesn't matter. Was going to try on a hinge, but I'll just try here."
Jacqueline says (to ClubFloyd), "blow flute"
CF ] Small shop Score: 45, Turns: 521
CF | >
CF | > BLOW FLUTE
CF |
CF | You blow in the small stick to make the noise again, but this time,
CF | the albatross doesn't come back. Maybe it considers that its debt has
CF | been repaid already.
CF |
CF | > Jacqueline says, "Okay. There we go."
Jacqueline says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read: MoyTravis says, "Yep, 's a one-time thing."
Jacqueline says (to ClubFloyd), "cf6"
CF ] Scenic view Score: 45, Turns: 516
CF | > RESTOREOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x rocks"
CF ] Scenic view Score: 45, Turns: 517
CF | >
CF | > X ROCKS
CF |
CF | No fire has been lit here for a very long time. A few large rocks are
CF | arranged in a circle, and a few chunks of wood are in the middle. The
CF | logs look dry enough to be set alight. Next to the fire, there is an
CF | empty can of Spam.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x can"
CF ] Scenic view Score: 45, Turns: 518
CF | >
CF | > X CAN
CF |
CF | A can of Spam, that canned spiced ham that really doesn't taste very
CF | good. A wartime delicacy, as Thatcher famously said -- the British
CF | army sure ate their share during the war. But you're guessing that if
CF | you're on an island in the middle of nowhere, trying to feed dozens of
CF | people for months on end, you don't have many options, and you have to
CF | resort to it. The menu here probably resembled the one in that Monty
CF | Python sketch -- maybe there were fewer Vikings around, though.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Scenic view Score: 45, Turns: 519
CF | >
CF | > L
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the remnants of a fire in the centre of the circle.
CF | Looks like this was a popular picnic area. You can go back towards the
CF | small shop to the south.
CF |
CF | > MoyTravis says, "What spam tastes great."
Knight_Otu says (to ClubFloyd), "get can"
CF ] Scenic view Score: 45, Turns: 520
CF | >
CF | > GET CAN
CF |
CF | You'd rather not -- it's garbage, at this point.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x wood"
CF ] Scenic view Score: 45, Turns: 521
CF | >
CF | > X WOOD
CF |
CF | No fire has been lit here for a very long time. A few large rocks are
CF | arranged in a circle, and a few chunks of wood are in the middle. The
CF | logs look dry enough to be set alight. Next to the fire, there is an
CF | empty can of Spam.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Small shop Score: 45, Turns: 522
CF | >
CF | > S
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Woodshop Score: 45, Turns: 523
CF | >
CF | > E
CF |
CF |
CF | Woodshop
CF | From what you can see inside the large window at the front of the
CF | building, this is some kind of woodshop. Presumably, someone here was
CF | in charge of making or fixing all sorts of furniture and wooden
CF | objects for the whole island; you can see a sturdy-looking table in
CF | the middle of the workshop. Another shop is next to this one, to the
CF | west; behind the woodshop, you can see diesel generators, to the
CF | south, near the fence.
CF |
CF | > Jacqueline says (to Travis), "Yeah, I was thinking about how lots of people do actually like SPAM."
Knight_Otu says (to ClubFloyd), "x table"
CF ] Woodshop Score: 45, Turns: 523
CF | >
CF | > X TABLE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Woodshop Score: 45, Turns: 524
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Woodshop Score: 45, Turns: 525
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Power generators of the island Score: 45, Turns: 526
CF | >
CF | > S
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Fenced area Score: 45, Turns: 527
CF | >
CF | > S
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Fenced area Score: 45, Turns: 528
CF | >
CF | > IN
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter guardhouse"
CF ] Fenced area Score: 45, Turns: 529
CF | >
CF | > ENTER GUARDHOUSE
CF |
CF | You cannot do that, as you aren't on the right side of the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Around the fence Score: 45, Turns: 530
CF | >
CF | > SE
CF |
CF |
CF | Around the fence
CF | You are roughly to the south of the tall white mansion, but on the
CF | other side of the chainlink fence with barbed wire at the top. This is
CF | the edge of the plateau, where the forest starts; the trees are rather
CF | tall, and their branches grow above the fence. You're guessing they
CF | weren't so tall when the island was inhabited. You can follow the
CF | fence to the northwest, or follow the edge of the plateau towards a
CF | few houses to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x trees"
CF ] Around the fence Score: 45, Turns: 531
CF | >
CF | > X TREES
CF |
CF | This is the edge of the plateau, where the forest starts; the trees
CF | are rather tall, and their branches grow above the fence. One of them
CF | in particular seems rather sturdy and extends all the way behind the
CF | fence.
CF |
CF | > DavidW asks, "climb/cut fence?"
Knight_Otu says, "Tree, more likely."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf7"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Around the fence Score: 45, Turns: 531
CF | > SAVEOk.
CF |
CF | > DavidW says, "mm"
Knight_Otu says (to ClubFloyd), "climb tree"
CF ] Field Score: 50, Turns: 532
CF | >
CF | > CLIMB TREE
CF |
CF | You look up, and there is indeed one large branch that grows above the
CF | fence. You sigh; you would preferred not having to do this, but...
CF |
CF | You start climbing the tree, slowly and carefully, then sit astride
CF | the branch. Your heart is beating fast, and you try your best not to
CF | look down as you steadily progress along the branch, which bends under
CF | your weight. You keep going -- but the branch is getting too thin to
CF | support your weight, and starts cracking and tipping!
CF |
CF | You lose your grip, and land on your back in a mighty crash! Your back
CF | is sore, but you don't seem to have broken any bones. After a few
CF | minutes, you sit up with some difficulty... and find yourself inside
CF | the fenced area! Good thing you landed on the right side of the
CF | fence...
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Jacqueline says, "Careful. Don't fall and break an elbow."
Jacqueline says, "Oh, phew. We're okay."
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 50, Turns: 533
CF | >
CF | > W
CF |
CF | You can't, since the door is closed.
CF |
CF | > DavidW asks, "bottle, tasty food, keys?"
Knight_Otu says (to ClubFloyd), "open door"
CF ] Field Score: 50, Turns: 534
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x grass"
CF ] Field Score: 50, Turns: 535
CF | >
CF | > X GRASS
CF |
CF | This is a big field, about half the size of a football field; whoever
CF | built the fence obviously didn't want people to get anywhere close to
CF | the white house. Tall, green grass has grown everywhere here, after
CF | years without any human presence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Field Score: 50, Turns: 536
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 50, Turns: 537
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | > DavidW says, "we are WEST OF HOUSE"
Jacqueline says, "I wonder if the Flatheads live there."
Knight_Otu says (to ClubFloyd), "x keypad"
CF ] Front door of the white house Score: 50, Turns: 538
CF | >
CF | > X KEYPAD
CF |
CF | This is a rather primitive keypad, with buttons arranged in two rows
CF | and displaying all numbers from 0 to 9, and an extra button to clear
CF | the code. The metal plate has rusted over the years, but the screws
CF | holding the plate haven't.You're guessing that, like all keypads, it
CF | requires electricity to work and open the door remotely.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unscrew screws with shiny"
CF ] Front door of the white house Score: 50, Turns: 539
CF | >
CF | > UNSCREW SCREWS WITH SHINY
CF |
CF | This won't unscrew the screws.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x screws"
CF ] Front door of the white house Score: 50, Turns: 540
CF | >
CF | > X SCREWS
CF |
CF | There are four screws, one at each corner of the metal plate.
CF |
CF | > DavidW says, "knife"
Knight_Otu says (to ClubFloyd), "unscrew screws with knife"
CF ] Front door of the white house Score: 50, Turns: 541
CF | >
CF | > UNSCREW SCREWS WITH KNIFE
CF |
CF | You try inserting the knife in the screws to turn them, but the tip of
CF | the blade is too small to make the screws turn.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Front door of the white house Score: 50, Turns: 542
CF | >
CF | > I
CF |
CF | You're carrying a pot (which is empty), a spare key for the pub, a
CF | shiny sixpence, a backpack (which contains a metal bowl (which is
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unscrew screws with damaged"
CF ] Front door of the white house Score: 50, Turns: 543
CF | >
CF | > UNSCREW SCREWS WITH DAMAGED
CF |
CF | This won't unscrew the screws.
CF |
CF | > DavidW says, "can we go round to window in back"
Knight_Otu says (to ClubFloyd), "nw"
CF ] Front door of the white house Score: 50, Turns: 544
CF | >
CF | > NW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Front door of the white house Score: 50, Turns: 545
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Front door of the white house Score: 50, Turns: 546
CF | >
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 50, Turns: 547
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Front door of the white house Score: 50, Turns: 548
CF | >
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Front door of the white house Score: 50, Turns: 549
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | > DavidW says, "drat"
Knight_Otu says (to ClubFloyd), "sw"
CF ] Front door of the white house Score: 50, Turns: 550
CF | >
CF | > SW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Front door of the white house Score: 50, Turns: 551
CF | >
CF | > IN
CF |
CF | To open the door, you need to type the correct code on the keypad.
CF |
CF | >
DavidW says (to ClubFloyd), "type 69105"
CF ] Front door of the white house Score: 50, Turns: 552
CF | >
CF | > TYPE 69105
CF |
CF | You press the button to clear input, then type the number on the
CF | keypad, but the door doesn't open.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "type 1956 on keypad"
CF ] Front door of the white house Score: 50, Turns: 553
CF | >
CF | > TYPE 1956 ON KEYPAD
CF |
CF | You press the button to clear input, then type the number on the
CF | keypad, but the door doesn't open.
CF |
CF | > MoyTravis asks, "Power's off anyway innit?"
Knight_Otu says, "Yeah, it is."
DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 50, Turns: 554
CF | >
CF | > W
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Field Score: 50, Turns: 555
CF | >
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Field Score: 50, Turns: 556
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Field Score: 50, Turns: 557
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Field Score: 50, Turns: 558
CF | >
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Field Score: 50, Turns: 559
CF | >
CF | > SW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] Field Score: 50, Turns: 560
CF | >
CF | > NW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Field Score: 50, Turns: 561
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with key"
CF ] Field Score: 50, Turns: 562
CF | >
CF | > UNLOCK DOOR WITH KEY
CF |
CF | The spare key for the pub doesn't seem to fit the lock.
CF |
CF | > DavidW says, "the number may be inside the plate"
Knight_Otu says (to ClubFloyd), "l"
CF ] Field Score: 50, Turns: 563
CF | >
CF | > L
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 50, Turns: 564
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Front door of the white house Score: 50, Turns: 565
CF | >
CF | > X DOOR
CF |
CF | The tall double door on the front porch of the white house is made of
CF | metal, and looks reinforced. It has a handle, but no keyhole; and it
CF | is locked. It would be quite hard to go past this door without typing
CF | the correct code on the keypad to the right of the door.
CF |
CF | > DavidW says, "or in guardhouse"
Knight_Otu says, "Can't enter the guardhouse though."
Knight_Otu says, "We may have to restore."
DavidW says, "are we stuck in fenced area"
Jacqueline says, "Oh, because we can't -- yeah."
Jacqueline says, "Well"
Knight_Otu says (to ClubFloyd), "i"
CF ] Front door of the white house Score: 50, Turns: 566
CF | >
CF | > I
CF |
CF | You're carrying a pot (which is empty), a spare key for the pub, a
CF | shiny sixpence, a backpack (which contains a metal bowl (which is
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | > Jacqueline says, "one sec"
Jacqueline says, "You tried 1956 but not 1959."
Jacqueline asks, "Right?"
Knight_Otu says, "Yeah."
Jacqueline says, "Try the shiny year"
Knight_Otu says (to ClubFloyd), "type 1959 on keypad"
CF ] Front door of the white house Score: 50, Turns: 567
CF | >
CF | > TYPE 1959 ON KEYPAD
CF |
CF | You press the button to clear input, then type the number on the
CF | keypad, but the door doesn't open.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shiny"
CF ] Front door of the white house Score: 50, Turns: 568
CF | >
CF | > X SHINY
CF |
CF | A shiny sixpence, minted in 1956.
CF |
CF | > Jacqueline says, "That might be the year they arrived - aw, okay - darn"
Jacqueline says, "Huh. The shiny one is older."
Jacqueline shrugs.
Knight_Otu says, "Yeah, that seemed weird to me."
DavidW says, "not to me"
Knight_Otu says, "I mean, we found it in the overgrown garden."
Knight_Otu says (to ClubFloyd), "x torch"
CF ] Front door of the white house Score: 50, Turns: 569
CF | >
CF | > X TORCH
CF |
CF | An old torch, with a cylindrical stick-like body; this is also where
CF | you insert the batteries.
CF | The torch is currently switched off.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Front door of the white house Score: 50, Turns: 570
CF | >
CF | > OPEN IT
CF |
CF | The torch opens, and there's a battery inside. You put it back
CF | together; it is much more useful this way.
CF |
CF | > Jacqueline says, "Hrm. I guess I was thinking like the newest coing must be the year they came here, but clearly they were still trading with outside world, so they'd still potentially be getting new money. Never mind."
Jacqueline says, "Newest, 'coin,' rather."
Knight_Otu says, "I guess we restore to pre-tree-climbing."
Knight_Otu says (to ClubFloyd), "RESTORE"
Knight_Otu says (to ClubFloyd), "cf7"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
CF ] Around the fence Score: 45, Turns: 531
CF | > RESTOREOk.
CF |
CF | > Knight_Otu says, "Clearly there is stuff I missed."
Knight_Otu says (to ClubFloyd), "e"
CF ] Around the fence Score: 45, Turns: 532
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Around the fence Score: 45, Turns: 533
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] Fenced area Score: 45, Turns: 534
CF | >
CF | > NW
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Fenced area Score: 45, Turns: 535
CF | >
CF | > E
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Fenced area Score: 45, Turns: 536
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Power generators of the island Score: 45, Turns: 537
CF | >
CF | > N
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Power generators of the island Score: 45, Turns: 538
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Power generators of the island Score: 45, Turns: 539
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Power generators of the island Score: 45, Turns: 540
CF | >
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Woodshop Score: 45, Turns: 541
CF | >
CF | > N
CF |
CF |
CF | Woodshop
CF | From what you can see inside the large window at the front of the
CF | building, this is some kind of woodshop. Presumably, someone here was
CF | in charge of making or fixing all sorts of furniture and wooden
CF | objects for the whole island; you can see a sturdy-looking table in
CF | the middle of the workshop. Another shop is next to this one, to the
CF | west; behind the woodshop, you can see diesel generators, to the
CF | south, near the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Woodshop Score: 45, Turns: 542
CF | >
CF | > I
CF |
CF | You're carrying a pot (which is empty), a spare key for the pub, a
CF | shiny sixpence, a backpack (which contains a metal bowl (which is
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Small shop Score: 45, Turns: 543
CF | >
CF | > W
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | > Jacqueline asks, "We're coming up on two hours. Are we running out of steam? Want to pause for a week?"
Knight_Otu says (to ClubFloyd), "s"
CF ] Centre of the village Score: 45, Turns: 544
CF | >
CF | > S
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > Knight_Otu says, "I could go for a bit more, but we can stop for the week. May give me time to do a reread."
MoyTravis says, "Either's fine."
DavidW says, "wish i had a map of ther place. where was radio"
Knight_Otu says, "Southwestern part of the settlement."
Jacqueline asks, "KO Would you like the first week's raw transcript?"
Knight_Otu says, "It might help, I guess."
DavidW says, "I'm ready to stop"
Jacqueline exclaims, "....Okay. Until next week. Remember to vote in the Xyzzies before the end of the month!"
Jacqueline says, "KO, I will send you the transcript."
Knight_Otu says, "Thanks."
MoyTravis says, "Thanks, all."
MoyTravis says, "Cya'll around."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. lkcampbell says, "Cya"
lkcampbell goes home. Knight_Otu says, "Take care, everyone."
DavidW says, "yeah. please"
*** SESSION 3 ***
Jacqueline says, "So, we're on week 3 of Tristam Island, and we could do that, or you all could play a Comp game."
Roger says, "it feels like we must be getting close on Tristam and I think if we put it down that we won't be picking it back up, but that's just me"
Knight_Otu says, "Yeah, I think we can continue. There were some ideas floating about on things to try."
DavidW says, "can someone recap goals discoveries"
Knight_Otu says, "We're castaways who have found an abandoned British settlement with a radio tower."
Pinkunz asks, "Time period?"
Knight_Otu says, "Modern-ish, we believe."
DavidW says, "oh mention coin dates"
Roger says, "yeah, modern enough for radio anyway"
Pinkunz says, "Understood."
Knight_Otu says, "We found a few coins dated 1956 and 1959 I believe."
MoyTravis says, "There's, like, pence. And the weird 240-to-a-pound pence."
Knight_Otu says (to ClubFloyd), "i"
CF ] Centre of the village Score: 45, Turns: 545
CF | >
CF | > I
CF |
CF | You're carrying a pot (which is empty), a spare key for the pub, a
CF | shiny sixpence, a backpack (which contains a metal bowl (which is
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shiny"
CF ] Centre of the village Score: 45, Turns: 546
CF | >
CF | > X SHINY
CF |
CF | A shiny sixpence, minted in 1956.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x dirty"
CF ] Centre of the village Score: 45, Turns: 547
CF | >
CF | > X DIRTY
CF |
CF | A dirty sixpence, minted in 1959.
CF |
CF | > Pinkunz says, "So sometime between 1960 and now. Got it."
Pinkunz says, "Thank you."
Knight_Otu says, "We're hoping to find something fuel-like to get the generators running (there was some kitchen fat that was suggested.)."
MoyTravis says, "Probably 1960 and 1971, since 1971 is when they switched to 100 pence in a pound."
DavidW says, "I wish I couldve mapped. my sense of the layout is v poor"
Pinkunz says (to ClubFloyd), "l"
CF ] Centre of the village Score: 45, Turns: 548
CF | >
CF | > L
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > DavidW says, "i suspect the fat is to grease smthng rusty"
Pinkunz says, "Not driving, just trying to get oriented."
Knight_Otu says, "There's a closed shop that suggests that we can smash its window with a stone, a fire site that we may need to light, and a strange door with its hinges outside that needs a flast non-knife tool to open."
DavidW says, "smash window asap, methinks"
Knight_Otu says, "Also a tree we can climb to a fenced-off white mansion, but weprobably need power first."
Jacqueline hollers, "Sorry, folks, I didn't realize/had forgotten that making the #comp21 channel public was one of the tasks I apparently need to do when the competition opens! It is now no longer private. Have fun!" Roger says, "sure let's smash some windows like the hooligans we are"
Knight_Otu says, "Let's try the smashing then. I have a map, and I reasonably sure that I didn't miss any connections there."
Knight_Otu says (to ClubFloyd), "n"
CF ] Small shop Score: 45, Turns: 549
CF | >
CF | > N
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Scenic view Score: 45, Turns: 550
CF | >
CF | > N
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the remnants of a fire in the centre of the circle.
CF | Looks like this was a popular picnic area. You can go back towards the
CF | small shop to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x rocks"
CF ] Scenic view Score: 45, Turns: 551
CF | >
CF | > X ROCKS
CF |
CF | No fire has been lit here for a very long time. A few large rocks are
CF | arranged in a circle, and a few chunks of wood are in the middle. The
CF | logs look dry enough to be set alight. Next to the fire, there is an
CF | empty can of Spam.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get rock"
CF ] Scenic view Score: 45, Turns: 552
CF | >
CF | > GET ROCK
CF |
CF | You put the torch in the backpack.
CF | (putting the torch into the backpack to make room)
CF | You take one of the large rocks in the circle.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Small shop Score: 45, Turns: 553
CF | >
CF | > S
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been painted with a crude logo, displaying
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that
CF | shop has wares that were probably imported from the land -- hence the
CF | play on words. The cliffs advance to form a small tip to the north of
CF | here; you can also go east, towards a woodshop, or west, towards a
CF | small house.
CF |
CF | > Roger says, "oh yeah, hurray backpack"
Knight_Otu says, "Right. Before that we had an inventory limit of 3 or so."
Knight_Otu says (to ClubFloyd), "smash window"
CF ] Small shop Score: 47, Turns: 554
CF | >
CF | > SMASH WINDOW
CF |
CF | You lift the rock above your head, then throw it against the window,
CF | as hard as you can. The window of the shop shatters in a terrible
CF | noise. It makes you feel bad for a second, before you remember how
CF | dire your situation is.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Small shop Score: 47, Turns: 555
CF | >
CF | > IN
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Small shop Score: 47, Turns: 556
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter window"
CF ] Inside Harry's shop Score: 47, Turns: 557
CF | >
CF | > ENTER WINDOW
CF |
CF | You cautiously climb inside through the shattered window.
CF |
CF | Inside Harry's shop
CF | This is "Harry's Earthly Pleasures", a shop that has all sorts of
CF | goods that were probably imported from the land, for people here to
CF | buy with whatever disposable income they had. There's not much left on
CF | the shelves and the counter, but you see some binoculars, a pack of
CF | gum, a lighter, a pack of cigarettes, a comic book and a rusty
CF | sixpence. Some of this might be useful, but this is overall a bit
CF | disappointing. You can go out through the door, or through the window,
CF | since it is broken.
CF |
CF | You can also see a large rock here.
CF |
CF | > DavidW says, "enter window"
Knight_Otu nods.
Knight_Otu says, "We've seen the lighter before thanks to our magical albatross friend."
Roger says, "I'm not sure I want to know any more about how the PC is disappointed by what they've discovered in "Harry's Earthly Pleasures""
Knight_Otu says (to ClubFloyd), "get all"
CF ] Inside Harry's shop Score: 47, Turns: 558
CF | >
CF | > GET ALL
CF |
CF | large rock: Taken.
CF |
CF | > Pinkunz says, "Curious about the date on the sixpence even if we choose not to take it."
MoyTravis says, "Game you just listed a bunch of stuff."
DavidW says, "def want most of that stuff. comic may have a clueful hint"
Roger says, "game ain't down with that"
Knight_Otu says (to ClubFloyd), "get lighter, binoculars, gum, comic, rusty, cigarettes"
CF ] Inside Harry's shop Score: 47, Turns: 559
CF | >
CF | > GET LIGHTER, BINOCULARS, GUM, COMIC, RUSTY, CIGARETTES
CF |
CF | lighter: (putting the spare key for the pub into the backpack to make
CF | room)
CF | Taken.
CF | binoculars: (putting the pot into the backpack to make room)
CF | Taken.
CF | pack of gum: (putting the lighter into the backpack to make room)
CF | Taken.
CF | comic book: Why bother? You don't really see the value of it. In fact,
CF | it's probably worthless.
CF | rusty sixpence: Taken.
CF | pack of cigarettes: Now would be a bad time to start smoking; you'd be
CF | addicted to nicotine just as you finish smoking the second pack.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x rusty"
CF ] Inside Harry's shop Score: 47, Turns: 560
CF | >
CF | > X RUSTY
CF |
CF | A rusty sixpence, minted in 1960.
CF |
CF | > Knight_Otu says, "Interesting."
DavidW says, "oh at least read the book..."
Knight_Otu says (to ClubFloyd), "x comic"
CF ] Inside Harry's shop Score: 47, Turns: 561
CF | >
CF | > X COMIC
CF |
CF | This is "The Fantastic Four", from 1 Nov 1961. It must be the first
CF | issue, as it proclaims "Featuring The Thing! Mr Fantastic! Human
CF | Torch! Invisible Girl! Together for the first time in one mighty
CF | magazine!". Some green mutant is emerging from a street, while the
CF | four heroes talk to each other in various poses.
CF |
CF | > Knight_Otu says, "Right, first issue is *always* worthless."
Knight_Otu says (to ClubFloyd), "l"
CF ] Inside Harry's shop Score: 47, Turns: 562
CF | >
CF | > L
CF |
CF |
CF | Inside Harry's shop
CF | This is "Harry's Earthly Pleasures", a shop that has all sorts of
CF | goods that were probably imported from the land, for people here to
CF | buy with whatever disposable income they had. There's not much left on
CF | the shelves and the counter, but you see a pack of cigarettes and a
CF | comic book. Some of this might be useful, but this is overall a bit
CF | disappointing. You can go out through the door, or through the window,
CF | since it is broken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x cigarettes"
CF ] Inside Harry's shop Score: 47, Turns: 563
CF | >
CF | > X CIGARETTES
CF |
CF | There are two packs of cigarettes here, untouched.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Inside Harry's shop Score: 47, Turns: 564
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Inside Harry's shop Score: 47, Turns: 565
CF | >
CF | > OUT
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter window"
CF ] Small shop Score: 47, Turns: 566
CF | >
CF | > ENTER WINDOW
CF |
CF | You cautiously climb outside through the shattered window.
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been shattered, unfortunately. Judging by
CF | what you see through it, that shop has wares that were probably
CF | imported from the land -- hence the play on words. The cliffs advance
CF | to form a small tip to the north of here; you can also go east,
CF | towards a woodshop, or west, towards a small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x window"
CF ] Small shop Score: 47, Turns: 567
CF | >
CF | > X WINDOW
CF |
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been shattered, unfortunately. Judging by
CF | what you see through it, that shop has wares that were probably
CF | imported from the land -- hence the play on words. The cliffs advance
CF | to form a small tip to the north of here; you can also go east,
CF | towards a woodshop, or west, towards a small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Small shop Score: 47, Turns: 568
CF | >
CF | > I
CF |
CF | You're carrying a rusty sixpence, a pack of gum, some binoculars, a
CF | large rock, a shiny sixpence, a backpack (which contains a lighter, a
CF | pot (which is empty), a spare key for the pub, a torch, a metal bowl
CF | (which is empty), a small stick and a fishing knife) (worn), a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | > DavidW says, "lighter for scenic view"
Knight_Otu says (to ClubFloyd), "n"
CF ] Scenic view Score: 47, Turns: 569
CF | >
CF | > N
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the remnants of a fire in the centre of the circle.
CF | Looks like this was a popular picnic area. You can go back towards the
CF | small shop to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "light fire"
CF ] Scenic view Score: 47, Turns: 570
CF | >
CF | > LIGHT FIRE
CF |
CF | You don't have anything to light the fire with.
CF |
CF | > DavidW says, "prob bino too"
Knight_Otu says (to ClubFloyd), "light fire with lighter"
CF ] Scenic view Score: 47, Turns: 571
CF | >
CF | > LIGHT FIRE WITH LIGHTER
CF |
CF | (first taking the lighter)
CF | The logs look dry enough to be set alight. You use your lighter to
CF | burn some of the smaller bits of wood first, then keep working on it
CF | until the logs are on fire.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Scenic view Score: 47, Turns: 572
CF | >
CF | > L
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the fire in the centre of the circle. Looks like this
CF | was a popular picnic area. You can go back towards the small shop to
CF | the south.
CF |
CF | > Roger says, "hooliganism intensifies"
Knight_Otu says (to ClubFloyd), "look through binoculars"
CF ] Scenic view Score: 47, Turns: 573
CF | >
CF | > LOOK THROUGH BINOCULARS
CF |
CF | You don't see what here needs to be looked at through binoculars.
CF |
CF | > Pinkunz says, "Strange thing to implement if it wasn't plot relevant."
Pinkunz says, "The fire, that is."
Knight_Otu says, "It could be used as a signal fire."
DavidW says, "i'm sure we need fire for smthng"
Roger says, "my guess is going to be cooking something in the metal bowl"
Knight_Otu says (to ClubFloyd), "s"
CF ] Small shop Score: 47, Turns: 574
CF | >
CF | > S
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been shattered, unfortunately. Judging by
CF | what you see through it, that shop has wares that were probably
CF | imported from the land -- hence the play on words. The cliffs advance
CF | to form a small tip to the north of here; you can also go east,
CF | towards a woodshop, or west, towards a small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Centre of the village Score: 47, Turns: 575
CF | >
CF | > S
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 47, Turns: 576
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Darkness Score: 47, Turns: 577
CF | >
CF | > IN
CF |
CF |
CF | Pub
CF | The pub is mostly engulfed in darkness, although a little light is
CF | filtering through the windows. You can spot the bar and a few chairs,
CF | but that's about it. You can go out by the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Pub Score: 47, Turns: 578
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x map"
CF ] Pub Score: 47, Turns: 579
CF | >
CF | > X MAP
CF |
CF | The map on the wall displays two islands. The largest one is called
CF | Kingsley Island; to the southwest is Tristam Island. You wonder what's
CF | on that island.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Kitchen Score: 47, Turns: 580
CF | >
CF | > IN
CF |
CF |
CF | Kitchen
CF | The kitchen at the back of the pub is small but functional. The
CF | countertop is bare, and a bit stained; pots and pans are stored on
CF | shelves below. There are a few appliances here, such as a fridge, a
CF | stovetop, and a deep fryer. The only way is out, back to the pub.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fryer"
CF ] Kitchen Score: 47, Turns: 581
CF | >
CF | > X FRYER
CF |
CF | You're guessing this deep fryer was installed because any British pub
CF | has to have fish and chips on the menu. Whatever cooking oil was used
CF | has completely congealed, and now forms a huge block of white fat in
CF | the deep fryer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get fat"
CF ] Kitchen Score: 47, Turns: 582
CF | >
CF | > GET FAT
CF |
CF | You try to grab the cooking oil out of the deep fryer with your bare
CF | hands, but it's really stuck in there.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cut fat"
CF ] Kitchen Score: 47, Turns: 583
CF | >
CF | > CUT FAT
CF |
CF | You'd like to carve some oil out, but with what?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cut fat with knife"
CF ] Kitchen Score: 47, Turns: 584
CF | >
CF | > CUT FAT WITH KNIFE
CF |
CF | (first taking the fishing knife)
CF | You take your fishing knife and start cutting off a block of congealed
CF | oil. It takes a while, and your knife gets very messy, but eventually
CF | you manage to carve out a block that's about half of what was there.
CF | You put your fishing knife down to grab the block of oil in your
CF | hands.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put oil in pot"
CF ] Kitchen Score: 47, Turns: 585
CF | >
CF | > PUT OIL IN POT
CF |
CF | You put the oil in the pot; it is easier and less messy to carry this
CF | way.
CF |
CF | > Pinkunz says, "yuck"
Knight_Otu says, "Yep."
Knight_Otu says (to ClubFloyd), "i"
CF ] Kitchen Score: 47, Turns: 586
CF | >
CF | > I
CF |
CF | You're carrying a lighter, a rusty sixpence, a large rock, a shiny
CF | sixpence, a backpack (which contains a pack of gum, some binoculars, a
CF | pot (which contains a block of solidified oil), a spare key for the
CF | pub, a torch (providing light), a metal bowl (which is empty) and a
CF | small stick) (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | > Pinkunz asks, "Heat the oil to liquify it?"
Knight_Otu says (to ClubFloyd), "out"
CF ] Pub Score: 47, Turns: 587
CF | >
CF | > OUT
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | > Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "out"
CF ] Outside the pub Score: 47, Turns: 588
CF | >
CF | > OUT
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | > DavidW says, "so melt oil and pour where"
Knight_Otu says (to ClubFloyd), "e"
CF ] Centre of the village Score: 47, Turns: 589
CF | >
CF | > E
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > MoyTravis asks, "To what dark end? Do we need to boil something?"
Knight_Otu asks, "Possibly the generator?"
MoyTravis asks, "...does the generator eat whatever random oil you stick into it?"
Knight_Otu says (to ClubFloyd), "ne"
CF ] Power generators of the island Score: 47, Turns: 590
CF | >
CF | > NE
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | > Roger says, "it's not terribly implausible for diesels"
Pinkunz says, "In reality, typically it will... temporary."
Pinkunz says, "*temporarily."
Knight_Otu says (to ClubFloyd), "x generators"
CF ] Power generators of the island Score: 47, Turns: 591
CF | >
CF | > X GENERATORS
CF |
CF | Three imposing green diesel generators made of metal are here; the
CF | sticker, which is almost peeled off, says "Lister Diesel Power
CF | Generator - 12 hp". The generators seem to have been modified to all
CF | get their fuel from a central tank, also painted green. They have seen
CF | better days: the paint on the flywheel is chipped, and the crank shows
CF | some corrosion. Hopefully you can get them to run for a few hours, so
CF | you can find the island's radio and send a call for help.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tank" Roger says, "might need to cook it up firsrt"
CF ] Power generators of the island Score: 47, Turns: 592
CF | >
CF | > X TANK
CF |
CF | The generators seem to have been modified to all get their fuel from a
CF | central tank, also painted green. The tank is very large, and can
CF | probably store enough fuel for days. The problem is, you have no idea
CF | where to find any diesel, if there is even any left on the island. You
CF | might need to get creative.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Woodshop Score: 47, Turns: 593
CF | >
CF | > N
CF |
CF |
CF | Woodshop
CF | From what you can see inside the large window at the front of the
CF | building, this is some kind of woodshop. Presumably, someone here was
CF | in charge of making or fixing all sorts of furniture and wooden
CF | objects for the whole island; you can see a sturdy-looking table in
CF | the middle of the workshop. Another shop is next to this one, to the
CF | west; behind the woodshop, you can see diesel generators, to the
CF | south, near the fence.
CF |
CF | > Knight_Otu says, "There's also this shop."
Knight_Otu says (to ClubFloyd), "smash window"
CF ] Woodshop Score: 49, Turns: 594
CF | >
CF | > SMASH WINDOW
CF |
CF | You lift the rock above your head, then throw it against the window,
CF | as hard as you can. The window of the shop shatters in a terrible
CF | noise. It makes you feel bad for a second, before you remember how
CF | dire your situation is.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter window"
CF ] Inside the woodshop Score: 49, Turns: 595
CF | >
CF | > ENTER WINDOW
CF |
CF | You cautiously climb inside through the shattered window.
CF |
CF | Inside the woodshop
CF | It looks like the island had its own woodworker, who was making or
CF | fixing furniture and wooden objects for the island. A smart strategy;
CF | there is, after all, a pretty extensive forest on the island. There is
CF | a sturdy-looking table in the middle of the workshop, as well as a few
CF | cylindrical wood pieces, all of the same length, and a saw on the
CF | floor. You can go out through the door, or through the window, since
CF | it is broken.
CF |
CF | You can also see a large rock and a shiny shilling here.
CF |
CF | > Knight_Otu says, "What a shill of a shop."
Knight_Otu says (to ClubFloyd), "get rock and shilling"
CF ] Inside the woodshop Score: 49, Turns: 596
CF | >
CF | > GET ROCK AND SHILLING
CF |
CF | large rock: Taken.
CF | shiny shilling: Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shilling"
CF ] Inside the woodshop Score: 49, Turns: 597
CF | >
CF | > X SHILLING
CF |
CF | A shiny shilling, minted in 1960.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x table"
CF ] Inside the woodshop Score: 49, Turns: 598
CF | >
CF | > X TABLE
CF |
CF | This is a pretty nice circular table, and it only needs to be sanded
CF | to be done. Actually, it reminds you of the tables in the pub; either
CF | a rowdy drinker broke a table, or there wasn't quite enough room for
CF | everyone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pieces"
CF ] Inside the woodshop Score: 49, Turns: 599
CF | >
CF | > X PIECES
CF |
CF | There are three cylinders of exactly the same shape and length. You
CF | wonder what the use for these could be, and then it comes to you:
CF | these are replacement rungs for the broken ladder at the radio tower!
CF |
CF | > MoyTravis says, "Nice."
Knight_Otu says, "Hey hey, we need those."
Knight_Otu says (to ClubFloyd), "get rungs"
CF ] Inside the woodshop Score: 49, Turns: 600
CF | >
CF | > GET RUNGS
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get saw"
CF ] Inside the woodshop Score: 49, Turns: 601
CF | >
CF | > GET SAW
CF |
CF | (putting the lighter into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] Inside the woodshop Score: 49, Turns: 602
CF | >
CF | > X IT
CF |
CF | This is a hand saw, useful for cutting wood, and not much else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Inside the woodshop Score: 49, Turns: 603
CF | >
CF | > L
CF |
CF |
CF | Inside the woodshop
CF | It looks like the island had its own woodworker, who was making or
CF | fixing furniture and wooden objects for the island. A smart strategy;
CF | there is, after all, a pretty extensive forest on the island. There is
CF | a sturdy-looking table in the middle of the workshop. You can go out
CF | through the door, or through the window, since it is broken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door"
CF ] Inside the woodshop Score: 49, Turns: 604
CF | >
CF | > UNLOCK DOOR
CF |
CF | You unlock the door from the inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Inside the woodshop Score: 49, Turns: 605
CF | >
CF | > OUT
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Inside the woodshop Score: 49, Turns: 606
CF | >
CF | > OPEN DOOR
CF |
CF | You open the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Woodshop Score: 49, Turns: 607
CF | >
CF | > OUT
CF |
CF |
CF | Woodshop
CF | From what you can see inside the large, broken window at the front of
CF | the building, this is some kind of woodshop. Presumably, someone here
CF | was in charge of making or fixing all sorts of furniture and wooden
CF | objects for the whole island; you can see a sturdy-looking table in
CF | the middle of the workshop. Another shop is next to this one, to the
CF | west; behind the woodshop, you can see diesel generators, to the
CF | south, near the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Small shop Score: 49, Turns: 608
CF | >
CF | > W
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been shattered, unfortunately. Judging by
CF | what you see through it, that shop has wares that were probably
CF | imported from the land -- hence the play on words. The cliffs advance
CF | to form a small tip to the north of here; you can also go east,
CF | towards a woodshop, or west, towards a small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Scenic view Score: 49, Turns: 609
CF | >
CF | > N
CF |
CF |
CF | Scenic view
CF | Atop the cliffs is a small grassy area that looks rather pleasant.
CF | From here, the immensity of the ocean is on full display, and it feels
CF | like a nice area for a rest. Apparently, you're not the only one to
CF | have had this idea: a few rocks have been placed here, in a circle,
CF | and you can see the fire in the centre of the circle. Looks like this
CF | was a popular picnic area. You can go back towards the small shop to
CF | the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf8"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Scenic view Score: 49, Turns: 609
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "heat pot"
CF ] Scenic view Score: 49, Turns: 609
CF | >
CF | > HEAT POT
CF |
CF | That is not a verb I recognize.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put pot on fire"
CF ] Scenic view Score: 49, Turns: 610
CF | >
CF | > PUT POT ON FIRE
CF |
CF | (first taking the pot)
CF | You carefully place the pot containing the oil above the fire.
CF | Standing this close to the fire is a bit nerve-wracking, and your
CF | hands are getting warm, but the oil is melting rather fast. You take a
CF | few breaks to rest your arms and your hands, but after a few minutes,
CF | the pot is full of liquid cooking oil.
CF |
CF | > Knight_Otu says, "Well, we got the oil."
Pinkunz exclaims, "Yay!"
Knight_Otu asks, "Do we try to fill the tank with it?"
MoyTravis says, "Sure, may as well."
Roger says, "reckon we should try"
Pinkunz exclaims, "Fish and chips for everyone!"
DavidW says, "yes plz"
Knight_Otu says (to ClubFloyd), "e"
CF ] Scenic view Score: 49, Turns: 611
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Small shop Score: 49, Turns: 612
CF | >
CF | > S
CF |
CF |
CF | Small shop
CF | This is a small shop, with a wide window allowing you to peek inside
CF | the shop. The window has been shattered, unfortunately. Judging by
CF | what you see through it, that shop has wares that were probably
CF | imported from the land -- hence the play on words. The cliffs advance
CF | to form a small tip to the north of here; you can also go east,
CF | towards a woodshop, or west, towards a small house.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Woodshop Score: 49, Turns: 613
CF | >
CF | > E
CF |
CF |
CF | Woodshop
CF | From what you can see inside the large, broken window at the front of
CF | the building, this is some kind of woodshop. Presumably, someone here
CF | was in charge of making or fixing all sorts of furniture and wooden
CF | objects for the whole island; you can see a sturdy-looking table in
CF | the middle of the workshop. Another shop is next to this one, to the
CF | west; behind the woodshop, you can see diesel generators, to the
CF | south, near the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Power generators of the island Score: 49, Turns: 614
CF | >
CF | > S
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | > Roger says, "a bit surprised there's not a filtration step introduced, but maybe the puzzle is already complex enough"
Knight_Otu says (to ClubFloyd), "fill tank with oil"
CF ] Power generators of the island Score: 49, Turns: 615
CF | >
CF | > FILL TANK WITH OIL
CF |
CF | You need to find fuel to fill the tanks with.
CF |
CF | > Knight_Otu says, "Okay, not it."
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. MoyTravis asks, "hmm can we x oil?"
Knight_Otu says (to ClubFloyd), "x oil"
CF ] Power generators of the island Score: 49, Turns: 616
CF | >
CF | > X OIL
CF |
CF | The pot is now full of liquid cooking oil; there's a few quarts here.
CF |
CF | > MoyTravis asks, "'pour oil into tank'?"
DavidW says, "mayne is another step"
Jacqueline has arrived. Knight_Otu says, "(I mean, it would have surprised me from volume alone, but we'll see.)"
Knight_Otu says (to ClubFloyd), "pour oil into tank"
CF ] Power generators of the island Score: 49, Turns: 616
CF | >
CF | > POUR OIL INTO TANK
CF |
CF | That is not a verb I recognize.
CF |
CF | > Pinkunz says, "Doesn't have to run long."
MoyTravis says, "Okay sure 's probably something else/another step."
Knight_Otu says, "Let's see the radio tower's ladder."
Knight_Otu says (to ClubFloyd), "sw"
CF ] Centre of the village Score: 49, Turns: 617
CF | >
CF | > SW
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 49, Turns: 618
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Small house behind the pub Score: 49, Turns: 619
CF | >
CF | > SW
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Base of tower Score: 49, Turns: 620
CF | >
CF | > SW
CF |
CF |
CF | Base of tower
CF | A steel tower rises overhead, black against the sunny sky. This is an
CF | observation tower, facing southeast, towards a small island you can
CF | barely distinguish on the horizon. The metallic mast at the top of the
CF | tower means it doubles as a radio tower, though you don't know where
CF | the controls are. The ladder is missing a few rungs, which makes you
CF | unable to climb it -- for now. You can go back to the little house to
CF | the northeast.
CF |
CF | >
Pinkunz drops ClubFloyd Pass 09.
ClubFloyd Pass 09 goes home.
Pinkunz disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
Pinkunz has arrived.
Knight_Otu says (to ClubFloyd), "look through binoculars"
CF ] Base of tower Score: 49, Turns: 621
CF | >
CF | > LOOK THROUGH BINOCULARS
CF |
CF | You look at Tristam Island through your binoculars. You can see its
CF | shore a bit better; the island seems to be low-lying, with a few
CF | bushes and brambles near its beach, but that's about all you can see.
CF | You would probably see it better atop the steel tower.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put rungs in ladder"
CF ] Base of tower Score: 54, Turns: 622
CF | >
CF | > PUT RUNGS IN LADDER
CF |
CF | (first taking the ladder rungs)
CF | You insert the rungs you found in the woodshop into the ladder holes;
CF | you have to find the right angle to get them in, but they fit
CF | perfectly. The ladder is now fixed and ready to use.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Pinkunz says (to jacqueline), "No problem."
Knight_Otu says (to ClubFloyd), "score"
CF ] Base of tower Score: 54, Turns: 622
CF | >
CF | > SCORE
CF |
CF | You have so far scored 54 out of a possible 150, in 622 turns, thus
CF | giving you the rank of: Robinson Crusoe.
CF |
CF | >
Jacqueline departs dramatically, saying, "Since I'm probably marked for death anyway, I'm going to have an oreo cookie and then a nap. See you all later, possibly on the #obits bb."
Knight_Otu says (to ClubFloyd), "u"
CF ] Top of the tower Score: 54, Turns: 623
CF | >
CF | > U
CF |
CF | You climb up the ladder and reach the top of the tower.
CF |
CF | Top of the tower
CF | The platform at the top of the tower is rather small. A low barrier
CF | runs around the platform, giving a very wide field of vision. From
CF | here, about twenty feet off the ground, you can see the village very
CF | well, as well as the white house behind the fence. The view of the sea
CF | is incredible; you can see further away, including the small island
CF | towards the southeast. You can climb back down the ladder.
CF |
CF | Someone dropped a screwdriver here.
CF |
CF | > Knight_Otu exclaims, "Screwdriver!"
Pinkunz says, "door hinge."
Knight_Otu says (to ClubFloyd), "look through binoculars"
CF ] Top of the tower Score: 59, Turns: 624
CF | >
CF | > LOOK THROUGH BINOCULARS
CF |
CF | You take a look at the island through your binoculars, and your
CF | intuition was right. Tristam Island looks rather inhospitable, covered
CF | in rocks and rubble, with patchy vegetation that doesn't look more
CF | than two feet tall. But near the shore, and on the sand in the lagoon,
CF | you spot a few long black trunks, as if the trees had been destroyed,
CF | charred, a long time ago, and hadn't manage to grow back since.
CF | Something must have happened on that island, but you can't quite
CF | figure out what. Your intuition tells you it's important, though.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Roger says, "yeah probably"
DavidW says, "yes"
Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "get screwdriver"
CF ] Top of the tower Score: 59, Turns: 625
CF | >
CF | > GET SCREWDRIVER
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Base of tower Score: 59, Turns: 626
CF | >
CF | > D
CF |
CF |
CF | Base of tower
CF | A steel tower rises overhead, black against the sunny sky. This is an
CF | observation tower, facing southeast, towards a small island you can
CF | barely distinguish on the horizon. The metallic mast at the top of the
CF | tower means it doubles as a radio tower, though you don't know where
CF | the controls are. You can go back to the little house to the
CF | northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Small house behind the pub Score: 59, Turns: 627
CF | >
CF | > NE
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Houses by the town centre Score: 59, Turns: 628
CF | >
CF | > E
CF |
CF |
CF | Houses by the town centre
CF | A few houses are arranged in a row that forms a path going north, to a
CF | sort of plaza at the centre of the village, and south, to the edge of
CF | the plateau. The houses look similar, except the door to one of them
CF | looks different from the others -- much cruder, as if it had been
CF | replaced. You can cut across the grass to the west, to another house,
CF | or to the east, towards a fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pry hinges with screwdriver"
CF ] Houses by the town centre Score: 61, Turns: 629
CF | >
CF | > PRY HINGES WITH SCREWDRIVER
CF |
CF | After a few tries, you manage to wedge the screwdriver between the pin
CF | and the top hinge; after that, it's only a matter of lifting the pin
CF | out. You do the same for the two other hinges; the door then wobbles
CF | free. You catch it before it falls to the floor, then prop it up
CF | against the side of the house.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Inside a house Score: 61, Turns: 630
CF | >
CF | > IN
CF |
CF |
CF | Inside a house
CF | This is a small house, with only the bare necessities: a bed, a small
CF | nightstand, a few chairs, and a bathroom. Life here was decidedly
CF | rather spartan. There is a book on the nightstand. The only way is
CF | out.
CF |
CF | You can see a rusty shilling here.
CF |
CF | > MoyTravis exclaims, "Book!"
Knight_Otu says (to ClubFloyd), "x rusty shilling"
CF ] Inside a house Score: 61, Turns: 631
CF | >
CF | > X RUSTY SHILLING
CF |
CF | A rusty shilling, minted in 1957.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Inside a house Score: 61, Turns: 632
CF | >
CF | > GET IT
CF |
CF | Taken.
CF |
CF | > MoyTravis says, "Also, a shilling, we're moving up in the world."
Knight_Otu says (to ClubFloyd), "x book"
CF ] Inside a house Score: 61, Turns: 633
CF | >
CF | > X BOOK
CF |
CF | Judging by the cover, this looks like a science-fiction book. It's the
CF | only book you've seen so far on the island; you hope there is more, or
CF | you'll be reading this one for years... The title is "Kensington
CF | Gardens", by Brian Moriarty. Never heard of it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Inside a house Score: 61, Turns: 634
CF | >
CF | > GET IT
CF |
CF | (putting the flathead screwdriver into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read it"
CF ] Inside a house Score: 61, Turns: 635
CF | >
CF | > READ IT
CF |
CF | Judging by the cover, this looks like a science-fiction book. It's the
CF | only book you've seen so far on the island; you hope there is more, or
CF | you'll be reading this one for years... The title is "Kensington
CF | Gardens", by Brian Moriarty. Never heard of it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Inside a house Score: 61, Turns: 636
CF | >
CF | > OPEN IT
CF |
CF | You flip through the book; it seems to be about nuclear apocalypse,
CF | and one person's quest to prevent it. At the very last page, four
CF | digits are written: 5-2-1-8. You wonder what these are for.
CF |
CF | > Knight_Otu says, "Hey keypad numbers, surely."
Knight_Otu says (to ClubFloyd), "l"
CF ] Inside a house Score: 61, Turns: 637
CF | >
CF | > L
CF |
CF |
CF | Inside a house
CF | This is a small house, with only the bare necessities: a bed, a small
CF | nightstand, a few chairs, and a bathroom. Life here was decidedly
CF | rather spartan. The only way is out.
CF |
CF | > DavidW says, "yes"
Knight_Otu says (to ClubFloyd), "x bed"
CF ] Inside a house Score: 61, Turns: 638
CF | >
CF | > X BED
CF |
CF | There really isn't much here for furniture; you're guessing life here
CF | was pretty regimented, and that food was only cooked and eaten at the
CF | pub.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x nightstand"
CF ] Inside a house Score: 61, Turns: 639
CF | >
CF | > X NIGHTSTAND
CF |
CF | A lovely wooden nightstand.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Inside a house Score: 61, Turns: 640
CF | >
CF | > OPEN IT
CF |
CF | That doesn't seem to be something you can open.
CF |
CF | > Pinkunz asks, "Is Brian Moriarty an Infocom reference?"
Pinkunz asks, "Trinity?"
Knight_Otu says (to ClubFloyd), "x bathroom"
CF ] Inside a house Score: 61, Turns: 641
CF | >
CF | > X BATHROOM
CF |
CF | There really isn't much here for furniture; you're guessing life here
CF | was pretty regimented, and that food was only cooked and eaten at the
CF | pub.
CF |
CF | > Roger says, "most likely"
MoyTravis asks, "Oh that's a real person?"
MoyTravis says, "Oh, it is. He has a Wikipedia page. Huh."
DavidW says, "yes infocom author"
Pinkunz says, "Old school implementer and writer at Infocom back in the day."
MoyTravis exclaims, "Whoa, he did Loom!"
Pinkunz says, "Steve Meretzky was my favorite."
Roger says, "I'd like the screw around with the generator just a bit more"
Knight_Otu says (to ClubFloyd), "out"
CF ] Houses by the town centre Score: 61, Turns: 642
CF | >
CF | > OUT
CF |
CF |
CF | Houses by the town centre
CF | A few houses are arranged in a row that forms a path going north, to a
CF | sort of plaza at the centre of the village, and south, to the edge of
CF | the plateau. The houses look similar, except the door to one of them
CF | looks different from the others; you managed to remove it from its
CF | frame. You can cut across the grass to the west, to another house, or
CF | to the east, towards a fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Centre of the village Score: 61, Turns: 643
CF | >
CF | > N
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Power generators of the island Score: 61, Turns: 644
CF | >
CF | > NE
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. The power generators are all connected to a central
CF | tank, which would get filled, presumably with diesel, to keep the
CF | lights on -- and hopefully power the radio tower. Restarting them
CF | would give you a good chance of being able to call for help.
CF |
CF | > MoyTravis asks, "So...when we get the power, that's the code to the keypad?"
Pinkunz says, "Likely."
DavidW says, "likly yes"
Roger says (to floyd), "put oil in tank"
CF ] Power generators of the island Score: 61, Turns: 645
CF | >
CF | > PUT OIL IN TANK
CF |
CF | You can't, since the fuel tank is closed.
CF |
CF | >
Roger says (to floyd), "open tank"
CF ] Power generators of the island Score: 61, Turns: 646
CF | >
CF | > OPEN TANK
CF |
CF | The lid on top of the tank is heavy, but you manage to push it to the
CF | side enough to see what's inside. The tank looks empty.
CF |
CF | > Knight_Otu says, "That, or we can unscrew something with the screwdriver"
Roger says (to floyd), "put oil in tank"
CF ] Power generators of the island Score: 61, Turns: 647
CF | >
CF | > PUT OIL IN TANK
CF |
CF | Slowly, carefully, you lift the pot full of cooking oil, and pour the
CF | oil inside the tank.
CF |
CF | > MoyTravis says, "lol ok so it is the oil"
Roger says (to floyd), "start generator"
CF ] Power generators of the island Score: 66, Turns: 648
CF | >
CF | > START GENERATOR
CF |
CF | The wheels are very heavy, and it's quite the effort to start turning
CF | the crank. You turn it for a few rotations, and flip the small lever
CF | on the generator to start injecting the fuel. The generator starts
CF | shuddering, and lets out a thunderous sound. It works! After all these
CF | years, it still works! You can barely conceal your excitement: now you
CF | have a chance at calling for help and being rescued! You turn on a
CF | second generator in the same way, to make sure all the electrical
CF | devices on the island are brought back to life.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Knight_Otu exclaims, "Thanks, Roger!"
Roger says, "okay that's my contribution; carry on"
Roger says, "just had a feeling it was something guess-verby"
MoyTravis says, "Nice job. Also I really hope it doesn't run out of power on a timer."
MoyTravis says, "That would be awful."
Pinkunz says, "And Infocom-y."
Roger says, "yes, but the game seems timer-free so far, so I have hope"
DavidW says, "game seems not to br mean that way"
Knight_Otu says, "I sure hope that little bit of oil holds up for us, but yeah."
Pinkunz asks, "Save?"
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf9"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Power generators of the island Score: 66, Turns: 648
CF | > SAVEOk.
CF |
CF | > Pinkunz says, "In case of timer."
Knight_Otu says (to ClubFloyd), "s"
CF ] Fenced area Score: 66, Turns: 649
CF | >
CF | > S
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Around the fence Score: 66, Turns: 650
CF | >
CF | > SE
CF |
CF |
CF | Around the fence
CF | You are roughly to the south of the tall white mansion, but on the
CF | other side of the chainlink fence with barbed wire at the top. This is
CF | the edge of the plateau, where the forest starts; the trees are rather
CF | tall, and their branches grow above the fence. You're guessing they
CF | weren't so tall when the island was inhabited. You can follow the
CF | fence to the northwest, or follow the edge of the plateau towards a
CF | few houses to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "climb tree"
CF ] Field Score: 71, Turns: 651
CF | >
CF | > CLIMB TREE
CF |
CF | You look up, and there is indeed one large branch that grows above the
CF | fence. You sigh; you would preferred not having to do this, but...
CF |
CF | You start climbing the tree, slowly and carefully, then sit astride
CF | the branch. Your heart is beating fast, and you try your best not to
CF | look down as you steadily progress along the branch, which bends under
CF | your weight. You keep going -- but the branch is getting too thin to
CF | support your weight, and starts cracking and tipping!
CF |
CF | You lose your grip, and land on your back in a mighty crash! Your back
CF | is sore, but you don't seem to have broken any bones. After a few
CF | minutes, you sit up with some difficulty... and find yourself inside
CF | the fenced area! Good thing you landed on the right side of the
CF | fence...
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 71, Turns: 652
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | > Roger says, "convenient"
Knight_Otu says (to ClubFloyd), "type 5218 on keypad"
CF ] Lobby of the white house Score: 76, Turns: 653
CF | >
CF | > TYPE 5218 ON KEYPAD
CF |
CF | As soon as you pushed the last number, a door can be heard from the
CF | door. You hurry and grab the handle, and the door swings open. You
CF | enter the white mansion.
CF |
CF | At last, you enter the white mansion, inside of which is something so
CF | important that it needed to be protected by a fence, a guard, and a
CF | keypad. There were two kinds of people on this island: the ones in the
CF | village, who fished and canned and mended and kept the island running,
CF | and weren't allowed to enter the fence; and the people who were, who
CF | knew the combination of the keypad and could enter the white house.
CF | You feel like whatever was going on inside was the whole purpose of
CF | occupying the island; at this point, it's not just about finding a
CF | working radio anymore, it's also about discovering the secrets of the
CF | white house, and finding out why everyone left.
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Roger says, "yes, at last"
Knight_Otu asks, ""a door can be heard from the door"?"
Pinkunz asks, "x noticea?"
Pinkunz asks, "*notices?"
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 77, Turns: 654
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "A reminder for everyone: I approved that
CF | ridiculous Heath Robinson mechanism to open the door to the laboratory
CF | to keep morale up while preserving secure access to it. I could very
CF | well replace it with a keypad. Do NOT waste more time making it more
CF | complex, and get on with your work. --Major Westwood."
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 655
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | > Pinkunz says, "I know it must be important to receive a point, but it still feels anticlimactic."
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 656
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by
CF | the British military to work on a deadly project!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 657
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Now I am become Death, the destroyer of
CF | worlds."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 658
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "... well, some kind of math formula. An...
CF | integral sign? E to the x ? Equals f(un). You don't get it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 659
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "... well, some kind of math formula. An...
CF | integral sign? E to the x ? Equals f(un). You don't get it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "g"
CF ] Lobby of the white house Score: 77, Turns: 660
CF | >
CF | > G
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x statue"
CF ] Lobby of the white house Score: 77, Turns: 661
CF | >
CF | > X STATUE
CF |
CF | The chalk statue on top of the cylindrical base is that of a little
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small
CF | flute. You've seen this sculpture before, though you can't remember
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually
CF | not a bad sculpture; it is rather aesthetically pleasing, even though
CF | some details look a bit crude. Your best guess is that someone with an
CF | artistic inclination cut a slab of the cliffs and worked from a model,
CF | to pass time perhaps. The statue looks a bit off-kilter; the child is
CF | looking towards the northern door instead of towards the entrance,
CF | where you would expect it to look.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn statue"
CF ] Lobby of the white house Score: 79, Turns: 662
CF | >
CF | > TURN STATUE
CF |
CF | You turn the statue slightly so the little child faces towards the
CF | entrance.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x contraption"
CF ] Lobby of the white house Score: 79, Turns: 663
CF | >
CF | > X CONTRAPTION
CF |
CF | It all looks purposeful, but it's absolutely mystifying. The
CF | rope-and-pulley mechanism doesn't look like it does anything but make
CF | the buckets go up and down. The U-shaped pipe is hanging horizontally
CF | from the ceiling, above the mezzanine. It is made of several segments;
CF | the extremity closest to the south wall is angled up, and the opening
CF | is wider, like a funnel, while the other side of the pipe runs above
CF | the mezzanine and stops right before the buckets. The weight is
CF | precariously resting on a platform that's too small for it; should it
CF | fall, it would probably pull on the rope, that runs inside a pulley
CF | and towards a hole up high in the north wall. Simply baffling.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Lobby of the white house Score: 79, Turns: 664
CF | >
CF | > L
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | > Pinkunz asks, "x weight?"
Knight_Otu says (to ClubFloyd), "x north door"
CF ] Lobby of the white house Score: 79, Turns: 665
CF | >
CF | > X NORTH DOOR
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x weight"
CF ] Lobby of the white house Score: 79, Turns: 666
CF | >
CF | > X WEIGHT
CF |
CF | The platform supporting the weight is nothing but a couple of thin
CF | metal L-shaped brackets screwed in the wall. It looks like it wouldn't
CF | take much to knock the weight out of balance; should it fall, it would
CF | probably pull on the rope, that runs inside a pulley and towards a
CF | hole up high in the north wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x hole"
CF ] Lobby of the white house Score: 79, Turns: 667
CF | >
CF | > X HOLE
CF |
CF | This is odd. This is a rather wide tube, fixed tight onto a tilted
CF | stand. The lower extremity is closed, and some sort of nozzle is
CF | attached to it. The other end is open; the diameter is big enough you
CF | could put your fist in there. The middle part of the tube narrows, and
CF | a lever has been placed here. You scratch your head and think for a
CF | moment. A tilted tube open on one side, with a lever that presumably
CF | opens or seals the space between both extremities... Maybe some kind
CF | of air cannon?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lever"
CF ] Lobby of the white house Score: 79, Turns: 668
CF | >
CF | > X LEVER
CF |
CF | The middle part of the tube narrows, and a lever has been placed here.
CF |
CF | > MoyTravis says, "Pull every lever."
Knight_Otu says (to ClubFloyd), "x pipes"
CF ] Lobby of the white house Score: 79, Turns: 668
CF | >
CF | > X PIPES
CF |
CF | Sorry, I don't understand what "pipes" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf10"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 79, Turns: 668
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 79, Turns: 669
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and nothing happens. You close it again.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push weight"
CF ] Lobby of the white house Score: 79, Turns: 670
CF | >
CF | > PUSH WEIGHT
CF |
CF | The weight on a small platform is out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Lobby of the white house Score: 79, Turns: 671
CF | >
CF | > X DOOR
CF |
CF | This tall door looks rather heavy. It is closed.
CF |
CF | > Pinkunz asks, "Do we have something pole like in our inventory?"
DavidW says, "may need liquid / water for funnel"
Knight_Otu says (to ClubFloyd), "i"
CF ] Lobby of the white house Score: 79, Turns: 672
CF | >
CF | > I
CF |
CF | You're carrying a science-fiction book, a rusty shilling, a pot (which
CF | is empty), a shiny shilling, a large rock, a rusty sixpence, a shiny
CF | sixpence, a backpack (which contains a flathead screwdriver, a hand
CF | wood saw, a lighter, a pack of gum, some binoculars, a spare key for
CF | the pub, a torch (providing light), a metal bowl (which is empty) and
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | > DavidW says, "there was a fishing pole"
Knight_Otu says (to ClubFloyd), "push weight with stick"
CF ] Lobby of the white house Score: 79, Turns: 673
CF | >
CF | > PUSH WEIGHT WITH STICK
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz asks, "Save and throw rock at weight?"
Knight_Otu says, "Somewhere on the beach, yeah."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf11"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 79, Turns: 673
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw rock at weight"
CF ] Lobby of the white house Score: 79, Turns: 674
CF | >
CF | > THROW ROCK AT WEIGHT
CF |
CF | Futile.
CF |
CF | > MoyTravis says, "ha."
DavidW says, "push weight ought to work, but at right time"
Knight_Otu says, "I think we should explore first."
Pinkunz says, "Well, at least it was implemented."
Pinkunz says, "Agreed."
Knight_Otu says, "If we find they key to the guardhouse, that would be perfect."
Knight_Otu says (to ClubFloyd), "s"
CF ] Library Score: 79, Turns: 675
CF | >
CF | > S
CF |
CF |
CF | Library
CF | You were expecting that wonderful smell of paper, but instead it
CF | smells rather musty. Half a dozen shelves are packed with books of all
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books
CF | look well-loved, and their spines are crinkled and slightly faded. The
CF | lobby is back north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shelf"
CF ] Library Score: 79, Turns: 676
CF | >
CF | > X SHELF
CF |
CF | You pick a book at random: "Starship Troopers", by Robert Heinlein.
CF | The upper right corner is very faded. You flip through it
CF | distractedly, then put it back.
CF |
CF | >
Roger says (to floyd), "put book on shelf"
CF ] Library Score: 79, Turns: 677
CF | >
CF | > PUT BOOK ON SHELF
CF |
CF | You put the book back where it belongs, in this small library of
CF | science-fiction books. Somehow, it feels right.
CF |
CF | > Roger says, "another hunch"
Pinkunz says, "Real title."
Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "x shelf"
CF ] Library Score: 79, Turns: 678
CF | >
CF | > X SHELF
CF |
CF | You pick a book at random: "Childhood's End", by Arthur C. Clarke. The
CF | spine is absolutely destroyed. You flip through it distractedly, then
CF | put it back.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shelves"
CF ] Library Score: 79, Turns: 679
CF | >
CF | > X SHELVES
CF |
CF | You pick a book at random: "Foundation", by Isaac Asimov. The upper
CF | right corner is still in good shape. You flip through it distractedly,
CF | then put it back.
CF |
CF | > DavidW says, "put our book on shel"
Knight_Otu says, "Odd this."
Knight_Otu says, "Roger already did."
Roger says, "yeah I squeaked that in"
Knight_Otu says (to ClubFloyd), "push shelves"
CF ] Library Score: 79, Turns: 680
CF | >
CF | > PUSH SHELVES
CF |
CF | They're fixed in place.
CF |
CF | > DavidW says, "ok"
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby of the white house Score: 79, Turns: 681
CF | >
CF | > N
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | > Pinkunz says, "Starship troopers, 1959. Childhood's End, 1953. Foundation, 1951."
Knight_Otu says (to ClubFloyd), "e"
CF ] Cafeteria Score: 79, Turns: 682
CF | >
CF | > E
CF |
CF |
CF | Cafeteria
CF | This is a rather small cafeteria, with four tables in total, and
CF | wooden benches on each side of the tables. The tables are long and
CF | wide, but you're guessing that no more than 20 people would fit here.
CF | The whole room feels deserted and only slightly lit. The door to the
CF | kitchen is closed. You can go back to the lobby, to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Cafeteria Score: 79, Turns: 683
CF | >
CF | > X DOOR
CF |
CF | The door to the kitchen is locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Cafeteria Score: 79, Turns: 684
CF | >
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Cafeteria Score: 79, Turns: 685
CF | >
CF | > S
CF |
CF | This would be the door to the kitchen, but it is locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tables"
CF ] Cafeteria Score: 79, Turns: 686
CF | >
CF | > X TABLES
CF |
CF | There are four tables in total, and wooden benches on each side of the
CF | tables. The tables are long and wide, but you're guessing that no more
CF | than 20 people would fit here.
CF |
CF | > Knight_Otu says, "I mean, that sounds like it could be a large chunk of the settlement."
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 79, Turns: 687
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 79, Turns: 688
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | > Pinkunz asks, "x pipe?"
Knight_Otu says (to ClubFloyd), "x pipe"
CF ] Lobby of the white house Score: 79, Turns: 689
CF | >
CF | > X PIPE
CF |
CF | The U-shaped pipe is hanging horizontally from the ceiling, above the
CF | mezzanine. It is made of several segments; the extremity closest to
CF | the south wall is angled up, and the opening is wider, like a funnel,
CF | while the other side of the pipe runs above the mezzanine and stops
CF | right before the buckets. You can reach it from here by climbing the
CF | railing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x railing"
CF ] Lobby of the white house Score: 79, Turns: 690
CF | >
CF | > X RAILING
CF |
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf12"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 79, Turns: 690
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "climb railing"
CF ] Lobby of the white house Score: 79, Turns: 691
CF | >
CF | > CLIMB RAILING
CF |
CF | You step on the railing, carefully, and see that you can reach the
CF | U-shaped pipe from here. You get down safely.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push pipe"
CF ] Lobby of the white house Score: 79, Turns: 692
CF | >
CF | > PUSH PIPE
CF |
CF | That's fixed in place.
CF |
CF | > Pinkunz asks, "Have we died yet?"
Knight_Otu says, "I don't think so."
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 79, Turns: 693
CF | >
CF | > U
CF |
CF | You're already up on the mezzanine.
CF |
CF | > Pinkunz says, "Just curious."
Knight_Otu says (to ClubFloyd), "e"
CF ] Quarters Score: 79, Turns: 694
CF | >
CF | > E
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | > Pinkunz asks, "I vote yellow door. Anyone else?"
Knight_Otu says (to ClubFloyd), "x guard door"
CF ] Quarters Score: 79, Turns: 695
CF | >
CF | > X GUARD DOOR
CF |
CF | This door has a sign saying "GUARD" on it. It is locked, and it would
CF | require a key to be unlocked.
CF |
CF | > DavidW says, "guard may have keyz"
Knight_Otu says (to ClubFloyd), "x yellow"
CF ] Quarters Score: 79, Turns: 696
CF | >
CF | > X YELLOW
CF |
CF | On this yellow door, the names are Dr Jerome Thorpe and "Doc" Walt
CF | Horvak. The door has a lock, but it wouldn't be very hard to pick;
CF | it's just a privacy lock, the kind you find in bathrooms more often
CF | than on bedrooms. Anyone could enter this room by using a flat tool to
CF | turn the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn lock with screwdriver"
CF ] Quarters Score: 79, Turns: 697
CF | >
CF | > TURN LOCK WITH SCREWDRIVER
CF |
CF | You can't see any such thing.
CF |
CF | > Roger says, "why I happen to have a flat tool right here in my pants"
Knight_Otu says (to ClubFloyd), "i"
CF ] Quarters Score: 79, Turns: 698
CF | >
CF | > I
CF |
CF | You're carrying a rusty shilling, a pot (which is empty), a shiny
CF | shilling, a large rock, a rusty sixpence, a shiny sixpence, a backpack
CF | (which contains a flathead screwdriver, a hand wood saw, a lighter, a
CF | pack of gum, some binoculars, a spare key for the pub, a torch
CF | (providing light), a metal bowl (which is empty) and a small stick)
CF | (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get screwdriver"
CF ] Quarters Score: 79, Turns: 699
CF | >
CF | > GET SCREWDRIVER
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn lock with screwdriver"
CF ] Quarters Score: 79, Turns: 700
CF | >
CF | > TURN LOCK WITH SCREWDRIVER
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with screwdriver"
CF ] Quarters Score: 79, Turns: 700
CF | >
CF | > OPEN DOOR WITH SCREWDRIVER
CF |
CF | Do you mean the white door, the yellow door, the door to the officers
CF | quarters or the door to guard room?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "yellow"
CF ] Quarters Score: 84, Turns: 701
CF | >
CF | > YELLOW
CF |
CF | You take your flathead screwdriver and insert it in the lock, then
CF | turn. The door unlocks.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > DavidW says, "unlock yllow with"
Knight_Otu says (to ClubFloyd), "n"
CF ] Quarters Score: 84, Turns: 702
CF | >
CF | > N
CF |
CF | You can't, since the yellow door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open yellow"
CF ] Quarters Score: 84, Turns: 703
CF | >
CF | > OPEN YELLOW
CF |
CF | You open the yellow door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Yellow room Score: 84, Turns: 704
CF | >
CF | > N
CF |
CF |
CF | Yellow room
CF | The room has been emptied hurriedly, it seems; the beds in the bunk
CF | haven't been made, and there's a chest basically in the middle of the
CF | room. There is a desk, but all the drawers are open and empty. You can
CF | go out by going south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x chest"
CF ] Yellow room Score: 84, Turns: 705
CF | >
CF | > X CHEST
CF |
CF | A rather deep chest, made -- locally, it would seem -- of solid wood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Yellow room Score: 84, Turns: 706
CF | >
CF | > OPEN IT
CF |
CF | You open the chest, revealing a cricket ball.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x ball"
CF ] Yellow room Score: 84, Turns: 707
CF | >
CF | > X BALL
CF |
CF | An old cricket ball, rough under your fingers; one side seems more
CF | polished than the other one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Yellow room Score: 84, Turns: 708
CF | >
CF | > GET IT
CF |
CF | (putting the pot into the backpack to make room)
CF | Taken.
CF |
CF | > DavidW asks, "for funnel?"
Knight_Otu says (to ClubFloyd), "x polished"
CF ] Yellow room Score: 84, Turns: 708
CF | >
CF | > X POLISHED
CF |
CF | You can't see any such thing.
CF |
CF | > Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "s"
CF ] Quarters Score: 84, Turns: 709
CF | >
CF | > S
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x white"
CF ] Quarters Score: 84, Turns: 710
CF | >
CF | > X WHITE
CF |
CF | On this white door, the names are Mick Antrim and Marv Siegel. The
CF | door has a lock, but it wouldn't be very hard to pick; it's just a
CF | privacy lock, the kind you find in bathrooms more often than on
CF | bedrooms. Anyone could enter this room by using a flat tool to turn
CF | the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open white with screwdriver"
CF ] Quarters Score: 84, Turns: 711
CF | >
CF | > OPEN WHITE WITH SCREWDRIVER
CF |
CF | You take your flathead screwdriver and insert it in the lock, then
CF | turn. The door unlocks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open white"
CF ] Quarters Score: 84, Turns: 712
CF | >
CF | > OPEN WHITE
CF |
CF | You open the white door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] White room Score: 84, Turns: 713
CF | >
CF | > S
CF |
CF |
CF | White room
CF | The room is rather tidy, with both beds in the bunks made. There is a
CF | chest by the foot of the bed. You can go out by going north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open chest"
CF ] White room Score: 84, Turns: 714
CF | >
CF | > OPEN CHEST
CF |
CF | You open the chest, revealing a bike pump.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get pump"
CF ] White room Score: 84, Turns: 715
CF | >
CF | > GET PUMP
CF |
CF | (putting the flathead screwdriver into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] White room Score: 84, Turns: 716
CF | >
CF | > X IT
CF |
CF | This bike pump is made of metal, and has rusted over the years.
CF | Strange; you don't recall seeing any bikes on the island.
CF |
CF | > Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "n"
CF ] Quarters Score: 84, Turns: 717
CF | >
CF | > N
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | > DavidW says, "this pt of game is so nutty"
Knight_Otu says (to ClubFloyd), "x officers"
CF ] Quarters Score: 84, Turns: 718
CF | >
CF | > X OFFICERS
CF |
CF | The door at the end of the hallway is locked, and says "OFFICERS
CF | ONLY".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Quarters Score: 84, Turns: 719
CF | >
CF | > E
CF |
CF | You can't, since the door to the officers quarters is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Quarters Score: 84, Turns: 720
CF | >
CF | > SW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Quarters Score: 84, Turns: 721
CF | >
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | > Roger says, "hmmm maybe"
Knight_Otu says (to ClubFloyd), "ne"
CF ] Quarters Score: 84, Turns: 722
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] Quarters Score: 84, Turns: 723
CF | >
CF | > NW
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Quarters Score: 84, Turns: 724
CF | >
CF | > IN
CF |
CF | You'll have to be more precise, as there are multiple doors to choose
CF | here.
CF |
CF | >
DavidW says (to ClubFloyd), "open officers"
CF ] Quarters Score: 84, Turns: 725
CF | >
CF | > OPEN OFFICERS
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter guard"
CF ] Quarters Score: 84, Turns: 726
CF | >
CF | > ENTER GUARD
CF |
CF | [Puny error: 7]
CF | [Puny error: 5]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter guards room"
CF ] Quarters Score: 84, Turns: 727
CF | >
CF | > ENTER GUARDS ROOM
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz says, "Huh..."
MoyTravis asks, "Is "Puny error", like...a interpreter error?"
MoyTravis says, "or"
Knight_Otu says (to ClubFloyd), "enter guard door"
CF ] Quarters Score: 84, Turns: 728
CF | >
CF | > ENTER GUARD DOOR
CF |
CF | [Puny error: 7] Pinkunz says, "Plural."
CF | [Puny error: 5]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter guards door"
CF ] Quarters Score: 84, Turns: 729
CF | >
CF | > ENTER GUARDS DOOR
CF |
CF | You can't see any such thing.
CF |
CF | > Roger says, "awww crap"
DavidW says, "punyInform"
Pinkunz asks, "Not following. What is Puny?"
Knight_Otu says, "Yeah, that must be a punyinform error."
DavidW says, "it's alternate library"
Knight_Otu says, "It's a lightweight IF programming language or library."
Knight_Otu says (to ClubFloyd), "u"
CF ] Quarters Score: 84, Turns: 730
CF | >
CF | > U
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Quarters Score: 84, Turns: 731
CF | >
CF | > D
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open guard door"
CF ] Quarters Score: 84, Turns: 732
CF | >
CF | > OPEN GUARD DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter it"
CF ] Quarters Score: 84, Turns: 733
CF | >
CF | > ENTER IT
CF |
CF | [Puny error: 7]
CF | [Puny error: 5]
CF |
CF | > Pinkunz asks, "So Floyd can't interpret it properly?"
DavidW says, "need keys"
DavidW says, "it's a minor bug"
Knight_Otu says, "I mean, he clearly can. It may just be an in-game bug."
Roger says, "yeah we can probably work around it"
Pinkunz says, "Understood. Thank you."
Knight_Otu says, "I'm mostly wondering which direction the guard room is."
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 84, Turns: 734
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf13"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 84, Turns: 734
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in funnel" DavidW says, "maybe that's the prob"
CF ] Lobby of the white house Score: 84, Turns: 735
CF | >
CF | > PUT BALL IN FUNNEL
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 736
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a cricket ball here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 737
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 84, Turns: 738
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | > DavidW says, "there mightnot be assoc'd dir"
Knight_Otu says (to ClubFloyd), "put ball in funnel"
CF ] Lobby of the white house Score: 84, Turns: 739
CF | >
CF | > PUT BALL IN FUNNEL
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 740
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a cricket ball here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 741
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | > DavidW says, "stand on raiiling"
Knight_Otu says, "Possibly, but since the other doors had directions, I susoected it would too."
Knight_Otu says, "And yeah, the railing."
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 84, Turns: 742
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | > Roger says, "okay, 'Heath Robinson contraption' is also a real-world thing"
Knight_Otu says (to ClubFloyd), "stand on railing"
CF ] Lobby of the white house Score: 84, Turns: 743
CF | >
CF | > STAND ON RAILING
CF |
CF | You step on the railing, carefully, and see that you can reach the
CF | U-shaped pipe from here. You get down safely.
CF |
CF | > MoyTravis says, "Iiiis it."
MoyTravis says, "So it is."
Knight_Otu says (to ClubFloyd), "put ball in pipe from railing"
CF ] Lobby of the white house Score: 84, Turns: 744
CF | >
CF | > PUT BALL IN PIPE FROM RAILING
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in funnel from railing"
CF ] Lobby of the white house Score: 84, Turns: 745
CF | >
CF | > PUT BALL IN FUNNEL FROM RAILING
CF |
CF | You can't see any such thing.
CF |
CF | > Roger says, "I see my optimisim about 'being near the end' was very misplaced"
Knight_Otu says (to ClubFloyd), "climb railing"
CF ] Lobby of the white house Score: 84, Turns: 746
CF | >
CF | > CLIMB RAILING
CF |
CF | You step on the railing, carefully, and see that you can reach the
CF | U-shaped pipe from here. You get down safely.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "climb pipe"
CF ] Lobby of the white house Score: 84, Turns: 747
CF | >
CF | > CLIMB PIPE
CF |
CF | That doesn't seem to be something you can climb.
CF |
CF | > Pinkunz says, "So British Rube Goldberg I gather."
DavidW says, "just put ball in funnel"
Roger says, "yes exactly"
Knight_Otu says (to ClubFloyd), "put ball in funnel"
CF ] Lobby of the white house Score: 84, Turns: 748
CF | >
CF | > PUT BALL IN FUNNEL
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | > DavidW says, "damn it"
Knight_Otu says, "We're not staying on the railing."
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 749
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a cricket ball here.
CF |
CF | > DavidW says, "we dont need to throw it"
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 750
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | > Pinkunz asks, "climb onto pipe?"
Knight_Otu says, "The game seems to disagree."
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 84, Turns: 751
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stay on railing"
CF ] Lobby of the white house Score: 84, Turns: 751
CF | >
CF | > STAY ON RAILING
CF |
CF | That is not a verb I recognize.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pipe"
CF ] Lobby of the white house Score: 84, Turns: 752
CF | >
CF | > X PIPE
CF |
CF | The U-shaped pipe is hanging horizontally from the ceiling, above the
CF | mezzanine. It is made of several segments; the extremity closest to
CF | the south wall is angled up, and the opening is wider, like a funnel,
CF | while the other side of the pipe runs above the mezzanine and stops
CF | right before the buckets. You can reach it from here by climbing the
CF | railing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x buckets"
CF ] Lobby of the white house Score: 84, Turns: 753
CF | >
CF | > X BUCKETS
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in right bucket"
CF ] Lobby of the white house Score: 84, Turns: 754
CF | >
CF | > PUT BALL IN RIGHT BUCKET
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 755
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a cricket ball here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 756
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in funnel"
CF ] Lobby of the white house Score: 84, Turns: 757
CF | >
CF | > PUT BALL IN FUNNEL
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 758
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | > DavidW says, "try combo cmd"
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 84, Turns: 759
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | > Roger asks, "we're not actually intending to aim at 'the bucket' though are we?"
Knight_Otu says (to ClubFloyd), "climb railing and put ball in funnel"
CF ] Lobby of the white house Score: 84, Turns: 761
CF | >
CF | > CLIMB RAILING AND PUT BALL IN FUNNEL
CF |
CF | You step on the railing, carefully, and see that you can reach the
CF | U-shaped pipe from here. You get down safely.
CF |
CF | You aim at the bucket, and try to give the cricket ball a nice
CF | trajectory, but it veers off and you miss the target.
CF |
CF | > DavidW says, "nertz"
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 762
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a cricket ball here.
CF |
CF | > Roger says, "maybe we should put in tube, or some such"
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 84, Turns: 763
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in tube"
CF ] Lobby of the white house Score: 84, Turns: 764
CF | >
CF | > PUT BALL IN TUBE
CF |
CF | You put the cricket ball in the hole. It fits perfectly, as if the
CF | hole had been made for it.
CF |
CF | > DavidW says, "ah"
Roger says, "uhh oh"
Pinkunz says, "Pull lever."
Roger exclaims, "oh yeah!"
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 84, Turns: 765
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and nothing happens. You close it again.
CF |
CF | > Pinkunz says, "Damn."
Knight_Otu says (to ClubFloyd), "push ball"
CF ] Lobby of the white house Score: 84, Turns: 766
CF | >
CF | > PUSH BALL
CF |
CF | Nothing obvious happens.
CF |
CF | > Roger says, "right track though"
Roger says, "so we need a source of pressurized gas"
DavidW says, "afk to get pain pill"
Roger says, "ok DW"
Roger says, "a balloon or scuba tank or something"
Pinkunz says, "See you soon."
Knight_Otu says (to ClubFloyd), "x contraption"
CF ] Lobby of the white house Score: 84, Turns: 767
CF | >
CF | > X CONTRAPTION
CF |
CF | It all looks purposeful, but it's absolutely mystifying. The
CF | rope-and-pulley mechanism doesn't look like it does anything but make
CF | the buckets go up and down. The U-shaped pipe is hanging horizontally
CF | from the ceiling, above the mezzanine. It is made of several segments;
CF | the extremity closest to the south wall is angled up, and the opening
CF | is wider, like a funnel, while the other side of the pipe runs above
CF | the mezzanine and stops right before the buckets. The weight is
CF | precariously resting on a platform that's too small for it; should it
CF | fall, it would probably pull on the rope, that runs inside a pulley
CF | and towards a hole up high in the north wall. Simply baffling.
CF |
CF | > Pinkunz asks, "Is there a dive shop or a boat on the island, even a wrecked one?"
Knight_Otu says, "We do have a pump."
Knight_Otu says (to ClubFloyd), "attach pump to contraption"
CF ] Lobby of the white house Score: 84, Turns: 768
CF | >
CF | > ATTACH PUMP TO CONTRAPTION
CF |
CF | You can't seem to plug the bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 84, Turns: 769
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "attach pump to contraption"
CF ] Lobby of the white house Score: 84, Turns: 770
CF | >
CF | > ATTACH PUMP TO CONTRAPTION
CF |
CF | The tube-like contraption is out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "attach pump to pipe"
CF ] Lobby of the white house Score: 84, Turns: 771
CF | >
CF | > ATTACH PUMP TO PIPE
CF |
CF | The tube-like contraption is out of reach.
CF |
CF | >
Roger says (to floyd), "attach pump to cannon"
CF ] Lobby of the white house Score: 84, Turns: 772
CF | >
CF | > ATTACH PUMP TO CANNON
CF |
CF | The tube-like contraption is out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put pump on railing"
CF ] Lobby of the white house Score: 84, Turns: 773
CF | >
CF | > PUT PUMP ON RAILING
CF |
CF | You put the bike pump on the mezzanine.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on railing"
CF ] Lobby of the white house Score: 84, Turns: 774
CF | >
CF | > STAND ON RAILING
CF |
CF | You step on the railing, carefully, and see that you can reach the
CF | U-shaped pipe from here. You get down safely.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Lobby of the white house Score: 84, Turns: 775
CF | >
CF | > L
CF |
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | On the mezzanine you can see a bike pump.
CF |
CF | > Roger says, "that's so weird"
Knight_Otu says (to ClubFloyd), "x statue"
CF ] Lobby of the white house Score: 84, Turns: 776
CF | >
CF | > X STATUE
CF |
CF | The chalk statue on top of the cylindrical base is that of a little
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small
CF | flute. You've seen this sculpture before, though you can't remember
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually
CF | not a bad sculpture; it is rather aesthetically pleasing, even though
CF | some details look a bit crude. Your best guess is that someone with an
CF | artistic inclination cut a slab of the cliffs and worked from a model,
CF | to pass time perhaps. The statue is looking towards the entrance.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x flute"
CF ] Lobby of the white house Score: 84, Turns: 777
CF | >
CF | > X FLUTE
CF |
CF | This is the stick the albatross dropped on you after you gave it the
CF | fish. It's a few inches long, and hollow, with a few holes on its
CF | side... Oddly enough, it looks like some sort of flute.
CF |
CF | > Roger says, "I guess we could try playing our crappy little flute"
Knight_Otu says (to ClubFloyd), "play flute"
CF ] Lobby of the white house Score: 84, Turns: 778
CF | >
CF | > PLAY FLUTE
CF |
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. Nothing happens. Maybe the albatross cannot hear you
CF | from inside.
CF |
CF | > Pinkunz asks, "x flute on statue?"
Knight_Otu says (to ClubFloyd), "get pump"
CF ] Lobby of the white house Score: 84, Turns: 779
CF | >
CF | > GET PUMP
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x statue's flute"
CF ] Lobby of the white house Score: 84, Turns: 780
CF | >
CF | > X STATUE'S FLUTE
CF |
CF | The chalk statue on top of the cylindrical base is that of a little
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small
CF | flute. You've seen this sculpture before, though you can't remember
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually
CF | not a bad sculpture; it is rather aesthetically pleasing, even though
CF | some details look a bit crude. Your best guess is that someone with an
CF | artistic inclination cut a slab of the cliffs and worked from a model,
CF | to pass time perhaps. The statue is looking towards the entrance.
CF |
CF | > DavidW says, "if the bird brings spam..."
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 84, Turns: 781
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put pump in hole"
CF ] Lobby of the white house Score: 86, Turns: 782
CF | >
CF | > PUT PUMP IN HOLE
CF |
CF | You plug the bike pump on the nozzle on the slanted tube; it fits
CF | perfectly.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | > Knight_Otu says, "There it is."
Knight_Otu says (to ClubFloyd), "pump pump"
CF ] Lobby of the white house Score: 86, Turns: 783
CF | >
CF | > PUMP PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | > Pinkunz says, "Yay"
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 86, Turns: 784
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | The cricket ball shoots into the air and flies upwards... and lands
CF | inside the funnel!
CF |
CF | You hear the ball travel through the pipe... but a screw must have
CF | been loose, as the pipe comes undone and the ball drops on the
CF | mezzanine.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 86, Turns: 785
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | On the mezzanine you can see a big screw and a cricket ball.
CF |
CF | > Pinkunz says, "The only thing worse than a Rube Goldberg device is a broken one."
Knight_Otu says (to ClubFloyd), "x screw"
CF ] Lobby of the white house Score: 86, Turns: 786
CF | >
CF | > X SCREW
CF |
CF | A rather large screw that was holding a section of the U-shaped pipe
CF | together.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Lobby of the white house Score: 86, Turns: 787
CF | >
CF | > GET IT
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "screw screw into pipe"
CF ] Lobby of the white house Score: 86, Turns: 788
CF | >
CF | > SCREW SCREW INTO PIPE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "screw screw"
CF ] Lobby of the white house Score: 86, Turns: 789
CF | >
CF | > SCREW SCREW
CF |
CF | You climb the banister so you can reach the pipe more easily. You line
CF | up the holes for the screw and screw as tight as you go. It should be
CF | good enough.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get pump and ball"
CF ] Lobby of the white house Score: 86, Turns: 790
CF | >
CF | > GET PUMP AND BALL
CF |
CF | bike pump: The bike pump is out of reach.
CF | cricket ball: Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 86, Turns: 791
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in hole"
CF ] Lobby of the white house Score: 86, Turns: 792
CF | >
CF | > PUT BALL IN HOLE
CF |
CF | You put the cricket ball in the hole. It fits perfectly, as if the
CF | hole had been made for it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pump pump"
CF ] Lobby of the white house Score: 86, Turns: 793
CF | >
CF | > PUMP PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 86, Turns: 794
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | The cricket ball shoots into the air and flies upwards... and lands
CF | inside the funnel!
CF |
CF | You hear the ball travel through the pipe... and it lands perfectly in
CF | the bucket on the right.
CF |
CF | You wait anxiously a couple of seconds, but the bucket doesn't go
CF | down. You wonder what could be the problem.
CF |
CF | > Roger says, "umm hrm"
Knight_Otu sighs.
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 86, Turns: 795
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bucket"
CF ] Lobby of the white house Score: 86, Turns: 796
CF | >
CF | > X BUCKET
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | > DavidW says, "like a babelfish puz"
Knight_Otu says (to ClubFloyd), "x right bucket"
CF ] Lobby of the white house Score: 86, Turns: 797
CF | >
CF | > X RIGHT BUCKET
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | > Roger says, "oh let's see what's in left bucket"
Knight_Otu says (to ClubFloyd), "jump"
CF ] Lobby of the white house Score: 86, Turns: 798
CF | >
CF | > JUMP
CF |
CF | You jump on the spot, fruitlessly.
CF |
CF | > Pinkunz says, "I was thinking hg as well."
Knight_Otu says (to ClubFloyd), "x left bucket"
CF ] Lobby of the white house Score: 86, Turns: 799
CF | >
CF | > X LEFT BUCKET
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | >
Roger says (to floyd), "look in left bucket"
CF ] Lobby of the white house Score: 86, Turns: 800
CF | >
CF | > LOOK IN LEFT BUCKET
CF |
CF | The buckets hanging from a rope are out of reach.
CF |
CF | > Roger says, "Oh"
Knight_Otu says (to ClubFloyd), "get left bucket"
CF ] Lobby of the white house Score: 86, Turns: 801
CF | >
CF | > GET LEFT BUCKET
CF |
CF | The buckets hanging from a rope are out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 86, Turns: 802
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | > Roger says, "maybe we need to shoot more garbage, or maybe we can now successfully throw rock, or something"
Knight_Otu says (to ClubFloyd), "put rock in hole"
CF ] Lobby of the white house Score: 86, Turns: 803
CF | >
CF | > PUT ROCK IN HOLE
CF |
CF | That big rock won't fit.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw rock at bucket"
CF ] Lobby of the white house Score: 86, Turns: 804
CF | >
CF | > THROW ROCK AT BUCKET
CF |
CF | Futile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Lobby of the white house Score: 86, Turns: 805
CF | >
CF | > I
CF |
CF | You're carrying a rusty shilling, a shiny shilling, a large rock, a
CF | rusty sixpence, a shiny sixpence, a backpack (which contains a
CF | flathead screwdriver, a pot (which is empty), a hand wood saw, a
CF | lighter, a pack of gum, some binoculars, a spare key for the pub, a
CF | torch (providing light), a metal bowl (which is empty) and a small
CF | stick) (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out bowl in hole"
CF ] Lobby of the white house Score: 86, Turns: 805
CF | >
CF | > OUT BOWL IN HOLE
CF |
CF | I only understood you as far as "out" but then you lost me.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put bowl in hole"
CF ] Lobby of the white house Score: 86, Turns: 806
CF | >
CF | > PUT BOWL IN HOLE
CF |
CF | (first taking the metal bowl)
CF | This doesn't seem a good fit for the tube's opening.
CF |
CF | > Roger asks, "hmmm maybe unscrew that screw?"
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 86, Turns: 807
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unscrew screw"
CF ] Lobby of the white house Score: 86, Turns: 807
CF | >
CF | > UNSCREW SCREW
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz asks, "Take the stick out of the bag and push the weight with it?"
Knight_Otu says (to ClubFloyd), "unscrew pipe"
CF ] Lobby of the white house Score: 86, Turns: 808
CF | >
CF | > UNSCREW PIPE
CF |
CF | That's fixed in place.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 86, Turns: 809
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push weight with stick"
CF ] Lobby of the white house Score: 86, Turns: 810
CF | >
CF | > PUSH WEIGHT WITH STICK
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz says, "Darn."
Knight_Otu says (to ClubFloyd), "push weight with flute"
CF ] Lobby of the white house Score: 86, Turns: 811
CF | >
CF | > PUSH WEIGHT WITH FLUTE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push weight"
CF ] Lobby of the white house Score: 86, Turns: 812
CF | >
CF | > PUSH WEIGHT
CF |
CF | The weight on a small platform is out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x platform"
CF ] Lobby of the white house Score: 86, Turns: 813
CF | >
CF | > X PLATFORM
CF |
CF | The platform supporting the weight is nothing but a couple of thin
CF | metal L-shaped brackets screwed in the wall. It looks like it wouldn't
CF | take much to knock the weight out of balance; should it fall, it would
CF | probably pull on the rope, that runs inside a pulley and towards a
CF | hole up high in the north wall.
CF |
CF | > DavidW says, "push with isnt valid syntax"
Knight_Otu says (to ClubFloyd), "unscrew platform"
CF ] Lobby of the white house Score: 86, Turns: 814
CF | >
CF | > UNSCREW PLATFORM
CF |
CF | The weight on a small platform is out of reach.
CF |
CF | > Pinkunz says, "Fair."
Roger says (to clubflo), "throw rock at weight"
Roger says (to flo), "throw rock at weight"
Roger says (to floyd), "throw rock at weight"
CF ] Lobby of the white house Score: 86, Turns: 815
CF | >
CF | > THROW ROCK AT WEIGHT
CF |
CF | Futile.
CF |
CF | > Roger says, "welp I dunno"
Knight_Otu says (to ClubFloyd), "i"
CF ] Lobby of the white house Score: 86, Turns: 816
CF | >
CF | > I
CF |
CF | You're carrying a metal bowl (which is empty), a rusty shilling, a
CF | shiny shilling, a large rock, a rusty sixpence, a shiny sixpence, a
CF | backpack (which contains a flathead screwdriver, a pot (which is
CF | empty), a hand wood saw, a lighter, a pack of gum, some binoculars, a
CF | spare key for the pub, a torch (providing light) and a small stick)
CF | (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | > Pinkunz says, "At a loss as well."
Knight_Otu says (to ClubFloyd), "out rusty sixpence in hole"
CF ] Lobby of the white house Score: 86, Turns: 816
CF | >
CF | > OUT RUSTY SIXPENCE IN HOLE
CF |
CF | I only understood you as far as "out" but then you lost me.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put rusty sixpence in hole"
CF ] Lobby of the white house Score: 86, Turns: 817
CF | >
CF | > PUT RUSTY SIXPENCE IN HOLE
CF |
CF | This doesn't seem a good fit for the tube's opening.
CF |
CF | > DavidW says, "i've lost track of current impass."
DavidW asks, "the ball shoots to where?"
Roger says, "we successfully shot the cricket ball into the bucket and the (left) bucket went down, but not far enough to do anything"
Knight_Otu says, "We managed to shoot the ball into the bucket, but the bucket doesn't lower."
Pinkunz says, "Trying to make R. Goldberg device work. Ball is currently in one bucket. Pushing weight would cause bucket to move."
DavidW says, "so need 2nd ball"
Pinkunz says, "Appears so, sadly"
Roger says, "quite possibly"
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 86, Turns: 818
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and nothing happens. You close it again.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pump"
CF ] Lobby of the white house Score: 86, Turns: 819
CF | >
CF | > PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 86, Turns: 820
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 86, Turns: 821
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | > Pinkunz says, "I don't see anything else to do in the mansion for the time being."
Knight_Otu says, "The thing is, I don't think we can leave."
Roger says, "yeah it might be worth wandering around village to see what else electricity has unlocked"
Roger says, "if we can"
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 86, Turns: 822
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Front door of the white house Score: 86, Turns: 823
CF | >
CF | > W
CF |
CF | You open the steel door and exit the white house.
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 86, Turns: 824
CF | >
CF | > W
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Field Score: 86, Turns: 825
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock it"
CF ] Field Score: 86, Turns: 826
CF | >
CF | > UNLOCK IT
CF |
CF | To unlock this door, you'll have to specify with which key.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Field Score: 86, Turns: 827
CF | >
CF | > I
CF |
CF | You're carrying a metal bowl (which is empty), a rusty shilling, a
CF | shiny shilling, a large rock, a rusty sixpence, a shiny sixpence, a
CF | backpack (which contains a flathead screwdriver, a pot (which is
CF | empty), a hand wood saw, a lighter, a pack of gum, some binoculars, a
CF | spare key for the pub, a torch (providing light) and a small stick)
CF | (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Field Score: 86, Turns: 828
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | > Roger says, "the shack may be the answer"
Knight_Otu says (to ClubFloyd), "x shack"
CF ] Field Score: 86, Turns: 829
CF | >
CF | > X SHACK
CF |
CF | A small shack, with only a chair and a little desk, is near the fence,
CF | right next to the door. This means there was a guard employed
CF | full-time to monitor access, and occasionally point to the sign that
CF | says "Authorised Personnel Only". But what could be in that white
CF | house that was so important to be closed off to the rest of the people
CF | in the island?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter shack"
CF ] Field Score: 86, Turns: 830
CF | >
CF | > ENTER SHACK
CF |
CF | You enter the small shack, hoping to find something useful, like a
CF | key, or a torch with its batteries still in it; but you find nothing
CF | useful.
CF |
CF | > Pinkunz asks, "climb onto shack? Same way out as in?"
Knight_Otu says (to ClubFloyd), "climb shack"
CF ] Field Score: 86, Turns: 831
CF | >
CF | > CLIMB SHACK
CF |
CF | You enter the small shack, hoping to find something useful, like a
CF | key, or a torch with its batteries still in it; but you find nothing
CF | useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Field Score: 86, Turns: 832
CF | >
CF | > IN
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Field Score: 86, Turns: 833
CF | >
CF | > U
CF |
CF | You can't go that way.
CF |
CF | > Pinkunz says, "Meh..."
Knight_Otu says (to ClubFloyd), "unlock door with key"
CF ] Field Score: 86, Turns: 834
CF | >
CF | > UNLOCK DOOR WITH KEY
CF |
CF | (first taking the spare key for the pub)
CF | The spare key for the pub doesn't seem to fit the lock.
CF |
CF | > Pinkunz says, "*Generator timer runs out*"
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 86, Turns: 835
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 86, Turns: 836
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "type 5218 on keypad"
CF ] Lobby of the white house Score: 86, Turns: 837
CF | >
CF | > TYPE 5218 ON KEYPAD
CF |
CF | As soon as you pushed the last number, a door can be heard from the
CF | door. You hurry and grab the handle, and the door swings open. You
CF | enter the white mansion.
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | > Roger says, "I guess while outside we could trying some fluting"
Knight_Otu says (to ClubFloyd), "w"
CF ] Front door of the white house Score: 86, Turns: 838
CF | >
CF | > W
CF |
CF | You open the steel door and exit the white house.
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 86, Turns: 839
CF | >
CF | > W
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "play flute"
CF ] Field Score: 86, Turns: 840
CF | >
CF | > PLAY FLUTE
CF |
CF | You blow in the small stick, which makes a high-pitched noise that you
CF | can barely hear. The albatross is here, and lands on the other side of
CF | the fence. It considers the gate in the fence, and takes flight, going
CF | high -- maybe to take a good look around. It finally swoops down, then
CF | comes back to you with a key in its beak. It drops it at your feet,
CF | then flies away quickly.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Field Score: 86, Turns: 841
CF | >
CF | > L
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | You can also see a guard key here.
CF |
CF | >
DavidW has disconnected.
DavidW has connected. Roger says, "haha what"
Knight_Otu says (to ClubFloyd), "get guard key"
CF ] Field Score: 86, Turns: 842
CF | >
CF | > GET GUARD KEY
CF |
CF | (putting the metal bowl into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with guard key"
CF ] Field Score: 86, Turns: 843
CF | >
CF | > UNLOCK DOOR WITH GUARD KEY
CF |
CF | You unlock the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 86, Turns: 844
CF | >
CF | > W
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Field Score: 86, Turns: 845
CF | >
CF | > OPEN DOOR
CF |
CF | You open the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Fenced area Score: 86, Turns: 846
CF | >
CF | > W
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | > Pinkunz asks, "Was that supposed to be intuitive?"
Roger says, "it was quite the stretch"
Knight_Otu says, "No, the flute is a one-time puzzle bypass."
Roger says, "I guess the statue sort of clues it"
Pinkunz asks, "So we can't use it again? The flute?"
Knight_Otu says, "It provides us with an object appropriate to the local puzzle, and then stops working, yes."
MoyTravis says, "Nope. Albatross gone once you use it."
DavidW says, "oh, you used help. yes, one-use only"
Roger says, "oh well if we want to restore a save, that's fine with me"
Knight_Otu says, "But I think the guard key was a good use for the flute."
Knight_Otu says (to ClubFloyd), "e"
CF ] Field Score: 86, Turns: 847
CF | >
CF | > E
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | > Roger says, "I dunno we didn't try /very/ hard to find it"
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 86, Turns: 848
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | > Pinkunz says, "Let���s see if the power being on in the Village is useful first."
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 86, Turns: 849
CF | >
CF | > W
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Fenced area Score: 86, Turns: 850
CF | >
CF | > W
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Centre of the village Score: 86, Turns: 851
CF | >
CF | > W
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 86, Turns: 852
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | > Pinkunz asks, "Also, would that key work on the guard door upstairs?"
DavidW says, "the keypad required power"
Knight_Otu says (to ClubFloyd), "in"
CF ] Pub Score: 86, Turns: 853
CF | >
CF | > IN
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x jukebox"
CF ] Pub Score: 86, Turns: 854
CF | >
CF | > X JUKEBOX
CF |
CF | This small jukebox is strategically placed in the middle of the room,
CF | against a wall. A list of twenty songs is displayed at the top of the
CF | cabinet; the buttons next to each of them glow invitingly. The main
CF | window in the middle of the cabinet emits a bright yellow light, and
CF | displays the plate and record-changing mechanism; a decal on the
CF | window identifies the machine as a BAL-AMi Junior. A note taped below
CF | the window, next to the coin slot, reads "One Song - 6p - 3 Songs -
CF | 1s".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf14"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Pub Score: 86, Turns: 854
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Pub Score: 86, Turns: 855
CF | >
CF | > I
CF |
CF | You're carrying a guard key, a spare key for the pub, a rusty
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny
CF | sixpence, a backpack (which contains a metal bowl (which is empty), a
CF | flathead screwdriver, a pot (which is empty), a hand wood saw, a
CF | lighter, a pack of gum, some binoculars, a torch (providing light) and
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put rusty shilling in jukebox"
CF ] Pub Score: 87, Turns: 856
CF | >
CF | > PUT RUSTY SHILLING IN JUKEBOX
CF |
CF | You insert your shilling in the slot and pick three songs at random:
CF | "You don't know", by Helen Shapiro, "Jambalaya (On The Bayou)", by
CF | Fats Domino, and "I love you", by Cliff Richard and The Shadows. You
CF | kind of forget where you are for the next five minutes; it feels good
CF | to lose yourself in the music for a bit.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | > Pinkunz says, "2 shillings and 3 sixpence is 9 songs."
DavidW says, "why would plaing songs be helpful"
Knight_Otu says, "Relaxation, apparently."
Knight_Otu says (to ClubFloyd), "in"
CF ] Kitchen Score: 87, Turns: 857
CF | >
CF | > IN
CF |
CF |
CF | Kitchen
CF | The kitchen at the back of the pub is small but functional. The
CF | countertop is bare, and a bit stained; pots and pans are stored on
CF | shelves below. There are a few appliances here, such as a fridge, a
CF | stovetop, and a deep fryer. The only way is out, back to the pub.
CF |
CF | You can see a fishing knife here.
CF |
CF | > MoyTravis says, "'s nice."
DavidW says, "if we give it all coins, what then"
Knight_Otu says (to ClubFloyd), "get knife"
CF ] Kitchen Score: 87, Turns: 858
CF | >
CF | > GET KNIFE
CF |
CF | (putting the spare key for the pub into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fridge"
CF ] Kitchen Score: 87, Turns: 859
CF | >
CF | > X FRIDGE
CF |
CF | This tall, old fridge is empty, and was left open for years. It is
CF | plugged in, and makes a low hum as it tries to refrigerate more air,
CF | as it escapes out of the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "close fridge"
CF ] Kitchen Score: 87, Turns: 860
CF | >
CF | > CLOSE FRIDGE
CF |
CF | You close the fridge.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unplug fridge"
CF ] Kitchen Score: 88, Turns: 861
CF | >
CF | > UNPLUG FRIDGE
CF |
CF | You find the plug for the fridge at the back and unplug it. No need to
CF | run a old fridge for no reason when you need to conserve energy.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x fryer"
CF ] Kitchen Score: 88, Turns: 862
CF | >
CF | > X FRYER
CF |
CF | You're guessing this deep fryer was installed because any British pub
CF | has to have fish and chips on the menu. Whatever cooking oil was used
CF | has completely congealed, and now forms a huge block of white fat in
CF | the deep fryer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x stove"
CF ] Kitchen Score: 88, Turns: 863
CF | >
CF | > X STOVE
CF |
CF | The pub's electric stovetop has four big burners, controlled by knobs.
CF | They really could have used a more thorough cleaning; there is brown
CF | grease and red stains between the burners.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unplug it"
CF ] Kitchen Score: 88, Turns: 864
CF | >
CF | > UNPLUG IT
CF |
CF | You cannot untie this.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Pub Score: 88, Turns: 865
CF | >
CF | > OUT
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x jukebox"
CF ] Pub Score: 88, Turns: 866
CF | >
CF | > X JUKEBOX
CF |
CF | This small jukebox is strategically placed in the middle of the room,
CF | against a wall. A list of twenty songs is displayed at the top of the
CF | cabinet; the buttons next to each of them glow invitingly. The main
CF | window in the middle of the cabinet emits a bright yellow light, and
CF | displays the plate and record-changing mechanism; a decal on the
CF | window identifies the machine as a BAL-AMi Junior. A note taped below
CF | the window, next to the coin slot, reads "One Song - 6p - 3 Songs -
CF | 1s".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Outside the pub Score: 88, Turns: 867
CF | >
CF | > OUT
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] Outside the storehouse Score: 88, Turns: 868
CF | >
CF | > NW
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] House by the cliff Score: 88, Turns: 869
CF | >
CF | > E
CF |
CF |
CF | House by the cliff
CF | You are following a wide path along the northern cliff of the island;
CF | west is the island's storehouse, and east is a small shop, while going
CF | south, behind the house, leads to the island's pub. There is a small
CF | house here; the door is unlocked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Small house by the northern cliffs Score: 88, Turns: 870
CF | >
CF | > IN
CF |
CF |
CF | Small house by the northern cliffs
CF | The light of the light bulb illuminates the inside of the small house.
CF | It's rather minimalist in there: there is a small sink, an empty
CF | pantry, a few lights and a few chairs. The only way is out.
CF |
CF | > Pinkunz says, "You don't know, 1962. Jambalaya, 1961. I love you, 1960."
Knight_Otu says (to ClubFloyd), "x lights"
CF ] Small house by the northern cliffs Score: 88, Turns: 871
CF | >
CF | > X LIGHTS
CF |
CF | The light is currently switched on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn them off"
CF ] Small house by the northern cliffs Score: 88, Turns: 872
CF | >
CF | > TURN THEM OFF
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "switch lights"
CF ] Small house by the northern cliffs Score: 88, Turns: 873
CF | >
CF | > SWITCH LIGHTS
CF |
CF | That's already on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "switch off lights"
CF ] Small house by the northern cliffs Score: 89, Turns: 874
CF | >
CF | > SWITCH OFF LIGHTS
CF |
CF | You turn off the light; the sun's light is still enough for you to see
CF | inside, so might as well conserve energy.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] House by the cliff Score: 89, Turns: 875
CF | >
CF | > OUT
CF |
CF |
CF | House by the cliff
CF | You are following a wide path along the northern cliff of the island;
CF | west is the island's storehouse, and east is a small shop, while going
CF | south, behind the house, leads to the island's pub. There is a small
CF | house here; the door is unlocked.
CF |
CF | > Roger says, "how thoughtful of us"
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the storehouse Score: 89, Turns: 876
CF | >
CF | > W
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | > Pinkunz says, "Alot of attention to period specificity in every reference."
Knight_Otu says, "Seems weird, but there we go."
Roger says, "(I'm not sure if generators actually work like that)"
Knight_Otu says (to ClubFloyd), "w"
CF ] Storehouse - Front Score: 89, Turns: 877
CF | >
CF | > W
CF |
CF |
CF | Storehouse - Front
CF | There are quite a few things left on the shelves; one seems to be for
CF | random tools and hardware, and another one, in the corner, is for food
CF | -- breakfast food, apparently. You can go west, around the shelves and
CF | further in the storehouse, or leave through the door at the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Storehouse - Back Score: 89, Turns: 878
CF | >
CF | > W
CF |
CF |
CF | Storehouse - Back
CF | The light of your torch shows more shelves, with a few cans of food --
CF | mostly fish and Spam -- and a couple of bottles of condiments here.
CF | Further in the storehouse, there seems to be a dark room, which you
CF | enter by going west through door frame; you can also go back out to
CF | the front of the storehouse, towards the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Canning workbench Score: 89, Turns: 879
CF | >
CF | > W
CF |
CF |
CF | Canning workbench
CF | It took you a few minutes to realize what this room was used for, but
CF | you realize this was a canning workbench, which presumably was used to
CF | can fish, and maybe other things. There is a workbench in the middle
CF | of the room. A low sink is to the side of the room, next to a
CF | stovetop, on top of which is a pressure canner; the rest is empty
CF | counter space, and a few empty Kilner jars. The only way is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Storehouse - Back Score: 89, Turns: 880
CF | >
CF | > OUT
CF |
CF |
CF | Storehouse - Back
CF | The light of your torch shows more shelves, with a few cans of food --
CF | mostly fish and Spam -- and a couple of bottles of condiments here.
CF | Further in the storehouse, there seems to be a dark room, which you
CF | enter by going west through door frame; you can also go back out to
CF | the front of the storehouse, towards the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Storehouse - Front Score: 89, Turns: 881
CF | >
CF | > OUT
CF |
CF |
CF | Storehouse - Front
CF | There are quite a few things left on the shelves; one seems to be for
CF | random tools and hardware, and another one, in the corner, is for food
CF | -- breakfast food, apparently. You can go west, around the shelves and
CF | further in the storehouse, or leave through the door at the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Outside the storehouse Score: 89, Turns: 882
CF | >
CF | > OUT
CF |
CF |
CF | Outside the storehouse
CF | You are near the edge of the cliff. There is a rope-and-pulley
CF | mechanism here, attached to a platform that is currently on the beach
CF | below; this was probably used for fishing. The building here, towards
CF | the west, is larger than most other ones in the village, and doesn't
CF | have any windows; it looks like the island's storehouse. Its door was
CF | left open, and you can see there still are a few things inside on its
CF | shelves. South is an overgrown garden, and southeast is the island's
CF | pub. You can also go east to a house by the cliffs.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Overgrown garden Score: 89, Turns: 883
CF | >
CF | > S
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Small house behind the pub Score: 89, Turns: 884
CF | >
CF | > S
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Inside the house Score: 89, Turns: 885
CF | >
CF | > OPEN DOOR
CF |
CF | Surprisingly, the door hadn't been locked before the occupants of the
CF | house fled the island. You open the door and enter the house.
CF |
CF | Inside the pub landlord's house
CF | This is a very small house, more like a cottage really. The posters on
CF | the wall give a clue about who lived in that house: given that they're
CF | all Guinness or Watney's posters, and given the aprons hanging on the
CF | hooks by the door, you're quite sure this is the pub landlord's house.
CF | There is no kitchen, just a living room and a small bathroom, and
CF | there are few pieces of furniture: a bed, a table and four chairs. You
CF | also spot a safe by the foot of the bed. The only way here is out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Small house behind the pub Score: 89, Turns: 886
CF | >
CF | > OUT
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Base of tower Score: 89, Turns: 887
CF | >
CF | > SW
CF |
CF |
CF | Base of tower
CF | A steel tower rises overhead, black against the sunny sky. This is an
CF | observation tower, facing southeast, towards a small island you can
CF | barely distinguish on the horizon. The metallic mast at the top of the
CF | tower means it doubles as a radio tower, though you don't know where
CF | the controls are. You can go back to the little house to the
CF | northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Top of the tower Score: 89, Turns: 888
CF | >
CF | > U
CF |
CF | You climb up the ladder and reach the top of the tower.
CF |
CF | Top of the tower
CF | The platform at the top of the tower is rather small. A low barrier
CF | runs around the platform, giving a very wide field of vision. From
CF | here, about twenty feet off the ground, you can see the village very
CF | well, as well as the white house behind the fence. The view of the sea
CF | is incredible; you can see further away, including the small island
CF | towards the southeast. You can climb back down the ladder.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x village"
CF ] Top of the tower Score: 89, Turns: 889
CF | >
CF | > X VILLAGE
CF |
CF | Incredibly, there are a dozen buildings here, of various sizes and all
CF | fairly recent-looking, the tallest one being the radio tower at the
CF | southwest, and the most imposing one being the tall, white house
CF | looming in the distance, to the east. Building that kind of community
CF | ex nihilo must have been quite the undertaking. Who would build this
CF | in the middle of the ocean? And why?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x house"
CF ] Top of the tower Score: 89, Turns: 890
CF | >
CF | > X HOUSE
CF |
CF | Incredibly, there are a dozen buildings here, of various sizes and all
CF | fairly recent-looking, the tallest one being the radio tower at the
CF | southwest, and the most imposing one being the tall, white house
CF | looming in the distance, to the east. Building that kind of community
CF | ex nihilo must have been quite the undertaking. Who would build this
CF | in the middle of the ocean? And why?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Base of tower Score: 89, Turns: 891
CF | >
CF | > D
CF |
CF |
CF | Base of tower
CF | A steel tower rises overhead, black against the sunny sky. This is an
CF | observation tower, facing southeast, towards a small island you can
CF | barely distinguish on the horizon. The metallic mast at the top of the
CF | tower means it doubles as a radio tower, though you don't know where
CF | the controls are. You can go back to the little house to the
CF | northeast.
CF |
CF | > Knight_Otu says, "Not sure there's much more to do in the village itself."
Knight_Otu says (to ClubFloyd), "ne"
CF ] Small house behind the pub Score: 89, Turns: 892
CF | >
CF | > NE
CF |
CF |
CF | Small house behind the pub
CF | This is the last house of the village on this side of the island; it
CF | is rather small, compared to the other ones on the island, but looks
CF | exactly the same as the other buildings here. It is fairly close to
CF | the steel tower, which is southwest, and behind the pub, which is
CF | northeast. North is an overgrown garden, and east are a few more
CF | houses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Outside the pub Score: 89, Turns: 893
CF | >
CF | > NE
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Centre of the village Score: 89, Turns: 894
CF | >
CF | > E
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Fenced area Score: 89, Turns: 895
CF | >
CF | > E
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Field Score: 89, Turns: 896
CF | >
CF | > E
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Front door of the white house Score: 89, Turns: 897
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "type 5218"
CF ] Lobby of the white house Score: 89, Turns: 898
CF | >
CF | > TYPE 5218
CF |
CF | As soon as you pushed the last number, a door can be heard from the
CF | door. You hurry and grab the handle, and the door swings open. You
CF | enter the white mansion.
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | > Pinkunz says, "Also, don't think there's a timer. Over 200 turns since we flipped it on."
Knight_Otu says, "True. They're simply two last lousy points we'd have missed."
Knight_Otu says (to ClubFloyd), "e"
CF ] Cafeteria Score: 89, Turns: 899
CF | >
CF | > E
CF |
CF |
CF | Cafeteria
CF | This is a rather small cafeteria, with four tables in total, and
CF | wooden benches on each side of the tables. The tables are long and
CF | wide, but you're guessing that no more than 20 people would fit here.
CF | The whole room feels deserted and only slightly lit. The door to the
CF | kitchen is closed. You can go back to the lobby, to the west.
CF |
CF | > Pinkunz asks, "My only suggestion is maybe the guard shack key will open both doors?"
Knight_Otu says (to ClubFloyd), "unlock door with pub key"
CF ] Cafeteria Score: 89, Turns: 900
CF | >
CF | > UNLOCK DOOR WITH PUB KEY
CF |
CF | (first taking the spare key for the pub)
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Roger says, "it's a good thought"
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 89, Turns: 901
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 89, Turns: 902
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Quarters Score: 89, Turns: 903
CF | >
CF | > E
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock guard door with guard key"
CF ] Quarters Score: 89, Turns: 904
CF | >
CF | > UNLOCK GUARD DOOR WITH GUARD KEY
CF |
CF | (first taking the guard key)
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock officer door with guard key"
CF ] Quarters Score: 89, Turns: 905
CF | >
CF | > UNLOCK OFFICER DOOR WITH GUARD KEY
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Pinkunz says, "Poop."
Pinkunz asks, "Drawing a blank. Anyone else?"
Knight_Otu says, "I'm feeling tapped out."
DavidW asks, "what were officer names?"
Knight_Otu says (to ClubFloyd), "x officer door"
CF ] Quarters Score: 89, Turns: 906
CF | >
CF | > X OFFICER DOOR
CF |
CF | The door at the end of the hallway is locked, and says "OFFICERS
CF | ONLY".
CF |
CF | > Roger asks, "there was an implication that we needed the power on so we could radio for help -- did we ever run into a radio transmitter of any sort?"
Knight_Otu says (to ClubFloyd), "x white door"
CF ] Quarters Score: 89, Turns: 907
CF | >
CF | > X WHITE DOOR
CF |
CF | On this white door, the names are Mick Antrim and Marv Siegel. The
CF | door has a lock, but it wouldn't be very hard to pick; it's just a
CF | privacy lock, the kind you find in bathrooms more often than on
CF | bedrooms. Anyone could enter this room by using a flat tool to turn
CF | the lock.
CF |
CF | > Knight_Otu says, "We haven't."
Pinkunz says, "Not that I recall. Only that the radio controls specifically were NOT at the tower."
Knight_Otu says, "I suspect one behind either the officer door or the contraption door."
Roger says (to floyd), "unlock white door with screwdriver"
CF ] Quarters Score: 89, Turns: 908
CF | >
CF | > UNLOCK WHITE DOOR WITH SCREWDRIVER
CF |
CF | (first taking the flathead screwdriver)
CF | The white door is already unlocked.
CF |
CF | > DavidW says, "can we find books by antrim or siegel in library"
Roger says (to floyd), "open white door"
CF ] Quarters Score: 89, Turns: 909
CF | >
CF | > OPEN WHITE DOOR
CF |
CF | It's already open.
CF |
CF | >
Roger says (to floyd), "enter white door"
CF ] White room Score: 89, Turns: 910
CF | >
CF | > ENTER WHITE DOOR
CF |
CF |
CF | White room
CF | The room is rather tidy, with both beds in the bunks made. There is a
CF | chest by the foot of the bed. You can go out by going north.
CF |
CF | > Pinkunz says, "Not a bad idea."
Roger asks, "sorry have we already ransacked this joint?"
Knight_Otu says, "Yeah, this is where the pump was."
Roger says, "oh"
DavidW says, "white has pump"
Roger says (to floyd), "out"
CF ] Quarters Score: 89, Turns: 911
CF | >
CF | > OUT
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Roger says (to floyd), "unlock guard door with screwdriver"
CF ] Quarters Score: 89, Turns: 912
CF | >
CF | > UNLOCK GUARD DOOR WITH SCREWDRIVER
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Pinkunz says, "Not super intuitive, but I'm guessing it has been done before if DW is suggesting it."
Roger says, "yeah it's worth a shot"
Knight_Otu says (to ClubFloyd), "x yellow"
CF ] Quarters Score: 89, Turns: 913
CF | >
CF | > X YELLOW
CF |
CF | On this yellow door, the names are Dr Jerome Thorpe and "Doc" Walt
CF | Horvak. The door has a lock, but it wouldn't be very hard to pick;
CF | it's just a privacy lock, the kind you find in bathrooms more often
CF | than on bedrooms. Anyone could enter this room by using a flat tool to
CF | turn the lock.
CF |
CF | > DavidW says, "no, i'm wilddguessing"
Pinkunz says, "lol"
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 89, Turns: 914
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump here.
CF |
CF | > DavidW says, "where would officers hide keys"
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 89, Turns: 915
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Library Score: 89, Turns: 916
CF | >
CF | > S
CF |
CF |
CF | Library
CF | You were expecting that wonderful smell of paper, but instead it
CF | smells rather musty. Half a dozen shelves are packed with books of all
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books
CF | look well-loved, and their spines are crinkled and slightly faded. The
CF | lobby is back north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search books"
CF ] Library Score: 89, Turns: 917
CF | >
CF | > SEARCH BOOKS
CF |
CF | You pick a book at random: "Starship Troopers", by Robert Heinlein.
CF | The upper right corner is absolutely destroyed. You flip through it
CF | distractedly, then put it back.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look up thorpe in books"
CF ] Library Score: 89, Turns: 918
CF | >
CF | > LOOK UP THORPE IN BOOKS
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look up thorpe"
CF ] Library Score: 89, Turns: 919
CF | >
CF | > LOOK UP THORPE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search library"
CF ] Library Score: 89, Turns: 919
CF | >
CF | > SEARCH LIBRARY
CF |
CF | Sorry, I don't understand what "library" means.
CF |
CF | > DavidW says, "point is, can you x nonrandomly"
Knight_Otu says (to ClubFloyd), "in"
CF ] Library Score: 89, Turns: 920
CF | >
CF | > IN
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "x heinlein"
CF ] Library Score: 89, Turns: 920
CF | >
CF | > X HEINLEIN
CF |
CF | Sorry, I don't understand what "heinlein" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x thorpe"
CF ] Library Score: 89, Turns: 920
CF | >
CF | > X THORPE
CF |
CF | Sorry, I don't understand what "thorpe" means.
CF |
CF | > DavidW says, "did any of those papers suggest anything"
Pinkunz says, "I feel like the jukebox can't be a red herring if it is that implemented and consumes non-renewable coins. I'm stuck on how, though."
Roger says, "maybe if we keep feeding it it'll eventually do something good for us"
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby of the white house Score: 89, Turns: 921
CF | >
CF | > N
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 922
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | > Pinkunz says, "Also had a point associated with it and didn't seem to advance the game."
DavidW says, "maybe fill juke with coinage and it gives a prexxie"
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 923
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Who currently has "Kensington Gardens", by
CF | Brian Moriarty? I was going to re-read it but I couldn't find it in
CF | the library. --Steve"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 924
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by
CF | the British military to work on a deadly project!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 925
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by
CF | the British military to work on a deadly project!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 926
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "WARNING: due to the incident that happened at
CF | the pub on the 9th of January, I'm imposing a curfew at 10pm for two
CF | weeks. Anyone who is still at the pub at that time will be found and
CF | disciplined. --Major Westwood."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 927
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "... well, some kind of math formula. An...
CF | integral sign? E to the x ? Equals f(un). You don't get it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 928
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Now I am become Death, the destroyer of
CF | worlds."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 929
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "WARNING: we remind you that civilians are not
CF | allowed behind the fence. Details of the project, such as schematics
CF | or scientific reports, are extremely valuable to the Crown -- and to
CF | its enemies. Do not give out the keypad code, and do not write it
CF | anywhere, out of precaution."
CF |
CF | > Roger says, "I wonder if that new table in the woodworker shop is a clue to search the pub tables"
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 930
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "NOTE: the shortages that have plagued us
CF | lately will be no more with the arrival of another boat in the next
CF | couple of weeks. In the meantime, I expect you strong British boys to
CF | put on a brave face. --Major Westwood."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 931
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 932
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Tristam Island. Come enjoy its natural
CF | beauty, its peace and quiet, its crater, its man-made desolation."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 933
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "NOTE: the shortages that have plagued us
CF | lately will be no more with the arrival of another boat in the next
CF | couple of weeks. In the meantime, I expect you strong British boys to
CF | put on a brave face. --Major Westwood."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 934
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Who currently has "Kensington Gardens", by
CF | Brian Moriarty? I was going to re-read it but I couldn't find it in
CF | the library. --Steve"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 935
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 936
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "WARNING: we remind you that civilians are not
CF | allowed behind the fence. Details of the project, such as schematics
CF | or scientific reports, are extremely valuable to the Crown -- and to
CF | its enemies. Do not give out the keypad code, and do not write it
CF | anywhere, out of precaution."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 89, Turns: 937
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing
CF | of a bald man with a large nose poking out of a wall.
CF |
CF | > Knight_Otu says, "I think we've seen most notices by now,"
Knight_Otu says (to ClubFloyd), "w"
CF ] Front door of the white house Score: 89, Turns: 938
CF | >
CF | > W
CF |
CF | You open the steel door and exit the white house.
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Field Score: 89, Turns: 939
CF | >
CF | > W
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Fenced area Score: 89, Turns: 940
CF | >
CF | > W
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Centre of the village Score: 89, Turns: 941
CF | >
CF | > W
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | > DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 89, Turns: 942
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Pub Score: 89, Turns: 943
CF | >
CF | > IN
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tables"
CF ] Pub Score: 89, Turns: 944
CF | >
CF | > X TABLES
CF |
CF | There appears to be quite a few tables and chairs in the darkness.
CF | Given the number of buildings you've seen around here, this might have
CF | been enough to fit the whole village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn on torch"
CF ] Pub Score: 89, Turns: 945
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tables"
CF ] Pub Score: 89, Turns: 946
CF | >
CF | > X TABLES
CF |
CF | There appears to be quite a few tables and chairs in the darkness.
CF | Given the number of buildings you've seen around here, this might have
CF | been enough to fit the whole village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search them"
CF ] Pub Score: 89, Turns: 946
CF | >
CF | > SEARCH THEM
CF |
CF | Sorry, I don't understand what "them" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search tables"
CF ] Pub Score: 89, Turns: 947
CF | >
CF | > SEARCH TABLES
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look under tables"
CF ] Pub Score: 89, Turns: 948
CF | >
CF | > LOOK UNDER TABLES
CF |
CF | You can't really look under that.
CF |
CF | > Pinkunz asks, "x notice board?"
Roger asks, "did we interact with the beer?"
Knight_Otu says (to ClubFloyd), "x notice board"
CF ] Pub Score: 89, Turns: 949
CF | >
CF | > X NOTICE BOARD
CF |
CF | The notice board hung to the wall is made of cork, and has a single
CF | sheet pinned to it. The title typed at the top reads "COMMUNITY GARDEN
CF | SHIFTS", and the rows below are for the month of February: Thursday
CF | the 1st, Friday the 2nd, Saturday the 3rd, etc. One or two people have
CF | signed up every day, until February 18th, at which point only one
CF | person signed up, then nobody else for the rest of the month. Strange.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Pub Score: 89, Turns: 950
CF | >
CF | > L
CF |
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pint"
CF ] Pub Score: 89, Turns: 951
CF | >
CF | > X PINT
CF |
CF | A single pint is on a table, empty and forgotten.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Pub Score: 89, Turns: 952
CF | >
CF | > GET IT
CF |
CF | It is made of breakable glass and cannot contain that much; you'd
CF | rather not bother.
CF |
CF | >
Roger says (to floyd), "look in pint"
CF ] Pub Score: 89, Turns: 953
CF | >
CF | > LOOK IN PINT
CF |
CF | You find nothing special.
CF |
CF | >
Roger says (to floyd), "look under pint"
CF ] Pub Score: 89, Turns: 954
CF | >
CF | > LOOK UNDER PINT
CF |
CF | You can't really look under that.
CF |
CF | > Roger says, "okay fine game"
Pinkunz asks, "Wanna blow our wad at the jukebox out of desperation?"
Knight_Otu says (to ClubFloyd), "put shilling in jukebox"
CF ] Pub Score: 90, Turns: 955
CF | >
CF | > PUT SHILLING IN JUKEBOX
CF |
CF | You insert your shilling in the slot and pick three songs at random:
CF | "Jambalaya (On The Bayou)", by Fats Domino, "Apache", by The Shadows,
CF | and "Does Your Chewing Gum Lose Its Flavor", by Lonnie Donegan. You
CF | kind of forget where you are for the next five minutes; it feels good
CF | to lose yourself in the music for a bit.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | > DavidW says, "it's pinting for the fjords"
Roger says, "heh"
Pinkunz says, "It gave us another point."
Knight_Otu says (to ClubFloyd), "put rusty in jukebox"
CF ] Pub Score: 91, Turns: 956
CF | >
CF | > PUT RUSTY IN JUKEBOX
CF |
CF | You insert a sixpence in the coin slot and look at the song list. You
CF | pick "Little Sister", by Elvis Presley, and start dancing until it's
CF | over.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | > Roger says, "is someone feverishly looking up the release dates for these songs"
Knight_Otu says (to ClubFloyd), "put shiny in jukebox"
CF ] Pub Score: 92, Turns: 957
CF | >
CF | > PUT SHINY IN JUKEBOX
CF |
CF | You insert a sixpence in the coin slot and look at the song list. You
CF | pick "The Young Ones", by Cliff Richard and The Shadows, and sway your
CF | hips back and forth until it's over.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | > Pinkunz says, "I did it last time."
Roger says, "okay just 150 more to go"
Knight_Otu says (to ClubFloyd), "put dirty in jukebox"
CF ] Pub Score: 93, Turns: 958
CF | >
CF | > PUT DIRTY IN JUKEBOX
CF |
CF | You insert a sixpence in the coin slot and look at the song list. You
CF | pick "I've Told Every Little Star", by Linda Scott, and listen to it
CF | until it's over.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Pub Score: 93, Turns: 959
CF | >
CF | > I
CF |
CF | You're carrying a flathead screwdriver, a guard key, a large rock, a
CF | backpack (which contains a spare key for the pub, a fishing knife, a
CF | metal bowl (which is empty), a pot (which is empty), a hand wood saw,
CF | a lighter, a pack of gum, some binoculars, a torch (providing light)
CF | and a small stick) (worn) and a damaged sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put damaged in jukebox"
CF ] Pub Score: 94, Turns: 960
CF | >
CF | > PUT DAMAGED IN JUKEBOX
CF |
CF | You insert a sixpence in the coin slot and look at the song list. You
CF | pick "The Young Ones", by Cliff Richard and The Shadows, and start
CF | dancing until it's over.
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Roger says (to floyd), "turn off torch"
CF ] Darkness Score: 94, Turns: 961
CF | >
CF | > TURN OFF TORCH
CF |
CF | You turn off the torch so as to preserve the battery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "score"
CF ] Darkness Score: 94, Turns: 961
CF | >
CF | > SCORE
CF |
CF | You have so far scored 94 out of a possible 150, in 961 turns, thus
CF | giving you the rank of: Robinson Crusoe.
CF |
CF | > Pinkunz asks, "So... Maybe we don't have all the coins yet?"
Knight_Otu asks, "Maybe?"
Pinkunz asks, "Also wondering if the "pub incident" is pertinent?"
DavidW says, "i dont understand why the jukebox is played straight"
Roger says (to floyd), "hit jukebox"
CF ] Darkness Score: 94, Turns: 961
CF | >
CF | > HIT JUKEBOX
CF |
CF | You can't see any such thing.
CF |
CF | > Knight_Otu says (to Pinkunz), "One might think so, but it may be just color."
Roger says (to floyd), "turn on torch"
CF ] Pub Score: 94, Turns: 962
CF | >
CF | > TURN ON TORCH
CF |
CF | You turn the torch on.
CF |
CF | Pub
CF | The pub is rather large, with a dozen different tables, and plenty of
CF | chairs; a solitary pint is on a table. The bar is opposite of the
CF | door; the shelves behind it appear empty, as if all the alcohol had
CF | been taken. The door frame behind the bar leads further in, into the
CF | pub's kitchen. On one wall are hung a map, and a notice board with a
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall.
CF |
CF | >
Roger says (to floyd), "hit jukebox"
CF ] Pub Score: 94, Turns: 963
CF | >
CF | > HIT JUKEBOX
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Roger says (to floyd), "open jukebox"
CF ] Pub Score: 94, Turns: 964
CF | >
CF | > OPEN JUKEBOX
CF |
CF | It's already open.
CF |
CF | >
Roger says (to floyd), "look in jukebox"
CF ] Pub Score: 94, Turns: 965
CF | >
CF | > LOOK IN JUKEBOX
CF |
CF | The jukebox is empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unscrew jukebox"
CF ] Pub Score: 94, Turns: 966
CF | >
CF | > UNSCREW JUKEBOX
CF |
CF | That's fixed in place.
CF |
CF | >
Roger says (to floyd), "enter jukebox"
CF ] Pub Score: 94, Turns: 967
CF | >
CF | > ENTER JUKEBOX
CF |
CF | That doesn't seem to be something you can enter.
CF |
CF | >
Roger says (to floyd), "close jukebox"
CF ] Pub Score: 94, Turns: 968
CF | >
CF | > CLOSE JUKEBOX
CF |
CF | You close the jukebox.
CF |
CF | > Roger says, "I don't know what to make of that"
Knight_Otu says, "I suspect it may be an effect of the jukebox accepting "PUT X INTO"."
Knight_Otu says, "As in, it was coded as a basic container."
Pinkunz says, "If that is so, I wonder if we can get the coins back."
Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "out"
CF ] Outside the pub Score: 94, Turns: 969
CF | >
CF | > OUT
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Overgrown garden Score: 94, Turns: 970
CF | >
CF | > W
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search patch"
CF ] Overgrown garden Score: 94, Turns: 971
CF | >
CF | > SEARCH PATCH
CF |
CF | You take a look at the trenches, hoping to find something interesting,
CF | but there doesn't seem to be anything else.
CF |
CF | > Knight_Otu says, "This is where we found the shiny sixpence."
Pinkunz says, "I'm feeling sapped."
Roger says (to KO), "yeah that makes sense"
Roger says, "yeah I would not be adverse to calling it for today"
Knight_Otu says, "I do have to take a bit of a break, at least. We can also stop for the day."
DavidW says, "i have no ideas"
Pinkunz asks, "Unless anyone has any ideas?"
Knight_Otu says, "Not really."
Pinkunz says, "The straws are out of reach."
DavidW says, "what did turning statue do"
Knight_Otu says, "I think only give points."
Pinkunz says, "No idea. Then again, we didn't screw with the lever and pipe until we turned it, so it could have been blocking something."
DavidW asks, "but -?"
DavidW asks, "so statue could locvk/unlock mech?"
Pinkunz says, "Possibly."
DavidW says, "so maybe statue turning helps us get ball for 2nd use"
Pinkunz says, "Seems like leaving the mansion was just avoiding the actual problem."
Pinkunz says, "We need the coffee from Cragne Manor, lol."
DavidW asks, "are we done?"
Pinkunz says, "Anyway, I'm good tabling until next week."
DavidW says, "someone save posn with unique name"
Roger says, "oh, there's an existing walkthrough. Maybe I'll just spoil myself."
MoyTravis says, "Well, thanks for driving."
Pinkunz says, "Agreed."
Pinkunz says, "Also, thanks for making me feel welcome, all of you."
DavidW says, "thanks all for everything"
DavidW says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
DavidW says (to ClubFloyd), "cftristam3"
CF ] Overgrown garden Score: 94, Turns: 971
CF | > SAVEOk.
CF |
CF | > Pinkunz says, "Goodnight, folks."
DavidW says, "goodnight"
Roger says, "(peeking at the walkthrough: I think we've put the game into an unwinnable state.)"
MoyTravis says, "oh nooooo"
MoyTravis says, "I guess it really is throwback-y."
Knight_Otu says, "Unwinnable? Damnit."
Roger says, "or at least this walkthrough doesn't give me any ideas of how to recover from where we are now."
Knight_Otu asks, "Is it the ball in the bucket?"
Roger says, "I am reluctant to say too much"
Knight_Otu says, "I mean, we apparently can't undo, so we'd have to restore to a apoint before making things unwinnable."
Roger says, "sometime around cf11 when we first turned on the generator would be sufficient, I think"
Knight_Otu says, "Whew."
Knight_Otu says, "But thanks, got it."
Knight_Otu says, "Thanks for your help today. Stay save, and good night."
*** SESSION 4 ***
Knight_Otu says, "Yeah, you said to restore to when we started the generator, which seems to be cf9 from my reading."
Knight_Otu asks, "I also noted down something about cf11, which I think is also something you said?"
says, "I would suggest trying cf11 first and if that's too late we can go back to cf9"
Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "l"
CF ] Overgrown garden Score: 94, Turns: 972
CF | >
CF | > L
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
Knight_Otu says (to ClubFloyd), "cf11"
CF ] Lobby of the white house Score: 79, Turns: 673
CF | > RESTOREOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Lobby of the white house Score: 79, Turns: 674
CF | >
CF | > I
CF |
CF | You're carrying a science-fiction book, a rusty shilling, a pot (which
CF | is empty), a shiny shilling, a large rock, a rusty sixpence, a shiny
CF | sixpence, a backpack (which contains a flathead screwdriver, a hand
CF | wood saw, a lighter, a pack of gum, some binoculars, a spare key for
CF | the pub, a torch (providing light), a metal bowl (which is empty) and
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence.
CF |
CF | > Roger says, "basically we can go as far as getting to the bucket-pulley-cannon puzzle, but let's not interact with it until we take a deep breath"
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 79, Turns: 675
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 79, Turns: 676
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x statue"
CF ] Lobby of the white house Score: 79, Turns: 677
CF | >
CF | > X STATUE
CF |
CF | The chalk statue on top of the cylindrical base is that of a little
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small
CF | flute. You've seen this sculpture before, though you can't remember
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually
CF | not a bad sculpture; it is rather aesthetically pleasing, even though
CF | some details look a bit crude. Your best guess is that someone with an
CF | artistic inclination cut a slab of the cliffs and worked from a model,
CF | to pass time perhaps. The statue is looking towards the entrance.
CF |
CF | > Knight_Otu says, "The statue is rotated in this save, if that's relevant."
DavidW says, "I do think we should try to understand what rotating the statue does"
Roger says, "oh actually there's another thing we should do prior to getting inside the house or fence"
Roger says, "if we can make our way to that little garden field, if I correctly recall"
says, "I guess then we should restore to cf9."
Roger says, "ah ok"
Knight_Otu says, "I'm assuming you mean the garden behind the pub, at least."
Roger says, "yeah I think so"
Knight_Otu says (to ClubFloyd), "restore"
CF | >
CF | > RESTORE
CF | %% Enter a save filename to read:
Knight_Otu says (to ClubFloyd), "cf9"
CF ] Power generators of the island Score: 66, Turns: 648
CF | > RESTOREOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] Centre of the village Score: 66, Turns: 649
CF | >
CF | > SW
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Fenced area Score: 66, Turns: 650
CF | >
CF | > E
CF |
CF |
CF | Fenced area
CF | You are standing by an open field, behind a fence, west of a white
CF | mansion with a closed front door. The fence is tall, and there is
CF | barbed wire at the top; the door here allowed people to go in and out,
CF | but the guardhouse shows it was closely monitored. A sign by the
CF | guardhouse right behind the fence reads "Authorised Personnel Only".
CF | You can follow the fence by going north or southeast, or go to the
CF | centre of the village by going west; a dirt path to the southwest
CF | leads to a few houses near the edge of the village.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Centre of the village Score: 66, Turns: 651
CF | >
CF | > W
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Outside the pub Score: 66, Turns: 652
CF | >
CF | > W
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Overgrown garden Score: 66, Turns: 653
CF | >
CF | > W
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | > Roger says, "okay let's see..."
Roger says (to floyd), "x trenches"
CF ] Overgrown garden Score: 66, Turns: 654
CF | >
CF | > X TRENCHES
CF |
CF | The trenches that were dug by the inhabitants of the island have been
CF | invaded by weeds and grass; the outline of the vegetable patch is only
CF | vaguely discernible under the thick vegetation.
CF |
CF | >
Roger says (to floyd), "x weeds"
CF ] Overgrown garden Score: 66, Turns: 655
CF | >
CF | > X WEEDS
CF |
CF | The trenches that were dug by the inhabitants of the island have been
CF | invaded by weeds and grass; the outline of the vegetable patch is only
CF | vaguely discernible under the thick vegetation.
CF |
CF | >
Roger says (to floyd), "search weeds"
CF ] Overgrown garden Score: 66, Turns: 656
CF | >
CF | > SEARCH WEEDS
CF |
CF | You take a look at the trenches, hoping to find something interesting,
CF | but there doesn't seem to be anything else.
CF |
CF | >
Roger says (to floyd), "l"
CF ] Overgrown garden Score: 66, Turns: 657
CF | >
CF | > L
CF |
CF |
CF | Overgrown garden
CF | This seems to have been, a long time ago, some sort of vegetable
CF | patch. About a dozen shallow trenches have been dug here; they are now
CF | covered in weeds and tall grass. You're guessing the people living
CF | here were trying to grow a few vegetables, to supplement a diet that
CF | mostly consisted of fish from the sea and canned food from the
CF | island's storehouse, which you can see to the north. You are behind
CF | the island's pub, which is east of you; there is also a house to the
CF | south.
CF |
CF | > Knight_Otu asks, "There was a coin here. I think the shiny sixpence?"
Roger says, "okay good"
Roger says (to floyd), "e"
CF ] Outside the pub Score: 66, Turns: 658
CF | >
CF | > E
CF |
CF |
CF | Outside the pub
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR"
CF | -- a great name for a pub on this island, really. From the outside, it
CF | doesn't really look like your classic English pub: no thatched roof
CF | here, just the same greenish corrugated tin roof you see everywhere on
CF | this island. But the building doesn't look in bad shape. Behind it, to
CF | the west, is a small garden; paths lead northwest and southwest to
CF | other buildings, or east towards the town centre.
CF |
CF | >
Roger says (to floyd), "e"
CF ] Centre of the village Score: 66, Turns: 659
CF | >
CF | > E
CF |
CF |
CF | Centre of the village
CF | This area looks like the centre of the village, with paths going many
CF | directions from the small fountain in the middle. Some buildings are
CF | north, close to the edge of the cliff, and south, near a path that
CF | runs along the edge of the plateau, overlooking the forest. You can
CF | also go east to an imposing fence around the white house, or west to
CF | the island's pub. Finally, you spot some diesel generators to the
CF | northeast, close to the fence.
CF |
CF | >
Roger says (to floyd), "ne"
CF ] Power generators of the island Score: 66, Turns: 660
CF | >
CF | > NE
CF |
CF |
CF | Power generators of the island
CF | A dirt path leads to an small area off to the side, behind some shrubs
CF | and close to the fence closing off the white house. Here, three green
CF | machines stand tall; it looks like they used to be the island's main
CF | power source. You have filled the central tank with cooking oil --
CF | call it biodiesel -- and now the generators are running and making a
CF | loud noise that indicates the power is on. You're hoping the
CF | generators will last until you find a way to call for help. To the
CF | north, near the cliffs, is the island's woodshop; you can follow the
CF | fence towards the main door to the south, or go to the centre of the
CF | village, southwest of you.
CF |
CF | >
Roger says (to floyd), "x shrubs"
CF ] Power generators of the island Score: 66, Turns: 661
CF | >
CF | > X SHRUBS
CF |
CF | Around the generators, and close to the fence, there are a few bushes
CF | and shrubs. They are quite dense, and you can't really see at a first
CF | glance if there is anything hiding under or behind them. You might
CF | have to take a closer look.
CF |
CF | >
Roger says (to floyd), "search shrubs"
CF ] Power generators of the island Score: 66, Turns: 662
CF | >
CF | > SEARCH SHRUBS
CF |
CF | You decide to go take a closer look at the bushes and search them.
CF | They are quite dense, and rather prickly, so you proceed with caution;
CF | but eventually, you manage to spot a hole in the fence, near the
CF | ground.
CF |
CF | >
Roger says (to floyd), "x hole"
CF ] Power generators of the island Score: 66, Turns: 663
CF | >
CF | > X HOLE
CF |
CF | There is a hole in the fence here, near the ground and big enough for
CF | someone to crawl through. You doubt the hole was made by an animal;
CF | someone probably made the hole so they could enter the white house
CF | without being seen. Interesting!
CF |
CF | >
Roger says (to floyd), "enter hole"
CF ] Field Score: 71, Turns: 664
CF | >
CF | > ENTER HOLE
CF |
CF | The hole is very close to the dense bushes, and going through them
CF | isn't easy. You cut your hands on the prickly branches, and even your
CF | temple when you try to crouch in the bush. In the end, the best way is
CF | to crawl backwards into the bushes, and fumble while trying to find
CF | the hole in the fence: at least your shoes clear the way, and you
CF | don't get pricked as much. It's quite the ordeal, and you still manage
CF | to get cut a couple more times, but you finally manage to get to the
CF | other side, and into the fenced area.
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Roger says (to floyd), "x grass"
CF ] Field Score: 71, Turns: 665
CF | >
CF | > X GRASS
CF |
CF | This is a big field, about half the size of a football field; whoever
CF | built the fence obviously didn't want people to get anywhere close to
CF | the white house. Tall, green grass has grown everywhere here, after
CF | years without any human presence.
CF |
CF | > MoyTravis asks, "Well. Okay. And missing this can lock you into an unwinnable state?"
Roger says (to floyd), "search grass"
CF ] Field Score: 76, Turns: 666
CF | >
CF | > SEARCH GRASS
CF |
CF | You start walking through the grass while looking down carefully;
CF | maybe something useful was dropped here, years ago. You drag your feet
CF | on purpose, hoping to stumble upon something. This takes a long time,
CF | but you'd rather be thorough; and after ten minutes, you find a
CF | shilling, which only strengthens your resolve to walk the rest of the
CF | field. A few minutes later, your shoe hits a small, hard object. You
CF | get down on your knees and search the grass, and you end up finding a
CF | small key!(putting the pot into the backpack to make room)
CF | You finish walking the field, but you don't find anything else.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Roger says, "no, this is just some gravy so we don't need to use the flute"
Knight_Otu says, "I should really search the scenery more thoroughly."
Roger exclaims, "apparently!"
Roger says, "okay now onto the breaking bit"
Roger says (to floyd), "i"
CF ] Field Score: 76, Turns: 667
CF | >
CF | > I
CF |
CF | You're carrying a guard key, a dirty shilling, a science-fiction book,
CF | a rusty shilling, a shiny shilling, a large rock, a rusty sixpence, a
CF | shiny sixpence, a backpack (which contains a pot (which is empty), a
CF | flathead screwdriver, a hand wood saw, a lighter, a pack of gum, some
CF | binoculars, a spare key for the pub, a torch (providing light), a
CF | metal bowl (which is empty) and a small stick) (worn), a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | > DavidW says, "grass = key"
Roger says, "right, the guard key"
Knight_Otu says, "The guard key we wished for."
Roger says (to floyd), "l"
CF ] Field Score: 76, Turns: 668
CF | >
CF | > L
CF |
CF |
CF | Field
CF | You are inside the fence, in a wide open field that's overgrown with
CF | rather tall grass. In the middle, the grass hasn't grown as much,
CF | suggesting there used to be a dirt path leading from the gate in the
CF | fence and the guard's shack, which are west of you, to the front porch
CF | of the white house, which looms east of you.
CF |
CF | >
Roger says (to floyd), "e"
CF ] Front door of the white house Score: 76, Turns: 669
CF | >
CF | > E
CF |
CF |
CF | Front door of the white house
CF | Two wide steps lead to a small porch, which makes the front door of
CF | the white house look even more imposing. This is a tall double door,
CF | and it's made of metal, whereas the house itself is made of wooden
CF | boards painted in white. Clearly, this is the entrance of a very
CF | private building; the rusty keypad to the right makes it clear that
CF | only those who know the secret code can enter. You can go back to the
CF | field by going west.
CF |
CF | > Knight_Otu says, "5218"
Roger says (to floyd), "type 5218"
CF ] Lobby of the white house Score: 81, Turns: 670
CF | >
CF | > TYPE 5218
CF |
CF | As soon as you pushed the last number, a door can be heard from the
CF | door. You hurry and grab the handle, and the door swings open. You
CF | enter the white mansion.
CF |
CF | At last, you enter the white mansion, inside of which is something so
CF | important that it needed to be protected by a fence, a guard, and a
CF | keypad. There were two kinds of people on this island: the ones in the
CF | village, who fished and canned and mended and kept the island running,
CF | and weren't allowed to enter the fence; and the people who were, who
CF | knew the combination of the keypad and could enter the white house.
CF | You feel like whatever was going on inside was the whole purpose of
CF | occupying the island; at this point, it's not just about finding a
CF | working radio anymore, it's also about discovering the secrets of the
CF | white house, and finding out why everyone left.
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Knight_Otu says, "If youneed the code."
Roger says, "(thanks)"
Roger says, "okay, the important bit:"
Roger says (to floyd), "x buckets"
CF ] Lobby of the white house Score: 81, Turns: 671
CF | >
CF | > X BUCKETS
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | >
Roger says (to floyd), "x left bucket"
CF ] Lobby of the white house Score: 81, Turns: 672
CF | >
CF | > X LEFT BUCKET
CF |
CF | The rope-and-pulley mechanism doesn't look like it does anything but
CF | make the buckets go up and down. The bucket on the left looks like
CF | it's under the platform supporting the weight. It is currently down,
CF | while the bucket on the right is up, out of reach.
CF |
CF | >
Roger says (to floyd), "look in left bucket"
CF ] Lobby of the white house Score: 81, Turns: 673
CF | >
CF | > LOOK IN LEFT BUCKET
CF |
CF | You look in the bucket on the left and -- ew! You find the corpse of a
CF | rat in the bucket.
CF |
CF | >
Roger says (to floyd), "take rat"
CF ] Lobby of the white house Score: 81, Turns: 674
CF | >
CF | > TAKE RAT
CF |
CF | You pick up the rat carefully by its tail and drop it on the floor.
CF |
CF | As soon as you do this, the bucket goes up; the system of buckets ends
CF | up stabilizing with both buckets roughly at the same height.
CF |
CF | > Knight_Otu says, "Yikes."
Roger says, "see I think that dead rat was upsetting our puzzle solution in an unwinnable way"
Roger says, "anyway, let's save and carry on! I yield the floor"
Knight_Otu says, "That stinks, literally."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf15"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 81, Turns: 674
CF | > SAVEOk.
CF |
CF | > Roger says, "we'll probably need to feed it to a mean dog or something"
MoyTravis asks, "Wh - I. Ok? But, in an unwinnable way!?"
Roger says, "well once the cricket ball was in the other bucket, they were both out of reach"
MoyTravis asks, "I guess 'cuz the bucket swings out of reach and then you can't get to the rat?"
Roger says, "as I recall. Anyway, thanks a lot, old school cruelty"
Roger says, "I didn't read any further into the walkthrough so I am once again unspoiled"
Roger says, "but I also don't want to fiddle with the cannon"
Knight_Otu says (to ClubFloyd), "x rat"
CF ] Lobby of the white house Score: 81, Turns: 675
CF | >
CF | > X RAT
CF |
CF | No way you're touching that thing more than you need to.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Library Score: 81, Turns: 676
CF | >
CF | > S
CF |
CF |
CF | Library
CF | You were expecting that wonderful smell of paper, but instead it
CF | smells rather musty. Half a dozen shelves are packed with books of all
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books
CF | look well-loved, and their spines are crinkled and slightly faded. The
CF | lobby is back north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put book in shelf"
CF ] Library Score: 81, Turns: 677
CF | >
CF | > PUT BOOK IN SHELF
CF |
CF | You put the book back where it belongs, in this small library of
CF | science-fiction books. Somehow, it feels right.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby of the white house Score: 81, Turns: 678
CF | >
CF | > N
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x notices"
CF ] Lobby of the white house Score: 82, Turns: 679
CF | >
CF | > X NOTICES
CF |
CF | On both sides of the hall, placards, notices, and handwritten notes
CF | are taped to the wall or pinned to notice boards. You read one of them
CF | at random, and it says: "A reminder for everyone: I approved that
CF | ridiculous Heath Robinson mechanism to open the door to the laboratory
CF | to keep morale up while preserving secure access to it. I could very
CF | well replace it with a keypad. Do NOT waste more time making it more
CF | complex, and get on with your work. --Major Westwood."
CF |
CF | [The score has just gone up by 1 point.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Cafeteria Score: 82, Turns: 680
CF | >
CF | > E
CF |
CF |
CF | Cafeteria
CF | This is a rather small cafeteria, with four tables in total, and
CF | wooden benches on each side of the tables. The tables are long and
CF | wide, but you're guessing that no more than 20 people would fit here.
CF | The whole room feels deserted and only slightly lit. The door to the
CF | kitchen is closed. You can go back to the lobby, to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tables"
CF ] Cafeteria Score: 82, Turns: 681
CF | >
CF | > X TABLES
CF |
CF | There are four tables in total, and wooden benches on each side of the
CF | tables. The tables are long and wide, but you're guessing that no more
CF | than 20 people would fit here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x benches"
CF ] Cafeteria Score: 82, Turns: 682
CF | >
CF | > X BENCHES
CF |
CF | There are four tables in total, and wooden benches on each side of the
CF | tables. The tables are long and wide, but you're guessing that no more
CF | than 20 people would fit here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Cafeteria Score: 82, Turns: 683
CF | >
CF | > X DOOR
CF |
CF | The door to the kitchen is locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock it with guard key"
CF ] Cafeteria Score: 82, Turns: 684
CF | >
CF | > UNLOCK IT WITH GUARD KEY
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 82, Turns: 685
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 82, Turns: 686
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Quarters Score: 82, Turns: 687
CF | >
CF | > E
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock guard door with guard key"
CF ] Quarters Score: 82, Turns: 688
CF | >
CF | > UNLOCK GUARD DOOR WITH GUARD KEY
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Knight_Otu says, "This still feels wrong, but okay."
Knight_Otu says (to ClubFloyd), "open yellow with screwdriver"
CF ] Quarters Score: 87, Turns: 689
CF | >
CF | > OPEN YELLOW WITH SCREWDRIVER
CF |
CF | (first taking the flathead screwdriver)
CF | You take your flathead screwdriver and insert it in the lock, then
CF | turn. The door unlocks.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open yellow"
CF ] Quarters Score: 87, Turns: 690
CF | >
CF | > OPEN YELLOW
CF |
CF | You open the yellow door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Yellow room Score: 87, Turns: 691
CF | >
CF | > N
CF |
CF |
CF | Yellow room
CF | The room has been emptied hurriedly, it seems; the beds in the bunk
CF | haven't been made, and there's a chest basically in the middle of the
CF | room. There is a desk, but all the drawers are open and empty. You can
CF | go out by going south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x beds"
CF ] Yellow room Score: 87, Turns: 692
CF | >
CF | > X BEDS
CF |
CF | Two bed bunks are here; they haven't been made.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search beds"
CF ] Yellow room Score: 87, Turns: 693
CF | >
CF | > SEARCH BEDS
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open chest"
CF ] Yellow room Score: 87, Turns: 694
CF | >
CF | > OPEN CHEST
CF |
CF | You open the chest, revealing a cricket ball.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Yellow room Score: 87, Turns: 695
CF | >
CF | > GET BALL
CF |
CF | (putting the guard key into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Quarters Score: 87, Turns: 696
CF | >
CF | > S
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open white with screwdriver"
CF ] Quarters Score: 87, Turns: 697
CF | >
CF | > OPEN WHITE WITH SCREWDRIVER
CF |
CF | You take your flathead screwdriver and insert it in the lock, then
CF | turn. The door unlocks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open white"
CF ] Quarters Score: 87, Turns: 698
CF | >
CF | > OPEN WHITE
CF |
CF | You open the white door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] White room Score: 87, Turns: 699
CF | >
CF | > S
CF |
CF |
CF | White room
CF | The room is rather tidy, with both beds in the bunks made. There is a
CF | chest by the foot of the bed. You can go out by going north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x beds"
CF ] White room Score: 87, Turns: 700
CF | >
CF | > X BEDS
CF |
CF | Two bed bunks are here; they have been made.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search them"
CF ] White room Score: 87, Turns: 700
CF | >
CF | > SEARCH THEM
CF |
CF | Sorry, I don't understand what "them" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search beds"
CF ] White room Score: 87, Turns: 701
CF | >
CF | > SEARCH BEDS
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open chest"
CF ] White room Score: 87, Turns: 702
CF | >
CF | > OPEN CHEST
CF |
CF | You open the chest, revealing a bike pump.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get pump"
CF ] White room Score: 87, Turns: 703
CF | >
CF | > GET PUMP
CF |
CF | (putting the flathead screwdriver into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Quarters Score: 87, Turns: 704
CF | >
CF | > N
CF |
CF |
CF | Quarters
CF | This is a rather short hallway, lit by a single light bulb, with four
CF | different doors. The furthest one, at the very back, is a door saying
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of
CF | two PhDs on it; on the other wall, a white door has the name of two
CF | other people on it, while the last one has a sign saying "GUARD" on
CF | it. The mezzanine is west.
CF |
CF | You can see a white door, a yellow door, a door to the officers
CF | quarters and a door to guard room here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby of the white house Score: 87, Turns: 705
CF | >
CF | > W
CF |
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 87, Turns: 706
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf16"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 87, Turns: 706
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in hole"
CF ] Lobby of the white house Score: 87, Turns: 707
CF | >
CF | > PUT BALL IN HOLE
CF |
CF | You put the cricket ball in the hole. It fits perfectly, as if the
CF | hole had been made for it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put pump in hole"
CF ] Lobby of the white house Score: 89, Turns: 708
CF | >
CF | > PUT PUMP IN HOLE
CF |
CF | You plug the bike pump on the nozzle on the slanted tube; it fits
CF | perfectly.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pump pump"
CF ] Lobby of the white house Score: 89, Turns: 709
CF | >
CF | > PUMP PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull leve"
CF ] Lobby of the white house Score: 89, Turns: 709
CF | >
CF | > PULL LEVE
CF |
CF | Sorry, I don't understand what "leve" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 89, Turns: 710
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | The cricket ball shoots into the air and flies upwards... then
CF | unexpectedly hits the hand of the statue, which was on its trajectory,
CF | before falling on the floor.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 89, Turns: 711
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn statue"
CF ] Lobby of the white house Score: 91, Turns: 712
CF | >
CF | > TURN STATUE
CF |
CF | You turn the statue slightly so the little child faces towards the
CF | entrance.
CF |
CF | [The score has just gone up by 2 points.]
CF |
CF | > Knight_Otu says, "Now we know why weturn the statue."
Knight_Otu says (to ClubFloyd), "put ball in hole"
CF ] Lobby of the white house Score: 91, Turns: 713
CF | >
CF | > PUT BALL IN HOLE
CF |
CF | You put the cricket ball in the hole. It fits perfectly, as if the
CF | hole had been made for it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pump pump"
CF ] Lobby of the white house Score: 91, Turns: 714
CF | >
CF | > PUMP PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 91, Turns: 715
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | The cricket ball shoots into the air and flies upwards... and lands
CF | inside the funnel!
CF |
CF | You hear the ball travel through the pipe... but a screw must have
CF | been loose, as the pipe comes undone and the ball drops on the
CF | mezzanine.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Lobby of the white house Score: 91, Turns: 716
CF | >
CF | > U
CF |
CF | You climb the stairs and get on the mezzanine.
CF |
CF | Lobby of the white house (on the mezzanine)
CF | You lean on the railing, and you can see the whole lobby downstairs,
CF | with the statue in the middle of the room, the hallway to the library,
CF | and the closed door to the north. The ropes, the weight, and the
CF | buckets are all out of reach, but the U-shaped pipe is right above
CF | your head. A hallway leads further to the east; the entrance is down,
CF | to the west.
CF |
CF | You can also see a bike pump and a dead rat here.
CF |
CF | On the mezzanine you can see a big screw and a cricket ball.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get ball"
CF ] Lobby of the white house Score: 91, Turns: 717
CF | >
CF | > GET BALL
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get screw"
CF ] Lobby of the white house Score: 91, Turns: 718
CF | >
CF | > GET SCREW
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "screw screw"
CF ] Lobby of the white house Score: 91, Turns: 719
CF | >
CF | > SCREW SCREW
CF |
CF | You climb the banister so you can reach the pipe more easily. You line
CF | up the holes for the screw and screw as tight as you go. It should be
CF | good enough.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] Lobby of the white house Score: 91, Turns: 720
CF | >
CF | > D
CF |
CF |
CF | Lobby of the white house
CF | The entrance of the white house is a large and rather messy atrium,
CF | lit only by a few lights as the windows have been boarded up. The
CF | walls are covered in notices and placards, some official-looking, some
CF | less so. A bewildering assortment of pipes, buckets and a weight hang
CF | on the wall and the ceiling, like some sort of Heath Robinson
CF | contraption. A tall statue stands in the middle of the room, in front
CF | of a wooden staircase leading up; next to the stairs, leading east, is
CF | a wide passageway. A hallway leads to the library, south of here;
CF | there is a closed door on the north wall, next to an odd tube-like
CF | contraption fixed onto a tilted stand.
CF |
CF | You can also see a bike pump and a dead rat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put ball in hole"
CF ] Lobby of the white house Score: 91, Turns: 721
CF | >
CF | > PUT BALL IN HOLE
CF |
CF | You put the cricket ball in the hole. It fits perfectly, as if the
CF | hole had been made for it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pump pump"
CF ] Lobby of the white house Score: 91, Turns: 722
CF | >
CF | > PUMP PUMP
CF |
CF | You pump air into the tube until the pressure is too great for you to
CF | keep going.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf17"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Lobby of the white house Score: 91, Turns: 722
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull lever"
CF ] Lobby of the white house Score: 96, Turns: 723
CF | >
CF | > PULL LEVER
CF |
CF | You pull the lever, and quite a bit of air is expelled, making a loud
CF | noise for a fraction of a second.
CF |
CF | The cricket ball shoots into the air and flies upwards... and lands
CF | inside the funnel!
CF |
CF | You hear the ball travel through the pipe... and it lands perfectly in
CF | the bucket on the right.
CF |
CF | The bucket on the right drops down, and the bucket on the left flies
CF | upwards very fast. The edge of the bucket hits the weight.
CF |
CF | The weight, which wasn't very stable on such a small platform, is out
CF | of balance and falls towards the ground, but the rope tenses up before
CF | the weight hits the ground. The weight is now in mid-air, balanced
CF | with something at the other end of the rope, behind the north wall.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x weight"
CF ] Lobby of the white house Score: 96, Turns: 724
CF | >
CF | > X WEIGHT
CF |
CF | The weight has been knocked out of the platform and is now hanging in
CF | mid-air.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pull weight"
CF ] Lobby of the white house Score: 96, Turns: 725
CF | >
CF | > PULL WEIGHT
CF |
CF | The weight on a small platform is out of reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Antechamber Score: 96, Turns: 726
CF | >
CF | > OPEN DOOR
CF |
CF | You open the door inwards very easily and enter the room.
CF |
CF | Antechamber
CF | This small room seems to have for only purpose to serve as a waiting
CF | room before entering the next door, which is made of glass. There is a
CF | button on the door frame. Right -- an elevator!
CF |
CF | You step away from the door to the lobby, as a large weight is hanging
CF | from the ceiling right above it; this was probably the weight that was
CF | keeping the door shut. At this point, there is only one sensible thing
CF | to do...
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf18"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Antechamber Score: 96, Turns: 726
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push button"
CF ] Antechamber Score: 96, Turns: 727
CF | >
CF | > PUSH BUTTON
CF |
CF | You push the button, and the elevator opens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "in"
CF ] Inside the elevator Score: 96, Turns: 728
CF | >
CF | > IN
CF |
CF |
CF | Inside the elevator
CF | This elevator could probably fit two people, but not more. Outside the
CF | elevator, you can see the break room. There is only one button in this
CF | elevator.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push button"
CF ] Inside the elevator Score: 101, Turns: 729
CF | >
CF | > PUSH BUTTON
CF |
CF | You push the button with some trepidation; the doors close, and the
CF | elevator starts its descent.
CF |
CF | You turn and turn the facts in your head, trying to figure out what
CF | this place is. An elevator going deep underground. A mansion with a
CF | floor for military personnel, and another one for civilians, but under
CF | military supervision. A door with a complicated mechanism, with one
CF | part moving another in a big chain reaction. A library full of
CF | science-fiction books, and barely anything else.
CF |
CF | The elevator is still going deeper.
CF |
CF | Who were the civilians living here, under military supervision, but
CF | clearly not jailed? Were they working for the military? On what kind
CF | of project? This is getting a bit spooky.
CF |
CF | The elevator finally stops. After what seems like an eternity, it
CF | opens, revealing a long hallway lit only by artificial light. But at
CF | this precise moment, it all comes together, and you understand
CF | everything. The shock makes you unable to move for a few minutes, as
CF | all the pieces come together perfectly in your head. You know the
CF | secret of this island.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Inside the elevator Score: 101, Turns: 730
CF | >
CF | > L
CF |
CF |
CF | Inside the elevator
CF | This elevator could probably fit two people, but not more. Outside the
CF | elevator, you can see a long hallway lit only by artificial light.
CF | There is only one button in this elevator.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Lobby Score: 101, Turns: 731
CF | >
CF | > OUT
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x poster"
CF ] Lobby Score: 106, Turns: 732
CF | >
CF | > X POSTER
CF |
CF | This is it. The smoking gun. The missing part of the puzzle, that
CF | makes everything else make sense. The people on this island were
CF | working on nuclear testing. That explains the poor state Tristam
CF | Island is in: it was their Guinea pig, where they detonated the bomb,
CF | so they could destroy it and study the effects of the explosion.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > MoyTravis says, "wat"
Knight_Otu says (to ClubFloyd), "x desk"
CF ] Lobby Score: 106, Turns: 733
CF | >
CF | > X DESK
CF |
CF | If this small and tidy desk wasn't directly facing the elevator, you
CF | would have guessed it was used by a secretary; but really, it was
CF | probably a soldier who sat here and monitored access.The most notable
CF | thing on the desk is a filing box filled with papers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x box"
CF ] Lobby Score: 106, Turns: 734
CF | >
CF | > X BOX
CF |
CF | The filing box is nothing but a cardboard box that's filled to the
CF | brim with papers; there are 26 dividers, one for each letter of the
CF | alphabet.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x papers"
CF ] Lobby Score: 106, Turns: 735
CF | >
CF | > X PAPERS
CF |
CF | The filing box is nothing but a cardboard box that's filled to the
CF | brim with papers; there are 26 dividers, one for each letter of the
CF | alphabet.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look up t"
CF ] Lobby Score: 106, Turns: 736
CF | >
CF | > LOOK UP T
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x dividers"
CF ] Lobby Score: 106, Turns: 737
CF | >
CF | > X DIVIDERS
CF |
CF | The filing box is nothing but a cardboard box that's filled to the
CF | brim with papers; there are 26 dividers, one for each letter of the
CF | alphabet.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x divider t"
CF ] Lobby Score: 106, Turns: 738
CF | >
CF | > X DIVIDER T
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 739
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a blond
CF | man named Private John Atkinson. You put the file back in the tightly
CF | packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look up atkinson in papers"
CF ] Lobby Score: 106, Turns: 740
CF | >
CF | > LOOK UP ATKINSON IN PAPERS
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 741
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | bespectacled man named Mick Antrim, apparently a nuclear engineer. You
CF | put the file back in the tightly packed box.
CF |
CF | > Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "l"
CF ] Lobby Score: 106, Turns: 742
CF | >
CF | > L
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby Score: 106, Turns: 743
CF | >
CF | > W
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Lobby Score: 106, Turns: 744
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with guard key"
CF ] Lobby Score: 106, Turns: 745
CF | >
CF | > UNLOCK DOOR WITH GUARD KEY
CF |
CF | (first taking the guard key)
CF | The guard key doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Inside the elevator Score: 106, Turns: 746
CF | >
CF | > N
CF |
CF |
CF | Inside the elevator
CF | This elevator could probably fit two people, but not more. Outside the
CF | elevator, you can see a long hallway lit only by artificial light.
CF | There is only one button in this elevator.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lobby Score: 106, Turns: 747
CF | >
CF | > S
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] Lobby Score: 106, Turns: 748
CF | >
CF | > NE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lobby Score: 106, Turns: 749
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "se"
CF ] Lobby Score: 106, Turns: 750
CF | >
CF | > SE
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway Score: 106, Turns: 751
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lab Score: 106, Turns: 752
CF | >
CF | > S
CF |
CF |
CF | Lab
CF | This is a rather dark lab, lit only by the lamp in the hallway; you
CF | can't locate a light switch, but there is enough light to see. There
CF | is a wide workbench here, with a small sink and a few empty beakers.
CF | There are more beakers on the shelves, as well as a small device with
CF | a dial. You can go back to the hallway by going north, or go east to
CF | explore another part of the lab connected to this one.
CF |
CF | > DavidW says, "a commanding officer's name was on thr notice upstairs"
Knight_Otu says, "Yeah, but I'm not sure that's doing us much good."
Knight_Otu says (to ClubFloyd), "x workbench"
CF ] Lab Score: 106, Turns: 753
CF | >
CF | > X WORKBENCH
CF |
CF | There is a wide workbench here, with a small sink and a few empty
CF | beakers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sink"
CF ] Lab Score: 106, Turns: 754
CF | >
CF | > X SINK
CF |
CF | There is a wide workbench here, with a small sink and a few empty
CF | beakers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x beakers"
CF ] Lab Score: 106, Turns: 755
CF | >
CF | > X BEAKERS
CF |
CF | Some beakers, that have been cleaned, then left on the shelves to
CF | collect dust.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x device"
CF ] Lab Score: 106, Turns: 756
CF | >
CF | > X DEVICE
CF |
CF | You are guessing this is a Geiger-Muller counter, that counts the
CF | radiation events per minute and displays it on the dial. The Geiger
CF | counter is currently switched off.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Lab Score: 106, Turns: 757
CF | >
CF | > GET IT
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn it on"
CF ] Lab Score: 106, Turns: 758
CF | >
CF | > TURN IT ON
CF |
CF | You switch the Geiger counter on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] Lab Score: 106, Turns: 759
CF | >
CF | > X IT
CF |
CF | The Geiger counter is currently on; the needle on the dial is around
CF | 1000 counts per minute.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Lab Score: 106, Turns: 760
CF | >
CF | > L
CF |
CF |
CF | Lab
CF | This is a rather dark lab, lit only by the lamp in the hallway; you
CF | can't locate a light switch, but there is enough light to see. There
CF | is a wide workbench here, with a small sink and a few empty beakers.
CF | There are more beakers on the shelves. You can go back to the hallway
CF | by going north, or go east to explore another part of the lab
CF | connected to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 761
CF | >
CF | > E
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. There are only two books left on the shelves, a rather thick
CF | one, and an absolutely massive one. You can go to the hallway by going
CF | north, or west to another part of the lab connected to this room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sofa"
CF ] Lab Score: 106, Turns: 762
CF | >
CF | > X SOFA
CF |
CF | These armchairs look pretty comfortable, as does the sofa. The
CF | scientists here probably spent hours in them, reading, having lively
CF | scientific arguments, or staring at the suspended ceiling tiles until
CF | an idea comes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search it"
CF ] Lab Score: 106, Turns: 763
CF | >
CF | > SEARCH IT
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x blackboard"
CF ] Lab Score: 106, Turns: 764
CF | >
CF | > X BLACKBOARD
CF |
CF | The blackboard on the wall is covered in diagrams, equations, and
CF | other things you know nothing about -- although you're pretty sure one
CF | of the diagrams represents a chain reaction. In the top right corner,
CF | someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as
CF | always.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x armchairs"
CF ] Lab Score: 106, Turns: 765
CF | >
CF | > X ARMCHAIRS
CF |
CF | These armchairs look pretty comfortable, as does the sofa. The
CF | scientists here probably spent hours in them, reading, having lively
CF | scientific arguments, or staring at the suspended ceiling tiles until
CF | an idea comes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search armchairs"
CF ] Lab Score: 106, Turns: 766
CF | >
CF | > SEARCH ARMCHAIRS
CF |
CF | There is nothing on the seats.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x cabinet"
CF ] Lab Score: 106, Turns: 767
CF | >
CF | > X CABINET
CF |
CF | The filing cabinet has been emptied, but nobody bothered taking the
CF | coffee maker with them.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x coffee maker"
CF ] Lab Score: 106, Turns: 768
CF | >
CF | > X COFFEE MAKER
CF |
CF | The filing cabinet has been emptied, but nobody bothered taking the
CF | coffee maker with them.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bookshelf"
CF ] Lab Score: 106, Turns: 768
CF | >
CF | > X BOOKSHELF
CF |
CF | Sorry, I don't understand what "bookshelf" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shelf"
CF ] Lab Score: 106, Turns: 768
CF | >
CF | > X SHELF
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x books"
CF ] Lab Score: 106, Turns: 769
CF | >
CF | > X BOOKS
CF |
CF | This is "Organic Chemistry 1", by Louis and Mary Fieser -- and it's an
CF | absolute beast of a book, a couple of inches thick, and weighing
CF | several pounds. You wonder if volume 2 is just as big.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x massive"
CF ] Lab Score: 106, Turns: 770
CF | >
CF | > X MASSIVE
CF |
CF | This is "Organic Chemistry 1", by Louis and Mary Fieser -- and it's an
CF | absolute beast of a book, a couple of inches thick, and weighing
CF | several pounds. You wonder if volume 2 is just as big.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x thick"
CF ] Lab Score: 106, Turns: 771
CF | >
CF | > X THICK
CF |
CF | This is "Theoretical Nuclear Physics", by John Blatt and Victor
CF | Weisskopf -- a pretty thick book, over one inch thick, and weighing a
CF | couple of pounds.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read it"
CF ] Lab Score: 106, Turns: 772
CF | >
CF | > READ IT
CF |
CF | This is "Theoretical Nuclear Physics", by John Blatt and Victor
CF | Weisskopf -- a pretty thick book, over one inch thick, and weighing a
CF | couple of pounds.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Lab Score: 106, Turns: 773
CF | >
CF | > OPEN IT
CF |
CF | You open the book at a random page; terrible equations, and
CF | explanations full of "quantum" this and "wave function" that, makes
CF | you close the book very quickly.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open massive"
CF ] Lab Score: 106, Turns: 774
CF | >
CF | > OPEN MASSIVE
CF |
CF | You open the book at a random page; a drawing of a monstruous
CF | structure, full of hexagons and tentacles, with a hyphen-riddled,
CF | unpronounceable name, makes you close the book very quickly.
CF |
CF | > DavidW asks, "another wt puz?"
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway Score: 106, Turns: 775
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Meeting room Score: 106, Turns: 776
CF | >
CF | > N
CF |
CF |
CF | Meeting room
CF | This looks like a meeting room, with several tables put together at
CF | the centre of the room, and a number of chairs around. There is a pile
CF | of papers on the table. You can go back to a hallway to the south or
CF | the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x papers"
CF ] Meeting room Score: 106, Turns: 777
CF | >
CF | > X PAPERS
CF |
CF | A messy pile of papers is at a corner of one of the tables.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read them"
CF ] Meeting room Score: 106, Turns: 777
CF | >
CF | > READ THEM
CF |
CF | Sorry, I don't understand what "them" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read papers"
CF ] Meeting room Score: 106, Turns: 778
CF | >
CF | > READ PAPERS
CF |
CF | A messy pile of papers is at a corner of one of the tables.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Meeting room Score: 106, Turns: 779
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the pile of papers, and the one that catches your attention
CF | is a letter written by Doctor Alexander Grant to the Major Westwood:
CF |
CF | Major,
CF | I urgently request that you and your superiors reconsider the test
CF | scheduled for the 15th of February 1962. Our estimates for the type
CF | and size of bomb we are working with are several hundred kilotons
CF | above what we would consider safe, considering the distance between
CF | our island and Tristam Island.
CF | Our worries are not about the damage the bomb would cause to our
CF | island and its structures, but more about the radioactive fallout that
CF | has a high chance of blowing our way. Should this happen, our
CF | radiation exposure would be high, and remain high as the ashes deposit
CF | on our island. Remaining on the island would not be an option; we
CF | calculated with our resident doctor that the risk of cancer would
CF | increase one hundredfold.
CF | Please, we urge you to reconsider the size of the explosion, if you
CF | want the experimentations here to continue; a blast this size would
CF | render our island unlivable, and would require us to evacuate it.
CF | Sincerely,
CF | Doctor Alexander Grant
CF |
CF | Wow. Is this what happened on this island? Is this why everyone left?
CF | Did they go ahead with the explosion, and it exposed everybody to so
CF | much radiation that the island was uninhabitable? Given the state of
CF | the village, the date on the comic book, the songs in the jukebox, the
CF | fact people stopped signing up to take care of the garden after the
CF | 18th of February, it would make sense to guess that this island was
CF | indeed abandoned in February 1962...
CF |
CF | Either way, you hadn't considered how the fallout might affect this
CF | island -- and with it, you. You ate a fish that probably was pretty
CF | close to Tristam Island, touched a lot of objects... You need to find
CF | the key to the communications room, and quickly get out of this
CF | island.
CF |
CF | > Knight_Otu asks, "In a game with a lot of readables, read probably should not be the equivalent of examine, but maybe that can't be changed in punyinform?"
Knight_Otu says (to ClubFloyd), "l"
CF ] Meeting room Score: 106, Turns: 780
CF | >
CF | > L
CF |
CF |
CF | Meeting room
CF | This looks like a meeting room, with several tables put together at
CF | the centre of the room, and a number of chairs around. There is a pile
CF | of papers on the table. You can go back to a hallway to the south or
CF | the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway Score: 106, Turns: 781
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 106, Turns: 782
CF | >
CF | > E
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lockers"
CF ] Storage lockers Score: 106, Turns: 783
CF | >
CF | > X LOCKERS
CF |
CF | A few lockers are against the south wall; they are all open, except
CF | one, which has a hanging combination lock on it. You need to turn a
CF | dial to open it, but it is so worn with use that the numbers on the
CF | dial are all but unreadable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lock"
CF ] Storage lockers Score: 106, Turns: 784
CF | >
CF | > X LOCK
CF |
CF | A few lockers are against the south wall; they are all open, except
CF | one, which has a hanging combination lock on it. You need to turn a
CF | dial to open it, but it is so worn with use that the numbers on the
CF | dial are all but unreadable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open locker"
CF ] Storage lockers Score: 106, Turns: 785
CF | >
CF | > OPEN LOCKER
CF |
CF | The combination lock is locked, and you have no clue about the right
CF | combination. Guess you'll just have to practice your safecracking
CF | skills.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn dial"
CF ] Storage lockers Score: 106, Turns: 786
CF | >
CF | > TURN DIAL
CF |
CF | Nothing obvious happens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open locker"
CF ] Storage lockers Score: 106, Turns: 787
CF | >
CF | > OPEN LOCKER
CF |
CF | The combination lock is locked, and you have no clue about the right
CF | combination. Guess you'll just have to practice your safecracking
CF | skills.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 106, Turns: 788
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks
CF | something you can't quite see.. The fluorescent lamp to the north,
CF | near a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lamp"
CF ] Hallway by a window Score: 106, Turns: 789
CF | >
CF | > X LAMP
CF |
CF | You are standing directly under a fluorescent lamp; you can't really
CF | look at it directly without your eyes hurting. But looking beside it,
CF | at the tiles of the false ceiling, makes it better.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Hallway by a window Score: 106, Turns: 789
CF | >
CF | > X DOOR
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 106, Turns: 790
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | > DavidW says, "might need to stethoscope the lock"
Knight_Otu says, "Maybe."
Roger says, "good thinking"
Knight_Otu says (to ClubFloyd), "x door"
CF ] By the Major's office Score: 106, Turns: 791
CF | >
CF | > X DOOR
CF |
CF | This door is locked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 106, Turns: 792
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks
CF | something you can't quite see.. The fluorescent lamp to the north,
CF | near a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break window"
CF ] Hallway by a window Score: 106, Turns: 793
CF | >
CF | > BREAK WINDOW
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 794
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x door"
CF ] Storage lockers Score: 106, Turns: 795
CF | >
CF | > X DOOR
CF |
CF | A plain door, with a sign indicating a staircase.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Storage lockers Score: 106, Turns: 796
CF | >
CF | > OPEN IT
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Knight_Otu says, "Hrm. Everything is locked, but we still lack in keys."
Knight_Otu says, "(Also, this truly is Babel all over again.)"
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 797
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 106, Turns: 798
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 106, Turns: 799
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby Score: 106, Turns: 800
CF | >
CF | > N
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 801
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | moustachioed man named Corporal Peter Dahl. You put the file back in
CF | the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers for major"
CF ] Lobby Score: 106, Turns: 802
CF | >
CF | > SEARCH PAPERS FOR MAJOR
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 803
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | bespectacled man named Corporal Steven Saunders. You put the file back
CF | in the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 804
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | moustachioed man named Doctor Jerome Thorpe, a specialist in nuclear
CF | chemistry. You put the file back in the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 805
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | bespectacled man named Doctor Jerome Thorpe, a specialist in nuclear
CF | chemistry. You put the file back in the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 806
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | bespectacled man named Private Tom Jolley. You put the file back in
CF | the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search w"
CF ] Lobby Score: 106, Turns: 807
CF | >
CF | > SEARCH W
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Lobby Score: 106, Turns: 808
CF | >
CF | > I
CF |
CF | You're carrying a Geiger counter, a guard key, a dirty shilling, a
CF | rusty shilling, a shiny shilling, a large rock, a rusty sixpence, a
CF | shiny sixpence, a backpack (which contains a flathead screwdriver, a
CF | pot (which is empty), a hand wood saw, a lighter, a pack of gum, some
CF | binoculars, a spare key for the pub, a torch (providing light), a
CF | metal bowl (which is empty) and a small stick) (worn), a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x saw"
CF ] Lobby Score: 106, Turns: 809
CF | >
CF | > X SAW
CF |
CF | This is a hand saw, useful for cutting wood, and not much else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway Score: 106, Turns: 810
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x lamp"
CF ] Hallway Score: 106, Turns: 811
CF | >
CF | > X LAMP
CF |
CF | You are standing directly under a fluorescent lamp; you can't really
CF | look at it directly without your eyes hurting. But looking beside it,
CF | at the tiles of the false ceiling, makes it better.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tiles"
CF ] Hallway Score: 106, Turns: 812
CF | >
CF | > X TILES
CF |
CF | You are standing directly under a fluorescent lamp; you can't really
CF | look at it directly without your eyes hurting. But looking beside it,
CF | at the tiles of the false ceiling, makes it better.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Hallway Score: 106, Turns: 813
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Meeting room Score: 106, Turns: 814
CF | >
CF | > N
CF |
CF |
CF | Meeting room
CF | This looks like a meeting room, with several tables put together at
CF | the centre of the room, and a number of chairs around. There is a pile
CF | of papers on the table. You can go back to a hallway to the south or
CF | the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x chairs"
CF ] Meeting room Score: 106, Turns: 815
CF | >
CF | > X CHAIRS
CF |
CF | There are four wooden tables together put together at the centre of
CF | the room, and about a dozen chairs around them.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Meeting room Score: 106, Turns: 816
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the pile of papers, and the one that catches your attention
CF | is a letter written by Doctor Alexander Grant to the Major Westwood:
CF |
CF | Major,
CF | I urgently request that you and your superiors reconsider the test
CF | scheduled for the 15th of February 1962. Our estimates for the type
CF | and size of bomb we are working with are several hundred kilotons
CF | above what we would consider safe, considering the distance between
CF | our island and Tristam Island.
CF | Our worries are not about the damage the bomb would cause to our
CF | island and its structures, but more about the radioactive fallout that
CF | has a high chance of blowing our way. Should this happen, our
CF | radiation exposure would be high, and remain high as the ashes deposit
CF | on our island. Remaining on the island would not be an option; we
CF | calculated with our resident doctor that the risk of cancer would
CF | increase one hundredfold.
CF | Please, we urge you to reconsider the size of the explosion, if you
CF | want the experimentations here to continue; a blast this size would
CF | render our island unlivable, and would require us to evacuate it.
CF | Sincerely,
CF | Doctor Alexander Grant
CF |
CF | Wow. Is this what happened on this island? Is this why everyone left?
CF | Did they go ahead with the explosion, and it exposed everybody to so
CF | much radiation that the island was uninhabitable? Given the state of
CF | the village, the date on the comic book, the songs in the jukebox, the
CF | fact people stopped signing up to take care of the garden after the
CF | 18th of February, it would make sense to guess that this island was
CF | indeed abandoned in February 1962...
CF |
CF | Either way, you hadn't considered how the fallout might affect this
CF | island -- and with it, you. You ate a fish that probably was pretty
CF | close to Tristam Island, touched a lot of objects... You need to find
CF | the key to the communications room, and quickly get out of this
CF | island.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Meeting room Score: 106, Turns: 817
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Hallway by a window Score: 106, Turns: 818
CF | >
CF | > E
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks
CF | something you can't quite see.. The fluorescent lamp to the north,
CF | near a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x window"
CF ] Hallway by a window Score: 106, Turns: 819
CF | >
CF | > X WINDOW
CF |
CF | You look through the window, and see a wide open space. Your eyes
CF | habituate to the darkness, and you see shimmering water, and what
CF | looks like a very large loading dock. There doesn't seem to be a way
CF | to enter or exit this sort of grotto, which explains why you didn't
CF | see it from the beach. But there still is a loading dock, suggesting
CF | some kind of boat, maybe a submarine, was moored here... On the
CF | loading dock is a large crate. You have no idea what is in it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x crate"
CF ] Hallway by a window Score: 106, Turns: 820
CF | >
CF | > X CRATE
CF |
CF | You look through the window, and see a wide open space. Your eyes
CF | habituate to the darkness, and you see shimmering water, and what
CF | looks like a very large loading dock. There doesn't seem to be a way
CF | to enter or exit this sort of grotto, which explains why you didn't
CF | see it from the beach. But there still is a loading dock, suggesting
CF | some kind of boat, maybe a submarine, was moored here... On the
CF | loading dock is a large crate. You have no idea what is in it.
CF |
CF | > Knight_Otu says, "Well, crate."
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 106, Turns: 821
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 106, Turns: 822
CF | >
CF | > N
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] By the Major's office Score: 106, Turns: 823
CF | >
CF | > OPEN DOOR
CF |
CF | It seems to be locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] By the Major's office Score: 106, Turns: 824
CF | >
CF | > X IT
CF |
CF | This door is locked and closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 106, Turns: 825
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 826
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "saw door"
CF ] Storage lockers Score: 106, Turns: 826
CF | >
CF | > SAW DOOR
CF |
CF | That is not a verb I recognize.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push lockers"
CF ] Storage lockers Score: 106, Turns: 827
CF | >
CF | > PUSH LOCKERS
CF |
CF | That's fixed in place.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x locker"
CF ] Storage lockers Score: 106, Turns: 828
CF | >
CF | > X LOCKER
CF |
CF | A few lockers are against the south wall; they are all open, except
CF | one, which has a hanging combination lock on it. You need to turn a
CF | dial to open it, but it is so worn with use that the numbers on the
CF | dial are all but unreadable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cut door"
CF ] Storage lockers Score: 106, Turns: 829
CF | >
CF | > CUT DOOR
CF |
CF | You don't have anything to cut this with.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn dial"
CF ] Storage lockers Score: 106, Turns: 830
CF | >
CF | > TURN DIAL
CF |
CF | Nothing obvious happens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn dial"
CF ] Storage lockers Score: 106, Turns: 831
CF | >
CF | > TURN DIAL
CF |
CF | Nothing obvious happens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 106, Turns: 832
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | > Knight_Otu says, "I am uncertain where to go right now."
Knight_Otu says (to ClubFloyd), "s"
CF ] Lab Score: 106, Turns: 833
CF | >
CF | > S
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. There are only two books left on the shelves, a rather thick
CF | one, and an absolutely massive one. You can go to the hallway by going
CF | north, or west to another part of the lab connected to this room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search shelves"
CF ] Lab Score: 106, Turns: 833
CF | >
CF | > SEARCH SHELVES
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search massive"
CF ] Lab Score: 106, Turns: 834
CF | >
CF | > SEARCH MASSIVE
CF |
CF | You open the book at a random page; a drawing of a monstruous
CF | structure, full of hexagons and tentacles, with a hyphen-riddled,
CF | unpronounceable name, makes you close the book very quickly.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search thick"
CF ] Lab Score: 106, Turns: 835
CF | >
CF | > SEARCH THICK
CF |
CF | You open the book at a random page; terrible equations, and
CF | explanations full of "quantum" this and "wave function" that, makes
CF | you close the book very quickly.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search cabinet"
CF ] Lab Score: 106, Turns: 836
CF | >
CF | > SEARCH CABINET
CF |
CF | There is nothing on the filing cabinet.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lab Score: 106, Turns: 837
CF | >
CF | > W
CF |
CF |
CF | Lab
CF | This is a rather dark lab, lit only by the lamp in the hallway; you
CF | can't locate a light switch, but there is enough light to see. There
CF | is a wide workbench here, with a small sink and a few empty beakers.
CF | There are more beakers on the shelves. You can go back to the hallway
CF | by going north, or go east to explore another part of the lab
CF | connected to this one.
CF |
CF | > DavidW asks, "open cabinet?"
Knight_Otu says (to ClubFloyd), "w"
CF ] Lab Score: 106, Turns: 838
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 839
CF | >
CF | > E
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. There are only two books left on the shelves, a rather thick
CF | one, and an absolutely massive one. You can go to the hallway by going
CF | north, or west to another part of the lab connected to this room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cabinet"
CF ] Lab Score: 106, Turns: 840
CF | >
CF | > OPEN CABINET
CF |
CF | That doesn't seem to be something you can open.
CF |
CF | > Knight_Otu says, "Sadly, no."
DavidW says, "odd"
Knight_Otu says (to ClubFloyd), "take thick"
CF ] Lab Score: 106, Turns: 841
CF | >
CF | > TAKE THICK
CF |
CF | (putting the guard key into the backpack to make room)
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "take massive"
CF ] Lab Score: 106, Turns: 842
CF | >
CF | > TAKE MASSIVE
CF |
CF | (putting the Geiger counter into the backpack to make room)
CF | You take the organic chemistry book. Wow, it's even heavier than you
CF | thought.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Lab Score: 106, Turns: 843
CF | >
CF | > L
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. You can go to the hallway by going north, or west to another
CF | part of the lab connected to this room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "look behind blackboard"
CF ] Lab Score: 106, Turns: 844
CF | >
CF | > LOOK BEHIND BLACKBOARD
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search blackboard"
CF ] Lab Score: 106, Turns: 845
CF | >
CF | > SEARCH BLACKBOARD
CF |
CF | You find nothing special.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] Lab Score: 106, Turns: 846
CF | >
CF | > X IT
CF |
CF | The blackboard on the wall is covered in diagrams, equations, and
CF | other things you know nothing about -- although you're pretty sure one
CF | of the diagrams represents a chain reaction. In the top right corner,
CF | someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as
CF | always.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway Score: 106, Turns: 847
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 106, Turns: 848
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby Score: 106, Turns: 849
CF | >
CF | > N
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lobby Score: 106, Turns: 850
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Inside the elevator Score: 106, Turns: 851
CF | >
CF | > N
CF |
CF |
CF | Inside the elevator
CF | This elevator could probably fit two people, but not more. Outside the
CF | elevator, you can see a long hallway lit only by artificial light.
CF | There is only one button in this elevator.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push button"
CF ] Inside the elevator Score: 106, Turns: 852
CF | >
CF | > PUSH BUTTON
CF |
CF | You could probably go back up, but you feel like there is still more
CF | to explore down here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lobby Score: 106, Turns: 853
CF | >
CF | > S
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search desk"
CF ] Lobby Score: 106, Turns: 854
CF | >
CF | > SEARCH DESK
CF |
CF | The most notable thing on the desk is a filing box filled with papers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get papers"
CF ] Lobby Score: 106, Turns: 855
CF | >
CF | > GET PAPERS
CF |
CF | (putting the nuclear physics textbook into the backpack to make room)
CF | The box is very heavy, since it's packed so densely. You pick it up
CF | with a grunt.
CF |
CF | You readjust the filing box to get a better grip.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x desk"
CF ] Lobby Score: 106, Turns: 856
CF | >
CF | > X DESK
CF |
CF | If this small and tidy desk wasn't directly facing the elevator, you
CF | would have guessed it was used by a secretary; but really, it was
CF | probably a soldier who sat here and monitored access.
CF | >
Knight_Otu says (to ClubFloyd), "search papers"
CF ] Lobby Score: 106, Turns: 857
CF | >
CF | > SEARCH PAPERS
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a
CF | bespectacled man named Doctor Alexander Grant, expert in nuclear
CF | physics. You put the file back in the tightly packed box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway Score: 106, Turns: 858
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lab Score: 106, Turns: 859
CF | >
CF | > S
CF |
CF |
CF | Lab
CF | This is a rather dark lab, lit only by the lamp in the hallway; you
CF | can't locate a light switch, but there is enough light to see. There
CF | is a wide workbench here, with a small sink and a few empty beakers.
CF | There are more beakers on the shelves. You can go back to the hallway
CF | by going north, or go east to explore another part of the lab
CF | connected to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 860
CF | >
CF | > E
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. You can go to the hallway by going north, or west to another
CF | part of the lab connected to this room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 861
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway Score: 106, Turns: 862
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 106, Turns: 863
CF | >
CF | > E
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw box at door"
CF ] Storage lockers Score: 106, Turns: 864
CF | >
CF | > THROW BOX AT DOOR
CF |
CF | You can barely lift this box, let alone throw it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw massive at door"
CF ] Storage lockers Score: 106, Turns: 865
CF | >
CF | > THROW MASSIVE AT DOOR
CF |
CF | Futile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 106, Turns: 866
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Hallway by a window Score: 106, Turns: 867
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter window"
CF ] Hallway by a window Score: 106, Turns: 868
CF | >
CF | > ENTER WINDOW
CF |
CF | There doesn't seem to be a way in.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 106, Turns: 869
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x plate"
CF ] By the Major's office Score: 106, Turns: 869
CF | >
CF | > X PLATE
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search box"
CF ] By the Major's office Score: 106, Turns: 870
CF | >
CF | > SEARCH BOX
CF |
CF | You search the files and take one at random. It consists in multiple
CF | pages stapled together; the front page shows the picture of a bearded
CF | man named Private Tim Gorecki. You put the file back in the tightly
CF | packed box.
CF |
CF | > Knight_Otu asks, "Have I missed an open exit?"
Knight_Otu says (to ClubFloyd), "open door with screwdriver"
CF ] By the Major's office Score: 106, Turns: 871
CF | >
CF | > OPEN DOOR WITH SCREWDRIVER
CF |
CF | (first taking the flathead screwdriver)
CF | The flathead screwdriver doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 106, Turns: 872
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 873
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with screwdriver"
CF ] Storage lockers Score: 106, Turns: 874
CF | >
CF | > OPEN DOOR WITH SCREWDRIVER
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > DavidW says, "I have no idea of the layout"
Knight_Otu says (to ClubFloyd), "open locker with screwdriver"
CF ] Storage lockers Score: 106, Turns: 875
CF | >
CF | > OPEN LOCKER WITH SCREWDRIVER
CF |
CF | You grab the combination lock and turn the dial back and forth, but
CF | you're not getting anywhere. You stop and try to think of a method
CF | that would tell if you're getting any closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 876
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 106, Turns: 877
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 106, Turns: 878
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | You try to shift the weight of the filing box to the other arm, but
CF | it's just heavy, no matter what.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lab Score: 106, Turns: 879
CF | >
CF | > S
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. You can go to the hallway by going north, or west to another
CF | part of the lab connected to this room.
CF |
CF | You take a deep breath; your arms are starting to burn.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop box"
CF ] Lab Score: 106, Turns: 880
CF | >
CF | > DROP BOX
CF |
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 881
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lab Score: 106, Turns: 882
CF | >
CF | > W
CF |
CF |
CF | Lab
CF | This is a rather dark lab, lit only by the lamp in the hallway; you
CF | can't locate a light switch, but there is enough light to see. There
CF | is a wide workbench here, with a small sink and a few empty beakers.
CF | There are more beakers on the shelves. You can go back to the hallway
CF | by going north, or go east to explore another part of the lab
CF | connected to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x workbench"
CF ] Lab Score: 106, Turns: 883
CF | >
CF | > X WORKBENCH
CF |
CF | There is a wide workbench here, with a small sink and a few empty
CF | beakers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search it"
CF ] Lab Score: 106, Turns: 884
CF | >
CF | > SEARCH IT
CF |
CF | There is nothing on the workbench.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Lab Score: 106, Turns: 885
CF | >
CF | > OPEN IT
CF |
CF | That doesn't seem to be something you can open.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Lab Score: 106, Turns: 886
CF | >
CF | > I
CF |
CF | You're carrying a flathead screwdriver, a dirty shilling, a rusty
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny
CF | sixpence, a backpack (which contains a organic chemistry textbook, a
CF | nuclear physics textbook, a Geiger counter, a guard key, a pot (which
CF | is empty), a hand wood saw, a lighter, a pack of gum, some binoculars,
CF | a spare key for the pub, a torch (providing light), a metal bowl
CF | (which is empty) and a small stick) (worn), a damaged sixpence and a
CF | dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Lab Score: 106, Turns: 887
CF | >
CF | > E
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. You can go to the hallway by going north, or west to another
CF | part of the lab connected to this room.
CF |
CF | You can see a filing box here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "light papers"
CF ] Lab Score: 106, Turns: 888
CF | >
CF | > LIGHT PAPERS
CF |
CF | This dangerous act would achieve little.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway Score: 106, Turns: 889
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Meeting room Score: 106, Turns: 890
CF | >
CF | > N
CF |
CF |
CF | Meeting room
CF | This looks like a meeting room, with several tables put together at
CF | the centre of the room, and a number of chairs around. There is a pile
CF | of papers on the table. You can go back to a hallway to the south or
CF | the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "light papers"
CF ] Meeting room Score: 106, Turns: 891
CF | >
CF | > LIGHT PAPERS
CF |
CF | This dangerous act would achieve little.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push papers"
CF ] Meeting room Score: 106, Turns: 892
CF | >
CF | > PUSH PAPERS
CF |
CF | Nothing obvious happens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Meeting room Score: 106, Turns: 893
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Hallway by a window Score: 106, Turns: 894
CF | >
CF | > E
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 106, Turns: 895
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break lock"
CF ] Storage lockers Score: 106, Turns: 896
CF | >
CF | > BREAK LOCK
CF |
CF | Even if it looks worn, the combination lock is still very strong.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Storage lockers Score: 106, Turns: 897
CF | >
CF | > I
CF |
CF | You're carrying a flathead screwdriver, a dirty shilling, a rusty
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny
CF | sixpence, a backpack (which contains a organic chemistry textbook, a
CF | nuclear physics textbook, a Geiger counter, a guard key, a pot (which
CF | is empty), a hand wood saw, a lighter, a pack of gum, some binoculars,
CF | a spare key for the pub, a torch (providing light), a metal bowl
CF | (which is empty) and a small stick) (worn), a damaged sixpence and a
CF | dirty sixpence.
CF |
CF | > DavidW asks, "listen to lock?"
Knight_Otu says (to ClubFloyd), "listen to lock"
CF ] Storage lockers Score: 111, Turns: 898
CF | >
CF | > LISTEN TO LOCK
CF |
CF | You try turning the combination lock very gently while listening
CF | closely for any click. Slowly, steadily, you manage to make the lock
CF | click three times; you pull on it, and the lock unlocks.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > Knight_Otu says, "Thanks."
Knight_Otu says (to ClubFloyd), "open lockeer"
CF ] Storage lockers Score: 111, Turns: 898
CF | >
CF | > OPEN LOCKEER
CF |
CF | Sorry, I don't understand what "lockeer" means.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open locker"
CF ] Storage lockers Score: 111, Turns: 899
CF | >
CF | > OPEN LOCKER
CF |
CF | The locker opens, revealing a mess of cables and wires, and a
CF | microphone. This must have been the comms guy's locker.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get all from locker"
CF ] Storage lockers Score: 111, Turns: 900
CF | >
CF | > GET ALL FROM LOCKER
CF |
CF | tangled mess of cables: The microphone is probably useless, but this
CF | bundle of cables looks like something you might need for the radio.
CF | You don't really know which one to pick, so you choose one at random.
CF |
CF | > Knight_Otu says, "Of course that doesn't change the issue with the key."
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 111, Turns: 901
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 111, Turns: 902
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with guard key"
CF ] By the Major's office Score: 111, Turns: 903
CF | >
CF | > UNLOCK DOOR WITH GUARD KEY
CF |
CF | (first taking the guard key)
CF | The guard key doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with pub key"
CF ] By the Major's office Score: 111, Turns: 904
CF | >
CF | > UNLOCK DOOR WITH PUB KEY
CF |
CF | (first taking the spare key for the pub)
CF | The spare key for the pub doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door"
CF ] By the Major's office Score: 111, Turns: 905
CF | >
CF | > UNLOCK DOOR
CF |
CF | To unlock this door, you'll have to specify with which key.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] By the Major's office Score: 111, Turns: 906
CF | >
CF | > I
CF |
CF | You're carrying a spare key for the pub, a guard key, a dirty
CF | shilling, a rusty shilling, a shiny shilling, a large rock, a rusty
CF | sixpence, a shiny sixpence, a backpack (which contains a cable, a
CF | flathead screwdriver, a organic chemistry textbook, a nuclear physics
CF | textbook, a Geiger counter, a pot (which is empty), a hand wood saw, a
CF | lighter, a pack of gum, some binoculars, a torch (providing light), a
CF | metal bowl (which is empty) and a small stick) (worn), a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | > Knight_Otu says, "Weirdly, the door doesn't talk about "needing a key and you don't know where to find it" like the other doors."
Knight_Otu says (to ClubFloyd), "unlock door with cable"
CF ] By the Major's office Score: 111, Turns: 907
CF | >
CF | > UNLOCK DOOR WITH CABLE
CF |
CF | (first taking the cable)
CF | The cable doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with saw"
CF ] By the Major's office Score: 111, Turns: 908
CF | >
CF | > UNLOCK DOOR WITH SAW
CF |
CF | (first taking the hand wood saw)
CF | The hand wood saw doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with screwdriver"
CF ] By the Major's office Score: 111, Turns: 909
CF | >
CF | > UNLOCK DOOR WITH SCREWDRIVER
CF |
CF | (first taking the flathead screwdriver)
CF | The flathead screwdriver doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 111, Turns: 910
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 111, Turns: 911
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with screwdriver"
CF ] Storage lockers Score: 111, Turns: 912
CF | >
CF | > UNLOCK DOOR WITH SCREWDRIVER
CF |
CF | This door requires a key, and you don't have it; in fact, you have no
CF | idea where to find it.
CF |
CF | > Knight_Otu says, "This door does say it."
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 111, Turns: 913
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 111, Turns: 914
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with rock"
CF ] By the Major's office Score: 111, Turns: 915
CF | >
CF | > OPEN DOOR WITH ROCK
CF |
CF | The large rock doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break door with rock"
CF ] By the Major's office Score: 111, Turns: 916
CF | >
CF | > BREAK DOOR WITH ROCK
CF |
CF | Violence isn't the answer to this one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] By the Major's office Score: 111, Turns: 917
CF | >
CF | > I
CF |
CF | You're carrying a flathead screwdriver, a hand wood saw, a dirty
CF | shilling, a rusty shilling, a shiny shilling, a large rock, a rusty
CF | sixpence, a shiny sixpence, a backpack (which contains a cable, a
CF | spare key for the pub, a guard key, a organic chemistry textbook, a
CF | nuclear physics textbook, a Geiger counter, a pot (which is empty), a
CF | lighter, a pack of gum, some binoculars, a torch (providing light), a
CF | metal bowl (which is empty) and a small stick) (worn), a damaged
CF | sixpence and a dirty sixpence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with stick"
CF ] By the Major's office Score: 111, Turns: 917
CF | >
CF | > OPEN DOOR WITH STICK
CF |
CF | Do you mean the torch or the small stick?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "small"
CF ] By the Major's office Score: 111, Turns: 918
CF | >
CF | > SMALL
CF |
CF | (first taking the small stick)
CF | The small stick doesn't seem to fit the lock.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door with shiny shilling"
CF ] By the Major's office Score: 111, Turns: 919
CF | >
CF | > OPEN DOOR WITH SHINY SHILLING
CF |
CF | The shiny shilling doesn't seem to fit the lock.
CF |
CF | > Knight_Otu flails.
DavidW asks, "where was crate; did we open it?"
Knight_Otu says, "The crate was in the grotto that we can only see through the window."
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 111, Turns: 920
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x window"
CF ] Hallway by a window Score: 111, Turns: 921
CF | >
CF | > X WINDOW
CF |
CF | You look through the window, and see a wide open space. Your eyes
CF | habituate to the darkness, and you see shimmering water, and what
CF | looks like a very large loading dock. There doesn't seem to be a way
CF | to enter or exit this sort of grotto, which explains why you didn't
CF | see it from the beach. But there still is a loading dock, suggesting
CF | some kind of boat, maybe a submarine, was moored here... On the
CF | loading dock is a large crate. You have no idea what is in it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x dock"
CF ] Hallway by a window Score: 111, Turns: 922
CF | >
CF | > X DOCK
CF |
CF | You look through the window, and see a wide open space. Your eyes
CF | habituate to the darkness, and you see shimmering water, and what
CF | looks like a very large loading dock. There doesn't seem to be a way
CF | to enter or exit this sort of grotto, which explains why you didn't
CF | see it from the beach. But there still is a loading dock, suggesting
CF | some kind of boat, maybe a submarine, was moored here... On the
CF | loading dock is a large crate. You have no idea what is in it.
CF |
CF | > DavidW says, "the heaviness of books and box suggests putting them on a scale or weight=detecting platfom"
Knight_Otu says, "Kind of, yeah, but I don't think we've seen anything like that."
Knight_Otu says (to ClubFloyd), "break light"
CF ] Hallway by a window Score: 111, Turns: 923
CF | >
CF | > BREAK LIGHT
CF |
CF | Violence isn't the answer to this one.
CF |
CF | > DavidW says, "break window"
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 111, Turns: 924
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break window"
CF ] Storage lockers Score: 111, Turns: 924
CF | >
CF | > BREAK WINDOW
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 111, Turns: 925
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "break window"
CF ] Hallway by a window Score: 111, Turns: 926
CF | >
CF | > BREAK WINDOW
CF |
CF | Violence isn't the answer to this one.
CF |
CF | > Roger says, "unlike all the other ones"
Knight_Otu says, "Yeah, the shop windows we were allowed to break."
DavidW says (to ClubFloyd), " x lamp"
CF ] Hallway by a window Score: 111, Turns: 927
CF | >
CF | > X LAMP
CF |
CF | You are standing directly under a fluorescent lamp; you can't really
CF | look at it directly without your eyes hurting. But looking beside it,
CF | at the tiles of the false ceiling, makes it better.
CF |
CF | > Knight_Otu says, "I suppose it makes sense that this window is made of tougher glass."
DavidW asks, "false ceiling?"
Knight_Otu says (to ClubFloyd), "x ceiling"
CF ] Hallway by a window Score: 111, Turns: 928
CF | >
CF | > X CEILING
CF |
CF | You are standing directly under a fluorescent lamp; you can't really
CF | look at it directly without your eyes hurting. But looking beside it,
CF | at the tiles of the false ceiling, makes it better.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Hallway by a window Score: 111, Turns: 929
CF | >
CF | > U
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open ceiling"
CF ] Hallway by a window Score: 111, Turns: 930
CF | >
CF | > OPEN CEILING
CF |
CF | That doesn't seem to be something you can open.
CF |
CF | >
DavidW says (to ClubFloyd), "move tile"
CF ] Hallway by a window Score: 111, Turns: 931
CF | >
CF | > MOVE TILE
CF |
CF | You don't really see why you would do this here.
CF |
CF | > DavidW says, "nother room"
Knight_Otu says, "hm."
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 111, Turns: 932
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "move tile"
CF ] By the Major's office Score: 111, Turns: 933
CF | >
CF | > MOVE TILE
CF |
CF | You're too short to reach this.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 111, Turns: 934
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 111, Turns: 935
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 111, Turns: 936
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 111, Turns: 937
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Lab Score: 111, Turns: 938
CF | >
CF | > S
CF |
CF |
CF | Lab
CF | This looks like an area where some serious thinking was happening. A
CF | few comfortable-looking armchairs and a sofa are all facing a
CF | blackboard, which is covered is symbols and esoteric drawings; not too
CF | far from the blackboard, a coffee maker is resting on a filing
CF | cabinet. You can go to the hallway by going north, or west to another
CF | part of the lab connected to this room.
CF |
CF | You can see a filing box here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on box"
CF ] Lab Score: 111, Turns: 939
CF | >
CF | > STAND ON BOX
CF |
CF | You enter the filing box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Lab Score: 111, Turns: 940
CF | >
CF | > OUT
CF |
CF | First, you'd have to leave the filing box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand"
CF ] Lab Score: 111, Turns: 941
CF | >
CF | > STAND
CF |
CF | You leave the filing box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get box"
CF ] Lab Score: 111, Turns: 942
CF | >
CF | > GET BOX
CF |
CF | (putting the flathead screwdriver into the backpack to make room)
CF | The box is very heavy, since it's packed so densely. You pick it up
CF | with a grunt.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway Score: 111, Turns: 943
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | > DavidW says, "stand on box and books to reach tiile"
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 111, Turns: 944
CF | >
CF | > E
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Hallway by a window Score: 111, Turns: 945
CF | >
CF | > N
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 111, Turns: 946
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop box"
CF ] By the Major's office Score: 111, Turns: 947
CF | >
CF | > DROP BOX
CF |
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tile"
CF ] By the Major's office Score: 111, Turns: 948
CF | >
CF | > X TILE
CF |
CF | You look up towards the blinking lamp, and notice something funny.
CF | Someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as
CF | always. Right next to the picture, one of the tiles of the false
CF | ceiling is a bit crooked, which makes a small hole in the ceiling.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put massive on box"
CF ] By the Major's office Score: 111, Turns: 949
CF | >
CF | > PUT MASSIVE ON BOX
CF |
CF | (first taking the organic chemistry textbook)
CF | You take the organic chemistry book. Wow, it's even heavier than you
CF | thought.
CF | The box is packed so densely, you wouldn't be able to fit anything in
CF | it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on box"
CF ] By the Major's office Score: 111, Turns: 950
CF | >
CF | > STAND ON BOX
CF |
CF | You enter the filing box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "move tile"
CF ] By the Major's office Score: 111, Turns: 951
CF | >
CF | > MOVE TILE
CF |
CF | You're too short to reach this.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand"
CF ] By the Major's office Score: 111, Turns: 952
CF | >
CF | > STAND
CF |
CF | You leave the filing box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn over box"
CF ] By the Major's office Score: 111, Turns: 953
CF | >
CF | > TURN OVER BOX
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop massive"
CF ] By the Major's office Score: 111, Turns: 954
CF | >
CF | > DROP MASSIVE
CF |
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on massive"
CF ] By the Major's office Score: 111, Turns: 955
CF | >
CF | > STAND ON MASSIVE
CF |
CF | You stand on the book; you are now a couple of inches taller. You get
CF | off the book.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put box on book"
CF ] By the Major's office Score: 111, Turns: 955
CF | >
CF | > PUT BOX ON BOOK
CF |
CF | Do you mean the organic chemistry textbook or the nuclear physics
CF | textbook?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "organic"
CF ] By the Major's office Score: 111, Turns: 956
CF | >
CF | > ORGANIC
CF |
CF | (first taking the filing box)
CF | The box is very heavy, since it's packed so densely. You pick it up
CF | with a grunt.
CF | You can't put things on top of that.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "move tile"
CF ] By the Major's office Score: 111, Turns: 957
CF | >
CF | > MOVE TILE
CF |
CF | You're too short to reach this.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put thick on massive"
CF ] By the Major's office Score: 111, Turns: 958
CF | >
CF | > PUT THICK ON MASSIVE
CF |
CF | (first taking the nuclear physics textbook)
CF | You can't put things on top of that.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on massive and move tile"
CF ] By the Major's office Score: 111, Turns: 960
CF | >
CF | > STAND ON MASSIVE AND MOVE TILE
CF |
CF | You stand on the book; you are now a couple of inches taller. You get
CF | off the book.
CF |
CF | You're too short to reach this.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "empty box"
CF ] By the Major's office Score: 111, Turns: 960
CF | >
CF | > EMPTY BOX
CF |
CF | That is not a verb I recognize.
CF |
CF | > Roger says, "hmmm stacking books does feel like the right direction to go"
DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "drop thick"
CF ] By the Major's office Score: 111, Turns: 961
CF | >
CF | > DROP THICK
CF |
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on thick"
CF ] By the Major's office Score: 111, Turns: 962
CF | >
CF | > STAND ON THICK
CF |
CF | You stand on the book; you are now over one inch taller. You get off
CF | the book.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stack books"
CF ] By the Major's office Score: 111, Turns: 962
CF | >
CF | > STACK BOOKS
CF |
CF | That is not a verb I recognize.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put thick book on massive book"
CF ] By the Major's office Score: 111, Turns: 963
CF | >
CF | > PUT THICK BOOK ON MASSIVE BOOK
CF |
CF | (first taking the nuclear physics textbook)
CF | You can't put things on top of that.
CF |
CF | > DavidW asks, "maybw book on a chair?"
Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 111, Turns: 964
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Meeting room Score: 111, Turns: 965
CF | >
CF | > W
CF |
CF |
CF | Meeting room
CF | This looks like a meeting room, with several tables put together at
CF | the centre of the room, and a number of chairs around. There is a pile
CF | of papers on the table. You can go back to a hallway to the south or
CF | the east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get chair"
CF ] Meeting room Score: 111, Turns: 966
CF | >
CF | > GET CHAIR
CF |
CF | (putting the nuclear physics textbook into the backpack to make room)
CF | You decide to take one of the chairs.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Meeting room Score: 111, Turns: 967
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | You take a deep breath; your arms are starting to burn.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Hallway by a window Score: 111, Turns: 968
CF | >
CF | > E
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] By the Major's office Score: 111, Turns: 969
CF | >
CF | > N
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | You can also see a organic chemistry textbook here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop chair and box"
CF ] By the Major's office Score: 111, Turns: 970
CF | >
CF | > DROP CHAIR AND BOX
CF |
CF | sturdy chair: You put the chair down.
CF | filing box: Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on chair"
CF ] By the Major's office Score: 111, Turns: 971
CF | >
CF | > STAND ON CHAIR
CF |
CF | You climb on the chair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "move tile"
CF ] By the Major's office Score: 111, Turns: 972
CF | >
CF | > MOVE TILE
CF |
CF | You stretch and extend yourself as much as you can, but you're still
CF | short by a couple of inches.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand"
CF ] By the Major's office Score: 111, Turns: 973
CF | >
CF | > STAND
CF |
CF | You leave the sturdy chair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put massive on chair"
CF ] By the Major's office Score: 111, Turns: 974
CF | >
CF | > PUT MASSIVE ON CHAIR
CF |
CF | (first taking the organic chemistry textbook)
CF | You take the organic chemistry book. Wow, it's even heavier than you
CF | thought.
CF | You put the organic chemistry textbook on the sturdy chair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on chair"
CF ] By the Major's office Score: 111, Turns: 975
CF | >
CF | > STAND ON CHAIR
CF |
CF | You climb on the chair and on the book.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "move tile"
CF ] By the Major's office Score: 111, Turns: 976
CF | >
CF | > MOVE TILE
CF |
CF | You raise your arm, and put your hand against the ceiling tile; you
CF | manage to shove it out of the way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tile"
CF ] By the Major's office Score: 111, Turns: 977
CF | >
CF | > X TILE
CF |
CF | You look up towards the blinking lamp, and notice something funny.
CF | Someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as
CF | always. You have pushed one of the ceiling tiles out of the way to
CF | enter the Major's office.
CF |
CF | > DavidW says, "up"
Knight_Otu says (to ClubFloyd), "enter it"
CF ] Office of Major Westwood Score: 116, Turns: 978
CF | >
CF | > ENTER IT
CF |
CF | You look up. The space looks quite tight, but your fingers can reach
CF | the metal supports of the suspended ceiling. You should be able to do
CF | it...
CF |
CF | You take a deep breath, and jump! Then using all your strength, you
CF | pull yourself up into the crawl space above the tiles, grabbing the
CF | ceiling's supports with the tip of your fingers. Your arms are
CF | burning, your fingers hurt, and you are momentarily exhausted, but you
CF | made it!
CF |
CF | You crawl a few feet in the space above the false ceiling, then remove
CF | one of the tiles: you are indeed above the Major's office! You crawl
CF | into the opening, then drop down awkwardly.
CF |
CF | Office of Major Westwood
CF | The office of Major Westwood isn't that big, all things considered.
CF | There is a desk facing the door, with a litter bin against it, and
CF | three chairs -- the Major's chair looking like the most comfortable
CF | one. The only way is out.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x desk"
CF ] Office of Major Westwood Score: 116, Turns: 979
CF | >
CF | > X DESK
CF |
CF | The desk is rather well-made, with a careful attention to details on
CF | the edges and the drawers. You wonder if the Major got it imported
CF | from the land.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "search it"
CF ] Office of Major Westwood Score: 116, Turns: 980
CF | >
CF | > SEARCH IT
CF |
CF | There is nothing on the nice desk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Office of Major Westwood Score: 116, Turns: 981
CF | >
CF | > OPEN IT
CF |
CF | You open the drawer, revealing a master keyring.
CF |
CF | > Roger says, "wooo"
Knight_Otu says (to ClubFloyd), "get keyring"
CF ] Office of Major Westwood Score: 121, Turns: 982
CF | >
CF | > GET KEYRING
CF |
CF | Taken.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x it"
CF ] Office of Major Westwood Score: 121, Turns: 983
CF | >
CF | > X IT
CF |
CF | This keyring, with dozens of keys on it, was in the desk drawer of the
CF | Major; you're guessing it contains all the keys you need here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bin"
CF ] Office of Major Westwood Score: 121, Turns: 984
CF | >
CF | > X BIN
CF |
CF | The litter bin has a few crumpled papers.
CF |
CF | > DavidW says, "yay"
Knight_Otu says (to ClubFloyd), "search it"
CF ] Office of Major Westwood Score: 121, Turns: 985
CF | >
CF | > SEARCH IT
CF |
CF | In the litter bin is a crumpled letter written by Doctor Alexander
CF | Grant to the Major Westwood:
CF |
CF | Major,
CF | I urgently request that you and your superiors reconsider the test
CF | scheduled for the 15th of February 1962. Our estimates for the type
CF | and size of bomb we are working with are several hundred kilotons
CF | above what we would consider safe, considering the distance between
CF | our island and Tristam Island.
CF | Our worries are not about the damage the bomb would cause to our
CF | island and its structures, but more about the radioactive fallout that
CF | has a high chance of blowing our way. Should this happen, our
CF | radiation exposure would be high, and remain high as the ashes deposit
CF | on our island. Remaining on the island would not be an option; we
CF | calculated with our resident doctor that the risk of cancer would
CF | increase one hundredfold.
CF | Please, we urge you to reconsider the size of the explosion, if you
CF | want the experimentations here to continue; a blast this size would
CF | render our island unlivable, and would require us to evacuate it.
CF | Sincerely,
CF | Doctor Alexander Grant
CF |
CF | Wow. Is this what happened on this island? Is this why everyone left?
CF | Did they go ahead with the explosion, and it exposed everybody to so
CF | much radiation that the island was uninhabitable? After all, you found
CF | this letter in the litter bin -- it doesn't sound like the Major took
CF | the warning very seriously. Given the state of the village, the date
CF | on the comic book, the songs in the jukebox, the fact people stopped
CF | signing up to take care of the garden after the 18th of February, it
CF | would make sense to guess that this island was indeed abandoned in
CF | February 1962...
CF |
CF | Either way, you hadn't considered how the fallout might affect this
CF | island -- and with it, you. You ate a fish that probably was pretty
CF | close to Tristam Island, touched a lot of objects... You need to
CF | quickly get out of this island.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x chairs"
CF ] Office of Major Westwood Score: 121, Turns: 986
CF | >
CF | > X CHAIRS
CF |
CF | There are three chairs here; the Major's chair is very comfortable,
CF | while the chairs closest to the doors are mere wooden chairs. That's
CF | petty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] Office of Major Westwood Score: 121, Turns: 987
CF | >
CF | > OUT
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with keyring"
CF ] Office of Major Westwood Score: 121, Turns: 988
CF | >
CF | > UNLOCK DOOR WITH KEYRING
CF |
CF | You unlock the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open it"
CF ] Office of Major Westwood Score: 121, Turns: 989
CF | >
CF | > OPEN IT
CF |
CF | You open the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] By the Major's office Score: 121, Turns: 990
CF | >
CF | > S
CF |
CF |
CF | By the Major's office
CF | This is the door to Major Westwood's office, as the plate indicates.
CF | There's not much else here, and if that blinking lamp doesn't stop
CF | blinking soon, you're going to get a headache. You can go back south
CF | towards the window in the hallway.
CF |
CF | You can also see a filing box and a sturdy chair (on which is a
CF | organic chemistry textbook) here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Hallway by a window Score: 121, Turns: 991
CF | >
CF | > S
CF |
CF |
CF | Hallway by a window
CF | In this part of the hallway, there is a large window, which goes
CF | almost all the way to the false ceiling; the window overlooks a grotto
CF | which serves as a loading bay. The fluorescent lamp to the north, near
CF | a door at the end of the hallway, is blinking. You can see some
CF | lockers to the south, and a meeting room to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Storage lockers Score: 121, Turns: 992
CF | >
CF | > S
CF |
CF |
CF | Storage lockers
CF | The hallway runs north towards a window and a door at the end of the
CF | hallway, or west towards a lab. East is a door to a staircase, which
CF | is closed. A few lockers are against the south wall; they are all
CF | open, except one, which has a hanging combination lock on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with keyring"
CF ] Storage lockers Score: 121, Turns: 993
CF | >
CF | > UNLOCK DOOR WITH KEYRING
CF |
CF | Oddly enough, you can't find the key to this door on the keyring.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Storage lockers Score: 121, Turns: 994
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 121, Turns: 995
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | This seems to be like a central part of this underground complex.
CF | Paths go west along the hallway, east towards some lockers, south to
CF | what looks like a research lab, and north to a sort of meeting room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Hallway Score: 121, Turns: 996
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You are standing in a wide hallway, under the bright white light of a
CF | fluorescent lamp. Going north takes you back towards the lobby and the
CF | elevator; the hallway turns here and continues east, or you can enter
CF | what looks like a lab to the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Lobby Score: 121, Turns: 997
CF | >
CF | > N
CF |
CF |
CF | Lobby
CF | You are by an elevator, north of you. This looks like an underground
CF | complex, with a long hallway going southwards, dimly lit by pale
CF | florescent lights fixed to a false ceiling, leading to various rooms
CF | to explore, none of which have doors. However, to the west, you can
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to
CF | use the radio and send an SOS message! There is a small desk here,
CF | facing the elevator; above the desk is a poster of the explosion of an
CF | atom bomb.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door"
CF ] Lobby Score: 121, Turns: 998
CF | >
CF | > UNLOCK DOOR
CF |
CF | To unlock this door, you'll have to specify with which key.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "unlock door with keyring"
CF ] Lobby Score: 121, Turns: 999
CF | >
CF | > UNLOCK DOOR WITH KEYRING
CF |
CF | You unlock the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Lobby Score: 121, Turns: 1000
CF | >
CF | > W
CF |
CF | You can't, since the door is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] Lobby Score: 121, Turns: 1001
CF | >
CF | > OPEN DOOR
CF |
CF | You open the door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Comms room Score: 121, Turns: 1002
CF | >
CF | > W
CF |
CF |
CF | Comms room
CF | At last, you have managed to enter the island's communications room.
CF | You just need to figure out how to send an SOS, and you'll be able to
CF | be rescued from this island! One large radio transmitter is in this
CF | room. On a desk, you can see a microphone with a small button on its
CF | stand, and a pair of headphones on the desk. The only way is out, to
CF | the east.
CF |
CF | You can also see a note here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x note"
CF ] Comms room Score: 121, Turns: 1003
CF | >
CF | > X NOTE
CF |
CF | The paper note taped to the radio lists a few frequencies, but it's
CF | the first one that interests you the most: "Coast Guards: 12.4035 Mc".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x transmitter"
CF ] Comms room Score: 121, Turns: 1004
CF | >
CF | > X TRANSMITTER
CF |
CF | One large radio transmitter is in this room. On a desk, you can see a
CF | microphone with a small button on its stand. The dial of the
CF | transmitter on the desk, above a wide access panel, is unusually
CF | large, which makes it easy to read precisely the frequency currently
CF | in use; a large knob below controls the frequency.
CF |
CF | The transmitter is on, and currently set to the frequency of 12.4020
CF | Mc.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "set transmitter to 12.4035"
CF ] Comms room Score: 121, Turns: 1005
CF | >
CF | > SET TRANSMITTER TO 12.4035
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob"
CF ] Comms room Score: 121, Turns: 1006
CF | >
CF | > TURN KNOB
CF |
CF | You'll have to specify if you want to turn it left of right.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob right"
CF ] Comms room Score: 121, Turns: 1007
CF | >
CF | > TURN KNOB RIGHT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4040 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob left"
CF ] Comms room Score: 121, Turns: 1008
CF | >
CF | > TURN KNOB LEFT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4027 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob right"
CF ] Comms room Score: 121, Turns: 1009
CF | >
CF | > TURN KNOB RIGHT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4047 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob left"
CF ] Comms room Score: 121, Turns: 1010
CF | >
CF | > TURN KNOB LEFT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4034 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "connect cable to microphone"
CF ] Comms room Score: 121, Turns: 1011
CF | >
CF | > CONNECT CABLE TO MICROPHONE
CF |
CF | I don't understand what you want to do with the cable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "connect cable to transmitter"
CF ] Comms room Score: 121, Turns: 1012
CF | >
CF | > CONNECT CABLE TO TRANSMITTER
CF |
CF | I don't understand what you want to do with the cable.
CF |
CF | > Roger asks, "something to be oiled?"
Knight_Otu says, "If we had oil, maybe."
Knight_Otu says (to ClubFloyd), "x microphone"
CF ] Comms room Score: 121, Turns: 1013
CF | >
CF | > X MICROPHONE
CF |
CF | One large radio transmitter is in this room. On a desk, you can see a
CF | microphone with a small button on its stand. The dial of the
CF | transmitter on the desk, above a wide access panel, is unusually
CF | large, which makes it easy to read precisely the frequency currently
CF | in use; a large knob below controls the frequency.
CF |
CF | The transmitter is on, and currently set to the frequency of 12.4034
CF | Mc.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x button"
CF ] Comms room Score: 121, Turns: 1014
CF | >
CF | > X BUTTON
CF |
CF | One large radio transmitter is in this room. On a desk, you can see a
CF | microphone with a small button on its stand. The dial of the
CF | transmitter on the desk, above a wide access panel, is unusually
CF | large, which makes it easy to read precisely the frequency currently
CF | in use; a large knob below controls the frequency.
CF |
CF | The transmitter is on, and currently set to the frequency of 12.4034
CF | Mc.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push button"
CF ] Comms room Score: 121, Turns: 1015
CF | >
CF | > PUSH BUTTON
CF |
CF | You should probably wear the headphones first, to listen for an
CF | answer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "wear headphones"
CF ] Comms room Score: 121, Turns: 1016
CF | >
CF | > WEAR HEADPHONES
CF |
CF | (first taking the headphones)
CF | You put the headphones on. There doesn't seem to be any noise coming
CF | in the headphones. Maybe the radio isn't working properly?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x radio"
CF ] Comms room Score: 121, Turns: 1017
CF | >
CF | > X RADIO
CF |
CF | One large radio transmitter is in this room. On a desk, you can see a
CF | microphone with a small button on its stand. The dial of the
CF | transmitter on the desk, above a wide access panel, is unusually
CF | large, which makes it easy to read precisely the frequency currently
CF | in use; a large knob below controls the frequency.
CF |
CF | The transmitter is on, and currently set to the frequency of 12.4034
CF | Mc.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x dial"
CF ] Comms room Score: 121, Turns: 1018
CF | >
CF | > X DIAL
CF |
CF | The Geiger counter is currently on; the needle on the dial is around
CF | 1000 counts per minute.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob right"
CF ] Comms room Score: 121, Turns: 1019
CF | >
CF | > TURN KNOB RIGHT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4054 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob left"
CF ] Comms room Score: 121, Turns: 1020
CF | >
CF | > TURN KNOB LEFT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4041 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob left"
CF ] Comms room Score: 121, Turns: 1021
CF | >
CF | > TURN KNOB LEFT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4028 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob right"
CF ] Comms room Score: 121, Turns: 1022
CF | >
CF | > TURN KNOB RIGHT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4048 Mc frequency.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "turn knob left"
CF ] Comms room Score: 126, Turns: 1023
CF | >
CF | > TURN KNOB LEFT
CF |
CF | The knob is rusty and not very precise anymore. You try your best to
CF | keep a light touch, but you land on the 12.4035 Mc frequency.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push button"
CF ] Comms room Score: 126, Turns: 1024
CF | >
CF | > PUSH BUTTON
CF |
CF | You push the microphone's button and call for help repeatedly on the
CF | frequency 12.4035 Mc, but you get no response. In fact, there doesn't
CF | seem to be any noise coming in the headphones. Maybe the radio isn't
CF | working properly?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x headphones"
CF ] Comms room Score: 126, Turns: 1025
CF | >
CF | > X HEADPHONES
CF |
CF | One large radio transmitter is in this room. On a desk, you can see a
CF | microphone with a small button on its stand. The dial of the
CF | transmitter on the desk, above a wide access panel, is unusually
CF | large, which makes it easy to read precisely the frequency currently
CF | in use; a large knob below controls the frequency.
CF |
CF | The transmitter is on, and currently set to the frequency of 12.4035
CF | Mc.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x cable"
CF ] Comms room Score: 126, Turns: 1026
CF | >
CF | > X CABLE
CF |
CF | This is a cable you took in the comms guy's locker. You hope it's the
CF | right one.
CF |
CF | >
DavidW has disconnected.
DavidW has connected.
Knight_Otu says (to ClubFloyd), "put cable in radio"
CF ] Comms room Score: 126, Turns: 1027
CF | >
CF | > PUT CABLE IN RADIO
CF |
CF | You can't, since the radio transmitter is closed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open transmitter"
CF ] Comms room Score: 126, Turns: 1028
CF | >
CF | > OPEN TRANSMITTER
CF |
CF | You open the access panel of the radio, revealing some wires and a
CF | melted cable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "put cable in radio"
CF ] Comms room Score: 131, Turns: 1029
CF | >
CF | > PUT CABLE IN RADIO
CF |
CF | (first taking the cable)
CF | You carefully remove the melted cable, and replace it with the cable
CF | you found in the locker. That should do it.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF | > DavidW says, "sorry. lost connection"
Knight_Otu asks, "For how long?"
DavidW says, "you were opening a door"
DavidW says, "in lobby"
Knight_Otu says, "We're in the comms room now.Not sure how much of a recap you'll need, but we hopefully managed to repair the radio."
Knight_Otu says, "And dealt with an annoyingly imprecise knob."
DavidW says, "well dont wait on me"
Knight_Otu says (to ClubFloyd), "push button"
CF ] Comms room Score: 136, Turns: 1030
CF | >
CF | > PUSH BUTTON
CF |
CF | You push the microphone's button and call for help repeatedly on the
CF | frequency 12.4035 Mc, but you get no response -- nothing but static.
CF | You're about to take the headphones off, when...
CF | "Namibian Coast Guards here. SOS, can you hear me?"
CF | "YES!"
CF | You frantically push the button, and establish contact with them --
CF | the first people you have talked to in a long while, and your lifeline
CF | here. After a few hours, they are able to confirm your position, and
CF | tell you to stand by.
CF |
CF | It takes a few more days, but when you see the helicopter approaching,
CF | you yelp in delight. The helicopter lands on the field in front of the
CF | white house, and a British officer gets off the helicopter. "How do
CF | you do. My name is Colonel Bradley, and I'm here to take you home. Are
CF | you ready?"
CF | "I've never been more ready to go home, Colonel."
CF | He smiles. "Good. Glad we could find you so quickly. Get in."
CF |
CF | As you get in the helicopter, you hear a squawk. You turn around and
CF | smile: the albatross is here, looking at you with a quizzical look.
CF | "Goodbye, friend!" you say as you wave at it.
CF | The bird doesn't reply, but you imagine it must be thanking you for
CF | the fish... The thought makes you smile.
CF |
CF | And as the helicopter gains altitude, you look back down at Tristam
CF | Island. The small, charred, destroyed island is soon nothing more than
CF | a speck in the middle of the Atlantic Ocean; but you're taking its
CF | secret home with you.
CF |
CF | [The score has just gone up by 5 points.]
CF |
CF |
CF | *** You have won. ***
CF |
CF | In that game you scored 136 out of a possible 150, in 1030 turns, thus
CF | giving you the rank of: Curious Explorer.
CF |
CF | Would you like to RESTART, RESTORE or QUIT? DavidW says, "yay winning"
Knight_Otu says, "Whew."
Knight_Otu says, "I didn't quite keep track, but I imagine the remaining points are just turning off the electric devices in certain places, and listening to the music."
DavidW says, "thanh you for driving"
DavidW says, "thank"
Knight_Otu says, "Thank you for your help in this here basement."
DavidW says, "thanks for the game also"
DavidW says, "no prob"
Knight_Otu says, "Thank you Roger for flushing out that rat."
DavidW says, "gonna sign off and take a pill. Headache starting."
Knight_Otu says, "Take care, David."
MoyTravis says, "Take care."
Roger says, "no problem. I suspect we would have been banging our head against that for some time"
Roger exclaims, "cheers, DavidW!"
DavidW says, "bye all. thx."
DavidW goes home.
DavidW has disconnected. MoyTravis says, "Thanks for driving. Cya'll later."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. Knight_Otu says (to Roger), "Yeah, especially since most of the time, the buckets were treated as the same things."
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. Knight_Otu exclaims, "Good night, everyone, and stay safe!"
Knight_Otu goes home.




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