ClubFloyd Transcript:
Dr Horror's House of Terror by Ade
As played on ifMUD on December 12, 19, 26, 2021 & January 2, 9, 2022

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 Dr Horror's House of Terror written by Ade. Dr Horror's House of Terror was released as part of the 2021 Interactive Fiction Competition, in which it took 2nd place. 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.


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*** SESSION 1 ***
Jacqueline says (to ClubFloyd), "load sleepmask drhorrorhouse"
CF ] The Count's Lair 0/1
CF |
CF |
CF |
CF | At last, after so much terror and death, you have tracked the Count to
CF | his lair in the old forest. So many have fallen. Poor Alexander,
CF | drowned in the sucking mud of the moors. Geoffrey, falling into that
CF | unexpected pool of acid. Even Susan is gone - screaming in horror as
CF | the swinging pendulum chopped her into pieces. You grit your teeth -
CF | their sacrifices will not have been in vain.
CF |
CF | One thing remains. Take your stake and drive it through the very heart
CF | of the Count. But the hour is late. The undead stir restlessly in
CF | their dreams of evil. Hurry, before all is lost.
CF |
CF |
CF | The Count's Lair
CF | The gnarled, twisted trees silhouette against the lowering sky.
CF | Thunder rumbles over the howl of the wind. In the hollow something
CF | stirs and rises through the layer of mist that creeps and winds
CF | amongst the tree trunks and mossy boulders.
CF |
CF | It is the Count! With one arm he holds his cloak in front of his face
CF | and advances towards you, the other taloned hand outstretched. Behind
CF | him, the Countess, clad in revealing diaphanous white, leers and
CF | snarls and she is followed by the Count's vampire thralls, their fangs
CF | bared.
CF |
CF | "Now is the time you die, Professor," hisses the Count. "One more soul
CF | for my army, and then nothing can stop me!"
CF |
CF | > Knight_Otu says, "Well, that's already a grim beginning."
DavidW asks, "> take stake. kill Count?"
MoyTravis says, "I would, like, assume we already have it."
DavidW says, "okay"
DavidW says (to ClubFloyd), "kill Count"
CF | >
CF | > KILL COUNT
CF |
CF | "CUT!" screams an exasperated voice behind you. You turn. Behind the
CF | set, hunched like a malevolent gnome in his chair is Harry
CF | Higginbotham, the Director. "The line," he snaps at you, "is 'I will
CF | rid the world of your evil.' Do you think you can manage that? Twenty
CF | one takes so far." He sighs heavily.
CF |
CF | Across the set you hear Blake Lively mutter "Amateurs, darling, we're
CF | working with amateurs."
CF |
CF | "For heaven's sake," says Harry, "this isn't Shakespeare. Just SAY I
CF | will rid the world of your evil. And try and look like you mean it. I
CF | want to get out of here before the bar closes."
CF |
CF | He raises his megaphone. "OK you lot, back to starting positions. Take
CF | twenty two. Lights. Camera! Action!"
CF |
CF | ...Press any key........ Jacqueline says, "hee"
Roger says, "hah I like it"
Knight_Otu says, "Well, well."
Jacqueline pushes the green 'space' button.
CF ] The Count's Lair 0/1
CF | At last, after so much terror and death, you have tracked the Count to
CF | his lair in the old forest. So many have fallen. Poor Alexander,
CF | drowned in the sucking mud of the moors. Geoffrey, falling into that
CF | unexpected pool of acid. Even Susan is gone - screaming in horror as
CF | the swinging pendulum chopped her into pieces. You grit your teeth -
CF | their sacrifices will not have been in vain.
CF |
CF | One thing remains. Take your stake and drive it through the very heart
CF | of the Count. But the hour is late. The undead stir restlessly in
CF | their dreams of evil. Hurry, before all is lost.
CF |
CF | The Count's Lair
CF | The gnarled, twisted trees silhouette against the lowering sky.
CF | Thunder rumbles over the howl of the wind. In the hollow something
CF | stirs and rises through the layer of mist that creeps and winds
CF | amongst the tree trunks and mossy boulders.
CF |
CF | It is the Count! With one arm he holds his cloak in front of his face
CF | and advances towards you, the other taloned hand outstretched. Behind
CF | him, the Countess, clad in revealing diaphanous white, leers and
CF | snarls and she is followed by the Count's vampire thralls, their fangs
CF | bared.
CF |
CF | "Now is the time you die, Professor," hisses the Count. "One more soul
CF | for my army, and then nothing can stop me!"
CF |
CF | >
DavidW says (to ClubFloyd), "say I will rid the world of your evil"
CF | >
CF | > SAY I WILL RID THE WORLD OF YOUR EVIL
CF |
CF | The Count recoils - a look of hate and fear on his face. "Your threats
CF | are empty, Professor," he snarls. "My horde will feast on your living
CF | flesh and my Bride will take your very soul as a plaything."
CF |
CF | The Countess, his bride, shrieks with maniacal laughter and the horde
CF | continue to advance slowly. Slowly enough, perhaps, that you might
CF | have a chance to end the Count's evil forever!
CF |
CF | "Cut!" yells Harry. "That's a wrap for today." There is a brief burst
CF | of muffled sarcastic clapping from various people on set. Including,
CF | you notice with indignation, some of the extras, who, given that they
CF | are paid by the hour, ought to be thanking you.
CF |
CF | "Finally, darling," says Blake Lively, removing his cloak. "I thought
CF | we'd never get that." He turns to Charlotte Day, who plays his Bride.
CF | "You were marvellous, dear. We are too good for this film and," and
CF | here he glances at you, "some of the talent we have to work with."
CF | They link arms and walk towards the exit.
CF |
CF | "You!" shouts Harry from his chair, and you know he means you. "Me and
CF | you need to have a chat with the Boss. He's not gonna be happy that
CF | I've wasted more than twenty takes of film on your inability to say a
CF | simple line. Now march yourself over to Arnie's office and we'll see
CF | what he's got to say."
CF |
CF | Ouch. This isn't going to be much fun.
CF |
CF | ...Press any key........ Knight_Otu says, "The stakes aren't as high - or sharp - as they appeared to be, are they."
DavidW pushes the green 'space' button.
CF ] Outside Dr Horror's Office 0/1
CF | Ah, the Boss. Arnie Mallet. Known to everyone as Dr Horror because of
CF | the many many low budget horror films Mallet Studios churns out year
CF | after year. You've never met him, but you've heard he's hard as nails
CF | and that he really really dislikes spending money. At this present
CF | time, you rate your chances of getting out of this meeting with your
CF | job and career still intact as vanishingly small.
CF |
CF | The one faint hope you have is that they seem to have forgotten about
CF | you. You've been sitting outside his office for hours. The cleaners
CF | have come and gone. The lights have gone dim. It must be nearly
CF | midnight. You've come straight from the set so the only watch you've
CF | got is a big gold pocketwatch. Given that it's only a prop and doesn't
CF | have any inner workings, it's not much use. The hands say two thirty.
CF | But, then again, they're glued in place.
CF |
CF |
CF |
CF | Dr Horror's House of Terror
CF | A horrifying tale of the restless dead and their world of unspeakable
CF | evil!!! by Ade
CF | Release 1 / Serial number 211121 / Inform 7 build 6M62 (I6/v6.33 lib
CF | 6/12N)
CF |
CF | Outside Dr Horror's Office
CF | The lights of the corridor outside Arnie Mallet's office are dimmed.
CF | The only furniture is a hard wooden bench against the wall. Opposite
CF | it, to the north, is the door to the office. The corridor stretches
CF | into the shadows to the east and west.
CF |
CF | It's getting really late. Maybe if you just crept away, Harry might
CF | forget by tomorrow. Or you could knock on the door. But then again,
CF | you know that Arnie, famously, really dislikes being disturbed. That
CF | is, even if he's in there. Which, given that the frosted glass of the
CF | door is dark, you don't think he is. Or perhaps you should just keep
CF | waiting.
CF |
CF | (If you are new to interactive fiction, try typing
CF | help to get you started.)
CF |
CF | > MoyTravis says, ""really really dislikes spending money" yea seems about right for somebody turning out tons of third-rate horror movies"
MoyTravis asks, "but that's kind of the charm of it innit?"
Knight_Otu says, "Probably gets grants for "culturally valuable contributions" or however that works."
Roger says, "this is surely an allusion/homage to 'Hammer Studios', if one didn't catch that"
DavidW says (to Roger), "I still don't."
Jacqueline asks, "So, whaddowewannado?"
MoyTravis says, "He could be doing the Uwe Boll thing."
DavidW says, "I don't know a thing about any Hammer Studios."
DavidW says, "I think we should knock on the door."
MoyTravis asks, "I think they were British?"
Roger | Hammer Film Productions Ltd. is a British film production company based in London. Founded in 1934, the company is best known for a series of Gothic horror and fantasy films made from the mid-1950s until the 1970s. Many of these involve classic horror characters such as Baron Victor Frankenstein, Count Dracula, and the Mummy, which Hammer reintroduced to audiences by filming them in vivid colour for the first time.[2] Hammer also produced science fiction, thrillers, film noir and comedies, as well as, in later years, television series. During its most successful years, Hammer dominated the horror film market, enjoying worldwide distribution and considerable financial success.
Roger says, "as we're currently in an infodumpy phase"
MoyTravis says, "Nice."
Roger asks, "knock on door?"
Jacqueline says, "I am down with knocking, yeah"
DavidW says (to ClubFloyd), "knock on door"
CF ] Outside Dr Horror's Office 0/2
CF | >
CF | > KNOCK ON DOOR
CF |
CF | You hesitantly tap on the glass. No answer. Doesn't seem like anyone
CF | is in there.
CF |
CF | > MoyTravis says, "Yeah sure."
DavidW says (to ClubFloyd), "open door"
CF ] Outside Dr Horror's Office 0/3
CF | >
CF | > OPEN DOOR
CF |
CF | You hesitate. Perhaps this isn't a good idea. You gingerly try the
CF | handle and are relieved to find that the door is locked.
CF |
CF | > DavidW asks, "So, we can leave, then. East or west?"
MoyTravis says, "Also, Uwe Boll legit had a thing where he'd make movies that lost money, but Germany would do some sort of funding matching, so he'd make money off losses because of it."
DavidW says, "Unless the bench is something to search/take/etc."
Roger says, "I feel like we'll be back here before long, but sure, let us try to creep away"
Jacqueline says (to ClubFloyd), "x bench"
CF ] Outside Dr Horror's Office 0/4
CF | >
CF | > X BENCH
CF |
CF | It looks like someone found an old park bench and dragged it in. You
CF | know Arnie Mallet likes to cut costs, but come on. Or maybe it's a
CF | message to the people waiting outside his office.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x me"
CF ] Outside Dr Horror's Office 0/5
CF | >
CF | > X ME
CF |
CF | After a long day on the set, your stage makeup, thickly applied, is
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and
CF | itch in unexpected places, and, to be quite honest, you could do with
CF | a good lie down and a cup of tea.
CF |
CF | >
Jacqueline says (to ClubFloyd), "i"
CF ] Outside Dr Horror's Office 0/6
CF | >
CF | > I
CF |
CF | You are carrying a wooden stake. You are wearing a gold pocketwatch, a
CF | grey suit and a jaunty hat.
CF |
CF | > DavidW asks, "Your hat is jaunty and stylish?"
MoyTravis says, "Let's stab ourself in the heart with the stake."
Knight_Otu says, "Uwe Boll, that's the guy whose name I was blanking on."
Jacqueline says (to DW), "yay"
Jacqueline says (to ClubFloyd), "x hat"
CF ] Outside Dr Horror's Office 0/7
CF | >
CF | > X HAT
CF |
CF | Ever so slightly too small for your head. You dread to think how many
CF | other heads have worn this prop over the years.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x suit"
CF ] Outside Dr Horror's Office 0/8
CF | >
CF | > X SUIT
CF |
CF | A grey old-fashioned suit over a white shirt. Given that it's all from
CF | wardrobe, it's deeply uncomfortable to wear, managing to be both too
CF | tight and too loose in various places at the same time.
CF |
CF | > MoyTravis says, "Unfortunately not as jaunty and stylish as one might hope."
Jacqueline says (to ClubFloyd), "x watch"
CF ] Outside Dr Horror's Office 0/9
CF | >
CF | > X WATCH
CF |
CF | This probably used to be a real watch, but now it's just a prop.
CF | There's no innards and the hands are glued in place at two thirty. It
CF | is closed.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x stake"
CF ] Outside Dr Horror's Office 0/10
CF | >
CF | > X STAKE
CF |
CF | Basically a stick sharpened at one end. It looks like it might once
CF | have been a chair leg. You're not completely sure why you're still
CF | carrying it around.
CF |
CF | > Knight_Otu says, "And it doesn't remind us every turn."
Jacqueline says (to ClubFloyd), "open watch"
CF ] Outside Dr Horror's Office 0/11
CF | >
CF | > OPEN WATCH
CF |
CF | You open the gold pocketwatch.
CF |
CF | >
Jacqueline says (to ClubFloyd), "x watch"
CF ] Outside Dr Horror's Office 0/12
CF | >
CF | > X WATCH
CF |
CF | This probably used to be a real watch, but now it's just a prop.
CF | There's no innards and the hands are glued in place at two thirty. It
CF | is open.
CF |
CF | > Roger says, "now it's time to... raise the stakes"
MoyTravis says, "ohohoho"
Jacqueline says (to Roger), "With jokes like that, I'm glad you had kids, dad."
Jacqueline says, "Wouldn't want you to be a faux pas."
Roger says, "oww my loins"
Roger says, "but yeah let's get this show on the road"
Jacqueline says, "Flip a coin, walk a direction."
Knight_Otu says, "Or east, first mentioned direction."
Roger says, "west is best"
Jacqueline exclaims, "Works for me!"
DavidW says, "I'd pick the direction that's listed first."
Roger says, "FINE"
Jacqueline asks, "West is best? Who are you, Bivotar & Juranda?"
DavidW says, "Because the author tends to think visiting the rooms in that order."
MoyTravis says, "Huh."
Jacqueline says, "Hm. Or maybe that line from the Zork book was, 'Right is right...'"
MoyTravis says, "Huuuuuuuuh. Clever, that. Though some authors use room listers."
DavidW says, "well, in my opinion, anyway."
Jacqueline says, "Deep."
MoyTravis says, "You've played approximately infinity more of these than I have."
Jacqueline says, "Sure, let's use psychological profiling of the author to pick which way to go."
Jacqueline says, "Or discuss it more, we could do that too."
MoyTravis says, "No, no. Pick something."
DavidW says, "Anyway, on that basis, I pick east."
Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "e"
CF ] Executive Offices 0/13
CF | >
CF | > E
CF |
CF |
CF | Executive Offices
CF | The corridor ends here in shadow. The darkened glass of doors in the
CF | north and south walls reflect you like a pale creeping ghost. The
CF | corridor brightens to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "x doors"
CF ] Executive Offices 0/14
CF | >
CF | > X DOORS
CF |
CF | All is dark behind the glass of the doors.
CF |
CF | > Jacqueline says, "..."
DavidW says (to ClubFloyd), "n"
CF ] Executive Offices 0/15
CF | >
CF | > N
CF |
CF | The doors are firmly locked.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Executive Offices 0/16
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | > Jacqueline asks, "East will maybe be a good choice later?"
DavidW says, "looks like west was the way to go after all"
DavidW says (to ClubFloyd), "w"
CF ] Outside Dr Horror's Office 0/17
CF | >
CF | > W
CF |
CF |
CF | Outside Dr Horror's Office
CF | The lights of the corridor outside Arnie Mallet's office are dimmed.
CF | The only furniture is a hard wooden bench against the wall. Opposite
CF | it, to the north, is the door to the office. The corridor stretches
CF | into the shadows to the east and west.
CF |
CF | > Roger says, "I'm tangentially reminded of that vampire movie scene where... David Bowie? waits so long he gets old and dies. Cat People? I dunno anyway"
DavidW says (to ClubFloyd), "w"
CF ] Top of the Stairs 0/18
CF | >
CF | > W
CF |
CF |
CF | Top of the Stairs
CF | Here, the lights of the corridor are even dimmer, brightening towards
CF | the east. Stairs lead downward into stygian darkness.
CF |
CF | From far below, you can hear what sounds like muffled voices, but you
CF | can't make out any words.
CF |
CF | > Knight_Otu says, "For a place we were told to go to, this is awfully deserted."
DavidW says (to ClubFloyd), "d"
CF ] Dark Stairwell 0/19
CF | >
CF | > D
CF |
CF |
CF | Dark Stairwell
CF | It is very dark. Above you, a faint light shines through the entrance
CF | to the stairs. Set into the east wall is a door, and the stairs
CF | continue down into darkness. No. Not darkness. A faint glimmer of
CF | green light shines through the gloom from far below.
CF |
CF | The voices are louder now. You can almost make out the words - but
CF | they are not in any language you know!
CF |
CF | > Knight_Otu says, "And as soon as I say that..."
DavidW says (to ClubFloyd), "listen"
CF ] Dark Stairwell 0/20
CF | >
CF | > LISTEN
CF |
CF | The words and phrases wind around you horribly. They build to a
CF | crescendo then die away again. This is no language you have ever
CF | heard.
CF |
CF | >
DavidW says (to ClubFloyd), "x door"
CF ] Dark Stairwell 0/21
CF | >
CF | > X DOOR
CF |
CF | Just a blank faced door on the east wall. It is closed.
CF |
CF | > Roger says, "(It's Spanish)"
DavidW says (to ClubFloyd), "e"
CF ] Dark Stairwell 0/22
CF | >
CF | > E
CF |
CF | The door is firmly locked.
CF |
CF | >
DavidW says (to ClubFloyd), "x green light"
CF ] Dark Stairwell 0/23
CF | >
CF | > X GREEN LIGHT
CF |
CF | The light seems to flicker and pulsate unpleasantly.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Dank Cavern 0/24
CF | >
CF | > D
CF |
CF | You slowly creep down the stairs. They seem to go on forever. As you
CF | approach the pulsing green light, the chanting grows louder and louder
CF | - echoing from the narrow walls of the stairwell.
CF |
CF | Dank Cavern
CF | The stairwell from above opens into a large rocky cavern, lit by a
CF | horribly organic green light that seems to emanate from a dip in the
CF | cave's floor to the east. Stalactites drip from the ceiling and
CF | eldritch things chitter and move amongst them, just out of sight.
CF |
CF | The sound of chanting is almost unbearable now! It seems to be drawing
CF | you in - the words curling horribly through air that feels almost
CF | viscous.
CF |
CF | > Knight_Otu says, "Not in any language we know? What are the chances? Pretty good, actually, there are more we don't know than ones we do."
DavidW asks, "Is the other way to go east?"
DavidW says (to ClubFloyd), "exits"
CF ] Dank Cavern 0/24
CF | >
CF | > EXITS
CF |
CF | That's not a verb I recognise.
CF |
CF | > MoyTravis says, "Me, listening to a pair of diners conversing in French: "This is language...but not any language that I know!""
DavidW says, "er only way"
Knight_Otu says, "Seems so."
DavidW says (to ClubFloyd), "e"
CF ] Above the Temple 0/25
CF | >
CF | > E
CF |
CF | You creep to the edge of the dip in the floor, your heart pounding in
CF | your chest.
CF |
CF | Above the Temple
CF | The cavern continues to the west and below you, to the east, the floor
CF | ramps down to a large open space. It seems to be a Temple of some
CF | sort. A circle of standing stones surrounds serried ranks of benches
CF | and at the far end, an altar pulses with a hideous green light.
CF |
CF | The benches are full. A crowd of people, all in hooded robes of deep
CF | crimson, sit at them. It is from these robed figures that the chanting
CF | is emanating as they sway in time to the rhythms of the chant. Just in
CF | front of the altar a single figure stands, its red robe resplendent
CF | with a trim of gold, face hidden behind its hood, hands raised. In one
CF | hand it holds a knife - wicked and curved.
CF |
CF | Suddenly, the figure at the front throws up its arms. The chanting
CF | stops immediately and the crowd lean forward as one as if in
CF | anticipation. Slowly, the lone figure pushes back its hood. You start
CF | with shock. It's Dr Horror himself! Arnie Mallet. The Head of the
CF | Studio. No! Arnie throws his head back and cackles maniacally. The
CF | crowd sigh and whisper.
CF |
CF | "Brethren," says Arnie, "the Ritual is complete. Tonight, we summon
CF | Astaroth and all the minions of hell!" The crowd cheer. "And yet,"
CF | continues Arnie, his voice lowering, "there is one more task for us to
CF | complete. The Sacrifice!" The crowd gives a pleasurable collective
CF | groan. Arnie waves his knife. "Even now," he says, "the sacrificial
CF | body is waiting outside my office. Brother Higginbotham, will you do
CF | us the honor of bringing the lamb to the altar."
CF |
CF | "I will, Arch-vector," says one of the congregation members, getting
CF | to its feet. Wait. That's a voice you recognize. It's Harry, your
CF | Director! The shit. Harry scurries up the ramp. Oh no! Fortunately you
CF | are well hidden in the shadows and he runs straight past you and up
CF | the stairs.
CF |
CF | > MoyTravis says, "Yeah they really should have sent an escort along with us."
MoyTravis says, "Obvious in hindsight."
Jacqueline says, "We fell asleep on the bench, and this is a dream."
Knight_Otu asks, "They're new at this cult thing, aren't they?"
Roger says, "It seems like we play a lot of games involving sacrificial rituals"
Knight_Otu is suddenly glad to be separated by the internet.
MoyTravis asks, "Pfft what kinda ritual you gonna have WITHOUT a sacrifice?"
DavidW says, "Anyway, Director Wigglebottom will soon find that we're not where we should be."
Roger says, "Getting to its feet? Odd choice"
MoyTravis asks, "How you gonna get anything if you don't give anything, huh?"
Jacqueline says, "Okay, maybe not a dream."
DavidW asks, "Where do we go?"
Roger says, "I feel like we should try hiding out here for a while"
Jacqueline says, "Yeah."
MoyTravis asks, "z or hide?"
Jacqueline says, "I agree on the hiding."
DavidW says (to ClubFloyd), "hide"
CF ] Above the Temple 0/26
CF | >
CF | > HIDE
CF |
CF | There's nothing you really need to hide from.
CF |
CF | While they are waiting for Harry, the crowd below you seem a little
CF | unsure of what to do. There is a kind of awkward silence. Arnie, at
CF | the front, coughs. "Shouldn't be long," he says. "I'm sure Brother
CF | Higginbotham will be back momentarily." As the minutes tick by, there
CF | is a rash of murmuring across the congregation and heads begin to turn
CF | towards the stairwell - you shrink back further into the shadows.
CF | Arnie looks irritated. "Well," he begins, "perhaps someone could....."
CF |
CF | Then all at once Harry rushes out of the stairwell, and straight past
CF | you - almost within touching distance, his face red and flustered.
CF | "There's no-one there," he shouts. "I can't find them anywhere." The
CF | crowd's heads snap back towards Arnie who rolls his eyes to the
CF | ceiling.
CF |
CF | Arnie seems to be struggling to control himself. "So," he says,
CF | eventually, "you're telling me we don't have a sacrifice."
CF |
CF | > Jacqueline says, "I think there is something to hide from."
MoyTravis asks, "z more?"
DavidW says, "Maybe they'll sacrifice Arnie and we can go home."
Knight_Otu says, "So we would think. The game has a different opinion."
MoyTravis says, "I think we're in a cutscene."
DavidW says (to ClubFloyd), "x arnie"
CF ] Above the Temple 0/27
CF | >
CF | > X ARNIE
CF |
CF | With his hood thrown back, the cruel face of Arnie Mallet transfixes
CF | the crowd. He is resplendent in his red robes trimmed with gold.
CF |
CF | "They can't have gone far," says Harry, defensively. "The Studio is
CF | locked up as tight as your purse strings, Arnie."
CF |
CF | "You think this is a joke," yells Arnie, "You'd better find us a
CF | sacrifice, Harry, or you'll be going on the block. And that's
CF | Arch-vector to you."
CF |
CF | "No need for that," replies Harry, blanching, "Don't worry. We'll sort
CF | it out. I'm sure between us, all the brethren can find them."
CF |
CF | "Yes," says Arnie, "we'd better. All of you lot get out there and
CF | start looking. We need this done and dusted by midnight. Astaroth
CF | won't be best pleased if we keep him waiting. Find the Sacrifice and
CF | then we will rule this world and the next!" He breaks into his crazy
CF | laughter once more but his heart doesn't seem quite in it and he
CF | quickly stops. He sighs heavily. "Come on then, let's get on with it.
CF | Find our sacrifice."
CF |
CF | The congregation stands and moves up the ramp towards the stairwell.
CF |
CF | Oh no! This could spell trouble. You're in peril!
CF |
CF | (There's only a few things to do in a perilous situation like
CF | this. You could try and HIDE, or perhaps RUN
CF | AWAY. Or maybe, if you're feeling brave, you could try and
CF | ATTACK. Well, there's too many to attack and nowhere
CF | to run, so you'd better try to HIDE. Quick!)
CF |
CF | >
DavidW says (to ClubFloyd), "hide"
CF ] Above the Temple 1/28
CF | >
CF | > HIDE
CF |
CF | You crouch deeper into the shadows behind a fortuitous little rocky
CF | outcrop on the cavern floor. Surely they must see you! The
CF | congregation run up the ramp to the stairs, closely followed by Arnie.
CF | The last thing you hear as they disappear up the stairwell is Arnie's
CF | voice. "Go, Astaroth's flock," he yells, his voice disappearing into
CF | the distance "Find our sacrifice for glory and power!"
CF |
CF | Well, that was a close call. Looks like you are safe. For now!
CF |
CF | You have survived a perilous situation! Try typing
CF | SCORE to keep track.
CF |
CF | > MoyTravis says, "Some slight jank but yeah, hide."
Roger says, "That's more awkward than it needed to be"
DavidW says (to ClubFloyd), "score"
CF ] Above the Temple 1/28
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You have survived one perilous situation!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF |
CF | > MoyTravis says, "It's fine parser is perpetually awkward as a form."
DavidW asks, "I'm not sure what to do next. Just wait?"
MoyTravis says, "So...is EVERYBODY gone, or. Like."
MoyTravis asks, "Look around?"
DavidW says (to ClubFloyd), "look"
CF ] Above the Temple 1/29
CF | >
CF | > LOOK
CF |
CF | Above the Temple
CF | The cavern continues to the west and below you, to the east, the floor
CF | ramps down to a large open space. It seems to be a Temple of some
CF | sort. A circle of standing stones surrounds serried ranks of benches
CF | and at the far end, an altar pulses with a hideous green light.
CF |
CF | The benches are empty, the temple quiet.
CF |
CF | > DavidW says, "oh, so we could go down."
Knight_Otu says, "It sounded like... yeah, everyone's gone searching."
DavidW says (to ClubFloyd), "d"
CF ] Temple of Astaroth 1/30
CF | >
CF | > D
CF |
CF |
CF | Temple of Astaroth
CF | In the body of the Temple, in the aisle between the ranks of benches,
CF | all is quiet. The cavern ramps up to the west towards the bottom of
CF | the stairs. Looming around you are thirteen great black stones and at
CF | the heart of the Temple is the balefully glowing altar that fills the
CF | place with its pulsing green light.
CF |
CF | > MoyTravis says, "lie on altar"
MoyTravis says, "stab self with stake"
MoyTravis says, "obtain ultimate cosmic power, hopefully"
DavidW asks, "Is it okay if I examine the altar first?"
Roger says, "green, universal colour of evil"
DavidW says (to ClubFloyd), "x altar"
CF ] Temple of Astaroth 1/31
CF | >
CF | > X ALTAR
CF |
CF | The square black bulk of the altar glows evilly, emitting a pulsing
CF | green light. Along its side is some kind of lettering, but it's no
CF | language that you have ever seen before.
CF |
CF | > MoyTravis says, "I mean, you're driving, I'm just peanut gallerying over here."
DavidW says (to ClubFloyd), "x benches"
CF ] Temple of Astaroth 1/32
CF | >
CF | > X BENCHES
CF |
CF | On closer inspection, these have definitely been sourced from some
CF | sort of church yard sale. They were probably cheap.
CF |
CF | > MoyTravis says, "Do as ya like."
DavidW says (to ClubFloyd), "x stones"
CF ] Temple of Astaroth 1/33
CF | >
CF | > X STONES
CF |
CF | The forbidding stones look like they've been here since the dawn of
CF | time. It is as though they are waiting for something.
CF |
CF | >
DavidW says (to ClubFloyd), "push stones"
CF ] Temple of Astaroth 1/34
CF | >
CF | > PUSH STONES
CF |
CF | The smooth surface of the stone defeats your efforts.
CF |
CF | >
DavidW says (to ClubFloyd), "read altar"
CF ] Temple of Astaroth 1/35
CF | >
CF | > READ ALTAR
CF |
CF | You're not going to go anywhere near that thing!
CF |
CF | > Knight_Otu says, "No self-sacrifice for us, it sounds like."
DavidW says, "Looks like lying on it is not a thing we want to do."
DavidW says, "Sorry gang."
MoyTravis says, "Unfortunate, but understandable."
Roger says, "and now the hunted has become the hunter"
DavidW says, "Maybe we'll get radioactive altar powers in another game."
DavidW says (to ClubFloyd), "x ramp"
CF ] Temple of Astaroth 1/35
CF | >
CF | > X RAMP
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "look under benches"
CF ] Temple of Astaroth 1/36
CF | >
CF | > LOOK UNDER BENCHES
CF |
CF | They look soaked in evil. You don't want to go anywhere near them!
CF |
CF | > Knight_Otu says, "Did I say going in that the stakes aren't as high - or sharp - as they seemed? That hasn't aged well."
DavidW says (to ClubFloyd), "l"
CF ] Temple of Astaroth 1/37
CF | >
CF | > L
CF |
CF | Temple of Astaroth
CF | In the body of the Temple, in the aisle between the ranks of benches,
CF | all is quiet. The cavern ramps up to the west towards the bottom of
CF | the stairs. Looming around you are thirteen great black stones and at
CF | the heart of the Temple is the balefully glowing altar that fills the
CF | place with its pulsing green light.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Temple of Astaroth 1/38
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Temple of Astaroth 1/39
CF | >
CF | > N
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Temple of Astaroth 1/40
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "climb stones"
CF ] Temple of Astaroth 1/41
CF | >
CF | > CLIMB STONES
CF |
CF | The smooth surface of the stone defeats your efforts.
CF |
CF | > Roger says, "'in the body of the temple' is an odd turn of phrase, but one I've heard before"
DavidW says, "I'm not sure what to do here. It seems we have to go back the way we came."
Roger says, "seems likely"
DavidW says (to ClubFloyd), "w"
CF ] Above the Temple 1/42
CF | >
CF | > W
CF |
CF |
CF | Above the Temple
CF | The cavern continues to the west and below you, to the east, the floor
CF | ramps down to a large open space. It seems to be a Temple of some
CF | sort. A circle of standing stones surrounds serried ranks of benches
CF | and at the far end, an altar pulses with a hideous green light.
CF |
CF | The benches are empty, the temple quiet.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Above the Temple 1/43
CF | >
CF | > U
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Dank Cavern 1/44
CF | >
CF | > W
CF |
CF |
CF | Dank Cavern
CF | The stairwell from above opens into a large rocky cavern, lit by a
CF | horribly organic green light that seems to emanate from a dip in the
CF | cave's floor to the east. Stalactites drip from the ceiling and
CF | eldritch things chitter and move amongst them, just out of sight.
CF |
CF | > Knight_Otu asks, "I guess we're supposed to get rid of cultists until we can flee?"
DavidW says (to ClubFloyd), "x stalactites"
CF ] Dank Cavern 1/45
CF | >
CF | > X STALACTITES
CF |
CF | The stalactites hang like white worms from the ceiling. The green
CF | light makes them glow unpleasantly.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Dark Stairwell 1/46
CF | >
CF | > U
CF |
CF |
CF | Dark Stairwell
CF | It is very dark. Above you, a faint light shines through the entrance
CF | to the stairs. Set into the east wall is a door, and the stairs
CF | continue down into darkness. No. Not darkness. A faint glimmer of
CF | green light shines through the gloom from far below.
CF |
CF | From above, you can hear bad-tempered voices and stamping feet.
CF |
CF | The door to the east is slightly ajar! It lets in a sliver of welcome
CF | white light through the gap.
CF |
CF | > MoyTravis says, "We're in a sneaking mission I guess."
DavidW says (to ClubFloyd), "e"
CF ] Entrance vestibule 2/47
CF | >
CF | > E
CF |
CF | You creep through the doorway into the welcoming lights of the
CF | entrance vestibule of the building. The door swings closed behind you
CF | and you hear the lock click into place. Well - at least they won't be
CF | following you through there!
CF |
CF | Entrance vestibule
CF | At last! Somewhere brightly lit. The big square vestibule has double
CF | doors opposite one another on both north and south walls. The doors to
CF | the south seem to lead outside. To the north, the glass doors are dark
CF | and forbidding and lead into the interior of the building. On the east
CF | wall, opposite the closed stairwell door to the west and behind an
CF | unmanned security desk is a closed smaller door with a small keypad
CF | next to it.
CF |
CF | This is where you had arrived when you auditioned for the part of the
CF | Professor in "The Revenge of the Bride of the Vampire". It had seemed
CF | so exciting then - the bustle of the studios, the faces welcoming. You
CF | never thought your first big film role would end up like this!
CF |
CF | It's really starting to dawn on you. With a sense of mounting dread,
CF | you realise you need to stop the Cult before they summon the
CF | end-times, or whatever it is they're up to! Or escape and get someone
CF | else to stop them. Preferably both.
CF |
CF | You have survived a perilous situation!
CF |
CF | > MoyTravis says, "This is definitely set in, like, the 70s or something. Before cell phones at least."
Knight_Otu says, "Sneak, run, attack, as the situation demands, I guess."
DavidW says (to ClubFloyd), "x keypad"
CF ] Entrance vestibule 2/48
CF | >
CF | > X KEYPAD
CF |
CF | The keypad has the numbers 0 to 9 in a small square. At the top shines
CF | a small red light. You could, perhaps, ENTER a code. If you knew what
CF | it was. Which you don't.
CF |
CF | >
DavidW says (to ClubFloyd), "x north door"
CF ] Entrance vestibule 2/48
CF | >
CF | > X NORTH DOOR
CF |
CF | I only understood you as far as wanting to examine north.
CF |
CF | >
DavidW says (to ClubFloyd), "x door"
CF ] Entrance vestibule 2/48
CF | >
CF | > X DOOR
CF |
CF | Which do you mean, the stairwell door, the exterior glass doors, the
CF | interior glass doors or the smaller door?
CF |
CF | >
DavidW says (to ClubFloyd), "x exterior"
CF ] Entrance vestibule 2/49
CF | >
CF | > X EXTERIOR
CF |
CF | The large frosted glass doors lead out into the main studio lot. They
CF | are closed.
CF |
CF | >
DavidW says (to ClubFloyd), "open exterior"
CF ] Entrance vestibule 2/50
CF | >
CF | > OPEN EXTERIOR
CF |
CF | You open the exterior glass doors.
CF |
CF | >
DavidW says (to ClubFloyd), "out"
CF ] Entrance vestibule 2/51
CF | >
CF | > OUT
CF |
CF | But you aren't in anything at the moment.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot North 2/52
CF | >
CF | > S
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each
CF | door, a sign. The lot continues to the south into shadow.
CF |
CF | You emerge from the Studio offices into the night air, but something
CF | is wrong. It doesn't feel right. There's an oppressiveness about the
CF | sky. Pendulous clouds hang above you, eerily lit by a reddening moon.
CF | In the distance, you are sure you can hear the low rumblings of
CF | nascent thunder. A low mist is creeping across the ground.
CF |
CF | It feels like a night for dark deeds - where evil lurks in the
CF | shadows - a night for Dr Horror!
CF |
CF | > Roger says, "hmmm this game doesn't quite nail its tone, but I'm still trying to figure out how."
DavidW says (to ClubFloyd), "x studio 1"
CF ] Studio Lot North 2/52
CF | >
CF | > X STUDIO 1
CF |
CF | Which do you mean, Studio 1 door or Studio 1 sign?
CF |
CF | >
DavidW says (to ClubFloyd), "sign"
CF ] Studio Lot North 2/53
CF | >
CF | > SIGN
CF |
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly
CF | smaller letters, "Dir: Benny Tibbings".
CF |
CF | >
DavidW says (to ClubFloyd), "x sign 2"
CF ] Studio Lot North 2/54
CF | >
CF | > X SIGN 2
CF |
CF | The sign reads "The Things That Could Never Die!" and then, "Dir:
CF | Herbert Blom".
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot North 2/55
CF | >
CF | > W
CF |
CF | (first opening Studio 1 door)
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot North 2/56
CF | >
CF | > E
CF |
CF | (first opening Studio 2 door)
CF | It seems to be locked.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 2/57
CF | >
CF | > S
CF |
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Oh no! As you walk through the lot, out of the shadows springs a
CF | crazed Cultist. His eyes gleam with a mad light in a face that is
CF | strained in a rictus of madness!
CF |
CF | "I have found you," he yells in a hoarse voice. "Now you will be
CF | sacrificed for the glory of Astaroth!"
CF |
CF | He moves towards you slowly, his arms wide, ready to enclose you in a
CF | grasping embrace.
CF |
CF | You are in a perilous situation.
CF |
CF | The crazed cultist advances on you!
CF |
CF | > Roger exclaims, "stake him! stake him now!!"
MoyTravis says, "Deffo before cell phones. Which means we murder him."
DavidW says (to ClubFloyd), "kill cultist with stake"
CF ] Studio Lot South 3/58
CF | >
CF | > KILL CULTIST WITH STAKE
CF |
CF | You brandish the wooden stake at the Cultist, but he just throws back
CF | his head and laughs. "I don't fear your weapons," he spits and
CF | launches himself at you. You grapple, your arms locked together. He
CF | tries to wrest the stake away from you, but you hold onto it tightly.
CF |
CF | Back and forth you tussle. His strength seems to be demonic! The stake
CF | is only inches away from your eyes and he presses ever more strongly.
CF | But then an opening. You take a step back and he trips over his long
CF | robe. You both go down in a heap, and when you recover your senses you
CF | realise that the Cultist has fallen onto the sharp wooden stake
CF | impaling his heart!
CF |
CF | You push the limp body off you and stand. The wooden stake is gone,
CF | buried deep in the breast of the cultist.
CF |
CF | You have survived a perilous situation!
CF |
CF | > MoyTravis says, "We are not good at murder, it seems."
Knight_Otu says, "The absence of cell phones means it's okay to murder? Onedoes learn something new each day."
DavidW says (to ClubFloyd), "sign 3"
CF ] Studio Lot South 3/58
CF | >
CF | > SIGN 3
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "x sign 3"
CF ] Studio Lot South 3/59
CF | >
CF | > X SIGN 3
CF |
CF | The title, "The Curse of the Mummy of Death", the director, "Susan
CF | McDougal".
CF |
CF | >
DavidW says (to ClubFloyd), "x sign 4"
CF ] Studio Lot South 3/60
CF | >
CF | > X SIGN 4
CF |
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil
CF | DeCrancy".
CF |
CF | >
DavidW says (to ClubFloyd), "x sign 5"
CF ] Studio Lot South 3/61
CF | >
CF | > X SIGN 5
CF |
CF | The sign reads: "The Revenge of the Bride of the Vampire" and, "Dir.
CF | Harry Higginbotham".
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 3/62
CF | >
CF | > S
CF |
CF | (first opening Studio 5 door)
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | You've spent too much time in this room, trying to make desultory
CF | conversation with other actors and extras. Not Blake or Charlotte
CF | though, oh no! They're the stars. They seemed to have their own
CF | private rest areas and never deigned to spend time with other, lesser
CF | actors.
CF |
CF | Occasionally, someone would be invited into their quarters for drinks
CF | and nibbles - but not you. Not that you're bitter.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | You can hear footsteps to the west. They seem to be slowly receding
CF | into the distance.
CF |
CF | > Roger says, "games, stakes are not one-use items"
Knight_Otu says, "One use antimatter stakes, or however TvTropes calls those."
Roger says, "although I guess if the game keeps feeding us a steady supply of interesting new weapons for gruesome new deaths, I could be down with that"
Knight_Otu says, "I guess we need.... right."
MoyTravis says, "Seems likely."
DavidW says (to ClubFloyd), "x counter"
CF ] Studio Waiting Room 3/63
CF | >
CF | > X COUNTER
CF |
CF | It's a plain worktop, really. Not much to be done with it.
CF |
CF | Your tea caddy sits on top of the counter.
CF |
CF | >
DavidW says (to ClubFloyd), "x caddy"
CF ] Studio Waiting Room 3/64
CF | >
CF | > X CADDY
CF |
CF | It's red and green, with pictures of elephants on the side. It is
CF | closed. It's also stuck tight! You're going to need someone really
CF | strong to help you get this open.
CF |
CF | >
DavidW says (to ClubFloyd), "take caddy"
CF ] Studio Waiting Room 3/65
CF | >
CF | > TAKE CADDY
CF |
CF | You pick up the caddy and notice it rattle slightly.
CF |
CF | > DavidW asks, "East or west?"
MoyTravis says, "Well east was mentioned first."
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot South 3/66
CF | >
CF | > E
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | A cleared space in the centre of the room is covered with a stained
CF | persian rug.
CF |
CF | A security guard walks in through the door to the south. He sees you
CF | immediately. "Hey," he calls. "You're not supposed to be in here!" He
CF | chuckles good naturedly and grabs you by the arm. "Come on, you, it's
CF | more than my jobs worth to let people wander around in here at night.
CF | It's dangerous."
CF |
CF | You struggle feebly, but it's no use. The Guard shuffles you outside
CF | the studio. "You actors," he chuckles. "Always getting into trouble."
CF | He gives you a final wave before disappearing back into the Studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | > Knight_Otu says, "And has no footsteps..."
Knight_Otu says, "But a guard. Huh."
MoyTravis says, "Who doesn't notice the dead cultist lying out on the lot."
MoyTravis says, "Guards these days."
Knight_Otu says, "Outside the vision cone, of course."
Roger says, "he might yet freak out"
DavidW says, "I wanted to move that rug and find the trapdoor."
MoyTravis says, "You can probably follow him around his circuit."
MoyTravis asks, "With the footsteps?"
Roger asks, "show body to guard ?"
DavidW says, "I'm gonna find some pills and find that guard's coffee and introduce them to each other."
MoyTravis asks, "Go back in?"
Roger says, "we are apprehended"
DavidW says, "yes. And west this time"
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 3/67
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | You can hear footsteps to the west. They seem to be slowly receding
CF | into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] The Vampire's Dungeon 3/68
CF | >
CF | > W
CF |
CF |
CF | The Vampire's Dungeon
CF | Painted-on slime drips from the faux stone walls, glowing vaguely
CF | fluorescent under the dim lights. Dark doorways lead to the east and
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper
CF | corners of the room and various torture equipment surrounds the set's
CF | centrepiece, an enormous shining pendulum axe
CF |
CF | The axe looks really sharp. You're glad you weren't the actor that had
CF | to lie under that take after take! Poor Melissa. It must have been
CF | terrifying. Her character, Susan, the Professor's beautiful and
CF | intelligent assistant had met her end here, tied onto the floor by the
CF | Count while the Countess laughed maniacally as she'd pulled the
CF | release handle.
CF |
CF | You'd got on well with Melissa. It was a shame about her mother
CF | falling ill, so she'd had to leave the set straight after this last
CF | scene.
CF |
CF | The axe hangs, sharp and forbidding, straight down from the centre of
CF | the room. The slot on the ceiling into which it can be pushed, is
CF | empty.
CF |
CF | On the north wall, half hidden in shadow, is the axe release handle.
CF |
CF | You can hear footsteps to the south. They seem to be slowly receding
CF | into the distance.
CF |
CF | > Roger says, "oh guess not"
MoyTravis says, "He just kicked us out he didn't actually, like, arrest us."
Roger says, "alright I can get behind this conceit and gameplay, if not necessarily the fine details of execution"
MoyTravis says, "Yeah, she "left the scene to go care for her ailing mother" right, sure."
Knight_Otu asks, "Man, we've been pretty gullible, haven't we?"
Roger asks, "have we?"
Knight_Otu says, "Melissa's probably dead."
MoyTravis says, "She's super dead."
DavidW says (to ClubFloyd), "x handle"
CF ] The Vampire's Dungeon 3/69
CF | >
CF | > X HANDLE
CF |
CF | The handle is a simple wooden lever that, when pulled, releases the
CF | axe.
CF |
CF | >
DavidW says (to ClubFloyd), "take axe"
CF ] The Vampire's Dungeon 3/70
CF | >
CF | > TAKE AXE
CF |
CF | The axe is firmly attached to the ceiling.
CF |
CF | >
DavidW says (to ClubFloyd), "push axe"
CF ] The Vampire's Dungeon 3/71
CF | >
CF | > PUSH AXE
CF |
CF | With difficulty, you push the axe into its slot in the ceiling, where
CF | something clicks and the axe is held in place, ready to fall.
CF |
CF | > MoyTravis says, "oh no"
Roger says, "really saves on the sfx budget"
DavidW says (to ClubFloyd), "s" Jacqueline says, "eep"
CF ] The Count's Lair 3/72
CF | >
CF | > S
CF |
CF |
CF | The Count's Lair
CF | Twisted trees made from plywood grow unconvincingly out from plastic
CF | grass matting. Dotted amongst them, foam rubber boulders are speckled
CF | with green cotton wool that, in the low light, does look a little bit
CF | like moss if you squint your eyes. Dark doorways lead north and south
CF | and the set continues into the gloom to the east.
CF |
CF | Unbelievably it was only a few hours ago you were here with the
CF | cameras rolling, take after take. How much terror has happened since
CF | then! If only you could go back in time and get that line right first
CF | time. You wouldn't be here now! I will rid the world of your evil. It
CF | shouldn't have been that hard! You're a trained actor for heaven's
CF | sake.
CF |
CF | >
DavidW says (to ClubFloyd), "x boulders"
CF ] The Count's Lair 3/73
CF | >
CF | > X BOULDERS
CF |
CF | The boulders have been carved out of foam rubber and spray painted
CF | grey.
CF |
CF | You can hear footsteps to the north. They seem to be getting closer!
CF |
CF | You are in a perilous situation!!
CF |
CF | > Roger asks, "oh did we do anything useful to the cultist body like search it or steal the robes or anything?"
MoyTravis asks, "Huh if the set continues to the east where does the door to the south go?"
Knight_Otu says, "I'm sure they'd have found another excuse to have us sacrificed."
DavidW says (to ClubFloyd), "e"
CF ] Production Area 3/74
CF | >
CF | > E
CF |
CF |
CF | Production Area
CF | Behind the set, a mess of wires trail across the floor, connecting
CF | haphazardly to cameras, microphone arrays and lighting rigs. Dark
CF | doorways lead north and south into the Studio.
CF |
CF | The Director's chair sits in front of the two cameras, facing the set,
CF | which continues to the west.
CF |
CF | > MoyTravis says, "No, we didn't...we should definitely search the body when we get back there yeah."
DavidW says (to ClubFloyd), "x wires"
CF ] Production Area 3/75
CF | >
CF | > X WIRES
CF |
CF | The tangle of multi-colored wires is draped all over the floor and up
CF | the walls, attached to all the bits of film making stuff in the room
CF |
CF | >
DavidW says (to ClubFloyd), "x chair"
CF ] Production Area 3/76
CF | >
CF | > X CHAIR
CF |
CF | It has the word "Director" written across the back in white lettering.
CF |
CF | You can hear footsteps to the south. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | > MoyTravis says, "Sit in the director's chair and when the guard comes by yell at him that you're the director and he should leave you alone."
Roger says, "oh man, there's film-making stuff"
DavidW says (to ClubFloyd), "n"
CF ] Studio Store 3/77
CF | >
CF | > N
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | A cleared space in the centre of the room is covered with a stained
CF | persian rug.
CF |
CF | You can hear footsteps to the south. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "move rug"
CF ] Studio Lot South 3/78
CF | >
CF | > MOVE RUG
CF |
CF | You manage to roll up the rug, revealing a closed trapdoor in the
CF | floor!
CF |
CF | A security guard walks in through the door to the south. He notices
CF | you straight away. "You again!" he says with a grin and a shake of his
CF | head. "You're persistent, I'll give you that!"
CF |
CF | He grabs your arm and before you know it, despite your struggles,
CF | you're outside the Studio once again. "See you," smiles the Guard and
CF | disappears back into the Studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | > MoyTravis asks, "Can we hide or something or do we just have to exit to the lot and let the guard pass to get time to search?"
DavidW says (to ClubFloyd), "search cultist"
CF ] Studio Lot South 3/79
CF | >
CF | > SEARCH CULTIST
CF |
CF | The cultist sprawls, limbs splayed, on the ground. He wears a blood
CF | stained crimson robe.
CF |
CF | >
DavidW says (to ClubFloyd), "x robe"
CF ] Studio Lot South 3/80
CF | >
CF | > X ROBE
CF |
CF | The robes, deep crimson, at least partially hide the darker patch
CF | around the hole in the chest area.
CF |
CF | > MoyTravis says, "Strip him."
DavidW says (to ClubFloyd), "take robe"
CF ] Studio Lot South 3/81
CF | >
CF | > TAKE ROBE
CF |
CF | You reluctantly peel the crimson robe away from the body. It has a
CF | dark stain and a ragged hole at the breast, but at least it looks like
CF | it might fit.
CF |
CF | > Roger says, "and we just found a sewing machine, yay"
MoyTravis says, "Oh, nice."
MoyTravis says, "If we can time it."
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 3/82
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | You can hear footsteps to the west. They seem to be slowly receding
CF | into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Store 3/83
CF | >
CF | > E
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to a closed trapdoor in the floor.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "sew robe"
CF ] Studio Store 3/84
CF | >
CF | > SEW ROBE
CF |
CF | For the life of you, you can't work out how to use the sewing machine.
CF | It looks like it came out of the 1800"s.
CF |
CF | > Roger says, "oh come on game"
DavidW says (to ClubFloyd), "open trapdoor"
CF ] Studio Store 3/85
CF | >
CF | > OPEN TRAPDOOR
CF |
CF | The trapdoor opens with a creak, revealing a square of forbidding
CF | darkness!
CF |
CF | You can hear footsteps to the south. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | > Knight_Otu says, "Darnit."
DavidW says (to ClubFloyd), "move rug"
CF ] Studio Lot South 3/86
CF | >
CF | > MOVE RUG
CF |
CF | But the open trapdoor is in the way.
CF |
CF | A security guard walks in through the door to the south. He notices
CF | you straight away. "You again!" he says with a grin and a shake of his
CF | head. "You're persistent, I'll give you that!"
CF |
CF | He grabs your arm and before you know it, despite your struggles,
CF | you're outside the Studio once again. "See you," smiles the Guard and
CF | disappears back into the Studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | > MoyTravis exclaims, "Quick into the mysterious trapdoor!"
DavidW says (to ClubFloyd), "undo"
CF ] Studio Store 3/85
CF |
CF | > UNDO
CF |
CF | Studio Store
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Studio Crypt 3/86
CF | >
CF | > D
CF |
CF | You nervously grab hold of the sides of the trapdoor and let yourself
CF | down into the darkness below. Fortunately, you feel a wooden floor
CF | under your feet and you continue down into the unknown!
CF |
CF | Studio Crypt
CF | It is very dark. The only light comes from a square hole in the
CF | ceiling.
CF |
CF | Suddenly, unexpectedly, from the darkness, there's a disembodied
CF | voice! "Who's that?" it says. It's a female voice. It sounds annoyed.
CF | "Whoever it is, you might want to turn the light on before you trip
CF | over something."
CF |
CF | > MoyTravis asks, "turn on...light?"
DavidW says (to ClubFloyd), "turn on light"
CF ] Studio Crypt 3/87
CF | >
CF | > TURN ON LIGHT
CF |
CF | You run your hands along the walls and find a switch. You press it and
CF | the room is bathed in light.
CF |
CF | Studio Crypt
CF | The square windowless room, grimly lit by a bright light from the
CF | naked lightbulb on the ceiling, is surrounded on three sides by a
CF | large cage made from iron bars that run from ceiling to floor. A
CF | barred door into the cage is closed. One one side, next to a
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling.
CF | The walls are made from grey stone and drip with moisture. The whole
CF | room seems to give off a damp earthy smell of decay!
CF |
CF | In the centre of the room is a large white box that looks like a
CF | kitchen refrigerator.
CF |
CF | The room is full of people! You start with shock, then you realise
CF | that, in fact, the cage is full of people. They are all
CF | standing or sitting behind the iron bars.
CF |
CF | Suddenly, you realise who they all are. It's your fellow actors and
CF | all the extras from your last scene. They've all been imprisoned down
CF | here in this dreadful place in the dark!
CF |
CF | Charlotte Day, who plays the Countess, leans against the iron bars.
CF | Behind her, sat with his back against the wall, is the Count, the
CF | famous Blake Lively, the finest vampire actor in the world, and over
CF | on the other side huddle the extras who played the vampire's thralls.
CF |
CF | "What the hell are you doing here," says Charlotte. "We all thought
CF | you'd been fired."
CF |
CF | "Well, darling," says Blake, with a listless wave of his hand, "It
CF | appears that standards are slipping even further. Who would have
CF | thought it?"
CF |
CF | (You can interact with other people if they're amenable! For some
CF | pointers on different ways try typing HELP. To start, why not try and
CF | TALK TO Charlotte.)
CF |
CF | "Hurry up," yells one of the extras. "Get us out of here."
CF |
CF | > MoyTravis says, "The extras have their priorities in order."
Roger says, "It's sort of too-straight to be parody, but too ridiculous to be straight"
Knight_Otu says, "The extras that were invited for "nibbles"."
DavidW says (to ClubFloyd), "talk to charlotte"
CF ] Studio Crypt 3/88
CF | >
CF | > TALK TO CHARLOTTE
CF |
CF | "So," says Charlotte. "Have you come to rescue us, then?" She is still
CF | wearing her stage makeup and the diaphanous white gown from wardrobe.
CF | She smiles at you, but there is something unpleasant about it. You
CF | notice she still has her prop teeth in - long white fangs that curve
CF | down over her lower lip. Strange, that. You think they'd be
CF | uncomfortable and she would take them out.
CF |
CF | (1) - "What are you doing here?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "What are you doing here?" you ask.
CF |
CF | "Isn't it obvious?" replies Charlotte. "We're being imprisoned here by
CF | Arnie Mallet and his gang of demon worshipping reprobates." She sighs.
CF | "It's a lot cheaper to keep us here in cages than, you know, actually
CF | pay real actors."
CF |
CF | "Yeah," yells across one of the extras. "It's not as though we can
CF | form a union, can we boss?"
CF |
CF | Blake doesn't move, but raises a languid eyebrow. "Ah," he says,
CF | sadly. "Heckling from the stalls. Who would have thought it."
CF |
CF | (1) - "Wait - what? You're not real actors?"
CF | (2) - "Why don't you escape?"
CF |
CF | You say > MoyTravis says, "Our main character is either very, very trusting, or kind of slow."
Knight_Otu says, "Prop teeth these are not."
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "Wait," you say, "what are you talking about?"
CF |
CF | The Countess looks at you oddly. "Really?" she says. "Long teeth?
CF | White skin? Unable to go out in daylight? Super strength? Worried
CF | about things with crosses in them? You really didn't know. Well," she
CF | pauses for a moment, "I suppose you wouldn't. We just assumed everyone
CF | was in on it. We're vampires."
CF |
CF | (1) - "Vampires!?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "Vampires!" you whisper, your throat constricted with terror. "No!"
CF |
CF | "Well, of course," says Charlotte. "I am," and here she draws herself
CF | up to her full height, "the Countess! It's a lot cheaper for Mallet to
CF | capture real vampires to star in his films than it is to employ
CF | actors. He doesn't have to pay us anything, keeps us locked up in
CF | here. And we don't need expensive makeup or clothing. We're very cost
CF | effective. All he has to do is feed us the occasional extra."
CF |
CF | So if this is the Countess, then Blake must be the Count! And the
CF | extras are really his thralls!
CF |
CF | Blake Lively sees you looking at him. "Of course, my dear," he says,
CF | "one must really live the role. Method acting can only take you so
CF | far."
CF |
CF | (1) - "You could have killed us all!"
CF |
CF | You say > MoyTravis says, "Maybe both."
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "But we've all been working together for weeks!" you gasp. "You could
CF | have killed us at any time!"
CF |
CF | One of the extras, no, you suppose you must now call them the thralls,
CF | giggles. "Not till the film's done!" she shouts. There's a burst of
CF | laughter from the crowd.
CF |
CF | "Quiet you," snaps the Countess. She turns to Blake. "Can't you keep
CF | these idiots in line?"
CF |
CF | Blake just shrugs. "I'm afraid, darling," he says, "that you are much
CF | better at controlling the mob than I."
CF |
CF | Charlotte sighs and turns back to you. "No," she says, "we couldn't.
CF | Firstly, most of the cast and crew are protected. Secondly, they film
CF | during the day. Where would we go? Outside in the sun? And thirdly, it
CF | wouldn't be long before Arnie and the rest of his Cult were here with
CF | their stakes and demonic hexes and then we'd be screwed."
CF |
CF | (1) - "You know about the Cult?"
CF | (2) - "What did she mean - not till the films done?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "You know about the Cult of Astaroth?" you ask, remembering your own
CF | recent close encounter.
CF |
CF | The Countess hisses between her white fangs. "Don't say that name,"
CF | she snarls. "That lot are idiots. They think they can control Ast....
CF | the demon. They think it'll give them dominion over this world and the
CF | next. Fools! You wait and see. When they eventually get round to
CF | summoning it, they're in for an unpleasant surprise."
CF |
CF | Well, this is awkward. "Bad news," you begin, "I think they're
CF | summoning it tonight. I was supposed to be the sacrifice."
CF |
CF | If possible, the Countess goes even whiter than she already was. The
CF | Count breaks the silence. "The life of an actor," he declaims, "is
CF | beset by these unfortunate moments. Why, I remember when I starred in
CF | The Dreadful Kiss of the Vampire, that..."
CF |
CF | The Countess interrupts him with a snarl. "If it wasn't for you and
CF | your method acting we wouldn't be here. So be quiet." She
CF | turns back to you. "This is bad. We can help. You need to get us out
CF | of here."
CF |
CF | (1) - "You'll help?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "You want to help defeat the Cult?" you gasp.
CF |
CF | "Of course," replies the Countess. "I'm telling you now, if Ast...
CF | that thing is summoned, it won't be good for humans. Not at all. With
CF | all our vampiric strength, we can help."
CF |
CF | "So?" shouts one of the thralls. "Why should we care about the humans?
CF | They persecute us every chance they get!" There is a mutter of
CF | agreement from the other thralls.
CF |
CF | The Countess sighs heavily. "You see," she says to you, "this is the
CF | kind of duncery I have to deal with. He," and here she nods her head
CF | at the Count, "doesn't choose his victims for their brains.
CF | Do you dear?"
CF |
CF | The Count just waves a languid hand.
CF |
CF | She turns to the thralls. "You seem to forget that humans are what we
CF | feed on and the reason they persecute us is because we drain them of
CF | all their blood. We'd not last long if there were none left. So, yes,
CF | we're going to help. All of us. As can the other undead."
CF |
CF | (1) - "How can I trust you?"
CF | (2) - "Other undead?"
CF |
CF | You say > Roger says, "I feel like we need to find and wear a crucifix first, but I could be wrong"
DavidW says (to ClubFloyd), "2"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 2
CF |
CF | "What do you mean by other undead?"
CF |
CF | "Well it's not just us Mallet has got captured," replies the Countess.
CF | "There's others locked up in the other studios. I don't know what
CF | other films they're making at the minute, but I'm guessing that
CF | Arnie's cutting costs by capturing and using the undead in them all.
CF | If we've got any chance of defeating the Cult - especially if they've
CF | found another sacrifice and summoned you know who and all his minions,
CF | we're gonna need an Undead Army. You need to get out there and rescue
CF | as many undead as you can and persuade them to join the cause."
CF |
CF | "But the other studios are all locked up," you blurt out.
CF |
CF | "Hmmm," says the Countess. She sighs. "Then we're screwed."
CF |
CF | "Hey," shouts a thrall from the other side of the room. "I know how to
CF | get in. I overheard one of the guards talking about it. If you get
CF | into the security room in the lobby, there's an override button. And I
CF | know the code. Get us out of here and I'll tell you it."
CF |
CF | "There you go," says the Countess. "Problem solved."
CF |
CF | (1) - "You want me to gather an Undead Army?"
CF | (2) - "How do I get you out of here?"
CF |
CF | You say > Knight_Otu asks, "What could possibly go wrong?"
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "You want to gather an Undead Army?" you ask, almost unable to believe
CF | what you are saying.
CF |
CF | "Unless you can think of a better way to battle against hordes of
CF | cultists and the evil they've summoned," shrugs the Countess.
CF |
CF | (1) - "How do I get you out of here?"
CF |
CF | You say > Knight_Otu says, "(Everything.)"
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | "So how do I get you out of here?" It sounds like a terrible plan, but
CF | you really can't think of an alternative.
CF |
CF | The Countess just looks at you for a moment. "Really? A good start
CF | might be to find the key to this cage. I know they keep it in the
CF | Studio somewhere, but I don't know where. I've got vampiric strength
CF | so if it's locked in a key safe or lock-box or anything and you bring
CF | it to me, I can probably get it open. Now, get us out of here and we
CF | can get going on this. Enough chat."
CF |
CF | (1) - "Goodbye."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Studio Crypt 3/88
CF | You say >
CF | > 1
CF |
CF | The Countess turns away from you. So, you're definitely thinking about
CF | trying to help these Vampires escape, creating an Undead Army and then
CF | leading it into battle against hordes of demons and occultists. This
CF | night is starting to get a little odd.
CF |
CF | >
DavidW says (to ClubFloyd), "give caddy to countess"
CF ] Studio Crypt 3/89
CF | >
CF | > GIVE CADDY TO COUNTESS
CF |
CF | "Really," says the Countess. "A cup of tea, now?" She sighs and grabs
CF | the tea caddy from your hands. With a single twist, she uses what
CF | seems to be a vampiric strength and the tea caddy pops open. She hands
CF | it back to you and sighs. "There you go."
CF |
CF | The Count gets up, stretches his back lethargically, and sits back
CF | against the wall.
CF |
CF | >
DavidW says (to ClubFloyd), "look in it"
CF ] Studio Crypt 3/90
CF | >
CF | > LOOK IN IT
CF |
CF | It's red and green, with pictures of elephants on the side. It is
CF | open.
CF |
CF | In the tea caddy is a small brass key.
CF |
CF | "Are you going to get us out of here?" says the Countess to you.
CF |
CF | > MoyTravis asks, "Wait when did we pick that up?"
MoyTravis asks, "Did you just...take that up because your Game Sense was tingling?"
DavidW says, "It was on the kitchen counter."
Knight_Otu says, "When we first came into the studio."
DavidW says, "yes, my game sense knew it was important."
MoyTravis says, "Hahaha! Nice."
DavidW says (to ClubFloyd), "unlock cage with key"
CF ] Studio Crypt 3/91
CF | >
CF | > UNLOCK CAGE WITH KEY
CF |
CF | (first taking the small brass key)
CF | Taken.
CF |
CF | "Oh my god," says the Countess, with a roll of her eyes. "A tea caddy
CF | of all places. How much they value us."
CF |
CF | Wait a minute, this is your tea caddy. They've been using it to store
CF | the key to a vampiric dungeon! You don't recall them asking your
CF | permission.
CF |
CF | "Wait, what are you doing," says the Countess, raising her eyebrows.
CF | "You know we're vampires, right?"
CF |
CF | "What do you mean?" you reply, somewhat taken aback.
CF |
CF | "Well, you don't have any protection," she says, speaking very slowly,
CF | as if to a child. "If you let us out now, without any protection,
CF | we'll drain you of all your blood and all that will be left is a dried
CF | up husk. And while I'm not dead set against that, we do need you to
CF | get an undead army together first."
CF |
CF | "But I'm trying to help!" you stammer. "Why would you bite me?"
CF |
CF | The Countess shrugs. "We're vampires. That's what we do. Wouldn't be
CF | able to help ourselves. You need something to protect yourself. Like
CF | garlic, or a UV lamp, or something else we vampires find, for some
CF | narratively convenient reason, unappealing."
CF |
CF | "Hurry up," yells one of the vampire thralls. "Get us out of here."
CF |
CF | > MoyTravis says, "So they can restrain themselves from eating you to finish a movie, but not to save themselves and the world from demonic cultists."
MoyTravis says, "Great priorities there, vampires."
DavidW says, "hmm. I didn't see any vampire protection stuff."
Roger says, "I think a game like this really needs to succeed on its charms, and I'm just not finding it charming enough"
Knight_Otu asks, "There was a path south from the Lair that we didn't take yet, right?"
DavidW says, "yesh, we never went south from there."
DavidW says (to ClubFloyd), "u"
CF ] Studio Store 3/92
CF | >
CF | > U
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | You can hear footsteps to the south. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Waiting Room 3/93
CF | >
CF | > W
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | You can hear footsteps to the east. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] The Vampire's Dungeon 3/94
CF | >
CF | > W
CF |
CF |
CF | The Vampire's Dungeon
CF | Painted-on slime drips from the faux stone walls, glowing vaguely
CF | fluorescent under the dim lights. Dark doorways lead to the east and
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper
CF | corners of the room and various torture equipment surrounds the set's
CF | centrepiece, an enormous shining pendulum axe.
CF |
CF | The pendulum axe sits snugly in its slot in the ceiling.
CF |
CF | On the north wall, half hidden in shadow, is the axe release handle.
CF |
CF | You can hear footsteps to the east. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "hide"
CF ] The Vampire's Dungeon 3/95
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the footsteps tap ever
CF | closer.
CF |
CF | A security guard walks in through the door to the east.
CF |
CF | The Guard shines his torch around the set, playing it into the
CF | shadows. Fortunately, it doesn't look like he sees you!
CF |
CF | He sighs heavily and stretches his back.
CF |
CF | >
DavidW says (to ClubFloyd), "pull handle"
CF ] The Vampire's Dungeon 4/96
CF | >
CF | > PULL HANDLE
CF |
CF | You wrestle with yourself for a moment. Can this be the right thing to
CF | do? But there's no use - surely you'll be forgiven if you manage to
CF | save the world, or, at least stop whatever Mallet and the Cult are up
CF | to.
CF |
CF | You pull the handle.
CF |
CF | Your sudden movement causes the guard, standing in the centre of the
CF | room, to look straight at you. "Hey..." he begins. But the rest of his
CF | words are lost. The enormous axe descends from the ceiling with a
CF | whickering whuummmm and chops straight through the centre of his body,
CF | separating him into two pieces!
CF |
CF | You look away as the gradually settling blade continues to swing back
CF | and forth, cutting the guard up into smaller and smaller parts. It
CF | eventually stops directly over the remains of what once was the
CF | Security guard.
CF |
CF | You have survived a perilous situation!
CF |
CF | > MoyTravis says, "hmm."
Roger says, "dang"
MoyTravis says, "RIP that guy."
Jacqueline says (to Roger), "I can see what you mean, but I do think it's doing some clever things plot-wise."
Knight_Otu says, "Yikes."
DavidW says (to ClubFloyd), "search guard"
CF ] The Vampire's Dungeon 4/97
CF | >
CF | > SEARCH GUARD
CF |
CF | There's too much blood! You can hardly bear to look at it. You notice
CF | a bright glint in the viscera. It looks like something on the end of a
CF | chain.
CF |
CF | > MoyTravis says, "He was definitely not a cultist, too."
DavidW says (to ClubFloyd), "take glint"
CF ] The Vampire's Dungeon 4/98
CF | >
CF | > TAKE GLINT
CF |
CF | You close your eyes and reach into the horrible mass of what was once
CF | a security guard. You manage to snag your finger over the chain and
CF | pull it out. On the end of the chain is a crucifix!
CF |
CF | >
DavidW says (to ClubFloyd), "wear crucifix"
CF ] The Vampire's Dungeon 4/99
CF | >
CF | > WEAR CRUCIFIX
CF |
CF | You put on the crucifix.
CF |
CF | > MoyTravis exclaims, "Score!"
MoyTravis says, "Also let's check out that door to the south."
DavidW says, "of course"
DavidW says (to ClubFloyd), "look"
CF ] The Vampire's Dungeon 4/100
CF | >
CF | > LOOK
CF |
CF | The Vampire's Dungeon
CF | Painted-on slime drips from the faux stone walls, glowing vaguely
CF | fluorescent under the dim lights. Dark doorways lead to the east and
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper
CF | corners of the room and various torture equipment surrounds the set's
CF | centrepiece, an enormous shining pendulum axe.
CF |
CF | The chunky remains of the security guard are scattered horribly across
CF | the floor.
CF |
CF | The axe hangs, sharp and forbidding, straight down from the centre of
CF | the room. The slot on the ceiling into which it can be pushed, is
CF | empty.
CF |
CF | On the north wall, half hidden in shadow, is the axe release handle.
CF |
CF | > MoyTravis says, "This character is both very guillible and entirely unconcerned by brutal murders."
DavidW says, "I don't remember the exact layout."
DavidW says (to ClubFloyd), "s"
CF ] The Count's Lair 4/101
CF | >
CF | > S
CF |
CF |
CF | The Count's Lair
CF | Twisted trees made from plywood grow unconvincingly out from plastic
CF | grass matting. Dotted amongst them, foam rubber boulders are speckled
CF | with green cotton wool that, in the low light, does look a little bit
CF | like moss if you squint your eyes. Dark doorways lead north and south
CF | and the set continues into the gloom to the east.
CF |
CF | > Roger says, "I like the design of the game more than its execution, I guess is all I mean. It's not bad per se."
DavidW says (to ClubFloyd), "s"
CF ] Bleak and Windswept Moors 4/102
CF | >
CF | > S
CF |
CF | As you walk through the doorway into the dimly lit set you stop
CF | suddenly in fear, your heart pounding! There's a dark figure in the
CF | midst of the moors reaching out towards you with evil grasping hands
CF | and sharp fingers. You half-turn, ready to run, but then you realise
CF | it's just a prop. It's just a tree that, for a moment, looked like a
CF | dreadful creature in the gloom ready to pull you into its deadly
CF | embrace.
CF |
CF | Your heart slows down and you take a deep breath.
CF |
CF | Bleak and Windswept Moors
CF | In front of a backdrop of painted, menacing hills, the room is filled
CF | with a nasty-looking dark marsh, dotted with plastic reeds. Forbidding
CF | doorways lead north and east deeper into the Studio. This is where Mel
CF | Crispin had made his exit from the movie. Playing Alexander, the
CF | stocky, slightly comic sidekick to the Professor, he was, for fairly
CF | unconvincing narrative reasons, required to run into the bog and then
CF | get sucked down into the deep mud.
CF |
CF | That had been his last scene - he must have left the Studios pretty
CF | quick afterwards as you don't recall seeing him to say goodbye. Shame,
CF | that. You had liked Mel.
CF |
CF | A lone plywood tree rears out of the centre of the bog, its twisted
CF | arms seemingly reaching out toward the north doorway!
CF |
CF | >
DavidW says (to ClubFloyd), "x tree"
CF ] Bleak and Windswept Moors 4/103
CF | >
CF | > X TREE
CF |
CF | Even though it's only made from cheap plywood, the tree looks like a
CF | figure out of a nightmare - like a ghoul reaching out with its
CF | grasping claws ready to rip and rend!
CF |
CF | > Knight_Otu says, "Come on, protagonist. Surely you must have realized by now."
MoyTravis says, "...I think you were supposed to visit here before the vampires. The "Shame, that. You had liked Mel." I mean really."
MoyTravis says, "Yeah."
DavidW says, "I suppose pushing the tree against someone might work."
DavidW says (to ClubFloyd), "x reeds"
CF ] Bleak and Windswept Moors 4/104
CF | >
CF | > X REEDS
CF |
CF | The clumps of reeds stick out of the marsh at regular intervals.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Pool of Death 4/105
CF | >
CF | > E
CF |
CF |
CF | The Pool of Death
CF | The set walls are covered in badly painted-on stonework and the
CF | ubiquitous nylon cobwebs sway menacingly in the dim light of the upper
CF | corners. In the centre of the room, carved stone-like figures surround
CF | a clear pool of what, in the film, was supposed to be acid so strong
CF | it could dissolve flesh in mere seconds! Doorways lead north and west
CF | into the Studio and a metal ladder climbs up the back wall toward the
CF | shadowy ceiling.
CF |
CF | It was never made entirely clear by the script why the Count would
CF | have a pool of acid in his castle or what he did with it, but it was
CF | here that Beanie Havell's character, Geoffrey, the love interest, met
CF | his untimely end - running to escape the thralls only to fall into the
CF | pool and be dissolved in what, Harry assured you all, were extremely
CF | expensive special effects.
CF |
CF | Good old Beanie. Straight after this scene, according to Harry, he'd
CF | had to leave the Studios to do a stage production of "If you like it,
CF | Missus" in Brazil of all places! Nice work if you can get it. You wish
CF | you'd had chance to wish him luck.
CF |
CF | In the centre of the floor is a sandbag. It is tied to a rope that
CF | stretches up into the shadowy recesses of the ceiling.
CF |
CF | > Knight_Otu says, "Then again... when looking at the state of the real world..."
MoyTravis asks, "Are these all alternate ways of killing the guard?"
Knight_Otu says, "Okay, no, we're just a naive and gullible actor."
MoyTravis asks, "Swamp drowning, hit by sandbag into acid, sliced by blade?"
DavidW says, "or someone, yeah"
DavidW says, "We don't hava a blade for the rope, though."
DavidW says (to ClubFloyd), "x pool"
CF ] The Pool of Death 4/106
CF | >
CF | > X POOL
CF |
CF | (the clear pool)
CF | The pool looks deep. The liquid inside is opaque and murky and seems
CF | to fizz a little at the edges. But surely it's just a set!
CF |
CF | > MoyTravis says, "No, I mean. The pendulum blade was the one we did."
DavidW says, "I wasn't refering to that."
MoyTravis asks, "Oh, you mean, to take...the sandbag?"
DavidW says, "I mean, if we wanted to drop the sandbag onto the guard quickly enough, we'd probably need a blade to cut the rope with."
Jacqueline says, "There's a very good Vincent Price movie that has a ridiculous vat of acid in the basement of a mansion like this."
Jacqueline says, "I'm not sure putting the guard in the acid would be great, since we need his crucifix."
MoyTravis says, "Ah, fair."
DavidW says, "Perhaps a friendly herring, immune to acid, would fetch the crucifix for us."
DavidW says, "A pickled herring."
Roger says, "House on Haunted Hill"
DavidW says (to ClubFloyd), "x rope"
CF ] The Pool of Death 4/107
CF | >
CF | > X ROPE
CF |
CF | The rope, firmly tied to the top of the sandbag, stretches up to the
CF | shadowy ceiling.
CF |
CF | >
DavidW says (to ClubFloyd), "climb rope"
CF ] The Pool of Death 4/108
CF | >
CF | > CLIMB ROPE
CF |
CF | Ooof. You pull yourself a little way off the floor, but then you give
CF | up. Upper body strength isn't a requisite for acting!
CF |
CF | >
DavidW says (to ClubFloyd), "climb ladder"
CF ] Lighting Gantry 4/109
CF | >
CF | > CLIMB LADDER
CF |
CF |
CF | Lighting Gantry
CF | The gently swaying wooden planks of the gantry stretch across the
CF | length of the room. Here, above the set, all is in shadow. Above you,
CF | in the ceiling, you can just make out a large hook, tied to which is
CF | one end of a long rope. Far below you, the set stretches out, made
CF | small by distance. It's a long way down! A metal ladder, set into the
CF | wall at the end of the gantry, leads downward.
CF |
CF | The rope, just within touching distance, stretches down into the set.
CF |
CF | > Knight_Otu says, "Well, there's a hook for acid fishing."
DavidW says (to ClubFloyd), "x hook"
CF ] Lighting Gantry 4/110
CF | >
CF | > X HOOK
CF |
CF | The hook, scarcely visible in the dim light, is attached to the
CF | ceiling. A rope dangles from it.
CF |
CF | >
DavidW says (to ClubFloyd), "take hook"
CF ] Lighting Gantry 4/111
CF | >
CF | > TAKE HOOK
CF |
CF | The hook is still far out of reach on the ceiling.
CF |
CF | > Knight_Otu says, "Or just for rope holding."
DavidW says (to ClubFloyd), "climb rope"
CF ] Lighting Gantry 4/112
CF | >
CF | > CLIMB ROPE
CF |
CF | That's too dangerous. You'd have to lower yourself over the edge of
CF | the gantry. You'd fall!.
CF |
CF | >
DavidW says (to ClubFloyd), "push rope"
CF ] Lighting Gantry 4/113
CF | >
CF | > PUSH ROPE
CF |
CF | It is fixed in place.
CF |
CF | >
DavidW says (to ClubFloyd), "pull rope"
CF ] Lighting Gantry 4/114
CF | >
CF | > PULL ROPE
CF |
CF | With difficulty, you heave at the long rope until, finally, the
CF | sandbag makes an appearance over the side of the gantry. You grab at
CF | it gratefully, your muscles shaking.
CF |
CF | >
DavidW says (to ClubFloyd), "climb rope"
CF ] Lighting Gantry 4/115
CF | >
CF | > CLIMB ROPE
CF |
CF | Ooof. You pull yourself a little way off the floor, but then you give
CF | up. Upper body strength isn't a requisite for acting!
CF |
CF | > MoyTravis says, "Or we just snap his neck with a giant sandbag."
DavidW says (to ClubFloyd), "drop sandbag"
CF ] Lighting Gantry 4/116
CF | >
CF | > DROP SANDBAG
CF |
CF | You drop the heavy bag of sand. It immediately falls over the edge of
CF | the gantry and lands with a resounding thump on the set floor directly
CF | below you.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Lighting Gantry 4/115
CF |
CF | > UNDO
CF |
CF | Lighting Gantry
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "duno"
CF ] Lighting Gantry 4/115
CF | >
CF | > DUNO
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Lighting Gantry 4/115
CF |
CF | > UNDO
CF |
CF | Lighting Gantry
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Lighting Gantry 4/114
CF |
CF | > UNDO
CF |
CF | Lighting Gantry
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Lighting Gantry 4/113
CF |
CF | > UNDO
CF |
CF | Lighting Gantry
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Lighting Gantry 4/112
CF |
CF | > UNDO
CF |
CF | Lighting Gantry
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Lighting Gantry 4/113
CF | >
CF | > I
CF |
CF | You are carrying a small brass key, a tea caddy and a stained crimson
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and
CF | a jaunty hat.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] The Pool of Death 4/114
CF | >
CF | > D
CF |
CF |
CF | The Pool of Death
CF | The set walls are covered in badly painted-on stonework and the
CF | ubiquitous nylon cobwebs sway menacingly in the dim light of the upper
CF | corners. In the centre of the room, carved stone-like figures surround
CF | a clear pool of what, in the film, was supposed to be acid so strong
CF | it could dissolve flesh in mere seconds! Doorways lead north and west
CF | into the Studio and a metal ladder climbs up the back wall toward the
CF | shadowy ceiling.
CF |
CF | In the centre of the floor is a sandbag. It is tied to a rope that
CF | stretches up into the shadowy recesses of the ceiling.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Production Area 4/115
CF | >
CF | > N
CF |
CF |
CF | Production Area
CF | Behind the set, a mess of wires trail across the floor, connecting
CF | haphazardly to cameras, microphone arrays and lighting rigs. Dark
CF | doorways lead north and south into the Studio.
CF |
CF | The Director's chair sits in front of the two cameras, facing the set,
CF | which continues to the west.
CF |
CF | >
DavidW says (to ClubFloyd), "x cameras"
CF ] Production Area 4/116
CF | >
CF | > X CAMERAS
CF |
CF | The two cameras look pretty old fashioned. You're no expert, but you
CF | reckon these would be considered antiques ten years ago.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Store 4/117
CF | >
CF | > N
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "x clothing"
CF ] Studio Store 4/118
CF | >
CF | > X CLOTHING
CF |
CF | A thousand old wardrobe items jammed onto the hangers haphazardly.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Studio Crypt 4/119
CF | >
CF | > D
CF |
CF | Studio Crypt
CF | The square windowless room, grimly lit by a bright light from the
CF | naked lightbulb on the ceiling, is surrounded on three sides by a
CF | large cage made from iron bars that run from ceiling to floor. A
CF | barred door into the cage is closed. One one side, next to a
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling.
CF | The walls are made from grey stone and drip with moisture. The whole
CF | room seems to give off a damp earthy smell of decay!
CF |
CF | In the centre of the room is a large white box that looks like a
CF | kitchen refrigerator.
CF |
CF | On one side of the room, inside the cage, a small group of vampire
CF | thralls stand in a little huddle.
CF |
CF | The Count languishes in the corner of the cage, his back against the
CF | wall.
CF |
CF | The Countess leans against the iron bars, looking bored and annoyed.
CF |
CF | >
DavidW says (to ClubFloyd), "unlock cage with key"
CF ] Studio Crypt 5/120
CF | >
CF | > UNLOCK CAGE WITH KEY
CF |
CF | The key turns in the lock, and you step back, your heart pounding!
CF | Surely the vampires will descend on you with their sharp fangs. The
CF | Countess pushes the cage door open and the horde of vampires creep
CF | into the room.
CF |
CF | The Countess smiles at you nastily. "Good thing you've got that around
CF | your neck," she says. "Remember, you need to protect yourself from the
CF | undead if you're thinking about releasing them. Now," and here she
CF | turns to the thralls. "Who said they knew the code to open up the rest
CF | of the studios?"
CF |
CF | "Me," says one of the thralls, "I overheard them talking about it.
CF | It's 1967. Apparently there's an override in the security room off the
CF | lobby that will open everything up."
CF |
CF | "Finally," declaims the Count, emerging from the cage. "Freedom at
CF | last. No longer will we be persecuted for who we are..."
CF |
CF | "Will you be quiet, you pompous arse," snaps the Countess at him.
CF | "Right, you," she turns to you. "That's your job. We'll wait for you
CF | outside in the Studio Lot. When you release the other undead, send
CF | them to us. We can't come into the other studios.
CF | They're.....protected. It's up to you."
CF |
CF | She turns away as if to go and then pauses. "Oh, and one more thing."
CF | She suddenly reaches out and rips the chain from the fridge, snapping
CF | it as if it were cotton. "You might want to look in there before you
CF | go. It will help you....focus."
CF |
CF | With a sweep of her diaphanous gown, the Countess stalks from the
CF | room, swinging the chain, closely followed by the thralls and the
CF | Count.
CF |
CF | You have survived a perilous situation! You are building an Undead
CF | Army! (Try typing SCORE to keep track)
CF |
CF | >
Jacqueline clears the save counter.
Jacqueline says (to ClubFloyd), "SAVE"
Jacqueline says (to ClubFloyd), "cf1"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Studio Crypt 5/120
CF | > SAVEOk.
CF |
CF | > Jacqueline says, "It occurs to me that we have not been saving."
MoyTravis asks, "Hooray. One studio down, of...four?"
Jacqueline says, "I'm not slightly curious about the death scenes we are missing."
Knight_Otu says, "Four sounds right."
Jacqueline says, "Like if we had not worn the crucifix."
DavidW says, "Five studios"
DavidW says (to ClubFloyd), "open fridge"
CF ] Studio Crypt 5/121
CF | >
CF | > OPEN FRIDGE
CF |
CF | You open the fridge and immediately turn away in horror! It's full of
CF | gruesome body parts! After a moment, you collect yourself and inspect
CF | the terrible contents more closely. It seems to be the remains of two
CF | people. One of the bodies has been chopped into pieces and all that is
CF | left whole are two white legs, with red painted toenails. Wait! You
CF | recognize those toenails! The last time you saw them was when Melissa
CF | Clumb, playing Susan, was doing the axe scene! No! A terrible truth
CF | begins to dawn on you. Maybe her mother wasn't sick after all!
CF |
CF | Heart in mouth, you look at the other body. All that's left of it is a
CF | partially dissolved skeleton, two relatively whole arms and part of a
CF | face. A face you recognize. It's Beanie Havell! Not playing Bertie
CF | Foppish in 'If you like it, Missus' on a Brazilian stage, but
CF | dissolved by acid instead!
CF |
CF | Surely Arnie Mallet can't have gone this far! But maybe he has - you
CF | realise you need to stop his evil forever!
CF |
CF | > Jacqueline says, "Or if we had just continued to wait outside the initial office."
MoyTravis says, "MC, why are you like this."
Knight_Otu says, "Glad you could join us, protagonist."
Jacqueline says, "heh"
Knight_Otu says, "Pity it took a gruesome display for that though."
DavidW says (to ClubFloyd), "score"
CF ] Studio Crypt 5/121
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You are building an undead army! So far, it consists of the Count, the
CF | Countess and their bloodthirsty vampire thralls.
CF |
CF | You have survived five perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF |
CF | > Jacqueline says, "haha. The security guard one is good."
Jacqueline says, "'relatively blameless' - so true."
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf2"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Studio Crypt 5/121
CF | > SAVEOk.
CF |
CF | > Knight_Otu says, "Yeah. Remind us that we killed an innocent person."
MoyTravis says, "I'm not sure how we chopped him into little bits, though. I was envisioning, like, two halves, or four parts at most on the backstroke."
DavidW asks, "I wonder if someone else can drive for a bit?"
Knight_Otu says (to ClubFloyd), "l"
CF ] Studio Crypt 5/122
CF | >
CF | > L
CF |
CF | Studio Crypt
CF | The square windowless room, grimly lit by a bright light from the
CF | naked lightbulb on the ceiling, is surrounded on three sides by a
CF | large cage made from iron bars that run from ceiling to floor. A
CF | barred door into the cage is open. One one side, next to a
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling.
CF | The walls are made from grey stone and drip with moisture. The whole
CF | room seems to give off a damp earthy smell of decay!
CF |
CF | In the centre of the room is a large white box that looks like a
CF | kitchen refrigerator.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "u"
CF ] Studio Store 5/123
CF | >
CF | > U
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | > DavidW asks, "The keypad was u. w. n. n. w. u, I think?"
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Waiting Room 5/124
CF | >
CF | > W
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Studio Lot South 5/125
CF | >
CF | > N
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Studio Lot North 5/126
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each
CF | door, a sign. The lot continues to the south into shadow.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Entrance vestibule 5/127
CF | >
CF | > N
CF |
CF |
CF | Entrance vestibule
CF | At last! Somewhere brightly lit. The big square vestibule has double
CF | doors opposite one another on both north and south walls. The doors to
CF | the south seem to lead outside. To the north, the glass doors are dark
CF | and forbidding and lead into the interior of the building. On the east
CF | wall, opposite the closed stairwell door to the west and behind an
CF | unmanned security desk is a closed smaller door with a small keypad
CF | next to it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x desk"
CF ] Entrance vestibule 5/128
CF | >
CF | > X DESK
CF |
CF | The plain desk has the logo of Mallet Studios emblazoned across the
CF | front of it. Usually, during the day, a bored security guard stands
CF | behind it.
CF |
CF | > Jacqueline asks, "Well, we're nearly at 2 hours, and I do have to go, so if you need a new driver, maybe we just pick this up next week?"
Knight_Otu says (to ClubFloyd), "x padlock"
CF ] Entrance vestibule 5/128
CF | >
CF | > X PADLOCK
CF |
CF | You can't see any such thing.
CF |
CF | > Knight_Otu says, "We could also do that."
MoyTravis says, "I have no objection."
Knight_Otu asks, "Maybe open the door first, then save?"
Jacqueline says, "Like, I could hang the last 20 minutes, but have to go at the top of the hour, and if you're getting tired..."
Knight_Otu says (to ClubFloyd), "type 1967 on keypad"
CF ] Entrance vestibule 5/129
CF | >
CF | > TYPE 1967 ON KEYPAD
CF |
CF | There's nothing here to type on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "type 1967"
CF ] Entrance vestibule 5/130
CF | >
CF | > TYPE 1967
CF |
CF | There's nothing here to type on.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x keypad"
CF ] Entrance vestibule 5/131
CF | >
CF | > X KEYPAD
CF |
CF | The keypad has the numbers 0 to 9 in a small square. At the top shines
CF | a small red light. You could ENTER the code you've learned.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "enter 1967"
CF ] Entrance vestibule 5/132
CF | >
CF | > ENTER 1967
CF |
CF | The light on the keypad turns green and the security door unlocks with
CF | a click.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write: Jacqueline says, "Ah, that was weird."
Knight_Otu says (to ClubFloyd), "cfhorrorisreal"
CF ] Entrance vestibule 5/132
CF | > SAVEOk.
CF |
CF | > Jacqueline says, "heh"
Jacqueline says, "Okay, see y'all next week."
Jacqueline says, "Be safe out there. Avoid cultists."
DavidW asks, "what, are we stopping?"
Jacqueline says, "Yes. You said you needed a break, and we only had 20 more minutes, so..."
DavidW says, "oh, I see."
DavidW says, "This seems a good stopping point too."
Jacqueline says, "Yeah"
Knight_Otu says, "Also, avoid greek letters."
MoyTravis says, "Ha. Yeah, good luck."
Jacqueline says (to KO), "heh. So true."
DavidW says, "I've had to kill two bugs crawling onto my clipboard during this session."
DavidW says, "The clipboard in my lap."
DavidW says, "I have my own horror story."
Roger goes home. Roger says, "aww that new person didn't come back. Oh well maybe later"
DavidW says, "See you all next week."
DavidW 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, and stay safe!"
Knight_Otu goes home.
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
*** SESSION 2 ***
Jacqueline says (to burl), "The other thing you should know is that we're resuming a game we started last week. I was... super tired last week, so I am hoping someone else can recap what has happened thus far."
MoyTravis says, "Last week we were playing Dr. Horror's House of Horror. Or Dr. Horror's House of Terror. Or Dr. Terror's House of Horror."
MoyTravis says, "One of those is probably right."
MoyTravis says, "Anyways, we were an actor, shooting a horror movie, but it turns out the horror staff are a cult and the monsters in the cast are real undead monsters and so now we need to free the monsters to fight the cult."
MoyTravis says, "Also we murdered a perfectly innocent security guard. Go us."
Roger says, "That sounds about right"
Knight_Otu says, "We've freed the vampires and unlocked the door that'll allow us to unlock the other horror sets. Surely everything will be fine."
MoyTravis says, "Of course everything will be fine it's a puzzley parser game."
MoyTravis asks, "If it were, like, a Twine game, maybe things wouldn't be fine. But puzzly parser games?"
Knight_Otu says, "I dunno, I'm sure there are parser games where the protagonist causes the end of the world as we know it."
Jacqueline says, "There are definitely parser games with not-happy endings."
Jacqueline says, "Perhaps thousands of them."
Knight_Otu says (to ClubFloyd), "l"
CF ] Entrance vestibule 5/133
CF | >
CF | > L
CF |
CF | Entrance vestibule
CF | At last! Somewhere brightly lit. The big square vestibule has double
CF | doors opposite one another on both north and south walls. The doors to
CF | the south seem to lead outside. To the north, the glass doors are dark
CF | and forbidding and lead into the interior of the building. On the east
CF | wall, opposite the closed stairwell door to the west and behind an
CF | unmanned security desk is a closed smaller door with a small keypad
CF | next to it.
CF |
CF | > Knight_Otu says, "I guess we need to go east from here."
Knight_Otu says (to ClubFloyd), "e"
CF ] Guard room 5/134
CF | >
CF | > E
CF |
CF | (first opening the smaller door)
CF |
CF | Guard room
CF | Banks of monitors, showing only dark screens, cover one wall of the
CF | small dingy room. Underneath them is a desk on which is a keyboard and
CF | some sort of control panel. The door in the west wall is open.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x monitors"
CF ] Guard room 5/135
CF | >
CF | > X MONITORS
CF |
CF | The monitors, lined up on the wall, all have darkened screens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x desk"
CF ] Guard room 5/136
CF | >
CF | > X DESK
CF |
CF | On the functional desk is a keyboard and some sort of control panel.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x keyboard"
CF ] Guard room 5/137
CF | >
CF | > X KEYBOARD
CF |
CF | An old fashioned and blocky keyboard attached to the desk. The
CF | lettering on the keys has worn away from years of use.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x panel"
CF ] Guard room 5/138
CF | >
CF | > X PANEL
CF |
CF | A square thing covered in various knobs and buttons that presumably
CF | have something to do with security cameras and alarms. But you have no
CF | idea what any of them do. Apart from a big red button that says
CF | "Security override". That looks important.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x button"
CF ] Guard room 5/139
CF | >
CF | > X BUTTON
CF |
CF | The large red button sticks out of the centre of the control panel. It
CF | has the words "Security Override" written on it in small neat white
CF | letters.
CF |
CF | > MoyTravis exclaims, "Press button!"
Knight_Otu says, "Let's unleash some horrors."
Knight_Otu says (to ClubFloyd), "push button"
CF ] Guard room 5/140
CF | >
CF | > PUSH BUTTON
CF |
CF | You poke the button with your finger. It clicks down and then pops
CF | back up. Maybe it did something. Who can tell.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Entrance vestibule 5/141
CF | >
CF | > W
CF |
CF |
CF | Entrance vestibule
CF | At last! Somewhere brightly lit. The big square vestibule has double
CF | doors opposite one another on both north and south walls. The doors to
CF | the south seem to lead outside. To the north, the glass doors are dark
CF | and forbidding and lead into the interior of the building. On the east
CF | wall, opposite the closed stairwell door to the west and behind an
CF | unmanned security desk is an open smaller door with a small keypad
CF | next to it.
CF |
CF | > Roger says, "haha"
Knight_Otu says (to ClubFloyd), "s"
CF ] Studio Lot North 5/142
CF | >
CF | > S
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each
CF | door, a sign. The lot continues to the south into shadow.
CF |
CF | > Jacqueline says, "should we have... oh, I guess we had just saved. Never mind."
Knight_Otu says (to ClubFloyd), "x studio 1"
CF ] Studio Lot North 5/142
CF | >
CF | > X STUDIO 1
CF |
CF | Which do you mean, Studio 1 door or Studio 1 sign?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sign"
CF ] Studio Lot North 5/143
CF | >
CF | > SIGN
CF |
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly
CF | smaller letters, "Dir: Benny Tibbings".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sign 2"
CF ] Studio Lot North 5/144
CF | >
CF | > X SIGN 2
CF |
CF | The sign reads "The Things That Could Never Die!" and then, "Dir:
CF | Herbert Blom".
CF |
CF | > Knight_Otu says, "Werewolf and Zombies, I guess."
Pinkunz says, "I vote zombies."
MoyTravis says, "Sure, why not."
Knight_Otu says, "Then let's get our brain eaten."
Knight_Otu says (to ClubFloyd), "e"
CF ] Guard's Break Room 5/145
CF | >
CF | > E
CF |
CF | (first opening Studio 2 door)
CF | The studios are unlocked! Who knows what terrors lie in wait for you
CF | over the course of this night? You take a deep breath and pluck up
CF | your courage. The dreadful undead await!
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | A Security Guard sits in the chair, feet up on the small table,
CF | reading a newspaper.
CF |
CF | The Guard looks up at you over her paper. "Well, hello," she says. "We
CF | don't get many visitors at this hour."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "talk to guard"
CF ] Guard's Break Room 5/146
CF | >
CF | > TALK TO GUARD
CF |
CF | "How can I help you?" asks the Guard.
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Tell me more about what's in the studio."
CF | (3) - "Are you going to stop me going in?"
CF | (4) - "You worked here long?"
CF | (5) - "Goodbye."
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "2"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 2
CF |
CF | "So what's going on in the Studio?" you ask,
CF |
CF | The Guard shivers as if something is frightening her. "Oh," she
CF | replies, "don't ask. We all hate working in there. That's why we've
CF | made this little room. There's definitely something awful haunting the
CF | place. You can feel it as soon as you go in. So whenever we draw this
CF | shift, we just sit in here. Nobody's noticed or complained, so.." she
CF | shrugs.
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Are you going to stop me going in?"
CF | (3) - "You worked here long?"
CF | (4) - "Goodbye."
CF |
CF | You say > Knight_Otu says, "Smart. Stay clear of zombies and axe pendulums."
Knight_Otu says (to ClubFloyd), "1"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 1
CF |
CF | "Shouldn't you be patrolling the studio?" you ask.
CF |
CF | The Guard sighs. "Technically, yes," she says, "but I'm not going in
CF | there. There's something not right in that place. It's cold. There's
CF | weird unnatural sounds in the dark. They don't pay me enough."
CF |
CF | (1) - "Tell me more about what's in the studio."
CF | (2) - "Are you going to stop me going in?"
CF | (3) - "You worked here long?"
CF | (4) - "Goodbye."
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "2"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 2
CF |
CF | "So can I go in, then?" you say. "Or are you going to stop me."
CF |
CF | "If you really want to," says the Guard. "I wouldn't recommend it
CF | though. I'm not supposed to let anyone in, but, to be honest, if you
CF | went through there, I'm not going to come in after you."
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Tell me more about what's in the studio."
CF | (3) - "You worked here long?"
CF | (4) - "Goodbye."
CF |
CF | You say > Pinkunz says, "I wonder if we can get this guard killed as well. 2 for 2."
Knight_Otu says (to ClubFloyd), "3"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 3
CF |
CF | "You worked here for long?" you ask.
CF |
CF | "Yeah, on and off for a few years. There have been some changes, let
CF | me tell you." The Guard frowns. "But, you know, we all just come in
CF | and do our jobs and try not to think about it." She goes silent,
CF | obviously unwilling to say more.
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Tell me more about what's in the studio."
CF | (3) - "Are you going to stop me going in?"
CF | (4) - "Goodbye."
CF |
CF | You say > Jacqueline says, ";..Pinkunz hahaha awwww"
Jacqueline asks, "Does 2 give more or repeat?"
Knight_Otu says, "I mean, we've killed already, and unleashed creatures that need to kill humans to survive, so..."
Knight_Otu says (to ClubFloyd), "2"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 2
CF |
CF | "Like I said, it's definitely haunted in there. We all hate it."
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Are you going to stop me going in?"
CF | (3) - "You worked here long?"
CF | (4) - "Goodbye."
CF |
CF | You say > Knight_Otu says, "Not really more."
Pinkunz says, "That well looks dry."
Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "4"
CF ] Guard's Break Room 5/146
CF | You say >
CF | > 4
CF |
CF | The Guard smiles at you. "Good luck!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Guard's Break Room 5/147
CF | >
CF | > L
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | A Security Guard sits in the chair, feet up on the small table,
CF | reading a newspaper.
CF |
CF | > Pinkunz asks, "Look at newspaper?"
Knight_Otu says (to ClubFloyd), "x table"
CF ] Guard's Break Room 5/148
CF | >
CF | > X TABLE
CF |
CF | The small, beat-up old table looks like it might have been rescued
CF | from the trash.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x newspaper"
CF ] Guard's Break Room 5/149
CF | >
CF | > X NEWSPAPER
CF |
CF | It's a red top. In the low light, you can just make out the headline
CF | on the front page - "Actor missing after police search".
CF |
CF | > Knight_Otu says, "Yeah, odd that headline."
Pinkunz says, "meh."
Knight_Otu says (to ClubFloyd), "x lamp"
CF ] Guard's Break Room 5/150
CF | >
CF | > X LAMP
CF |
CF | The lamp throws a welcome pool of light into the corner.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x gap"
CF ] Guard's Break Room 5/151
CF | >
CF | > X GAP
CF |
CF | The gap leads into the studio proper. It's pretty gloomy in there.
CF |
CF | > Jacqueline asks, "What does 'red top' mean in that context? Anyone know or should I search the World Wide Web of Internet URLs?"
Pinkunz says, "Turn off lamp? I don't think the guard would like that."
Pinkunz says (to jacq), "Not familiar"
Knight_Otu says (to ClubFloyd), "get lamp"
CF ] Guard's Break Room 5/152
CF | >
CF | > GET LAMP
CF |
CF | "Hey," says the Guard. "I need that to read."
CF |
CF | > Jacqueline says, "Oh. It means it's a tabloid."
Knight_Otu says, "I suspected as much."
MoyTravis asks, "That a Britishism?"
Jacqueline says, "Because those often have big red mastheads on the front page."
Pinkunz says, "Fairly well implemented."
Jacqueline says (to Travis), "Yeah, I suspect so."
burl says, "Batboy Found In Text Adventure"
Jacqueline exclaims (at burl), "yay!"
Knight_Otu says, "We may need a light source, but we'll see."
burl asks, "oh! can i see the inventory?"
Knight_Otu says (to ClubFloyd), "i"
CF ] Guard's Break Room 5/153
CF | >
CF | > I
CF |
CF | You are carrying a small brass key, a tea caddy and a stained crimson
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and
CF | a jaunty hat.
CF |
CF | > burl exclaims, "thank you Knight!"
Pinkunz says, "Ditto."
Pinkunz asks, "I'm assuming DW was caretaking the map?"
Knight_Otu says, "I think so, yes."
Knight_Otu says (to ClubFloyd), "e"
CF ] Alleway, Rue des Verrièrs 5/154
CF | >
CF | > E
CF |
CF | As you walk out of the little break room and into the dimly lit
CF | studio, a cold shiver runs down your spine. It feels like there is an
CF | evil presence here! Something terrible is waiting and watching in the
CF | shadows!
CF |
CF | It doesn't feel like this during the day. You worked a couple of
CF | scenes on this film as an extra, so you've been here a few times. But
CF | now, in the gloom of the night, you are sure that a horrific presence
CF | haunts this place!
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | > Pinkunz asks, "south or east?"
Knight_Otu says (to ClubFloyd), "search buildings"
CF ] Alleway, Rue des Verrièrs 5/155
CF | >
CF | > SEARCH BUILDINGS
CF |
CF | It's pretty impressive work by the set designer. It really does feel,
CF | at least a little, like you are walking along a street in New Orleans.
CF |
CF | The hairs on your neck stand up as if something awful is behind you!
CF | You turn around quickly, but the alleway is empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x balconies"
CF ] Alleway, Rue des Verrièrs 5/156
CF | >
CF | > X BALCONIES
CF |
CF | Cleverly painted plywood does look a little like cast iron!
CF |
CF | You feel icy breath on your neck and you shiver in terror!
CF |
CF | > Knight_Otu says, "South is mentioned first."
Knight_Otu says (to ClubFloyd), "x vines"
CF ] Alleway, Rue des Verrièrs 5/157
CF | >
CF | > X VINES
CF |
CF | The vines and assorted plastic plants cascade over the balconies and
CF | down the side of the buildings.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "climb vines"
CF ] Alleway, Rue des Verrièrs 5/158
CF | >
CF | > CLIMB VINES
CF |
CF | You can't reach them. They are high above you, attached to the
CF | balconies.
CF |
CF | > Pinkunz says (to Knight), "Nice try."
Knight_Otu says (to ClubFloyd), "x windows"
CF ] Alleway, Rue des Verrièrs 5/159
CF | >
CF | > X WINDOWS
CF |
CF | They're not real glass of course, just painted wood with some sort of
CF | reflective film over it to make it look like glass.
CF |
CF | > burl says, "i love how the low-interaction responses in this game give you spooky B movie instead of parser sass, and the no-interaction responses still give details"
Roger says, "yeah, there was some care taken in the details on this"
Knight_Otu asks, "I think we're ready to move to the next room. Anything I've missed?"
Pinkunz says, "Agreed. Even an action that is disallowed should at least be acknowledged."
Pinkunz says, "Not that I can see."
Jacqueline says, "Next room is fine, yeah"
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/160
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | This set, you know for a fact, has been used in various incarnations
CF | in at least a dozen Mallet Studios films over the years. Why, even in
CF | your own film, The Revenge of the Bride of the Vampire, it had been
CF | re-purposed as a magnificent dining room - you had sat down here with
CF | Lord Heskley-Smytheson over dinner and had told him (and thus, the
CF | audience) about the terrible vampire threat and how you intended to
CF | deal with it.
CF |
CF | "You must find and destroy this terrible evil, Professor," declaimed
CF | Crispin Bowdler, playing the Lord and trying to chew the scenery as
CF | usual. The ham. "Only then will my daughter be safe."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x mirrors"
CF ] The Grand Ballroom at the Governor's Mansion 5/161
CF | >
CF | > X MIRRORS
CF |
CF | The gilded mirrors reflect your face a dozen times on every wall!
CF |
CF | > Pinkunz asks, "Examine "false" door?"
Knight_Otu says (to ClubFloyd), "x door"
CF ] The Grand Ballroom at the Governor's Mansion 5/162
CF | >
CF | > X DOOR
CF |
CF | The double doors look pretty realistic, but really it's just a wooden
CF | doorframe stuck onto the wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open door"
CF ] The Grand Ballroom at the Governor's Mansion 5/163
CF | >
CF | > OPEN DOOR
CF |
CF | The false door is stuck pretty firmly onto the wall.
CF |
CF | > Pinkunz shrugs.
Knight_Otu says, "Apparently it is actually false."
Knight_Otu says (to ClubFloyd), "x stage"
CF ] The Grand Ballroom at the Governor's Mansion 5/164
CF | >
CF | > X STAGE
CF |
CF | The wooden stage is a square area for the band to stand on.
CF |
CF | >
DavidW has arrived. Knight_Otu exclaims, "David!"
Pinkunz says, "Hi DW."
DavidW says, "hi. Sorry I overslept again" Jacqueline exclaims, "Hello!"
MoyTravis says, "Hey David."
Jacqueline says, "No worries. Thought that might be the case from recapping your channel."
Pinkunz says (to DavidW), "David, meet Burl."
Pinkunz says (to Burl), "Burl, meet David."
burl exclaims, "hi David!"
DavidW says, "gimme a sec. I can't see much. I have to clean my glasses."
Jacqueline says, "We've not gotten far, we could give you a second to do that, and to then recap the game."
Pinkunz says, "Was literally half a second behind typing almost the same thing."
DavidW says, "ok. hi again"
DavidW says, "hi burl"
Pinkunz says, "Sorry to hear your sleep patters are screwy. I know how disorienting that can be."
DavidW says, "Sleep patterns and more. I haven't eaten in ages."
Jacqueline says, "That's not good."
Knight_Otu says, "oh dear."
Pinkunz asks, "Do you still have those frozen berries stashed away?"
DavidW says, "All I had yesterday was two breakfast sandwiches and a dozen donuts and some very stale crackers."
DavidW says, "uh, yes. Some berries remain."
Jacqueline asks, "A... a dozen donuts?"
DavidW says, "sorry, half dozen"
Jacqueline asks, "Did I read that right?"
Jacqueline says, "Oh. Still."
MoyTravis says, "hahahahaha"
Pinkunz says, "Yeah, I was erm... impressed as well."
DavidW says, "I'm half asleep still, I guess."
Jacqueline asks, "Do you need to go get a snack, or should we proceed?"
DavidW says, "I don't have much in the way of snacks but those berries. I just remembered I ate a tin of sardines yesterday as well."
DavidW asks, "Which game are we playing today?"
Pinkunz says, "Shame we can't just send you a doordashed lunch."
Pinkunz says, "House of Horrors, or Terrors, or scary stuff."
Knight_Otu says, "We're still on that horror movie game."
DavidW says, "oh Dr Horror. Okay."
Knight_Otu says, "We're on what we thought was the Zombie Movie set, but it seems something else."
DavidW says, "okay, found my notes from last time"
Jacqueline says, "Yeah. Seems haunted."
Pinkunz says, "Met another security guard. Haven't killed them just yet."
Knight_Otu says (to ClubFloyd), "x chandelier"
CF ] The Grand Ballroom at the Governor's Mansion 5/165
CF | >
CF | > X CHANDELIER
CF |
CF | The huge chandelier drips with crystals that would sparkle and shine
CF | if there was any real light. Which there isn't.
CF |
CF | The hairs on your neck raise. You swear you are being watched.
CF |
CF | > DavidW says, "We have to round up undead forces from the other four studios."
Knight_Otu says, "Yeah."
burl says, "DW it sounds like you are doing a map? is that paper or somehow in this mud"
DavidW says, "Paper."
DavidW says, "No map yet."
Jacqueline says, "David does maps and walkthroughs that he posts for the world eventually, but they start on paper."
burl says, "ok we have done North Lot -E-> Guard Break Room -E->Alley"
Pinkunz says, "He sometimes does it digitally and has a link if the game is big enough. I remember you had a digital version for CragneManor."
Jacqueline says, "Oh, true"
DavidW says, "I could do it for Cragne Manor because I already had played the game and had the map ready."
Jacqueline says, "ah"
Pinkunz says, "Ah... I just thought you were super productive, lol."
Knight_Otu says, "I mean, playing through Cragne Manor is no simple feat."
says, "Yeah, I walked into CF halfway through Cragne Manor and it was too late to catch up honestly. That game was a monster."
Pinkunz asks, "If DW is ready, do we have anything to break one of the mirrors with?"
Knight_Otu says (to ClubFloyd), "i"
CF ] The Grand Ballroom at the Governor's Mansion 5/166
CF | >
CF | > I
CF |
CF | You are carrying a small brass key, a tea caddy and a stained crimson
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and
CF | a jaunty hat.
CF |
CF | > DavidW says, "I have my mug of frozen berries now."
Pinkunz exclaims (at David), "Good!"
Jacqueline says, "Cragne took us 19 sessions."
Jacqueline says, "Started in December, completed it in May."
burl asks, "what objects in our inventory do we have at least one known purpose for?"
MoyTravis says, "Nice on berries, good lord on Cragne taking 19 sessions."
Pinkunz says, "Thank goodness for the Coffee Grounds."
Knight_Otu says, "Club Cragne."
DavidW says, "And I got to cackle all those months."
Jacqueline says (to KO), "haha yes"
Knight_Otu says (to ClubFloyd), "break mirror"
CF ] The Grand Ballroom at the Governor's Mansion 5/167
CF | >
CF | > BREAK MIRROR
CF |
CF | The huge mirrors are firmly fixed to the walls.
CF |
CF | There's a movement in one of the mirrors! You look, quickly, but
CF | there's nothing.
CF |
CF | > DavidW asks, "The mirrors are probably there to keep the vampires out,yes?"
Knight_Otu says, "I think the tea caddy was only hiding the vampire key."
Jacqueline says, "Well, we know that the crucifix will keep the vampires from eatintg us, but the tothers stuff, I'm not sure we know the uses or if there are uses."
burl says, "yeah they don't seem like something we want to break"
Pinkunz says, "I walked in on the session where the player tricked you to climb the shelf to window, which causes you to fall and break a floorboard, revealing a tentacle, which, if eaten, let to a protracted and trippy death scene. It was a bizarre introduction to Club Floyd."
Knight_Otu says (to ClubFloyd), "throw caddy at mirrors"
CF ] The Grand Ballroom at the Governor's Mansion 5/168
CF | >
CF | > THROW CADDY AT MIRRORS
CF |
CF | Futile.
CF |
CF | You think you see something in one of the mirrors! You quickly turn
CF | your head, but there is nothing.
CF |
CF | > Knight_Otu says, "Oh man, that room. Guided us right where it wanted us."
burl says, "oh wow Pinkunz that...is an introduction"
Knight_Otu says (to ClubFloyd), "l"
CF ] The Grand Ballroom at the Governor's Mansion 5/169
CF | >
CF | > L
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | There's a shadowy face in one of the mirrors! You look, but no! It
CF | must just be your imagination.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x stairs"
CF ] The Grand Ballroom at the Governor's Mansion 5/170
CF | >
CF | > X STAIRS
CF |
CF | The stairs look impressive, but, really they're just a plywood prop,
CF | ending at a false door on the wall.
CF |
CF | The hairs on your neck raise. You swear you are being watched.
CF |
CF | > burl says, "raised stage sounds interesting"
Pinkunz says, "The author took their time with alternate scenery text. I'm impressed."
Knight_Otu says (to ClubFloyd), "stand on stage"
CF ] The Grand Ballroom at the Governor's Mansion 5/171
CF | >
CF | > STAND ON STAGE
CF |
CF | You get onto the raised stage.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] The Grand Ballroom at the Governor's Mansion 5/172
CF | >
CF | > L
CF |
CF | The Grand Ballroom at the Governor's Mansion (on the raised
CF | stage)
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | > DavidW says, "It's also possible one or more of the mirrors are secret doors or one-way glass."
burl says, "yes! and half of the time the alt text has clues, so it's not just something to add flavor"
Knight_Otu says (to ClubFloyd), "x doors"
CF ] The Grand Ballroom at the Governor's Mansion 5/173
CF | >
CF | > X DOORS
CF |
CF | The double doors look pretty realistic, but really it's just a wooden
CF | doorframe stuck onto the wall.
DavidW says (to ClubFloyd), "x stage"
CF |
CF | >
CF ] The Grand Ballroom at the Governor's Mansion 5/174
CF | >
CF | > X STAGE
CF |
CF | The wooden stage is a square area for the band to stand on.
CF |
CF | >
DavidW says (to ClubFloyd), "x false door"
CF ] The Grand Ballroom at the Governor's Mansion 5/175
CF | >
CF | > X FALSE DOOR
CF |
CF | The double doors look pretty realistic, but really it's just a wooden
CF | doorframe stuck onto the wall.
CF |
CF | > Pinkunz says, "Like a hint generator, but not so obnoxious."
DavidW says (to ClubFloyd), "look under stage"
CF ] The Grand Ballroom at the Governor's Mansion 5/176
CF | >
CF | > LOOK UNDER STAGE
CF |
CF | The wooden plinth is pretty solidly built..
CF |
CF | > Knight_Otu says, "I think that's what the room has to offer for now."
Pinkunz says, "Agreed."
Jacqueline says, "mmkay"
Knight_Otu says (to ClubFloyd), "stand"
CF ] The Grand Ballroom at the Governor's Mansion 5/177
CF | >
CF | > STAND
CF |
CF | You get off the raised stage.
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | In the corner of your eye, you see a hand reaching out towards you
CF | from one of the mirrors! You gasp and back away, but there's nothing
CF | there. Just your own reflection.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/178
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | There's a dark shape lying in the confines of the white outline! No -
CF | no there isn't. It's just your fevered imagination.
CF |
CF | > Pinkunz asks, "x pipes?"
Knight_Otu says, "I'm finding this set more evocative than the vampire set."
Knight_Otu says (to ClubFloyd), "x pipes"
CF ] Basement 5/179
CF | >
CF | > X PIPES
CF |
CF | The pipes, going nowhere in particular, run in a tangled mass across
CF | the ceiling.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x ducts"
CF ] Basement 5/180
CF | >
CF | > X DUCTS
CF |
CF | The pipes, going nowhere in particular, run in a tangled mass across
CF | the ceiling.
CF |
CF | > Pinkunz says, "Meh"
Knight_Otu says (to ClubFloyd), "x mould"
CF ] Basement 5/181
CF | >
CF | > X MOULD
CF |
CF | The painted walls do make the set look a little bit like a mouldy,
CF | water stained, subterranean room.
CF |
CF | In the corner of the room, something lurks in the shadows! You stare,
CF | but there is only the empty gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x outline"
CF ] Basement 5/182
CF | >
CF | > X OUTLINE
CF |
CF | It's a series of straight lines roughly in the shape of a person lying
CF | on the floor, their legs and arms outstretched.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x shape"
CF ] Basement 5/182
CF | >
CF | > X SHAPE
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz asks, "That's enough missed swings from me. Anyone else have any ideas?"
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf3"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Basement 5/182
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lie in outline"
CF ] Basement 5/182
CF | >
CF | > LIE IN OUTLINE
CF |
CF | That's not a verb I recognise.
CF |
CF | > Jacqueline asks, "What's in here with u?"
DavidW says, "enter outline"
Jacqueline asks, "What's in here with us?"
Knight_Otu says (to ClubFloyd), "enter outline"
CF ] Basement 5/183
CF | >
CF | > ENTER OUTLINE
CF |
CF | You stand inside the white outline.
CF |
CF | There seems to be movement in the dark. Something terrible is lurking.
CF | You swiftly turn towards it, but there is nothing there.
CF |
CF | > Pinkunz says, "Possibly imagination."
burl asks, "i think the thing in here with us might be autogenerated spoooookytext that happens in certain rooms?"
Knight_Otu says (to ClubFloyd), "l"
CF ] Basement 5/184
CF | >
CF | > L
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | You hear a moaning whispering noise coming from the ducts. You listen,
CF | but there is nothing.
CF |
CF | > DavidW says, "yeah, that's atmospheric messages. You can usually ignore those."
Pinkunz asks, "Only one exit/entrance?"
Knight_Otu says, "I think we're ready for the next room"
DavidW says, "They're happening a bit too often to be believable to me."
Pinkunz asks, "Crying wolf?"
Jacqueline says, "Well, there was also backstory about this from the guard."
Jacqueline says, "They don't patrol in here because they're so afraid."
Pinkunz asks, "How did we murder that other guard, btw?"
Jacqueline says, "We're supposed to be building an undead army, so I feel like there's maybe a ghost here that we need to make contact with."
Jacqueline says (to Pinkuz), "With a giant swinging axe"
Pinkunz grimaces.
Knight_Otu says, "And that was before we knew that our coworkers had been killed."
Jacqueline says, "Well... I think *we* knew."
Jacqueline says, "The PC was clueless, but I think we all know that coworker had not gone to visit their mom."
Knight_Otu says, "Was about to say that. Our protagonist wasa bit slower on the uptake."
Pinkunz asks, "Multiple personality disorder? The PC is actually the murderer without currently knowing it themselves?"
DavidW says, "We're just more 'genre savvy' than the average PC."
Knight_Otu says, "No, our director is a cult leader."
Knight_Otu says, "Probably the deaths were needed for a summoning ritual."
Pinkunz says, "I see."
burl says, "the unreliable narrator trope fits so well into this movie-style story though"
MoyTravis says, "Lie down in the outline."
Pinkunz says, "He already tried."
Knight_Otu says, "One of our co-actors was dissolved in acid and we accepted "That was just expensive SFX"."
MoyTravis says, "Oh, RIP."
Knight_Otu says (to ClubFloyd), "lie down"
CF ] Basement 5/184
CF | >
CF | > LIE DOWN
CF |
CF | That's not a verb I recognise.
CF |
CF | > Pinkunz says, "Not mutually exclusive."
Knight_Otu says, "Sometimes there might be one-use actions."
Knight_Otu says (to Pinkunz), "True."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Cemetery of St. Louise de Marillac 5/185
CF | >
CF | > E
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | Next to the new graves is an old rusty wheelbarrow.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x scenery"
CF ] The Cemetery of St. Louise de Marillac 5/186
CF | >
CF | > X SCENERY
CF |
CF | The set backdrop is a painted city in front of wooded hills.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tombs"
CF ] The Cemetery of St. Louise de Marillac 5/187
CF | >
CF | > X TOMBS
CF |
CF | The tombs, draped with vines and made from large blocks of painted
CF | foam, are of all different shapes and sizes. Some are painted in
CF | vibrant greens and reds. Each has a blocked up entrance - every tomb
CF | seems to hide forbidden secrets, walled in forever!
CF |
CF | > burl asks, "can we take the wheelbarrow?"
Knight_Otu says (to ClubFloyd), "open tombs"
CF ] The Cemetery of St. Louise de Marillac 5/188
CF | >
CF | > OPEN TOMBS
CF |
CF | The entrance to each tomb is securely walled up by huge painted blocks
CF | of foam.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 5/189
CF | >
CF | > X WHEELBARROW
CF |
CF | The old and slightly rusty wheelbarrow wobbles along on its single
CF | wheel.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] The Cemetery of St. Louise de Marillac 5/190
CF | >
CF | > GET IT
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | > MoyTravis says, "Gotta get a shovel and dig these babies up."
Knight_Otu says, "I guess in a way."
Knight_Otu says (to ClubFloyd), "x graves"
CF ] The Cemetery of St. Louise de Marillac 5/191
CF | >
CF | > X GRAVES
CF |
CF | There are at least a dozen piles of, what looks like, real earth. None
CF | of them have gravestones. The earth is still moist - they look as if
CF | they were dug very recently indeed.
CF |
CF | > MoyTravis says, "Hopefully, like, not literal babies."
MoyTravis says, "Althought zombie babies attacking cultists is a funny mental image."
Knight_Otu says (to ClubFloyd), "x gravestones"
CF ] The Cemetery of St. Louise de Marillac 5/192
CF | >
CF | > X GRAVESTONES
CF |
CF | The gravestones, made impressively from painted modelling foam are
CF | mainly ornate crosses,.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x statues"
CF ] The Cemetery of St. Louise de Marillac 5/193
CF | >
CF | > X STATUES
CF |
CF | Most of the statues are hooded, their eyes hidden
CF |
CF | >
Knight_Otu says (to ClubFloyd), "dig graves"
CF ] The Cemetery of St. Louise de Marillac 5/194
CF | >
CF | > DIG GRAVES
CF |
CF | You have nothing to dig with. And surely, these are just piles of
CF | earth, not real graves.
CF |
CF | > Pinkunz says, "I always thought a postapocalyptic Hollywood movie set was a missed opportunity for Fallout titles set on the west coast."
burl says, ""surely""
Knight_Otu says, "Protagonist..."
Jacqueline says, "hahaha"
MoyTravis says, "MC is denser than something that is very dense."
Knight_Otu says (to ClubFloyd), "x plants"
CF ] The Cemetery of St. Louise de Marillac 5/195
CF | >
CF | > X PLANTS
CF |
CF | The plastic vines dangle from the tombs, partially covering the
CF | blocked up entrances.
CF |
CF | > Jacqueline says, "yeah. I am thinking they are so totally real graves"
Knight_Otu says (to ClubFloyd), "climb vines"
CF ] The Cemetery of St. Louise de Marillac 5/196
CF | >
CF | > CLIMB VINES
CF |
CF | The vines are all firmly attached to the set.
CF |
CF | > DavidW asks, "I hope we're not dragging the wheelbarrow before we have any use for it?"
Knight_Otu says, "Aw."
Jacqueline says, "We are now on a quest for a shovel."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 5/197
CF | >
CF | > DROP WHEELBARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | > Pinkunz asks, "Fill wheelbarrow with dirt?"
DavidW says, "Like, the wheelbarrow will likely be used to cart a dead body somewhere."
Pinkunz says, "Probably not workable."
Knight_Otu says (to ClubFloyd), "fill wheelbarrow with dirt"
CF ] The Cemetery of St. Louise de Marillac 5/197
CF | >
CF | > FILL WHEELBARROW WITH DIRT
CF |
CF | You can't see any such thing.
CF |
CF | > Pinkunz says, "Figured."
Knight_Otu says (to ClubFloyd), "l"
CF ] The Cemetery of St. Louise de Marillac 5/198
CF | >
CF | > L
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | You can also see a wheelbarrow (with nothing in it) here.
CF |
CF | > Knight_Otu says, "I guess we should go north to seek a shovel."
Pinkunz says, "As an aside to that Fallout idea, you could have a hidden locked set that was a moon landing set, lol."
MoyTravis says, "We can get a set of armor and become Shovel Knight."
Pinkunz says, "Agreed regarding shovel."
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/199
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Lying on the table and exuding an air of palpable menace, is a book,
CF | its cover completely black.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | Poking out from underneath the throne, you can see the top of an empty
CF | plastic bottle.
CF |
CF | A hand with sharp fingernails reaches out at you from the shadows! You
CF | quickly turn your head, but there is nothing there.
CF |
CF | > burl says, "want to read the scary book, nothing bad will happen"
Knight_Otu says (to ClubFloyd), "x masks"
CF ] Voodoo Temple 5/200
CF | >
CF | > X MASKS
CF |
CF | The masks line the walls, seeming to leer at you unpleasantly.
CF |
CF | > Pinkunz asks, "Save?"
Knight_Otu says (to ClubFloyd), "x throne"
CF ] Voodoo Temple 5/201
CF | >
CF | > X THRONE
CF |
CF | The horrible carvings on the throne seem to writhe and change under
CF | your gaze!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf4"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Voodoo Temple 5/201
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x table"
CF ] Voodoo Temple 5/202
CF | >
CF | > X TABLE
CF |
CF | Inscribed onto the top of the table is a five pointed star!
CF |
CF | On the black table are a black book and the bones of fate.
CF |
CF | A terrible presence brushes past you, ruffling your hair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x star"
CF ] Voodoo Temple 5/203
CF | >
CF | > X STAR
CF |
CF | Inscribed onto the top of the table is a five pointed star!
CF |
CF | On the black table are a black book and the bones of fate.
CF |
CF | The back of your neck prickles. For a moment, you think someone is
CF | sitting in the throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x book"
CF ] Voodoo Temple 5/204
CF | >
CF | > X BOOK
CF |
CF | The black book seems to have something terrible and ancient and evil
CF | about it! You would need to take it to get a better look.
CF |
CF | A terrible presence brushes past you, ruffling your hair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Voodoo Temple 5/205
CF | >
CF | > GET IT
CF |
CF | As you pick up the book, you swear you can hear horrific laughter
CF | coming from all around you! It's cold in your hands, like ice, and it
CF | seems to throb with a powerful malevolence!
CF |
CF | The back of your neck prickles. For a moment, you think someone is
CF | sitting in the throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read it"
CF ] Voodoo Temple 5/206
CF | >
CF | > READ IT
CF |
CF | You cautiously open the cover of the book. The pages inside are
CF | yellowed and ancient and marked with mould. It seems to be a book of
CF | black magic! According to the title page, the book is called "Malleus
CF | Malum Habentis Mortem" - whatever that means. You can't understand
CF | most of it, and much of it is so faded and stained that you can't read
CF | it, but flicking through, there are a few pages you can make out.
CF |
CF | One page is titled "Summon," another "Raise Dead" and a third is
CF | "Banish". You could probably READ each of these pages. Read Summon,
CF | for example.
CF |
CF | > Jacqueline says, "I feel like the ghostly brushes are getting more intense here."
burl says, "agreed. also i wonder if you put the bones in the bottle to throw them"
Knight_Otu says (to ClubFloyd), "read banish"
CF ] Voodoo Temple 5/207
CF | >
CF | > READ BANISH
CF |
CF | The page is titled "For the Banishing of thee most Persistent of
CF | Spirits and Entrapping them in a Thing of Power". The lengthy text
CF | begins "To banish a spirit it must be named, for it is the truth that
CF | a name is a thing of power, and an object of satanic power may be
CF | entrusted to hold a dreadful spirit and the most powerful of these
CF | things to hold many...." and then it goes on for the rest of the page
CF | with a whole bunch of terrible warnings which you can't be bothered to
CF | read.
CF |
CF | According to the instructions at the end, you make a complicated
CF | gesture with your fingers, then you're supposed to repeat "Spiritus
CF | replebatur!" and yell the spirit's name three times.
CF |
CF | It seems straightforward enough. You could probably cast this banish
CF | spell if you had a mind to. (To cast a spell, just CAST the spell
CF | by name. CAST BANISH for example.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read summon"
CF ] Voodoo Temple 5/208
CF | >
CF | > READ SUMMON
CF |
CF | The page is titled "For the Summoning of thee most evil Spirits in
CF | Darkness and Power". The lengthy text begins "Although in this life
CF | thee may have strength in thy limbs and heart, only in the presence of
CF | an object of satanic power can thee summon the most dreadful of
CF | spirits...." and then it goes on for ages. Just a bunch of dire
CF | warnings which you can't be bothered to read.
CF |
CF | According to the instructions at the end, you make three "sinistrus"
CF | turns around the room, wave your hands about in three complicated
CF | gestures, then you're supposed to say a whole passage of latin
CF | mumbo-jumbo, ending with "exspiravit, esto subjecto voluntati meae!"
CF | repeated three times.
CF |
CF | It seems straightforward enough. You could probably cast this summon
CF | spell if you had a mind to.
CF |
CF | The drapes seem to bulge and ripple with an unseen wind, but you look
CF | closely and they are still.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read raise dead"
CF ] Voodoo Temple 5/209
CF | >
CF | > READ RAISE DEAD
CF |
CF | The page is titled "For thee Raising of most real Bodies of the Dead
CF | from their dreadful Eternal Sleep under goode Earth". The dense text
CF | begins "And only by the power of blood upon the soil under which these
CF | bodies are interred, can this spell be successful, for without the
CF | blood of a human in thee earth there shall be no link to this life to
CF | which the dead can make their own..." and then it's just warning after
CF | dire warning and you lose interest.
CF |
CF | According to the instructions at the end, you simply say "Mortuos
CF | surgere et e sepulcris!" really loudly three times.
CF |
CF | It seems straightforward enough. You could probably cast this raise
CF | dead spell if you had a mind to.
CF |
CF | > DavidW says, "I think you found your 'shovel' there."
Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "x bones"
CF ] Voodoo Temple 5/210
CF | >
CF | > X BONES
CF |
CF | There are about twelve of the small bone fragments, of all different
CF | shapes and sizes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get them"
CF ] Voodoo Temple 5/210
CF | >
CF | > GET THEM
CF |
CF | I'm not sure what 'them' refers to.
CF |
CF | > Pinkunz says, "The title of the book is Latin for "Evil Hammer.""
DavidW says, "Roll or throw the bones."
Knight_Otu says (to ClubFloyd), "get bones"
CF ] Voodoo Temple 5/211
CF | >
CF | > GET BONES
CF |
CF | Taken.
CF |
CF | A terrible presence brushes past you, ruffling your hair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bottle"
CF ] Voodoo Temple 5/212
CF | >
CF | > X BOTTLE
CF |
CF | The bottle looks like it used to contain strawberry milk. At least
CF | that's what the label says.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Voodoo Temple 5/213
CF | >
CF | > GET IT
CF |
CF | You snag the bottle from underneath the throne. According to the
CF | label, it used to contain strawberry milk. But now it's empty, which
CF | is a shame. You bet this was Gemma's drink! She loved this stuff - she
CF | was always getting told off for bringing drinks and food onto set.
CF |
CF | > burl says, "the book title translates to "the hammer of an apple that has a dead body" i don't fully trust this translation tool"
Knight_Otu says (to ClubFloyd), "l"
CF ] Voodoo Temple 5/214
CF | >
CF | > L
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | You swear one of the carved figures in the alcoves turns its head to
CF | look at you, but no, surely not!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x drapes"
CF ] Voodoo Temple 5/215
CF | >
CF | > X DRAPES
CF |
CF | Clashing a little with the rest of the scenery, the drapes are
CF | brightly colored and woven with attractive patterns.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x skulls"
CF ] Voodoo Temple 5/216
CF | >
CF | > X SKULLS
CF |
CF | They're obviously not real skulls. They look like they've been bought
CF | wholesale from some novelty store.
CF |
CF | > Jacqueline says (to Pinkunz), "I think it's more like Evil Hammer of the One Who Brings Death or something along those lines"
Knight_Otu asks, "Obviously? You sure, protagonist?"
Jacqueline says, "Obviously"
Knight_Otu says (to ClubFloyd), "x alcoves"
CF ] Voodoo Temple 5/217
CF | >
CF | > X ALCOVES
CF |
CF | Crudely carved, but with an air of real menace, the figurines seem to
CF | guard the room.
CF |
CF | A hand with sharp fingernails reaches out at you from the shadows! You
CF | quickly turn your head, but there is nothing there.
CF |
CF | > Jacqueline says, "More like 'bought wholesale off the black market'"
Pinkunz says (to jacq), "Fair. I used Google Translate. Latin isn't taught in secondary anymore."
Jacqueline exclaims, "You got the first part right!"
Knight_Otu says (to ClubFloyd), "x candles"
CF ] Voodoo Temple 5/218
CF | >
CF | > X CANDLES
CF |
CF | Glued in place, the candles aren't even real! You think they might be
CF | made out of plastic.
CF |
CF | You think you hear terrible hollow cackling laughter, but it must just
CF | be your imagination.
CF |
CF | > burl says, "still better than translate dot com"
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/219
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | In the centre of the Bayou, emerging from a small grassy knoll and
CF | giving off an aura of evil power, is a sacred voodoo stone!
CF |
CF | You were an extra on this set!
CF |
CF | They had needed a crowd of worshippers while they filmed the ritual
CF | scene. There had been some chanting and you were supposed to wave your
CF | arms about a bit. You hadn't really paid much attention to what was
CF | going on. After all, you are a lead actor. It's a bit rich asking you
CF | to do extra work! Everyone else had gotten pretty into it, though -
CF | swaying and chanting, their eyes fixed on the stone. Great commitment
CF | to their roles, you suppose.
CF |
CF | You had been standing next to Gemma Bellerton, your friend who was
CF | playing one of the Voodoo priestesses in the film. Gemma hadn't been
CF | happy. She was supposed to be filming the possession sequence later in
CF | the day, but there had been delays. "They told me it was something
CF | technical," she had said. "But I can't imagine what."
CF |
CF | Something awful and dark hovers for a moment above the stone! No.
CF | There's nothing there. Just your own fears.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x stone"
CF ] Deep in the Bayou 5/220
CF | >
CF | > X STONE
CF |
CF | The stone, carved with horrible organic figures, seems to be
CF | surrounded by an aura of pure evil power!
CF |
CF | > Jacqueline says, "'great commitment to their roles'"
Knight_Otu says, "Our protagonist is still rather naive."
Pinkunz says, "Same could be said for acid boy mentioned earlier."
Jacqueline says, "I suspect the protagonist will remain so... but it would be interesting if they evolved to become less gullible."
MoyTravis says, "Look it took, like, dozens of takes to get him to say his line in the intro."
MoyTravis says, "Maybe he's just not super bright."
DavidW says, "Make a note of Gemma's name. Banishing by name is important."
Pinkunz says, "It's like the actually fed Quint to a shark for the realism and production value."
burl says, "it makes me think of scary movies where you yell at the protagonist not to go into the basement alone"
Pinkunz asks, "Get stone?"
Knight_Otu says (to ClubFloyd), "get stone"
CF ] Deep in the Bayou 5/221
CF | >
CF | > GET STONE
CF |
CF | You just about manage to pick the stone up, but it's far too heavy to
CF | carry about, so you drop it onto the floor again!
CF |
CF | > DavidW says, "oh. Wheelbarrow *that* somewhere."
Pinkunz says, "Hmm"
Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/222
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | You swear one of the carved figures in the alcoves turns its head to
CF | look at you, but no, surely not!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 5/223
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | You can also see a wheelbarrow (with nothing in it) here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 5/224
CF | >
CF | > GET WHEELBARROW
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/225
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/226
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | In the centre of the Bayou, emerging from a small grassy knoll and
CF | giving off an aura of evil power, is a sacred voodoo stone!
CF |
CF | > DavidW says, "WE . DONT . KNOW . WHERE . TO . MOVE . IT . TO . YET."
burl asks, "DW you're not excited about lugging a wheelbarrow from room to room?"
Knight_Otu says, "Not too many places to put it. I rather suspect the graveyard."
Pinkunz asks, "Obviously. We're sort of like Homer just blindly pressing buttons in the Nuclear Control room at this point, no?"
DavidW says, "I don't want my hands full of wheelbarrow when the monster attacks, no."
Knight_Otu says (to ClubFloyd), "put stone in wheelbarrow"
CF ] Deep in the Bayou 5/227
CF | >
CF | > PUT STONE IN WHEELBARROW
CF |
CF | (first taking the sacred voodoo stone)
CF | It's too heavy to carry, but fortunately you have a wheelbarrow! With
CF | a grunt of effort, you manage to get the stone into the barrow.
CF |
CF | > burl says, "haha including the literal big red button (which may or may not have done anything)"
Pinkunz asks, "Leave the wheelbarrow in the Bayou for now?"
DavidW says, "sure"
Knight_Otu says (to ClubFloyd), "drop wheelbarrow"
CF ] Deep in the Bayou 5/228
CF | >
CF | > DROP WHEELBARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | Ice creeps down your spine as you see a shadowy figure amongst the
CF | roots of a tree trunk! You look closely, but there is nothing there.
CF | Just the shadows.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x plants"
CF ] Deep in the Bayou 5/229
CF | >
CF | > X PLANTS
CF |
CF | The plants are obviously designed to float when the bayou is filled
CF | with water.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x trees"
CF ] Deep in the Bayou 5/230
CF | >
CF | > X TREES
CF |
CF | Quite literally, just the trunks of enormous trees. Each painted tree
CF | trunk, carved from blocks of foam, has thick roots coming out of the
CF | Bayou, extends from the floor for about three metres, and then ends
CF | suddenly. They're only built for close-ups.
CF |
CF | >
DavidW says (to ClubFloyd), "x dip"
CF ] Deep in the Bayou 5/231
CF | >
CF | > X DIP
CF |
CF | The dip is only about six inches deep. When it's filled with water and
CF | has a few plastic plants floating in it, you suppose iit does look a
CF | bit like a swampy bayou.
CF |
CF | > Pinkunz says, "Take Plants? If they float, they might not be attached. Then again, the author might not have thought about that."
Knight_Otu says (to ClubFloyd), "take plants"
CF ] Deep in the Bayou 5/232
CF | >
CF | > TAKE PLANTS
CF |
CF | They are firmly fixed to the floor.
CF |
CF | A whispering in your ears! You turn around in shock, but there's
CF | nothing behind you.
CF |
CF | > Pinkunz says, "Meh."
burl says, "i wonder if that text is a subtle hint about an eventual water-filling puzzle"
Knight_Otu says, "It could be."
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/233
CF | >
CF | > E
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Deep in the Bayou 5/234
CF | >
CF | > L
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/235
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | You're sure you can hear a low moaning, as if someone is in pain, but
CF | you listen and all you can hear is the quiet of the studio.
CF |
CF | > Pinkunz asks, "Have we gone south from here?"
Knight_Otu says, "Text mentions the wrong direction."
Knight_Otu says, "Yeah, we've looped."
Pinkunz says, "Yeah, mentions east, then disallows east from bayou."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/236
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | There's a movement in one of the mirrors! You look, quickly, but
CF | there's nothing.
CF |
CF | > Pinkunz says, "Nvm."
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/237
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | There's something moving in one of the windows! You turn your head,
CF | but there's nothing there.
CF |
CF | > DavidW says, "I never saw the guard room"
Knight_Otu says (to ClubFloyd), "w"
CF ] Guard's Break Room 5/238
CF | >
CF | > W
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | A Security Guard sits in the chair, feet up on the small table,
CF | reading a newspaper.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "talk to guard"
CF ] Guard's Break Room 5/239
CF | >
CF | > TALK TO GUARD
CF |
CF | "What's up?" says the Guard.
CF |
CF | (1) - "Aren't you supposed to be on patrol?"
CF | (2) - "Tell me more about what's in the studio."
CF | (3) - "Are you going to stop me going in?"
CF | (4) - "You worked here long?"
CF | (5) - "Goodbye."
CF |
CF | You say > Knight_Otu says, "Nothing new here."
DavidW says, "Guard might stop us from taking things from the set."
Pinkunz says (to David), "The dialogue options don't branch. That's it."
Pinkunz says, "He certainly stops you from taking the lamp."
Knight_Otu says, "Or be a snack for whatever undead we bring from here."
Knight_Otu says (to ClubFloyd), "5"
CF ] Guard's Break Room 5/239
CF | You say >
CF | > 5
CF |
CF | The Guard smiles at you. "Good luck!"
CF |
CF | > DavidW asks, "no GET LAMP?"
Pinkunz says, "Nope."
Knight_Otu says, "No GET LAMP, sadly."
Pinkunz says, "I wonder if the guard would react to us wheeling the stone statue in."
Knight_Otu says, "She needs it to read."
DavidW says (to ClubFloyd), "x newspaper"
CF ] Guard's Break Room 5/240
CF | >
CF | > X NEWSPAPER
CF |
CF | It's a red top. In the low light, you can just make out the headline
CF | on the front page - "Actor missing after police search".
CF |
CF | > burl says, "there's got to be an eventual way to get guard to go elsewhere though, lamps are never not goals"
Knight_Otu says (to ClubFloyd), "e"
CF ] Alleway, Rue des Verrièrs 5/241
CF | >
CF | > E
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/242
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here.
CF |
CF | You feel a terrible presence focussing all its hate and anger on you!
CF |
CF | > Knight_Otu says, "I suspect there are no monsters here to attack us until we summon/raise them. Just an evil presence tormenting us."
DavidW says, "I suppose we could try to cast raise dead at the graves."
MoyTravis says, "It's a very tame manner of tormenting, really."
Jacqueline says, "When are we gonna raise-- yeah. Let's do it."
MoyTravis asks, "Banish Gemma?"
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/243
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | You think you hear terrible hollow cackling laughter, but it must just
CF | be your imagination.
CF |
CF | > Pinkunz asks, "I get turned around easily. Have we gone south from the bayou yet?"
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 5/244
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | > burl says, "yes! time to wake the very special effects"
Knight_Otu says, "Yeah, we did come from the south."
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Cemetery of St. Louise de Marillac 5/245
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation, but the raise dead spell does nothing.
CF | There seems to be something missing.
CF |
CF | > DavidW says, "There's just the 6 rooms plus the guard room."
DavidW says, "ok, bring the damn voodoo stone here."
Pinkunz says (to David), "Thank you."
burl asks, "maybe we need to plop the dead that are already found into the graves?"
Knight_Otu says, "To be fair, people can get turned around in mich smaller spaces."
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/246
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/247
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get wheelbarrow"
CF ] Deep in the Bayou 5/248
CF | >
CF | > GET WHEELBARROW
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/249
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | The back of your neck prickles. For a moment, you think someone is
CF | sitting in the throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 5/250
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 5/251
CF | >
CF | > DROP WHEELBARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | > Pinkunz says, "I usually draw a map, but I didn't bother because I knew the game was already in progress."
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Cemetery of St. Louise de Marillac 5/252
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation, but the raise dead spell does nothing.
CF | There seems to be something missing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read raise dead"
CF ] The Cemetery of St. Louise de Marillac 5/253
CF | >
CF | > READ RAISE DEAD
CF |
CF | The page is titled "For thee Raising of most real Bodies of the Dead
CF | from their dreadful Eternal Sleep under goode Earth". The dense text
CF | begins "And only by the power of blood upon the soil under which these
CF | bodies are interred, can this spell be successful, for without the
CF | blood of a human in thee earth there shall be no link to this life to
CF | which the dead can make their own..." and then it's just warning after
CF | dire warning and you lose interest.
CF |
CF | According to the instructions at the end, you simply say "Mortuos
CF | surgere et e sepulcris!" really loudly three times.
CF |
CF | It seems straightforward enough. You could probably cast this raise
CF | dead spell if you had a mind to.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bottle"
CF ] The Cemetery of St. Louise de Marillac 5/254
CF | >
CF | > X BOTTLE
CF |
CF | The bottle looks like it used to contain strawberry milk. At least
CF | that's what the label says.
CF |
CF | > Jacqueline asks, "We have a stained robe, right?"
Jacqueline says, "It's stained with blood."
Knight_Otu says (to ClubFloyd), "remove robe"
CF ] The Cemetery of St. Louise de Marillac 5/255
CF | >
CF | > REMOVE ROBE
CF |
CF | You aren't wearing the stained crimson robe.
CF |
CF | > Jacqueline says, "Oh, gotta spill it on the soil, though."
Knight_Otu says (to ClubFloyd), "put robe on graves"
CF ] The Cemetery of St. Louise de Marillac 5/256
CF | >
CF | > PUT ROBE ON GRAVES
CF |
CF | Putting things on the freshly dug graves would achieve nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "wring robe"
CF ] The Cemetery of St. Louise de Marillac 5/256
CF | >
CF | > WRING ROBE
CF |
CF | That's not a verb I recognise.
CF |
CF | > Pinkunz asks, "anything to cut ourselves with?"
Jacqueline says, "Our vampire friends probably have some blood on hand."
Pinkunz asks, "Crucifix maybe?"
Knight_Otu says (to ClubFloyd), "cut me"
CF ] The Cemetery of St. Louise de Marillac 5/257
CF | >
CF | > CUT ME
CF |
CF | Cutting you up would achieve little.
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 ] The Cemetery of St. Louise de Marillac 5/257
CF | > SAVEOk.
CF |
CF | > burl says, "do we know if the graves are empty or full"
Pinkunz shrugs.
DavidW asks, "Cutting ourselves this early?"
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Cemetery of St. Louise de Marillac 5/258
CF | >
CF | > CAST SUMMON
CF |
CF | You go through the incantation, but the summon spell does nothing. You
CF | feel the power of the stone flow through you, but there are no unquiet
CF | spirits here to summon.
CF |
CF | > Roger says, "maybe we can wheelbarrow over that dead guard we kilt"
Knight_Otu says (to ClubFloyd), "get wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 5/259
CF | >
CF | > GET WHEELBARROW
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | > burl says, "or acid boy"
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/260
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | The drapes seem to bulge and ripple with an unseen wind, but you look
CF | closely and they are still.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Voodoo Temple 5/261
CF | >
CF | > CAST SUMMON
CF |
CF | You nervously follow the instructions in the black magic book. As soon
CF | as you finish, the sacred stone pulses with a terrible power and the
CF | air seems to tingle. Gradually, a shape coalesces in the centre of the
CF | set. It's a ghost! It's the ghost of a old woman wearing ragged black
CF | clothing! Wait. Hang on a moment. That's not an old woman. That's
CF | Gemma Bellerton in her Voodoo priestess costume and make-up!
CF |
CF | Gemma sits in the wooden throne with a sigh of satisfaction.
CF |
CF | > DavidW says, "it's possible that we need things from other sets."
Jacqueline says (to DW), "Yeah, I was surprised how quickly Pinkunz went to 'let us slice ourselves open and bleed on the soil ourselves' haha"
Knight_Otu says (to ClubFloyd), "talk to gemma"
CF ] Voodoo Temple 5/262
CF | >
CF | > TALK TO GEMMA
CF |
CF | "Gemma?" you say. "Is that you?"
CF |
CF | "Ah ain't no Gemma," begins the spirit with a harsh cackle. But then
CF | she stops as if confused and shakes her head. "Or maybe I am." It's
CF | Gemma's voice! "I'm not sure anymore," she continues, "she's trying to
CF | get in. I don't have long."
CF |
CF | (1) - "Who's trying to get in?
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/262
CF | You say >
CF | > 1
CF |
CF | "Oh no!" you say. "Who's trying to get in, Gemma?"
CF |
CF | "It's her spirit," replies Gemma. "The old one. She's got a story to
CF | finish and she won't stop till it's done. I can't hold her off for
CF | long. She's stronger than me."
CF |
CF | "I sure am," says Gemma, and her voice has changed into a hoarse
CF | croak. "You ain't never gonna...." Gemma shakes her head once more.
CF | "Give me a few minutes," she says plaintively in her normal voice
CF | again, "it's not as though we're going anywhere."
CF |
CF | "Well hurry it up girl," she says croakily once more, "I got things to
CF | be doing."
CF |
CF | (1) - "Is there anything I can do to help?"
CF | (2) - "What happened to you?"
CF | (3) - "What story?"
CF |
CF | You say > Pinkunz says, "I'm nothing if not pragmatic."
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/262
CF | You say >
CF | > 1
CF |
CF | "Is there anything I can do to help?" you ask.
CF |
CF | "Help them," replies Gemma, earnestly. "They're stuck. She's stuck.
CF | They can't get out. They were brought here with the job lot of scenery
CF | stuff Mallet Studios bought cheap from an estate sale. If you help
CF | them, you can free them."
CF |
CF | She seems to be struggling to stay in control.
CF |
CF | (1) - "What happened to you?"
CF | (2) - "How can I help them?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/262
CF | You say >
CF | > 1
CF |
CF | "What happened to you?" you ask.
CF |
CF | "Huh," says Gemma. "Remember that ritual scene I was in where my
CF | character's soul was sucked into the very depths of hell? Turns out it
CF | wasn't just a made up thing. As soon as I'd got done, my soul was
CF | sucked into the very depths of hell. Fortunately, I met the old one
CF | and she brought me back so I could finish her story. Good job, too.
CF | Astaroth was waiting down there and he was not in a good mood."
CF |
CF | She shakes her head. She seems to be struggling to stay in control.
CF |
CF | (1) - "What story?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/262
CF | You say >
CF | > 1
CF |
CF | "What's all this about a story and helping them?" you ask.
CF |
CF | "I just know that she's stuck," replies Gemma. "She needs you to
CF | finish their story, but time's not the same for them. They don't
CF | always go through it in order like we do. If they're not at the same
CF | point in time, then they can't see each other. The bones can help.
CF | Throw the bones. That's all she'll let me say."
CF |
CF | Gemma's face changes suddenly. It seems to become much older. "That's
CF | enough of that," she says, her voice as old and dusty as a desert.
CF | "You know what you need to do. I know what you need. You finish mah
CF | story and there will be a reward in this world for you."
CF |
CF | She cackles long and loud until she subsides in a fit of coughing.
CF |
CF | (1) - "Goodbye"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/262
CF | You say >
CF | > 1
CF |
CF | The Priestess seems to lose interest in you, as if you are not there.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x bones"
CF ] Voodoo Temple 5/263
CF | >
CF | > X BONES
CF |
CF | There are about twelve of the small bone fragments, of all different
CF | shapes and sizes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/264
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. A woman
CF | dances with her husband. A soldier strides into a ballroom. A young
CF | woman in the shadows watches a child play. A child greets his mother
CF | in a shadowy alleyway.
CF |
CF | > Pinkunz asks, "As an actor, do you have to act your way out of this?"
Pinkunz asks, "Bit on the nose?"
Knight_Otu says (to ClubFloyd), "get bones"
CF ] Voodoo Temple 5/265
CF | >
CF | > GET BONES
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/266
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Deep in the Bayou 5/267
CF | >
CF | > CAST SUMMON
CF |
CF | You follow the instructions in the black magic book as closely as you
CF | can. As soon as you finish, the sacred stone pulses with a terrible
CF | power and the air seems to tingle. Gradually, a shape coalesces on the
CF | grassy knoll. It's a ghost! It's the ghost of a middle aged man
CF | wearing an old-style army uniform!
CF |
CF | The ghostly spirit stands in the centre of the grass, one hand on the
CF | cutlass at his side. He stares off into the distance, as if unsure
CF | where to go.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "talk to man"
CF ] Deep in the Bayou 5/268
CF | >
CF | > TALK TO MAN
CF |
CF | "Pleased to make your acquaintance," says the ghost in clipped
CF | military tones. "Colonel Phillipe Meribeaux at your service. Ah am not
CF | sure why you would want to be in this forsaken place, but as for
CF | myself, ah am just passing through. If you would excuse me, ah must
CF | get to the governor's mansion where my wife awaits at the Centenary
CF | ball. But it has been so many years since I was home that ah am quite
CF | unsure of my bearings."
CF |
CF | He nods sharply in your direction, as if dismissing you, then it's
CF | like you aren't there, and he continues to stare off into the
CF | distance.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/269
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | The hairs on your neck stand up as if something awful is behind you!
CF | You turn around quickly, but the alleway is empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/270
CF | >
CF | > CAST SUMMON
CF |
CF | You carry out the instructions in the black magic book to a tee. As
CF | soon as you finish, the sacred stone pulses with a terrible power and
CF | the air seems to tingle. Gradually, a shape coalesces in the centre of
CF | the set. It's a ghost! It's the ghost of a dark haired child wearing
CF | an old fashioned short trousered suit!
CF |
CF | The ghostly child seems to be playing a game on his own, skipping
CF | around in a circle in front of the houses, and counting under his
CF | breath. Occasionally, he glances along the alleyway anxiously, as if
CF | he is waiting for someone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/271
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | The hairs on your neck raise. You swear you are being watched.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/272
CF | >
CF | > CAST SUMMON
CF |
CF | You carry out the instructions in the black magic book to the letter.
CF | As soon as you finish, the sacred stone pulses with a terrible power
CF | and the air seems to tingle. Gradually, a shape coalesces in the
CF | centre of the set. It's a ghost! It's the ghost of a middle aged
CF | woman wearing a huge pink dress!
CF |
CF | The ghostly woman paces elegantly back and forth in the centre of the
CF | ballroom, fanning herself with a brightly coloured fan. She seems to
CF | be looking for something or someone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "talk to woman"
CF ] The Grand Ballroom at the Governor's Mansion 5/273
CF | >
CF | > TALK TO WOMAN
CF |
CF | "Well now, if you ain't the cutest little thing ah evah did see," says
CF | the spirit, absently. "Clarissa Meribeaux. Pleased to make your
CF | acquaintance, I am sure."
CF |
CF | She seems agitated in some way, wringing her hands together and
CF | glancing nervously out of the set. "Ah, simply cannot converse with
CF | you now, sugar," she continues. "Ah need to meet mah husband, just
CF | home from the war, here at the ball. Ah'm sure I cannot say where he
CF | has got to. That man is gonna be the death of me."
CF |
CF | She turns away from you, and continues to look around the set as if
CF | searching for something or someone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/274
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/275
CF | >
CF | > CAST SUMMON
CF |
CF | You follow the instructions in the black magic book as closely as you
CF | can. As soon as you finish, the sacred stone pulses with a terrible
CF | power and the air seems to tingle. Gradually, a shape coalesces in the
CF | shadows of the set. It's a ghost! It's the ghost of a young woman
CF | wearing a long white dress!
CF |
CF | There's something else! Behind the young woman something dark and
CF | viscous is dripping down the wall of the set. You look closely. It
CF | seems to be blood! The walls of the basement are weeping blood!
CF |
CF | The spirit steps back further into the shadows, her pale face hidden
CF | behind a curtain of dark hair.
CF |
CF | > Jacqueline says, "Yay blood"
Jacqueline says, "We need some"
Jacqueline says, "Get it"
MoyTravis exclaims, "blood!"
Knight_Otu says (to ClubFloyd), "put blood in bottle"
CF ] Basement 5/276
CF | >
CF | > PUT BLOOD IN BOTTLE
CF |
CF | (the dripping blood in the strawberry milk bottle)
CF | Distastefully, you manage to fill the milk bottle with blood.
CF |
CF | > Jacqueline says, "woo"
Knight_Otu says (to ClubFloyd), "talk to woman"
CF ] Basement 5/277
CF | >
CF | > TALK TO WOMAN
CF |
CF | "They done me wrong," she whispers, although it's hard to make out the
CF | words. "They done me wrong and poor Evangeline ain't seen her boy for
CF | too long. Ah need to see mah boy. They won't let me see him and ah
CF | done everything they said."
CF |
CF | She retreats back into the shadows, hiding behind her curtain of hair.
CF |
CF | > DavidW says, "Moving a bit fast for decent note-taking."
Knight_Otu says, "Sorry."
Pinkunz says, "I know it won't advance the plot, but the morbid bit of me wonders if drinking the blood was implemented."
DavidW says, "I think before doing anything with the blood, we need to renact the scenes from the bone vision."
Pinkunz says (to David), "Agreed."
DavidW says, "er re-enact"
Knight_Otu nods.
Pinkunz says, "Re-agreed."
DavidW asks, "so, can we take Philippe or ask him to follow us?"
Knight_Otu says (to ClubFloyd), "woman, follow me"
CF ] Basement 5/278
CF | >
CF | > WOMAN, FOLLOW ME
CF |
CF | The spirit is as insubstantial as air. She ignores you completely as
CF | if you are not there.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "spirit, n"
CF ] Basement 5/279
CF | >
CF | > SPIRIT, N
CF |
CF | Evangeline, a wronged young woman has better things to do.
CF |
CF | > DavidW says, "He's in the bayou, not here."
Pinkunz says, "Soldier dude to flirty ballroom lady."
Knight_Otu says, "Yeah, but Evangeline needs to go north to her child."
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/280
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | In the centre of the ballroom, Clarissa Meribeaux paces elegantly back
CF | and forth, fanning herself with a brightly coloured fan. She seems to
CF | be looking for something or someone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/281
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips the ghostly child.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/282
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | Standing on the grassy knoll is Colonel Phillipe Meribeaux, staring
CF | off into the distance.
CF |
CF | > Pinkunz says, "Or the child needs to go south to his momma."
Knight_Otu says (to ClubFloyd), "take phillipe"
CF ] Deep in the Bayou 5/283
CF | >
CF | > TAKE PHILLIPE
CF |
CF | His spirit is as insubstantial as air. He ignores you completely as if
CF | you are not there.
CF |
CF | > Knight_Otu asks, "The vision was the mother watching the child in the alleys, wasit not?"
Pinkunz says, "Yeah, the basement wasn't mentioned."
Pinkunz says, "My bad."
DavidW says, "A woman, not necessarily the mother, I think. We were going too fast."
DavidW says (to ClubFloyd), "roll bones"
CF ] Deep in the Bayou 5/284
CF | >
CF | > ROLL BONES
CF |
CF | Nothing obvious happens.
CF |
CF | >
DavidW says (to ClubFloyd), "throw bones"
CF ] Deep in the Bayou 5/285
CF | >
CF | > THROW BONES
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "take bones"
CF ] Deep in the Bayou 5/286
CF | >
CF | > TAKE BONES
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "philippe, follow me"
CF ] Deep in the Bayou 5/286
CF | >
CF | > PHILIPPE, FOLLOW ME
CF |
CF | You seem to want to talk to someone, but I can't see whom.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] Deep in the Bayou 5/287
CF | >
CF | > L
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | Standing on the grassy knoll is Colonel Phillipe Meribeaux, staring
CF | off into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "phillipe, follow me"
CF ] Deep in the Bayou 5/288
CF | >
CF | > PHILLIPE, FOLLOW ME
CF |
CF | His spirit is as insubstantial as air. He ignores you completely as if
CF | you are not there.
CF |
CF | >
DavidW says (to ClubFloyd), "talk to him"
CF ] Deep in the Bayou 5/289
CF | >
CF | > TALK TO HIM
CF |
CF | "Ah must meet mah wife at the ball," snaps the Colonel. "I got no time
CF | to tarry."
CF |
CF | >
DavidW says (to ClubFloyd), "phillipe, west"
CF ] Deep in the Bayou 5/290
CF | >
CF | > PHILLIPE, WEST
CF |
CF | Colonel Phillipe Meribeaux, the spirit of an army officer has better
CF | things to do.
CF |
CF | > Pinkunz says, "Suddenly, in the shapes they make, you can see strange images. A woman dances with her husband. A soldier strides into a ballroom. A young woman in the shadows watches a child play. A child greets his mother in a shadowy alleyway."
Knight_Otu says (to ClubFloyd), "read banish"
CF ] Deep in the Bayou 5/291
CF | >
CF | > READ BANISH
CF |
CF | The page is titled "For the Banishing of thee most Persistent of
CF | Spirits and Entrapping them in a Thing of Power". The lengthy text
CF | begins "To banish a spirit it must be named, for it is the truth that
CF | a name is a thing of power, and an object of satanic power may be
CF | entrusted to hold a dreadful spirit and the most powerful of these
CF | things to hold many...." and then it goes on for the rest of the page
CF | with a whole bunch of terrible warnings which you can't be bothered to
CF | read.
CF |
CF | According to the instructions at the end, you make a complicated
CF | gesture with your fingers, then you're supposed to repeat "Spiritus
CF | replebatur!" and yell the spirit's name three times.
CF |
CF | It seems straightforward enough. You could probably cast this banish
CF | spell if you had a mind to.
CF |
CF | > burl says, "sounds like the spell for Astaroth"
DavidW asks, "If we banish him, can we summon him by name elsewhere?"
Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf6"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Deep in the Bayou 5/291
CF | > SAVEOk.
CF |
CF | > Pinkunz asks, "The soldier and the husband appear to be the same person. Is the young woman and the mother the same person as well?"
burl asks, "i wonder if we resurrect one of a pair, will the other follow?"
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Deep in the Bayou 5/292
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/293
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips the ghostly child.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/294
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | In the centre of the ballroom, Clarissa Meribeaux paces elegantly back
CF | and forth, fanning herself with a brightly coloured fan. She seems to
CF | be looking for something or someone.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/295
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | "Clarissa, mah dear," says the Colonel, and opens his arms.
CF |
CF | "Darling," yells Clarissa, and runs over to her husband, her arms
CF | wide. "Why, ah thought you were nevah coming back to me!"
CF |
CF | The Colonel swings her around in his arms. "Ain't nuthin gonna stop me
CF | coming home to you," he says and kisses her passionately. She leans
CF | back and raises one foot off the floor.
CF |
CF | "Why," she says, when she eventually comes up for air, "ah am quite
CF | overcome." She glances around, fanning herself rapidly. "But mah deah,
CF | not in front of all these people." She straightens up and pats her
CF | dress down. "You look tired, honey," she continues. "You need feeding
CF | up. I will ask Elizabeth to make a casserole tonight. Then later..."
CF | and here she taps him on the chest with her fan and smiles
CF | coquettishly, "well, mayhap it's time we started on that family. Ah
CF | got a good feeling about it now."
CF |
CF | The Colonel, surprisingly, grimaces. "Now don't you start already,
CF | Clarissa," he says. "Sometimes these things take time. Ain't no use
CF | fretting none. We're still young."
CF |
CF | Clarissa just laughs and takes up the Colonel's arms in her own.
CF | "Dance with me, dear," she says. "Ah missed you so much." The couple
CF | dance to unheard music. Round and round they go, eyes locked together.
CF |
CF | But then they suddenly stop. The light goes out of the ghost's eyes
CF | and they part. It's like they can't see each other anymore!
CF |
CF | > DavidW says, "oooo. The banish spell puts the spirit into the stone."
burl says, "that's a really nice mechanic"
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/296
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/297
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/298
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/299
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips the ghostly child.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/300
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | > Knight_Otu says, "Hm."
Jacqueline says, "I feel like this subgame could be a whole game in and of itself."
Pinkunz says, "Agreed."
MoyTravis says, "Yeah it's pretty nifty."
Pinkunz says, "It mechanically isn't any different that moving things around with a wheel barrow."
MoyTravis says, "Framing matters."
Pinkunz says, "Fair."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/301
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - a dark-haired child wearing an old fashioned short-trousered
CF | suit
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Alleway, Rue des Verrièrs 5/301
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/302
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/302
CF | >
CF | > SUMMON
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/303
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | She seems suddenly terrified. "I ain't supposed to be here," she says.
CF | "This ain't right. I need to meet mah boy."
CF |
CF | She turns and fades out of the room straight through the wall!
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/304
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips the ghostly child.
CF |
CF | > Pinkunz asks, "Do we have any rooms that we could potentially summon a new ghost from? Also, how would the guard react to a ghost being summoned in the same room as them?"
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/305
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/306
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Cemetery of St. Louise de Marillac 5/307
CF | >
CF | > E
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Cemetery of St. Louise de Marillac 5/308
CF | >
CF | > CAST SUMMON
CF |
CF | You go through the incantation, but the summon spell does nothing. You
CF | feel the power of the stone flow through you, but there are no unquiet
CF | spirits here to summon.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Basement 5/309
CF | >
CF | > W
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/310
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/311
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/312
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips the ghostly child.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/313
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "talk to woman"
CF ] Alleway, Rue des Verrièrs 5/314
CF | >
CF | > TALK TO WOMAN
CF |
CF | "Ah need to see mah child," whispers Evangeline.
CF |
CF | > Pinkunz asks, "Where did the first guard die? Can we summon him, or acid boy?"
Knight_Otu says (to ClubFloyd), "talk to child"
CF ] Alleway, Rue des Verrièrs 5/315
CF | >
CF | > TALK TO CHILD
CF |
CF | "Mah Momma told me not to talk to no strangers," says the young boy,
CF | stopping his game. "Why, I might be kidnapped away and no-one would
CF | know where ah was." He thinks for a moment. "Well I guess it can't do
CF | no harm. I'm Jacques Meribeaux. Mighty pleased to meet you." He holds
CF | out a small grimy hand, which you try and take, but it's as
CF | insubstantial as smoke.
CF |
CF | "Ah'm supposed to be meeting mah Momma here," continues Jacques,
CF | anxiously looking around. "But she's real late." Then, seeming to
CF | forget about you, he continues his game, skipping around the fronts of
CF | the houses.
CF |
CF | > DavidW says, "You tried this combo already."
DavidW says, "You assumed Eva was the mom."
Knight_Otu says, "Yeah, maybe we do need to do a bit more"
Knight_Otu says (to ClubFloyd), "talk to woman"
CF ] Alleway, Rue des Verrièrs 5/316
CF | >
CF | > TALK TO WOMAN
CF |
CF | "Ah need to see mah child," whispers Evangeline.
CF |
CF | > Pinkunz says, "Also, ballroom lady mentions Starting a family, thus can't be a mother either."
DavidW says, "Eva's child could be Phillipe for all I know."
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/317
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/318
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Voodoo Temple 5/319
CF | >
CF | > CAST BANISH
CF |
CF | The Priestess cackles horribly. "I got power," she says. "There ain't
CF | nothing you can do to me with that little old stone and those dusty
CF | old spells. Ah'll hold in this this place till mah story is done."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/320
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/321
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips Jacques Meribeaux.
CF |
CF | > burl says, "curious if re-rolling the bones gives a reduced list of ghosts"
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/322
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/323
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/324
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. A young
CF | woman in the shadows watches a child play. A soldier strides into a
CF | darkened basement. A woman and a child embrace in a dark alley. A
CF | child greets his mother in a shadowy alleyway.
CF |
CF | > Pinkunz says, "It did change..."
Knight_Otu says, "Huh."
Knight_Otu says (to ClubFloyd), "get bones"
CF ] Voodoo Temple 5/325
CF | >
CF | > GET BONES
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/326
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/327
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips Jacques Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "banish"
CF ] Alleway, Rue des Verrièrs 5/327
CF | >
CF | > BANISH
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/328
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Alleway, Rue des Verrièrs 5/328
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/329
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/330
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/331
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/332
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] Alleway, Rue des Verrièrs 5/332
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | > DavidW says, "I wonder if having two spirits in the stone at once is okay."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/333
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | In the centre of the ballroom, Clarissa paces worriedly back and
CF | forth. She seems to be getting ready to go somewhere.
CF |
CF | > Knight_Otu says, "Seems so."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/334
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/334
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/335
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | along the alleyway, skips Jacques Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/336
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Alleway, Rue des Verrièrs 5/336
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/337
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | "Dahling," shouts Clarissa, waving one elegant hand. "Over here!"
CF |
CF | The boy turns and for a moment, you swear there is a grimace of
CF | dislike on his face, but it quickly smooths. "Hi Momma," he says.
CF | "Where's Poppa? I thought we were going to catch some crawfish in the
CF | Bayou today."
CF |
CF | Clarissa ruffles the child's hair and straightens his collar and
CF | bowtie. "Poppa's busy," she says. "He's got important work to do. You
CF | know that, Jacques. Don't you want to spend some time with your Momma?
CF | We can go into town and do some shopping. Why, ah'm sure you'd like to
CF | see the new guns Mr Delacroix has just gotten into his shop. They come
CF | all the way from Texas."
CF |
CF | "Sure Momma," says Jacques, but you can hear the reluctance in his
CF | voice. "But Poppa's always busy these days. I don't think he likes me
CF | no more."
CF |
CF | "Why that's a terrible thing to say," scolds Clarissa. "Your Poppa
CF | loves you very much. He's just so busy. Now ah do not want to hear you
CF | say that again. Especially in front of Poppa."
CF |
CF | Jacques does not look convinced, you notice. His mother takes his hand
CF | and leads him along the alleyway. "Now don't dawdle," she says. "If
CF | you're a good boy, maybe we'll get us some taffy."
CF |
CF | But then, a strange thing happens. The light goes out of the ghost's
CF | eyes and they drift apart. It's like they can't see each other
CF | anymore!
CF |
CF | > burl exclaims, "yeah!!"
MoyTravis exclaims, "Go into town. See the guns. All the way from Texas!"
MoyTravis says, "Fun day out for the family! I joke but you know, that does sound kinda fun."
Pinkunz says, "Huh... Time is all screwy. Clarissa just mentioned starting a family minutes ago. Now she has a boy."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/338
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/339
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/340
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/341
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/342
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/343
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Clarissa paces up and down. She looks both nervous and determined.
CF | Also, a little scared.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/344
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Evangeline, a wronged young woman
CF | (3) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "2"
CF ] Alleway, Rue des Verrièrs 5/344
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/345
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/346
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/347
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/348
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/349
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Clarissa paces up and down. She looks both nervous and determined.
CF | Also, a little scared.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | > DavidW asks, "talk to clarissa?"
Pinkunz nods.
burl says, "i'd like to know where she fits too"
DavidW says (to ClubFloyd), "talk to clarissa"
CF ] Alleway, Rue des Verrièrs 5/350
CF | >
CF | > TALK TO CLARISSA
CF |
CF | Clarissa glances nervously about. She seems to have aged since the
CF | last time you saw her. But not in years.
CF |
CF | "I got to get to mah meeting," she says. "She ain't gonna be happy if
CF | I keep her waiting."
CF |
CF | > Pinkunz says, "Her."
burl asks, "what do the bones have to say?"
Knight_Otu says, "Sorry, took a look at the visions."
DavidW says, "I think the bones only work in the temple"
burl says, "ah oops ok"
Pinkunz says, "Agreed."
DavidW says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/351
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/352
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
DavidW says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/353
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. A woman
CF | speaks to an old priestess. A child plays in an alley while being
CF | watched. A soldier strides into a darkened basement. A young woman in
CF | the shadows watches a child play.
CF |
CF | > Knight_Otu says, "Yeah, the temple."
burl says, "so it's the old priestess clarissa needs"
Pinkunz says, "Clarissa to Gemma."
DavidW says, "oh. We need to bring Clarissa here."
DavidW says (to ClubFloyd), "take bones"
CF ] Voodoo Temple 5/354
CF | >
CF | > TAKE BONES
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/355
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/356
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Clarissa paces up and down. She looks both nervous and determined.
CF | Also, a little scared.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | >
DavidW says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/357
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Banish ?
DavidW says (to ClubFloyd), "1"
CF ] Alleway, Rue des Verrièrs 5/357
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/358
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/359
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
DavidW says (to ClubFloyd), "cast summon"
CF ] Voodoo Temple 5/360
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | Clarissa looks nervous. She cautiously approaches the throne where the
CF | old Priestess sits like a malevolent spider. "Ah was told to come
CF | here," she says, her voice quavering. "They said you was the only one
CF | could help me with mah husband's little problem."
CF |
CF | The Priestess gives an evil cackle. "So you finally decided to pay me
CF | a visit," she wheezes. "Well, girl, ah can help you with your little
CF | problem, but you gonna have to pay..." then she stops talking and her
CF | face changes.
CF |
CF | "Don't listen to her," says the Priestess and suddenly it's Gemma's
CF | voice! "You don't need to have a kid. You should just leave him. He's
CF | an asshole. You've got money - you can live without him and all his
CF | bulsh..." then she stops and it's as if the Priestess is undergoing a
CF | titanic internal struggle. Clarissa just looks confused.
CF |
CF | "You be quiet," says the Priestess to herself. Then she turns to
CF | Clarissa "Ignore her," she says, looking a little embarrassed, "she
CF | don't know what she's talking about. As ah was saying, ah can help
CF | you, but you gotta pay."
CF |
CF | "Ah will pay anything!" replies Clarissa.
CF |
CF | "Will you now," cackles the Priestess. "Will you indeed?"
CF |
CF | Then a strange thing happens. The light goes out of the ghost's eyes
CF | and they drift apart. It's like they can't see each other anymore!
CF |
CF | >
DavidW says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/361
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. A young
CF | woman in the shadows watches a child play. A child plays in an alley
CF | while being watched. Two women and a child converse in a huge room. A
CF | soldier strides into a darkened basement.
CF |
CF | >
DavidW says (to ClubFloyd), "take bones"
CF ] Voodoo Temple 5/362
CF | >
CF | > TAKE BONES
CF |
CF | Taken.
CF |
CF | > Pinkunz asks, "Both female ghosts and the kid in the Ballroom?"
Knight_Otu says, "Maybe."
DavidW asks, "I suppose?"
Pinkunz says, "Can't move Gemma."
DavidW says, "Eva and Clar"
Pinkunz nods.
DavidW says (to ClubFloyd), "cast banish"
CF ] Voodoo Temple 5/363
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess
CF |
CF | Banish ?
DavidW says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/363
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/364
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/365
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | >
DavidW says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/366
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/367
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Basement 5/368
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks
CF | anxious, as if he needs to be somewhere.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
DavidW says (to ClubFloyd), "cast banish"
CF ] Basement 5/369
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF |
CF | Banish ?
DavidW says (to ClubFloyd), "2"
CF ] Basement 5/369
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | > burl says, "helping the ghosts move through their storyline in time is a cute narrative puzzle"
DavidW says (to ClubFloyd), "cast summon"
CF ] Basement 5/370
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF |
CF | Summon ?
DavidW says (to ClubFloyd), "1"
CF ] Basement 5/370
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | She looks wildly around. "She'll take mah boy if ah don't hurry," she
CF | gasps. "She's after mah boy."
CF |
CF | She floats straight through the set wall and out of the room!
CF |
CF | > Pinkunz says, "I feel bad for the ghosts. They're wailing every time you banish them. It must be pretty unpleasant."
DavidW says (to ClubFloyd), "cast summon"
CF ] Basement 5/371
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Jacques Meribeaux, a ghostly young boy
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF |
CF | Summon ?
DavidW says (to ClubFloyd), "1"
CF ] Basement 5/371
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | "Ah simply cannot be here, I need to be home." says the boy, his face
CF | screwed up in puzzlement.
CF |
CF | He turns away from you and runs straight through the wall of the set!
CF |
CF | > DavidW says, "yeah, we weren't ready for that scene yet."
burl says, "not to mention how cramped the stone must be Pinkuz, having to share a room with two other tormented spirits"
Jacqueline says, "I'm going to have to step away soon (we've been going over two hours, I have a phone call planned), but I'm fine with y'all continuing. I can read to catch up later. I'm enjoying this."
Pinkunz says, "It's like horror Pokemon, with the stone being the pokeball."
Pinkunz exclaims, "Gotta catch them all!"
Knight_Otu says (to Pinkunz), "So, like regular Pokemon ;)"
burl exclaims, "bye Jacqueline thanks for helping me on my first day here!"
Pinkunz lolz.
Pinkunz says (to Jacq), "Thanks. Hope you feel better."
burl says, "also that's beautiful, now im imagining the pokemon theme song but with big pipe organs"
MoyTravis asks, "So we calling it now?"
Pinkunz asks, "Pokemon: The Horde Unsealed?"
DavidW says, "I'm unclear who to match up where now. I'll like to talk to everyone to get a better clue."
Jacqueline exclaims (at burl), "You're welcome!"
Pinkunz says, "Jacq seemed fine with continuing."
Pinkunz says, "It's up to you guys. I'm game if you are."
Knight_Otu says, "I think we wanted the two women and the child in the ballroom."
Jacqueline says (to Pinkunz), "Thanks - yeah, I'm feeling better this week. :)"
DavidW asks, "oh, in the ballroom?"
Knight_Otu says, "I do need to take a quick break at least."
Knight_Otu says (to David), "That was my understanding."
Pinkunz says, "They said "big room""
burl says, "i could play another hour more but not more than 2. definitely could use a food break"
Pinkunz asks, "15 minute break?"
DavidW says, "I will need to quit soon-ish to get real food."
Jacqueline says, "And yeah, you all seem to be in the middle of a big thing and if you all keep going without me that's fine - I'll just read through it before the next session."
burl asks, "how do games usually get paused and restarted?"
DavidW says, "I'm a bit confused what I should do now."
Pinkunz says (to David), "Why don't we call it then. You need to make some real food for yourself and not TWELVE donuts."
burl says, "i feel like if you need food DavidW yeah we should call it"
DavidW says, "I got real food from the Korean restaurant. I don't make much myself."
burl says, "haha yeah twelve is more than six but not real food"
DavidW says, "er I get real food"
Pinkunz says, "Besides, even those of us who'd continue still need a break, so why don't we just continue next week."
DavidW says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
DavidW says (to ClubFloyd), "cfdrhorrorvoodoo"
CF ] Basement 5/371
CF | > SAVEOk.
CF |
CF | > Pinkunz says (to burl), "I hope you enjoyed your first Club Floyd."
Pinkunz says, "You definitely came more prepared than I did for my first time."
burl says, "thank you Pinkunz this is a lot of fun! i've played a lot of text adventures i just never thought about doing it collaboratively, this is amazing <3"
Pinkunz says, "I reccomend reading some of the old ClubFloyd transcripts up on Jacq's site."
Pinkunz says, "There are some gems in there."
Pinkunz says, "If that is your jam, that is."
DavidW says, "Twelve donuts isn't as bad as forty cakes. That's as many as four tens. And that's terrible."
burl says, "ok i will go look at some old transcripts and see if there are transcripts from some games i liked"
Pinkunz gives a thumbs up.
burl says, "heading out for now, but if holiday things do not pre-empt i will see you next week :)"
Pinkunz says (to David), "I can't fault the logic there."
Pinkunz exclaims (at Burl), "Goodnight and Happy Holidays!"
MoyTravis says, "Cya'll round. Happy holidays and all."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
burl goes home. Pinkunz says (to Moy), "Ditto."
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 exclaims, "I see we decided to end for the day. Good night, everyone, and take care!"
Knight_Otu goes home. DavidW says, "bye all"
Pinkunz exclaims, "Thanks for a great game today. Hopefully see everyone next week!"
*** SESSION 3 ***
Krumar asks, "Is there a game today?"
Jacqueline says, "I'm guessing we'll pick up the Dr Horror thing again"
Jacqueline asks, "Week... 3? I think?"
Jacqueline says, "Hrm. So, it is now The Time, but DW will likely not appear for 20+ minutes (or longer, but last week I think he woke up about half an hour in)..."
Jacqueline asks, "KO, you were driving but have no map, is that right?"
Knight_Otu says, "I don't have a map,but I think I can manage."
Jacqueline says, "woo"
Knight_Otu says, "The game is pretty compartmentalized right now."
Jacqueline says, "True"
Jacqueline says, "So, we were in the zombie/voodoo place? (I am setting aside my complaints about the representation of voodoo for now.)"
Knight_Otu says, "So as I recall, we were herding ghosts with a voodoo stone."
MoyTravis says, "yep"
Jacqueline says, "OH RIGHT"
Krumar says, "Interesting thing to come in on."
Jacqueline says (to Krumar), "Yeah, this part of the game is actually kind of interesting enough to be the whole game. I'd forgotten that."
Knight_Otu says, "And yeah, I guess we'll get zombies for our undead army from this film studio."
Knight_Otu says (to ClubFloyd), "l"
CF ] Basement 5/372
CF | >
CF | > L
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | > Roger says, "how do you do that voodoo that you do so well"
Knight_Otu says, "Also, the protagonist is rather naive about what's happening until they can no longer deny the obvious."
Knight_Otu says (to ClubFloyd), "i"
CF ] Basement 5/373
CF | >
CF | > I
CF |
CF | You are carrying the bones of fate, a milk bottle full of blood, an
CF | evil book of black magic, a small brass key, a tea caddy and a stained
CF | crimson robe. You are wearing a crucifix, a gold pocketwatch, a grey
CF | suit and a jaunty hat.
CF |
CF | You are pushing a wheelbarrow along. It contains a sacred voodoo
CF | stone.
CF |
CF | > Knight_Otu says, "My recollection is that we wanted to bring certain ghosts to the ballroom."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/374
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/375
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/376
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | > Roger says, "that was easy"
Knight_Otu says (to ClubFloyd), "banish"
CF ] Alleway, Rue des Verrièrs 5/376
CF | >
CF | > BANISH
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/377
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/378
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/379
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Voodoo Temple 5/380
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/380
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | > Knight_Otu says, "We can't banish Gemma."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 5/381
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Basement 5/382
CF | >
CF | > W
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/383
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/384
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Evangeline, a wronged young woman
CF | (3) - Jacques Meribeaux, a ghostly young boy
CF | (4) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ? Knight_Otu says, "Oh, we already had the colonel in the stone."
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/384
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | She seems suddenly terrified. "I ain't supposed to be here," she says.
CF | "This ain't right. I need to meet mah boy."
CF |
CF | She turns and fades out of the room straight through the wall!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/385
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "3"
CF ] The Grand Ballroom at the Governor's Mansion 5/385
CF | Summon ?
CF | > 3
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/386
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/386
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | "Ah simply cannot be here, I need to be home." says the boy, his face
CF | screwed up in puzzlement.
CF |
CF | He turns away from you and runs straight through the wall of the set!
CF |
CF | > Knight_Otu says, "Hm, not like this."
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/387
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Wearing a simple white dress, Evangeline stands head-down in the
CF | shadows. Her long dark hair covers her face.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/388
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/389
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/390
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Around the front of the buildings, occasionally glancing anxiously
CF | around the set, skips Jacques Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/391
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Evangeline, a wronged young woman
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] Alleway, Rue des Verrièrs 5/391
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | Evangeline sinks deeper into the shadows of the alleyway so she is
CF | almost entirely hidden. "Jacques, mah boy" she whispers so quietly you
CF | can only just hear her.
CF |
CF | The young boy, seemingly unable to see her, continues to skip around
CF | the front of the houses. It's difficult to tell what Evangeline is
CF | thinking or feeling because you can hardly see her, and the bits you
CF | can see are covered in lank dark hair, but she reaches out one small
CF | hand slowly towards the child and you swear you hear her whisper "my
CF | baby" before she drops her hand again and turns away.
CF |
CF | You can't help but wonder why she doesn't talk to the child. The plot
CF | thickens! There's definitely something odd going on here!
CF |
CF | > Jacqueline says, "I am (pleasantly) surprised that the stone can contain multiple souls."
Jacqueline says, "Seems like a thing where an author might decide inventory management is a 'feature'."
Jacqueline says, "Thank you for not doing that, author."
Knight_Otu says, "Yeah. I suppose they could have allowed BANISH X or SUMMON x too, but this is already more convenient than some people might have written it."
Jacqueline says, "Okay, so what is up with her and the kid."
Roger says, "something odd! apparently"
Jacqueline says (to ClubFloyd), "x evangeline"
CF ] Alleway, Rue des Verrièrs 5/392
CF | >
CF | > X EVANGELINE
CF |
CF | It's difficult to make out her features because her long dark hair
CF | straggles over her face. She is wearing a simple white dress that, on
CF | closer inspection, seems to be covered in blood! Her arms hang loosely
CF | by her side and she stands, head down, in the shadows.
CF |
CF | > Jacqueline says, "Oh."
Krumar asks, "can you examine the boy?"
Jacqueline says, "Oh, I don't think that's her boy."
Jacqueline says, "I'm guessing she died in childbirth."
Jacqueline says (to ClubFloyd), "x boy"
CF ] Alleway, Rue des Verrièrs 5/393
CF | >
CF | > X BOY
CF |
CF | The boy looks about 8 years old, or so. He has floppy dark hair that
CF | falls over his brown eyes. He is wearing an old fashioned suit with a
CF | bowtie and short trousers. You look a little closer - his skin seems
CF | odd - it looks more green than skin should.
CF |
CF | > Jacqueline says, "I would say, 'Green skin? Yikes..."
Krumar asks, "Are we trying to figure out how they died?"
Jacqueline says, "But we already know that he's dead, so."
MoyTravis says, "To be honest I have no idea why we're doing any of this ghost stuff."
Jacqueline says (to Krumar), "I don't think we need to figure that out for the puzzle..."
MoyTravis says, "Other than, like. That it's a puzzle, and you go to the places to do the puzzles."
Jacqueline says, "Oh, Krumar: Ultimately we are trying to raise an undead army."
Knight_Otu says, "I have some suspicions, but we'll see."
Krumar says, "Got it."
Jacqueline says, "Because we are an actor in B-rate horror films, and it has recently come to light that one of the ways the producers have saved money is by using actual vampires, actual zombies, etc."
Krumar says, "Hahaha, OK."
Knight_Otu says, "The framing is that the voodoo priestess has a story she wants to tell, I believe."
Knight_Otu says, "For this particular studio."
Jacqueline says, "And so we are... kind of... for some reason... the person who will gather all of these undead to rise up against the studio."
Jacqueline says, "At the end of the day, it's a union story."
Jacqueline says, "(Not really)"
Roger says, "but maybe"
Knight_Otu says, "We were supposed to be sacrificed to ...Astaroth, I think? So it's kind of a do or die thing."
Jacqueline says, "Oh, right. Good point."
Jacqueline says, "Yeah, the producers are part of an Astaroth cult, and they were gonna sacrifice us, so that's part of why we want them to go."
Knight_Otu says, "We were lucky they were inept at this cult thing."
MoyTravis says, "I mean. We could leave."
Knight_Otu says, "I think we may be locked into the studio lot."
Knight_Otu says (to ClubFloyd), "cast banish boy"
CF ] Alleway, Rue des Verrièrs 5/393
CF | >
CF | > CAST BANISH BOY
CF |
CF | I didn't understand that sentence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/394
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "2"
CF ] Alleway, Rue des Verrièrs 5/394
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/395
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/396
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/397
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/398
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. Two
CF | women and a child converse in a huge room. A soldier strides into a
CF | darkened basement. A young woman sits in a basement, waiting. A child
CF | weeps in a ballroom.
CF |
CF | > Knight_Otu says, "Yeah, it looks like the father is going to be one of the killers."
Knight_Otu says (to ClubFloyd), "get bones"
CF ] Voodoo Temple 5/399
CF | >
CF | > GET BONES
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/400
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/401
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/402
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/403
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Evangeline, a wronged young woman
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/403
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/404
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Evangeline, a wronged young woman
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/404
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | "Ah need to meet mah man," whispers Evangeline. "This ain't right."
CF |
CF | She turns and fades out of the room straight through the wall!
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/405
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/406
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Jacques Meribeaux skips around the set, occasionally glancing
CF | anxiously around.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/407
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | In a corner of the set stands Evangeline, her face hidden behind a
CF | curtain of hair.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/408
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/409
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Jacques Meribeaux skips around the set, occasionally glancing
CF | anxiously around.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/410
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "summon"
CF ] Basement 5/410
CF | >
CF | > SUMMON
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/411
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Evangeline, a wronged young woman
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Basement 5/411
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/412
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | "Don't you do this, Phillipe," says the young woman in a low voice.
CF | "Don't you dare take mah baby! It's all ah got."
CF |
CF | The colonel stamps angrily away from her. "Don't be foolish,
CF | Evangeline," he snaps. "What do you think is gonna happen. You ain't
CF | got nothing. You want that poor boy to be growing up poor? He's mah
CF | son too, and ah sure as hell don't. We can take care of him. He'll
CF | grow up with good clothes and food and a good name. Ah'll make sure
CF | you get to see him. Clarissa just wants a baby. She don't care where
CF | it come from."
CF |
CF | Evangeline runs forward and grabs desperately at the Colonel's arm.
CF | "It don't have to be that way," she says. "Let's leave, me and you and
CF | Jacques. We can go south. Over into Mexico. We can have a life
CF | together."
CF |
CF | The Colonel just snorts with derision and pulls his arm out from her
CF | grasp. "With what," he says, coldly. "It's all Clarissa's family
CF | money. I leave, I lose everything. And don't tell me we don't need
CF | money. This is the real world."
CF |
CF | "I will tell her about us," says Evangeline, desperately. "I'll tell
CF | her who you been with all these years."
CF |
CF | Colonel Meribeaux just gives a cruel laugh. "You think she don't know?
CF | Why if she ain't the one who's been encouraging it given our problems
CF | procreating and all. Now ah'm gonna take that baby, Evangeline or I
CF | swear ah will have him into the poor house."
CF |
CF | Evangeline turns away weeping. Then, a strange thing happens. The
CF | light goes out of the ghost's eyes and they drift apart. It's like
CF | they can't see each other anymore. Well, that's a plot twist you
CF | didn't see coming. Turns out the Colonel is an awful person. And, by
CF | the sounds of it, so is Clarissa!
CF |
CF | > MoyTravis says, "ghost drama"
Knight_Otu asks, "You really didn't see this coming, protagonist?"
Jacqueline says, "haha. 'Turns out the Colonel is an awful person.' Yes."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/413
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Basement 5/413
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/414
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Jacques Meribeaux skips around the set, occasionally glancing
CF | anxiously around.
CF |
CF | Clarissa wanders around the set. She is wringing her hands, fretfully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/415
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | "You can't have him," yells Clarissa at Evangeline. "He's mah boy.
CF | Bought and paid for."
CF |
CF | Evangeline grabs hold of the boy's arm. "Ah'm taking him away," she
CF | says, her voice suddenly steely. "He don't love you. He needs his
CF | Momma. We're going far away from here and ain't nevah coming back.
CF | He's just another thing to you like your dresses or your house or your
CF | fancy silverware."
CF |
CF | "Momma?" wails Jacques. "Who's she? Why's she pulling me so?"
CF |
CF | "Don't you worry, honey," snaps Clarissa, grabbing the boy's other
CF | arm. "She's just a lonely mad woman who don't understand the ways of
CF | this world." She turns to Evangeline. "Why if ah evah see you again,
CF | or you evah come near mah boy, ah will have you in the asylum before
CF | you can say jack-rabbit," hisses Clarissa, her voice hard and cold.
CF | "Do you understand me? The Governor is a personal acquaintance of mine
CF | and you got nothing to bargain with. You got no hand to play with. You
CF | think this boy wants to live dirt-poor like you? Get outa here before
CF | ah summon mah husband."
CF |
CF | With a sob, Evangeline releases the boy's arm.
CF |
CF | Then, a strange thing happens. The light goes out of the ghost's eyes
CF | and they drift apart. It's like they can't see each other anymore!!
CF |
CF | > Jacqueline asks, "So... how do they *die*?"
Jacqueline says, "That's what I would like to know."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/416
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Banish ? Knight_Otu says, "Horribly, I'm sure."
Krumar says, "I'm guessing she got shot tryingto get to her boy."
Knight_Otu says (to ClubFloyd), "1"
CF ] The Grand Ballroom at the Governor's Mansion 5/416
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | > Knight_Otu says, "Horribly, I'm sure."
Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/417
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Jacques Meribeaux, a ghostly young boy
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Banish ? Jacqueline says, "This is still just wild how much of a game-within-a-very-different-game this is."
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/417
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/418
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/419
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/420
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/421
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface forming a loose pattern.
CF |
CF | Suddenly, in the shapes they make, you can see strange images. A boy
CF | hovers behind his mother. A woman and a soldier argue in an alleyway.
CF | An old priestess gives a young woman something. In front of a row of
CF | houses, a soldier furiously stalks away from a blond woman.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Voodoo Temple 5/422
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/422
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | "Ah need help," whispers Evangeline, kneeling at the feet of the old
CF | Priestess. "They done me wrong and ah need them to pay."
CF |
CF | The Priestess leans forward and puts a gnarled hand on the girl's
CF | shoulder. "How far you willing to go, girl?" she says, her voice a
CF | sharp whisper. "What you willing to do?"
CF |
CF | "Anything," replies the girl, with steely resolve. "Ah'll do anything
CF | to make them pay for what they done."
CF |
CF | "Well, then, here's what ah need you to do...." begins the Priestess,
CF | but then shakes her head in confusion.
CF |
CF | "Don't listen to her," continues the Priestess, in Gemma's voice, her
CF | face suddenly looking younger. "She's going to tell you to do
CF | something horrible. It won't end well. You should just..."
CF |
CF | The Priestess's face changes once more, becoming older in a heartbeat.
CF | "Why don't you just mind your business," she snaps to herself. "This
CF | ain't no concern of yours."
CF |
CF | "Well," she says sharply, in Gemma's voice once more. "Perhaps if you
CF | weren't so blatantly plotting to kill everyone in this story for no
CF | reason at all that I can see, then maybe I'd just let you get on with
CF | it."
CF |
CF | "Don't you tell me what to do," hisses the Priestess. "Why, you don't
CF | know jack. You only just dead. When you been dead these one hundred
CF | years, then you can have a say in these matters."
CF |
CF | Gemma sighs. "Well I can't stop you," she says. "But what's your
CF | character's motivation? You should re-consider your choices
CF | in my opinion."
CF |
CF | Then Gemma is gone and the Priestess flexes her shoulders. "Now as ah
CF | was saying before ah was so rudely interrupted, what you willing to
CF | do, girl?"
CF |
CF | Evangeline has been watching the exchange, looking utterly bewildered,
CF | her mouth gaping like a fish. "Anything," she eventually says. "Ah'll
CF | do anything for mah revenge."
CF |
CF | Then, a strange thing happens. The light goes out of the ghost's eyes
CF | and they drift apart. It's like they can't see each other anymore!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Voodoo Temple 5/423
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/423
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get bones"
CF ] Voodoo Temple 5/424
CF | >
CF | > GET BONES
CF |
CF | Taken.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/425
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/426
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "summon"
CF ] Alleway, Rue des Verrièrs 5/426
CF | >
CF | > SUMMON
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/427
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Evangeline, a wronged young woman
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Alleway, Rue des Verrièrs 5/427
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/428
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | Jacques Meribeaux stands, expressionless, near the wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/429
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/430
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Colonel Meribeaux paces angrily up and down the set.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/431
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | > Knight_Otu says, "Easier to herd cats."
Knight_Otu says (to ClubFloyd), "n"
CF ] The Grand Ballroom at the Governor's Mansion 5/432
CF | >
CF | > N
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/433
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | Clarissa stands, looking dejected, in the centre of the set.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Alleway, Rue des Verrièrs 5/434
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "3"
CF ] Alleway, Rue des Verrièrs 5/434
CF | Summon ?
CF | > 3
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | "Ah can't bear it," sobs Clarissa. "He's changed, Phillipe. He's not
CF | the same boy. There's something...evil...about him. He means us harm,
CF | ah am sure of it."
CF |
CF | "Don't be foolish, Clarissa," says the Colonel, his face red with
CF | anger. "You got what you wanted. I got you a child. Now you're telling
CF | me he ain't what you thought. He's just a young boy. Ain't nothing
CF | evil about him."
CF |
CF | "You seen it," wails Clarissa. "You seen it in his eyes when he looks
CF | at you. That's why you don't spend no time with him. That's why you're
CF | always out of the house, working. Don't tell me that's not the
CF | reason."
CF |
CF | "You know what ah think?" replies the Colonel, turning away. "Ah think
CF | you're bored of him like you get bored of every possession you evah
CF | had. You wanted a child, you got a child. Clarissa Meribeaux gets
CF | everything she wants, don't she. From her Daddy and now from me."
CF |
CF | "Don't you say that," yells Clarissa. "I know my mind. I know what I
CF | seen. Why, with that cat. It was horrible what he done, Phillipe. Ah
CF | sometimes see him looking at me the same way he looks at those
CF | animals."
CF |
CF | The Colonel snorts with derision. "You're seeing things you want to
CF | see," he says. "He's just a boy, doing what boy's do."
CF |
CF | "Ah know what ah seen," weeps Clarissa. "Ah know what he is."
CF |
CF | Then, a strange thing happens. The light goes out of the ghost's eyes
CF | and they drift apart. It's like they can't see each other anymore. Oh,
CF | dear. This doesn't sound good!
CF |
CF | > Jacqueline says, "oh no. Not the cat."
MoyTravis says, "RIP random cat."
Jacqueline presses F.
Knight_Otu says, "Just about everything they said didn't sound good, protagonist. Granted it keeps getting worse."
Knight_Otu says (to ClubFloyd), "banish"
CF ] Alleway, Rue des Verrièrs 5/434
CF | >
CF | > BANISH
CF |
CF | That's not a verb I recognise.
CF |
CF | > Jacqueline says, "I guess we now know why the boy is green."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/435
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "2"
CF ] Alleway, Rue des Verrièrs 5/435
CF | Banish ?
CF | > 2
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | > Jacqueline says, "And also, I was very wrong about the childbirth thing. My bad."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/436
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | > Knight_Otu says, "It was a hypothesis that didn't grow into a theory. It happens."
Jacqueline asks, "So, is the technique (sorry, trying to follow) that you roll the bones to get a hint as to where the next scene occurs, then summon the right people in that scene?"
Krumar says, "that's whatit sounds like to me."
Knight_Otu says, "Yes, that's what I'm doing. Sometimes two sentences form a single scene. Also, it seems the order of scenes matters."
Roger says, "hmmm sounds about right"
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/437
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF | (3) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "2"
CF ] The Grand Ballroom at the Governor's Mansion 5/437
CF | Summon ?
CF | > 2
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/438
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Clarissa Meribeaux, a faded southern belle
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] The Grand Ballroom at the Governor's Mansion 5/438
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | "Ah'm gonna save him," she says. "He ain't evil. He needs his Momma."
CF |
CF | She turns and fades out of the room straight through the wall!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] The Grand Ballroom at the Governor's Mansion 5/439
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | "Come along, Jacques," says Clarissa and, at least to you, her voice
CF | sounds forced and full of fear. "We gonna go for a walk in the Bayou."
CF |
CF | "I hear you been talking about me," replies Jacques, with a dry
CF | chuckle. "I hear you been telling Poppa stories."
CF |
CF | "Why, that's a strange thing to say," quavers Clarissa. "I'm sure that
CF | it's nothing. Now, let's go. Poppa will be home tonight and we ain't
CF | got long for our walk."
CF |
CF | "Why, Momma, ah would be happy to escort you on your walk," says the
CF | boy, but the way he says it makes the hair stand up on the back of
CF | your neck. There's something wrong with his eyes!
CF |
CF | It obviously frightens Clarissa also. She draws back. "What are you?"
CF | she whispers. "Where's mah boy gone?"
CF |
CF | "What do you mean, Momma?" says Jacques, innocently. "It's just me.
CF | Your boy." He grabs her wrist, and you see Clarissa wince with pain.
CF | "Now maybe it's time for our walk. Ah been looking forward to it for a
CF | long time."
CF |
CF | Then, a strange thing happens. The light goes out of the ghost's eyes
CF | and they drift apart. It's like they can't see each other anymore! You
CF | shudder. That's one creepy kid!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/440
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] The Grand Ballroom at the Governor's Mansion 5/440
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Clarissa Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | > Knight_Otu asks, "She's gonna try and drown him in the bayou, isn't she? And it'll come otherwise, isn't it?"
Jacqueline says, "Gosh. Yes."
Jacqueline says, "eep"
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] The Grand Ballroom at the Governor's Mansion 5/441
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Jacques Meribeaux into
CF | the stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Alleway, Rue des Verrièrs 5/442
CF | >
CF | > N
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | The Colonel stands in the centre of the set, his face set in a scowl.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/443
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Deep in the Bayou 5/444
CF | >
CF | > CAST SUMMON
CF |
CF | There are many spirits inside the stone! Who do you wish to summon?
CF |
CF | (1) - Clarissa Meribeaux, a faded southern belle
CF | (2) - Jacques Meribeaux, a ghostly young boy
CF |
CF | Summon ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Deep in the Bayou 5/444
CF | Summon ?
CF | > 1
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Clarissa Meribeaux.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Deep in the Bayou 5/445
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Jacques Meribeaux.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/446
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | The Colonel stands in the centre of the set, his face set in a scowl.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Alleway, Rue des Verrièrs 5/447
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Deep in the Bayou 5/448
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half
CF | covered in shadow.
CF |
CF | Clarissa runs back and forth across the set, her hair in disarray. She
CF | looks terrified.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Deep in the Bayou 5/449
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | The ghosts in the room continue to drift around, as if they are
CF | oblivious of one another!
CF |
CF | > Jacqueline asks, "We need the boy?"
Knight_Otu asks, "Final showdown time with everyone?"
Jacqueline says, "I think so, yeah"
Knight_Otu says, "He should be here."
Jacqueline says, "well, I'm not sure everyone"
Knight_Otu says (to ClubFloyd), "l"
CF ] Deep in the Bayou 5/450
CF | >
CF | > L
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | The Colonel stands in the centre of the set, his face set in a scowl.
CF |
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half
CF | covered in shadow.
CF |
CF | Clarissa runs back and forth across the set, her hair in disarray. She
CF | looks terrified.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 5/451
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | > Jacqueline asks, "Is this scene just Clarissa and the boy?"
Knight_Otu says (to ClubFloyd), "s"
CF ] The Grand Ballroom at the Governor's Mansion 5/452
CF | >
CF | > S
CF |
CF |
CF | The Grand Ballroom at the Governor's Mansion
CF | An ostentatious staircase, ending at the top at a false door on the
CF | Studio wall, sweeps down into a large grand ballroom set dominated by
CF | a huge chandelier that hangs in crystalline profusion from the
CF | ceiling. On the side of the set opposite the stairs is a small raised
CF | stage for the band. The rest of the floor is clear for the dancers.
CF | The walls are lined with gilded baroque mirrors, reflecting you
CF | endlessly!
CF |
CF | Gaps in the set walls lead north and south, deeper into the Studio.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Basement 5/453
CF | >
CF | > S
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | > Knight_Otu says, "They didn't interact when they were alone."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Cemetery of St. Louise de Marillac 5/454
CF | >
CF | > E
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | > Jacqueline says, "Oh"
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/455
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Evangeline stands half hidden in the shadows, hair hiding her face.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Voodoo Temple 5/456
CF | >
CF | > CAST BANISH
CF |
CF | There are many spirits here! Who do you wish to banish and entrap in
CF | the sacred stone?
CF |
CF | (1) - Evangeline, a wronged young woman
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess
CF |
CF | Banish ?
Knight_Otu says (to ClubFloyd), "1"
CF ] Voodoo Temple 5/456
CF | Banish ?
CF | > 1
CF |
CF | You mumble the words of the spell and banish Evangeline into the
CF | stone. The spirit is sucked wailing into its depths, there to be
CF | trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 5/457
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | The Colonel stands in the centre of the set, his face set in a scowl.
CF |
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half
CF | covered in shadow.
CF |
CF | Clarissa runs back and forth across the set, her hair in disarray. She
CF | looks terrified.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Deep in the Bayou 5/458
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Evangeline.
CF |
CF | Something odd is happening! As you release the last of the four
CF | ghosts, the scenery comes alive. The bayou fills with ghostly water
CF | and a warm breeze blows across your face. The set is full of the
CF | chittering of insects, the sounds of birds and the smell of brackish
CF | swamp water. Branches and leaves grow out of the set walls, casting
CF | their moving shadows over everything.
CF |
CF | "Why you brought me here, Momma?" asks Jacques, standing on the edge
CF | of the Bayou, his voice a low snarl. "Poppa's gonna come looking. What
CF | you planning? What you gonna tell him?"
CF |
CF | Clarissa stands behind him, a rock clenched in her fist. "Don't call
CF | me Momma," she suddenly yells, raising the rock high. "You ain't mah
CF | boy!"
CF |
CF | She brings the rock down and it connects with the boy's head with a
CF | sharp crack. He falls into the ghostly water, face down. Clarissa
CF | drops to her knees gasping and weeping and still holding the rock
CF | cradled to her breast.
CF |
CF | Suddenly, out of the shadows dashes Evangeline, a wickedly sharp
CF | kitchen knife in her hand. She darts forward and slices Clarissa's
CF | throat from ear to ear! You turn away in horror! Clarissa falls, blood
CF | soaking the front of her dress. "He was mah boy," snarls Evangeline at
CF | Clarissa's lifeless body. "You had no right." Then, seeming to hear
CF | something in the distance, she turns and runs out of the set, straight
CF | through the wall!
CF |
CF | The Colonel runs up to Clarissa's body and lifts it in his arms. "What
CF | have ah done," he yells and hugs the body close to his chest. "Ah
CF | should have listened to you."
CF |
CF | He stands up and releases Clarissa. "She did this," he snarls. "There
CF | needs to be a reckoning."
CF |
CF | Then, as you watch, a strange thing happens. The bodies of Jacques and
CF | Clarissa become even more transparent and gradually they fade away
CF | into nothing along with the ghostly scenery. Their story must be done!
CF |
CF | > Jacqueline says, "ah"
Krumar exclaims, "Exciting!"
Jacqueline says, "I did not see all four of them coming 'together' like that"
Jacqueline says, "So now it's Evangeline and the Colonel."
Knight_Otu says, "Well, I guess I was partially wrong here. Of course, I should have seen it coming that the last showdown is in the bloodied basement."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Deep in the Bayou 5/459
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish Colonel Phillipe
CF | Meribeaux into the stone. The spirit is sucked wailing into its
CF | depths, there to be trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Voodoo Temple 5/460
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 5/461
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Basement 5/462
CF | >
CF | > W
CF |
CF |
CF | Basement
CF | Ventilation ducts and pipes cover the ceiling of this small set. The
CF | three walls have been painted with splashes of green and brown that
CF | you suppose is meant to represent mould and water staining. Gaps in
CF | the set walls lead north and east into the studio gloom.
CF |
CF | Near the middle of the set is the white outline of a person painted
CF | onto the grimy floor.
CF |
CF | Evangeline stands quietly in the shadows, hair hiding her face.
CF |
CF | Dripping down one of the set walls and pooling on the floor is a
CF | horrific dark substance! It looks like blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Basement 5/463
CF | >
CF | > CAST SUMMON
CF |
CF | You undertake the strange actions and declaim all the words of the
CF | summon spell. The spirit emerges from the stone like smoke and
CF | coalesces into Colonel Phillipe Meribeaux.
CF |
CF | "You!" yells the Colonel. "You done this! You took mah family away
CF | from me!"
CF |
CF | "No ah did not," says Evangeline, calmly. "It was you done this. You
CF | with your thoughtless arrogance and your greed. You took mah boy away
CF | from me. Did you think ah was just gonna lie down? Did you think ah
CF | was just gonna accept what you done? Nevah. You know you done wrong
CF | and you will not never rest until you accept what you done. This is
CF | mah curse on you, Phillipe Meribeaux. Now, you do what you come here
CF | to do and be damned."
CF |
CF | With a howl of rage, the Colonel draws his cutlass and runs it
CF | straight through Evangeline's breast! You turn away in horror! "No!"
CF | he screams at her, as she slides to the floor, her body enclosed by
CF | the white outline. "Ah will nevah forgive you no matter how long ah
CF | live. You did this, not me!"
CF |
CF | He stands over Evangeline's body, swaying back and forth. "You did
CF | this, not me," he whispers.
CF |
CF | But then a strange thing happens! Evangeline becomes more and more
CF | transparent until her body completely disappears. Her story must be
CF | over! You watch the Colonel expectantly but he doesn't disappear! His
CF | body expands into a thing of darkness and shadows. He becomes a
CF | terrible malevolent spirit, howling back and forth across the set!
CF |
CF | > MoyTravis says, "So, like. Are we gonna recruit the ghosts or."
Knight_Otu says, "Someone's mad."
Roger says, "not sure"
Knight_Otu says, "I have the suspicion that we're recruiting theirzombie bodies."
Knight_Otu says (to ClubFloyd), "cast banish"
CF ] Basement 5/464
CF | >
CF | > CAST BANISH
CF |
CF | You mumble the words of the spell and banish the terrible malevolent
CF | ghost of the Colonel into the stone. The spirit is sucked wailing into
CF | its depths, there to be trapped till it is once again summoned!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Cemetery of St. Louise de Marillac 5/465
CF | >
CF | > E
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | > Jacqueline says, "Honestly, I have no idea how this ties to the Dr Horrow plot. I think the author is just trying for a Xyzzy for best puzzle."
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 5/466
CF | >
CF | > N
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess,
CF | sits on the wooden throne.
CF |
CF | The Priestess turns and looks at you. "You done well," she croaks.
CF | "Now you fetch that boy to me and we'll end this once and for all."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast bones"
CF ] Voodoo Temple 5/466
CF | >
CF | > CAST BONES
CF |
CF | I didn't understand that sentence.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "throw bones"
CF ] Voodoo Temple 5/467
CF | >
CF | > THROW BONES
CF |
CF | You throw the bones onto the black table. They click and skitter
CF | across its dark surface.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast summon"
CF ] Voodoo Temple 5/468
CF | >
CF | > CAST SUMMON
CF |
CF | The spirit of the Colonel howls out of the stone and rages around the
CF | set. The Priestess seems unconcerned. "Now you listen to me, boy," she
CF | says, raising her voice to be heard over the ghost's din. "It's time
CF | to break Evangeline's curse. It's time you accepted what you done and
CF | took your share of the blame. You been raging round these parts for
CF | more'n a hundred years. And we all been stuck here with you. Now I
CF | command you to let us go. Accept what you done, Phillipe Meribeaux and
CF | be saved." She holds out her arms towards the ghost as if to embrace
CF | it.
CF |
CF | "Nevah," moans the spirit of the Colonel. "Ah will nevah accept it. Ah
CF | will walk this place for eternity if that's what it takes."
CF |
CF | The old Priestess seems a little surprised by this response, to be
CF | honest. As if she wasn't expecting it. "Don't you want to be finally
CF | free?" she says, hopefully.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Voodoo Temple 5/469
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The ghost seems to get even angrier if that's possible. It swirls
CF | around the Priestess, making her hair fly around her face and
CF | billowing her dress. "Free?" he says. "How can ah be free when it was
CF | Evangeline what done wrong. Ah am not to blame."
CF |
CF | The Priestess is silent for a moment. "Well, then. Ah got no choice,"
CF | she says and thrusts out a hand towards the spirit. "With the power of
CF | the ancient ones, ah command thee to leave this plane and be damned
CF | for eternity. By mah ancient blood, ah have the right to do so."
CF |
CF | There is an instant of silence as the ghost digests this. "No," it
CF | says, "ah don't think ah will, old woman."
CF |
CF | This seems to completely surprise the old Priestess, leaving her
CF | nonplussed. "Well....." she begins, but then her face
CF | changes.
CF |
CF | "Leave this to me, Élise," she says, determinedly, and it's Gemma's
CF | voice coming out of the Priestess's mouth! "I've dealt with his sort
CF | before."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Voodoo Temple 5/470
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | "Who in tarnation are you?" asks the ghost, seemingly a little put
CF | out. "This ain't your business."
CF |
CF | "Never you mind about that," snaps Gemma. "What the hell do you think
CF | you're doing? I know your type. You're a thick headed, weak willed,
CF | foolish and vain little man. Well, Élise is gone now. They're all
CF | gone, anyone who might have been bothered by your little act. It's
CF | just me. And I'll make eternity seem like forever to you, just you
CF | wait and see."
CF |
CF | Wow. Go, Gemma. The ghost triples its efforts. It roars around Gemma,
CF | buffeting all the props, and the whole set shakes with its rage. "You
CF | can't speak to me like that," it screams. "Ah am Colonel Phillipe
CF | Meribeaux, formerly of...."
CF |
CF | But Gemma doesn't let him finish. "Formerly of an idiot!" she yells
CF | right back and advances on him, poking her finger at his chest.
CF | "Formerly of a weak man who stole his lover's baby because he was so
CF | ashamed of his little problem! Formerly of a man who was so
CF | afraid of his own child that he let his wife kill him while he hid in
CF | the shadows and watched. You think I don't know?"
CF |
CF | Ouch. That's got to sting.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Voodoo Temple 6/471
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The ghost stops completely and the air is still. "Even so," it says,
CF | and there is desperation in the Colonel's voice. "Ah cannot rest. Ah
CF | cannot. They're waiting for me in the place beyond. Ah cannot face
CF | them."
CF |
CF | "Yes you can," says Gemma, and her voice is gentler now. "Let it go.
CF | Leave this place. You can face them. All you need to do to lift
CF | Evangeline's curse is to accept what you did. It's either that, or,"
CF | and here she shrugs and looks at the ghost directly, her eyes flinty,
CF | "spend an eternity here. With me."
CF |
CF | "Well," says the ghost, reluctantly, "Ah suppose ah could accept some
CF | of the blame for the proceedi...." But he doesn't get chance to
CF | finish. His dark spirit becomes transparent and then winks out
CF | completely.
CF |
CF | You look at Gemma. "Hmm," she says to you "I suppose that's the best
CF | we're going to get. Well, bye then." But you don't get a chance to
CF | respond. Gemma's spirit becomes insubstantial and then disappears. The
CF | last thing you hear before she's gone completely is the old
CF | Priestess's croaky voice. "Not bad," she says. "We'll make a witch of
CF | you yet."
CF |
CF | Suddenly, a hidden compartment in the black table pops open with a
CF | click.
CF |
CF | You have survived a perilous situation!
CF |
CF | > MoyTravis says, "to be honest, that wasn't very perilous"
MoyTravis says, "more, uh, trucking-y."
MoyTravis says, "I guess trucking can be perilous. If they gave us a ghost truck that'd be pretty fun."
Knight_Otu says, "And to be more honest, that pretty much was agame of its own, lengthwise."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow"
CF ] Voodoo Temple 6/472
CF | >
CF | > DROP WHEELBARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | > Krumar says, "That was pretty cool."
Jacqueline asks, "What is 'trucking'?"
Knight_Otu says (to ClubFloyd), "x compartment"
CF ] Voodoo Temple 6/473
CF | >
CF | > X COMPARTMENT
CF |
CF | The compartment is a small space in the table that had been cleverly
CF | hidden as part of the design.
CF |
CF | In the small compartment is a wicked little voodoo doll.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get doll"
CF ] Voodoo Temple 6/474
CF | >
CF | > GET DOLL
CF |
CF | Taken.
CF |
CF | > Jacqueline asks, "Is that like being 'on rails' but with more twists and turns?"
MoyTravis says, "Oh, I just meant that, like. We were mostly picking things up and putting them down."
Jacqueline says, "True, but with a method to the madness."
MoyTravis says, "Mechanically, it's "take objects A, B into Some Room, dump them on the floor, take objects A, C into Some Room""
Jacqueline says (to ClubFloyd), "x doll"
CF ] Voodoo Temple 6/475
CF | >
CF | > X DOLL
CF |
CF | The featureless little doll is made from coarse sacking and roughly
CF | stitched into the shape of a person. Out from its breast sticks a bone
CF | needle!
CF |
CF | > MoyTravis says, "very, you know, now we're delivering the red and blue ghosts to the Safeway now."
Jacqueline asks, "Do we pull the needle out?"
MoyTravis asks, "Prolly?"
Knight_Otu says (to ClubFloyd), "x needle"
CF ] Voodoo Temple 6/476
CF | >
CF | > X NEEDLE
CF |
CF | The sharp needle has been carved from white bone!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get it"
CF ] Voodoo Temple 6/477
CF | >
CF | > GET IT
CF |
CF | You pull the needle out of the doll.
CF |
CF | > Knight_Otu says, "Well, we don't insta-lose for doing so."
Knight_Otu says (to ClubFloyd), "i"
CF ] Voodoo Temple 6/478
CF | >
CF | > I
CF |
CF | You are carrying a bone needle, a wicked little voodoo doll, a milk
CF | bottle full of blood, an evil book of black magic, a small brass key,
CF | a tea caddy and a stained crimson robe. You are wearing a crucifix, a
CF | gold pocketwatch, a grey suit and a jaunty hat.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "read book"
CF ] Voodoo Temple 6/479
CF | >
CF | > READ BOOK
CF |
CF | You cautiously open the cover of the book. The pages inside are
CF | yellowed and ancient and marked with mould. It seems to be a book of
CF | black magic! According to the title page, the book is called "Malleus
CF | Malum Habentis Mortem" - whatever that means. You can't understand
CF | most of it, and much of it is so faded and stained that you can't read
CF | it, but flicking through, there are a few pages you can make out.
CF |
CF | One page is titled "Summon," another "Raise Dead" and a third is
CF | "Banish". You could probably READ each of these pages. Read Summon,
CF | for example.
CF |
CF | > Jacqueline says, "huh. I... expected something to happen when you pulled the needle out."
Knight_Otu says (to ClubFloyd), "read raise dead"
CF ] Voodoo Temple 6/480
CF | >
CF | > READ RAISE DEAD
CF |
CF | The page is titled "For thee Raising of most real Bodies of the Dead
CF | from their dreadful Eternal Sleep under goode Earth". The dense text
CF | begins "And only by the power of blood upon the soil under which these
CF | bodies are interred, can this spell be successful, for without the
CF | blood of a human in thee earth there shall be no link to this life to
CF | which the dead can make their own..." and then it's just warning after
CF | dire warning and you lose interest.
CF |
CF | According to the instructions at the end, you simply say "Mortuos
CF | surgere et e sepulcris!" really loudly three times.
CF |
CF | It seems straightforward enough. You could probably cast this raise
CF | dead spell if you had a mind to.
CF |
CF | > Knight_Otu says, "Maybe something did, maybe it didn't."
Jacqueline says, "true"
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 6/481
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | > Jacqueline says, "It's a little weird that the PC's description of the book has not changed after all we've just been though."
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Cemetery of St. Louise de Marillac 6/482
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation, but the raise dead spell does nothing.
CF | There seems to be something missing.
CF |
CF | > MoyTravis asks, "Wait can we talk to Gemma?"
Knight_Otu says, "I think she's gone."
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 6/483
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | You can also see a wheelbarrow (which contains a sacred voodoo stone)
CF | here.
CF |
CF | > Krumar asks, "Do you need to put the blood on the ground for it to work?"
Jacqueline says, "Yeah, I think Gemma is gone."
MoyTravis asks, "Err. Wait. Was Gemma the actress or the spirit?"
Jacqueline says, "Both"
Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "get wheelbarrow"
CF ] Voodoo Temple 6/484
CF | >
CF | > GET WHEELBARROW
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 6/485
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | >
DavidW has arrived.
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Cemetery of St. Louise de Marillac 6/486
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation, but the raise dead spell does nothing.
CF | There seems to be something missing.
CF |
CF | > Knight_Otu exclaims, "David!"
Jacqueline says, "Hello, David."
MoyTravis asks, "Oh did Gemma die?"
MoyTravis says, "Oh, hey David."
DavidW says, "hi. Sorry, I overslept"
Jacqueline asks, "Gemma was cut up by an axe, right?"
Krumar says, "Hello David."
Jacqueline says, "And then 'went to visit her aunt' or something."
Knight_Otu says, "Yeah, pretty much all our mortal co-actors have died."
Krumar asks, "Can we raise those co-actors?"
DavidW says, "Gemma was not axed, iirc."
MoyTravis says, "Oh, for some reason I thought she just got possessed and didn't die."
Jacqueline says, "Right, like our other actor buddy who 'went on to pursue other opportunities' but really died in a vat of acid."
Knight_Otu says, "I think the axe victim was someone else. Gemma I think was the victim of a ritual."
Jacqueline says, "Oh. Okay."
Jacqueline says, "Yeah, that makes sense."
Knight_Otu says (to ClubFloyd), "put blood on graves"
CF ] The Cemetery of St. Louise de Marillac 6/487
CF | >
CF | > PUT BLOOD ON GRAVES
CF |
CF | You pour the blood onto the graves. It glistens horribly for a moment
CF | then sinks into the soil.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Cemetery of St. Louise de Marillac 7/488
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation. At first, you think nothing is going
CF | to happen, but then a hand rises through the earth of a grave! A
CF | horrific green hand!
CF |
CF | More hands come through the soil and you step back in terror as a
CF | horde of zombies slowly emerge from the graves, clawing their way out!
CF | One by one, they lurch to their feet. They are dressed in tattered
CF | clothing, and their flaking green skin hangs from their bones.
CF |
CF | Wait a moment. You recognise some of these zombies! They were extras
CF | on the set of the movie being filmed here. You were in scenes with
CF | them! But now they are the horrifying undead!
CF |
CF | Oh no! They see you and begin to move towards you in a shambling mass,
CF | holding out their decaying hands towards you and groaning!
CF |
CF | You are in a perilous situation.
CF |
CF | The zombies see the voodoo doll! As one, they begin to moan and sway.
CF | "The power," they moan in unison, their voices like gravel. "The power
CF | of the Priestess!" They put their arms down and continue to shamble
CF | around the graveyard. That was close!
CF |
CF | You have survived a perilous situation!
CF |
CF | > DavidW says, "I think the axe victim was Melissa, maybe? I replayed everything after we ended our session last week, but my notes are on the other machine."
Knight_Otu says, "Yeah, that sounds right."
DavidW says, "You can revisit the fridge in the crypt to find out again."
Jacqueline says, "So, this voodoo doll is like the crucifix."
DavidW says, "yes"
Knight_Otu says, "(You're in danger! Oh, you're out of danger, well done!)"
Jacqueline says, "It is the tool to keep these things in check, and we are gifted it before we actually need it."
Jacqueline says (to KO), "Yeah"
DavidW says, "I played up to the end of this studio, so I haven't missed the plot, at least."
Krumar asks, "Do you think manipulating the doll would affect them, like with the needle?"
DavidW says, "oh! That reminds me! I found that we missed an item in studio 5."
Knight_Otu asks, "So I guess we're mostly done in this studio. David, do you want to pick things upfrom here, or should I continue?"
DavidW says, "You're almost done here."
Knight_Otu says, "A thing we missed? Could be important."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow"
CF ] The Cemetery of St. Louise de Marillac 7/489
CF | >
CF | > DROP WHEELBARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | > DavidW says, "if the zombies are risen and you have the doll, you just have to leave the studio. Events will happen."
Knight_Otu says, "Let me guess, the zombies will eat the security guard."
Knight_Otu says (to ClubFloyd), "n"
CF ] Voodoo Temple 7/490
CF | >
CF | > N
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | The zombie horde shambles up behind you, holding their arms out
CF | towards the wicked little voodoo doll you are carrying!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Deep in the Bayou 7/491
CF | >
CF | > N
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | The zombie horde shambles up behind you, holding their arms out
CF | towards the wicked little voodoo doll you are carrying!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 7/492
CF | >
CF | > W
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | The zombie horde shambles up behind you, holding their arms out
CF | towards the wicked little voodoo doll you are carrying!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Guard's Break Room 8/493
CF | >
CF | > W
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | A Security Guard sits in the chair, feet up on the small table,
CF | reading a newspaper.
CF |
CF | The zombie horde shambles up behind you, holding their arms out
CF | towards the wicked little voodoo doll you are carrying!
CF |
CF | Oh no! The zombies see the poor Security Guard sitting in her comfy
CF | chair and begin to move towards her! She leaps up and screams but she
CF | has no time to escape. The zombies are on her! They fasten on to her
CF | exposed flesh and bite. It isn't long before she goes down under the
CF | mass of decaying bodies.
CF |
CF | The zombies back away, their grisly work done. But then, the Security
CF | Guard opens her eyes and sits up! No! She's been infected! She's
CF | turned into a zombie! She stands unsteadily, her skin already an
CF | unpleasant green.
CF |
CF | She looks down at herself, and then back up at you. "Well," she says,
CF | bitterly, "thanks a lot." With a sigh of resignation, she joins the
CF | zombie horde. "Right, you lot," she says, "You're with me now. No more
CF | of your nonsense. And," and here she turns to you, "while I might not
CF | be able to eat you because of that doll thing for some reason, don't
CF | think we're just going to be your puppets. We're still our own people,
CF | even though we're zombies now." She glances at the other zombies,
CF | stumbling around mindlessly, "OK," she concedes, "some of us."
CF |
CF | You have survived a perilous situation!
CF |
CF | > DavidW says, "Talk to the guard now."
Knight_Otu says (to ClubFloyd), "talk to guard"
CF ] Guard's Break Room 8/494
CF | >
CF | > TALK TO GUARD
CF |
CF | This is a little awkward. "Sorry?" you venture.
CF |
CF | "So you should be," snaps back the Security Guard. "Fifteen years I've
CF | worked here and I've always managed to avoid these things. Then you
CF | come along. Still, I suppose there's no use crying over spilled milk.
CF | I'll have to make the best of it I suppose."
CF |
CF | (1) - "What's it like, being a zombie?"
CF | (2) - "So you knew about the zombies then?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "2"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 2
CF |
CF | "So you all knew about the zombies then?" you ask.
CF |
CF | "Sort of," says the Security Guard. "Most of us knew, But it was just
CF | actors, you know? They never bothered us. Most of the time, depending
CF | on what studio you're in, they give you something to keep you safe."
CF |
CF | She sighs heavily. "We did all feel pretty bad about it to tell the
CF | truth."
CF |
CF | (1) - "Why didn't you tell anyone?"
CF | (2) - "Didn't you think you should do something about it?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "2"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 2
CF |
CF | "Don't you think you should have told someone or done something about
CF | it?" you say.
CF |
CF | "Yeah, right," says the Security Guard. "And what would we have done?
CF | We're just security. Someone did say something once. Lost his job you
CF | might say. And when I say job, I mean life. From what I heard, he
CF | ended up as one of these things. And even if they don't kill us, some
CF | of us still need these jobs."
CF |
CF | She shakes her head and looks suddenly angry and sad. "I do feel bad,
CF | though," she says. "I feel like all these years I've been ignoring the
CF | truth and pretending it wasn't happening. Just to keep my job. There's
CF | something about being dead. It strips away all the layers of
CF | self-deception you seem to think you need when you're alive."
CF |
CF | (1) - "There's a way you can make it right!"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 1
CF |
CF | "How about I offer you a way to make it right," you say.
CF |
CF | "Oh yeah," she replies, scornfully, "and how are you going to do that?
CF | Make me magically alive again? Send me back in time to undo some of
CF | the poorer decisions I made in life?" She snorts with derision. "Don't
CF | tell me you're going to go to the police and call me, an undead
CF | zombie, as a witness."
CF |
CF | (1) - "Arnie is summoning a demonic army."
CF | (2) - "I'm building an undead army to stop Arnie Mallet. You in?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 1
CF |
CF | "Arnie Mallet and his Cult are about to summon a terrible demon and
CF | all his minions," you say.
CF |
CF | "Oh dear," says the Security Guard. "So? Sounds a bit like a living
CF | person's problem to me. I'm dead. I don't think I can be of much
CF | help."
CF |
CF | (1) - "I'm building an undead army to stop him. You in?"
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 1
CF |
CF | "I'm building an undead army," you say. "Join up. We can defeat Arnie
CF | and his Cult and all the demons they're summoning!"
CF |
CF | "What, you've persuaded all the undead to join you in defeating
CF | Arnie's Cult?" says the Security Guard, then she breaks into gales of
CF | what, you feel, is unfair laughter. "Oh, that's a good one," she
CF | eventually says. "That's done me good, that has." Then she looks
CF | closely at you. "Oh, you're being serious?"
CF |
CF | You nod.
CF |
CF | The Guard thinks for a moment. "And you've already got some of the
CF | undead to join up?"
CF |
CF | You nod again.
CF |
CF | The Guard glances at the horde of shambling zombies milling around her
CF | as if to assess them. "Hmm," she says, and you cross your fingers
CF | behind your back, "I've heard worse ideas I suppose. It would be nice
CF | to do something positive about all the years we all spent ignoring
CF | what was going on." She pauses and thinks for a long time, and you
CF | hold your breath. "Right," she says, eventually, "Let's do it. I've
CF | got a horde of zombies here. Where do you need us?"
CF |
CF | "In the southern end of the studio lot," you say, unable to hide the
CF | delight in your voice.
CF |
CF | The guard nods brusquely and turns to leave. "Oh," she says. And, by
CF | the way, don't think I've forgotten about who's fault it is that I'm a
CF | zombie now."
CF |
CF | (1) - "Goodbye."
CF |
CF | You say >
Knight_Otu says (to ClubFloyd), "1"
CF ] Guard's Break Room 8/494
CF | You say >
CF | > 1
CF |
CF | "Goodbye," you say, "and thank you!"
CF |
CF | The Security Guard turns way from you. "Come on, you lot," she says
CF | with a resigned sigh and leads them shambling out of the studio.
CF |
CF | You have grown your Undead Army!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "score"
CF ] Guard's Break Room 8/494
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You are building an undead army! So far, it consists of, a horde of
CF | shambling zombies led by an understandably annoyed Security Guard, the
CF | Count, the Countess and their bloodthirsty vampire thralls.
CF |
CF | You have survived eight perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF |
CF | > Knight_Otu says, "Oopsies."
MoyTravis says, "I agree that the tone's all over the place in, like, a way that doesn't quite mesh."
Knight_Otu says, "I kind of liked the atmosphere in this studio. Better than the campy vampire studio."
DavidW says, "btw, I found out that with the guard in studio 5, you can kill him by dropping the sandbag on him and he falls into the acid. The crucifix is in his hand at the edge of the pool in that case."
Jacqueline asks, "So. Which studio do we go to next in order to inadvertently kill another security guard?"
Krumar says, "I like how it is tied together by different studios."
DavidW says, "Please return to studio 5 briefly."
Knight_Otu says, "I think if there's an item in studio 5 we may .. right."
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Lot North 8/495
CF | >
CF | > W
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door,
CF | a sign. The lot continues to the south into shadow.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Studio Lot South 8/496
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess wanders over to you when you enter the lot. "Nice work,"
CF | she says, gesturing with one thumb at the zombies. "Me and Chloe are
CF | getting on well at least. And the rest of them, despite the lack of
CF | speed or any independent thought, will be great cannon fodder."
CF |
CF | The Countess grins at you. "Now get out there and find us more undead
CF | recruits!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Studio Waiting Room 8/497
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | > DavidW says, "That's how we learn the zombie guard is Chloe."
DavidW says (to ClubFloyd), "e"
CF ] Studio Store 8/498
CF | >
CF | > E
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "x machine"
CF ] Studio Store 8/499
CF | >
CF | > X MACHINE
CF |
CF | The sewing machine looks old and heavy. A small compartment on the top
CF | is closed.
CF |
CF | >
DavidW says (to ClubFloyd), "open it"
CF ] Studio Store 8/500
CF | >
CF | > OPEN IT
CF |
CF | You open the sewing machine, revealing a reel of strong cotton.
CF |
CF | >
DavidW says (to ClubFloyd), "take cotton"
CF ] Studio Store 8/501
CF | >
CF | > TAKE COTTON
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x it"
CF ] Studio Store 8/502
CF | >
CF | > X IT
CF |
CF | Strong black cotton wound onto a reel.
CF |
CF | >
DavidW says (to ClubFloyd), "x doll"
CF ] Studio Store 8/503
CF | >
CF | > X DOLL
CF |
CF | The featureless little doll is made from coarse sacking and roughly
CF | stitched into the shape of a person.
CF |
CF | >
DavidW says (to ClubFloyd), "x needle"
CF ] Studio Store 8/504
CF | >
CF | > X NEEDLE
CF |
CF | The sharp needle has been carved from white bone!
CF |
CF | > DavidW says, "We have a needle and thread now."
Knight_Otu says, "And likely no sewing talent."
DavidW says (to ClubFloyd), "sew robe"
CF ] Studio Store 8/505
CF | >
CF | > SEW ROBE
CF |
CF | Usually, you would sew a thing TO another thing.
CF |
CF | > Roger says, "So what? Sew buttons"
DavidW says, "I don't know what to sew."
DavidW says, "So I suggest visiting a new studio now."
DavidW says, "And I haven't visited any of the other three."
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Waiting Room 8/506
CF | >
CF | > W
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | > Jacqueline says (to Roger), "ITYM 'Sew what?'"
Jacqueline smiles.
Knight_Otu says (to ClubFloyd), "n"
CF ] Studio Lot South 8/507
CF | >
CF | > N
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess shoots you a troubled glance. "It's getting late."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sign 4"
CF ] Studio Lot South 8/508
CF | >
CF | > X SIGN 4
CF |
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil
CF | DeCrancy".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sign 3"
CF ] Studio Lot South 8/509
CF | >
CF | > X SIGN 3
CF |
CF | The title, "The Curse of the Mummy of Death", the director, "Susan
CF | McDougal".
CF |
CF | > Knight_Otu says, "So, Frankenstein's monster, the mummy, or the werewolf."
Jacqueline wonders if this was a two hour game for *anyone* who voted in the comp.
Knight_Otu says, "Any preferences on who to free first"
Jacqueline asks, "Hm. Mummy?"
MoyTravis says, "Yeah this ain't a 2-hour game."
MoyTravis asks, "Mummy?"
DavidW says, "I dunno. We'll need all three I think. I like mummy next, sure."
DavidW says, "We might get a scarab as an anti-mummy token."
Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "e"
CF ] Studio Menagerie 8/510
CF | >
CF | > E
CF |
CF | (first opening Studio 3 door)
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Ew. Spiders. You have a thing about spiders. And snakes. Scorpions,
CF | you really don't like. And you hate a cockroach. First and only time
CF | you came here, your friend Billy Ambler, who was an extra on the
CF | movie, had forced you to hold a snake.
CF |
CF | "They're pretty tame," he had said, "but be careful, or they get awful
CF | mad."
CF |
CF | You had been very careful to be careful, and had handed the snake back
CF | to Billy as soon as you could. Come to think of it, you've not seen
CF | him for a while. He was only an extra, playing a robed Badari
CF | tribesman, but still, he could have asked you to come and watch his
CF | one scene.
CF |
CF | Leaning against one of the cages is a leather whip.
CF |
CF | Hanging on the wall is the Menagerie keeper's worn stetson hat.
CF |
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A
CF | lead trails from a collar around her neck.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | > DavidW says, "Silver might repel the werewolf. But I have no idea what would repel a Frankie."
MoyTravis says, "Is this a pet puzzle."
Krumar says, "Fire probably."
Knight_Otu says, "Our protagonist is doing it again. Billy is dead, my friend."
Knight_Otu says (to ClubFloyd), "x cages"
CF ] Studio Menagerie 8/511
CF | >
CF | > X CAGES
CF |
CF | The empty cages fill most of the room.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x whip"
CF ] Studio Menagerie 8/512
CF | >
CF | > X WHIP
CF |
CF | A long thin piece of leather. You thank your lucky stars that you were
CF | taught how to crack a whip at stageschool.
CF |
CF | > Jacqueline says, "Also, I'm glad they're totally avoiding the Indiana Jones tropes (not)."
DavidW says, "See if the croc has a large tummy lump."
Knight_Otu says (to ClubFloyd), "get whip"
CF ] Studio Menagerie 8/513
CF | >
CF | > GET WHIP
CF |
CF | Buster's whip! You've been longing to have a go with this, but Buster
CF | would never let anyone touch it. It was one of the first things they
CF | taught you in stageschool - how to CRACK a WHIP. They said it was
CF | going to come in useful for all sorts of movies and that no good actor
CF | could go into the business without at least having the basics of
CF | on-screen whip cracking down.
CF |
CF | > Roger says, "we're on a whipping streak"
DavidW says (to ClubFloyd), "exits"
CF ] Studio Menagerie 8/513
CF | >
CF | > EXITS
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x hat"
CF ] Studio Menagerie 8/514
CF | >
CF | > X HAT
CF |
CF | (the jaunty hat)
CF | Ever so slightly too small for your head. You dread to think how many
CF | other heads have worn this prop over the years.
CF |
CF | >
DavidW says (to ClubFloyd), "x crocodile"
CF ] Studio Menagerie 8/515
CF | >
CF | > X CROCODILE
CF |
CF | The huge crocodile just stares back at you with heavy lidded eyes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x stetson"
CF ] Studio Menagerie 8/516
CF | >
CF | > X STETSON
CF |
CF | The old hat is worn and stained through many years service of animal
CF | husbandry.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "wear it"
CF ] Studio Menagerie 8/517
CF | >
CF | > WEAR IT
CF |
CF | (first taking Buster's Stetson)
CF | You'd have to take the jaunty hat off first.
CF |
CF | > Knight_Otu asks, "What? No two hats?"
Knight_Otu says (to ClubFloyd), "x sheep"
CF ] Studio Menagerie 8/518
CF | >
CF | > X SHEEP
CF |
CF | Wilma is a small sheep. She's kind of the studio pet. She must getting
CF | quite old now and her temperament isn't great, to be honest. Around
CF | her neck is a collar, and, attached to it, a lead.
CF |
CF | > DavidW says, "I guess if we get to be Zaphod we can wear two hats."
Knight_Otu says, "With how learning-resistant as we are, surely our skull is thick enough for two hats."
Knight_Otu says (to ClubFloyd), "x rats"
CF ] Studio Menagerie 8/519
CF | >
CF | > X RATS
CF |
CF | The rats scurry around the cage and bare their fangs at you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x snakes"
CF ] Studio Menagerie 8/520
CF | >
CF | > X SNAKES
CF |
CF | The snakes are a boiling hissing mass of scales. Their forked tongues
CF | flick out like they are trying to taste you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x roaches"
CF ] Studio Menagerie 8/521
CF | >
CF | > X ROACHES
CF |
CF | The roaches are huge! They're almost the size of small dinner plates.
CF | They wave their antennae at you threateningly.
CF |
CF | >
Jacqueline says (to ClubFloyd), "pet roach"
CF ] Studio Menagerie 8/522
CF | >
CF | > PET ROACH
CF |
CF | You doubt that would help here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x scorpions"
CF ] Studio Menagerie 8/523
CF | >
CF | > X SCORPIONS
CF |
CF | The scorpions rear their stingers at you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x spiders"
CF ] Studio Menagerie 8/524
CF | >
CF | > X SPIDERS
CF |
CF | The black spiders, each with a little red hourglass on their back,
CF | raise their front legs at you.
CF |
CF | > DavidW says, "I do hope no one opens all these cages."
Knight_Otu says (to ClubFloyd), "l"
CF ] Studio Menagerie 8/525
CF | >
CF | > L
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A
CF | lead trails from a collar around her neck.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | > DavidW says, "oh, black widows"
Knight_Otu says (to ClubFloyd), "x lead"
CF ] Studio Menagerie 8/526
CF | >
CF | > X LEAD
CF |
CF | The long lead is attached to Wilma's collar.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x collar"
CF ] Studio Menagerie 8/527
CF | >
CF | > X COLLAR
CF |
CF | The collar round Wilma's neck is attached to a long lead.
CF |
CF | > Knight_Otu says, "I'm thinking we don#t do anything with the cages unless we absolutely have to."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf7"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Studio Menagerie 8/527
CF | > SAVEOk.
CF |
CF | > DavidW says, "agreed"
Jacqueline says, "Good idea"
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/528
CF | >
CF | > E
CF |
CF | It's always a surprise, this, even though you've been on set a few
CF | times. Compared to the smaller sets of the other Studios, the openness
CF | of this one is unexpected. It's a desert scene that covers most of the
CF | hanger like Studio. You can see all across it, even though the lights
CF | way up on the ceiling are slightly dimmed for the night.
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Oh no! There seems to be someone else here on set. The light from a
CF | flickering torch plays fitfully around the tents to the southeast.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | > DavidW says, "But I can't help but think they'll block our exit later."
Krumar asks, "Do you tend to get stuck in the studios until you solve their puzzles?"
Jacqueline asks, "So, we don't actually see another person, but we see a tent and a torch?"
DavidW says (to Krumar), "no"
Jacqueline says (to Krumar), "I'm not sure we are trapped in teh set, but we've tended to solve the sets one by one."
Krumar says, "Thank you."
Knight_Otu says, "I think the torch is that ofa security guard."
DavidW says, "sofa, so good"
Knight_Otu says, "Who apparently we need to kill to get their protective charm."
Knight_Otu says (to ClubFloyd), "x leg"
CF ] The Shrine of the Sphinx 8/528
CF | >
CF | > X LEG
CF |
CF | You can't see any such thing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sphinx"
CF ] The Shrine of the Sphinx 8/528
CF | >
CF | > X SPHINX
CF |
CF | Which do you mean, the sphinx's front legs, the matte backdrop or The
CF | Shrine of the Sphinx?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "front"
CF ] The Shrine of the Sphinx 8/529
CF | >
CF | > FRONT
CF |
CF | The Sphinx's legs, made from blocks of sandy painted foam and ending
CF | in something akin to lion's feet and claws, extend out into the set
CF | from the Studio wall. A tightly focussed shot, and you suppose these
CF | could represent the whole thing.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x backdrop"
CF ] The Shrine of the Sphinx 8/530
CF | >
CF | > X BACKDROP
CF |
CF | It's a painting of the Sphinx set against a sea of dunes. It's quite
CF | well done.
CF |
CF | > Jacqueline says, "Okay, so the torch is moving. Got it."
Knight_Otu says (to ClubFloyd), "x shrine"
CF ] The Shrine of the Sphinx 8/531
CF | >
CF | > X SHRINE
CF |
CF | (the Mummy's shrine)
CF | The shrine, a tall block carved with vaguely egyptian looking figures
CF | and made from construction foam, sits between the two front legs of
CF | the Sphinx.
CF |
CF | The torchlight moves northwest to play around the dunes.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/532
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A
CF | lead trails from a collar around her neck.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/533
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/534
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/535
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | > DavidW says, "shoulda gone southeast, I think"
Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/536
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/537
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | This must be the entrance to the tomb of the ancient pharaoh
CF | Nefer-Kare! According to the script to The Curse of the Mummy of
CF | Death, which you'd manage to get a glimpse of while Billy had been
CF | trying to commit his line to memory, he had been "the most evil of all
CF | the rulers of ancient Egypt."
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | The torchlight moves northeast to glimmer around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x ladder"
CF ] Archaeological Dig Site 8/538
CF | >
CF | > X LADDER
CF |
CF | The ladder leads down into darkness.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x buildings"
CF ] Archaeological Dig Site 8/539
CF | >
CF | > X BUILDINGS
CF |
CF | Constructed from what seems like plywood, and propped up with wooden
CF | scaffolding, the ancient building frontages surround the entrance to
CF | the Mummy's tomb.
CF |
CF | The torchlight moves southeast to play around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "d"
CF ] The Tomb of Nefer-Kare 8/540
CF | >
CF | > D
CF |
CF |
CF | The Tomb of Nefer-Kare
CF | Above you, the square hole in the ceiling lets in just enough light to
CF | see the whole of this small, stone lined room. The air is oppressive,
CF | and dust, in a thick layer, covers the floor, stirring up with each of
CF | your footsteps. A wooden ladder stretches up into the studio.
CF |
CF | Against the walls of three sides of the tomb are ranks of closed
CF | ornate sarcophagi!
CF |
CF | On the north wall, all by itself, rests one huge closed golden
CF | sarcophagus.
CF |
CF | In the centre of the room, eerily lit by the light from the studio
CF | above, is a single stone pedestal.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x sarcophagi"
CF ] The Tomb of Nefer-Kare 8/540
CF | >
CF | > X SARCOPHAGI
CF |
CF | Which do you mean, the ornate sarcophagi or the golden sarcophagus?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ornate"
CF ] The Tomb of Nefer-Kare 8/541
CF | >
CF | > ORNATE
CF |
CF | They're all made from stone and about the size of a large man. Strange
CF | hieroglyphs cover the front of each.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x hieroglyphs"
CF ] The Tomb of Nefer-Kare 8/542
CF | >
CF | > X HIEROGLYPHS
CF |
CF | You cannot make sense of the strange figures. But there's something
CF | about them. Disturbingly, they seem to swim in and out of focus as if
CF | they hold some terrible power!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x golden"
CF ] The Tomb of Nefer-Kare 8/543
CF | >
CF | > X GOLDEN
CF |
CF | (the golden sarcophagus)
CF | The huge sarcophagus seems to be made from pure gold! It is in the
CF | shape of a man, with crossed arms. The carved face has pitiless blank
CF | black eyes that seem to stare into your very soul!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pedestal"
CF ] The Tomb of Nefer-Kare 8/544
CF | >
CF | > X PEDESTAL
CF |
CF | It's a single unadorned stone emerging from the floor of the tomb to
CF | about waist height. The top is flat, with a slight circular depression
CF | in the centre.
CF |
CF | > DavidW says, "We don't want to open any of these without a protective token of some sort."
Knight_Otu says (to ClubFloyd), "x depression"
CF ] The Tomb of Nefer-Kare 8/545
CF | >
CF | > X DEPRESSION
CF |
CF | The little circular depression is about a quarter of an inch deep and
CF | a little bit smaller than your hand.
CF |
CF | > Knight_Otu says, "Yeah."
Jacqueline nods.
Knight_Otu says (to ClubFloyd), "u"
CF ] Archaeological Dig Site 8/546
CF | >
CF | > U
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Deep in the Desert 8/547
CF | >
CF | > W
CF |
CF |
CF | Deep in the Desert
CF | A small sea (well, seven) of waist high sand dunes rise up from the
CF | floor until they hit the painted backdrop of a deep blue sky with a
CF | horizon of shimmering dunes stretching out into the far distance. To
CF | the northeast, you can see the sphinx rising up against the studio
CF | wall, to the east is a cluster of buildings and southeast some sort of
CF | ruin.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | > Jacqueline says, "I was going to ask if we should check out the torch, but apparently that is perilous."
Knight_Otu says (to ClubFloyd), "e"
CF ] Archaeological Dig Site 8/548
CF | >
CF | > E
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/549
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | This was the scene of Billy's line. He was supposed to emerge from the
CF | tent, brandishing a scimitar, and say "Who goes there?". This was
CF | before his eventual on-set death scene as a completely different extra
CF | who got pierced by spears through some elaborate trap or other. It's
CF | always nice when they give an extra a line. You hope Billy builds on
CF | it and gets a better part next time!
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | The torchlight moves northwest to flicker around the dunes.
CF |
CF | > Knight_Otu asks, "Protagonist, must we do this every studio?"
Knight_Otu says (to ClubFloyd), "x tents"
CF ] The Tent City of the Badari 8/550
CF | >
CF | > X TENTS
CF |
CF | (the small tents)
CF | The small canvas tents are really just a sheet of canvas stretched
CF | over a wooden frame and painted to look like a colorful tent. They
CF | don't even have a real opening.
CF |
CF | > MoyTravis says, "Yes. We must."
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Tent City of the Badari 8/551
CF | >
CF | > HIDE
CF |
CF | There's nothing you really need to hide from.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Tent City of the Badari 8/552
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Tent City of the Badari 8/553
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the northwest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x guard"
CF ] The Tent City of the Badari 8/554
CF | >
CF | > X GUARD
CF |
CF | The guard is an older white-haired gentleman, resplendent in his red
CF | uniform. He shines his torch carefully around the set, peering into
CF | the nooks and crannies. Around his wrist, the guard is wearing what
CF | seems to be a shiny bronze bracelet. As you look, he touches it, as if
CF | to check it's still there.
CF |
CF | > Jacqueline says, "Kill it"
Jacqueline says, "Kidding."
Jacqueline says, "And I said 'it' before it was revealed to be an old guy."
MoyTravis says, "No we're definitely going to kill whoever this is by the time we're outta here."
MoyTravis says, "That's how the game rolls."
Jacqueline says, "I mean, yes."
Jacqueline says, "But I'm not here for it."
Knight_Otu says, "Unfortunately, we clearly have to kill another innocent person."
Krumar says, "Just bring in your current army and take it."
Knight_Otu says (to ClubFloyd), "z"
CF ] The Tent City of the Badari 8/555
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The security guard wanders southwest towards the ruins. You come out
CF | of hiding.
CF |
CF | > Jacqueline says, "I'm guessing that in each studio we will (a) be surprised to learn a friend of ours was killed in the course of their acting job and (b) kill a security guard."
MoyTravis says, "Yep that's the formula."
DavidW says, "I haven't seen any obvious way to kill this guard yet."
Knight_Otu says, "I'm not quite yet seeing a way to kill the guard. Unless we do free one of the ani..."
MoyTravis says, "HMM."
DavidW says, "yeah, the menagerie is the only option so far."
Knight_Otu says, "We take the sheep onto the set. We open one of the cages. The guard brings thesheep home. Death."
DavidW says, "Unless there's a pitfall under the dunes."
Jacqueline says, "We didn't kill Chloe until the very end of her section."
Jacqueline says, "Give it time."
DavidW asks, "What about the large tent and campfire here?"
Knight_Otu says, "Well, we are responsible for her death, but it wasn't us that killed her, directly, at least."
Knight_Otu says (to ClubFloyd), "x campfire"
CF ] The Tent City of the Badari 8/556
CF | >
CF | > X CAMPFIRE
CF |
CF | A small bundle of stuck together sticks, surrounded by a circle of
CF | carved foam rocks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x tent"
CF ] The Tent City of the Badari 8/556
CF | >
CF | > X TENT
CF |
CF | Which do you mean, the large tent or the small tents?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "large"
CF ] The Tent City of the Badari 8/557
CF | >
CF | > LARGE
CF |
CF | The domed, open fronted tent is made from colorful, patterned canvas.
CF |
CF | The torchlight moves northwest to flicker around the dunes.
CF |
CF | > Jacqueline says (to KO), "If I were a voodoo priestess I would ask you to at least consider a little bit how you contributed to Chloe's death."
Knight_Otu says (to ClubFloyd), "enter tent"
CF ] The Tent City of the Badari 8/557
CF | >
CF | > ENTER TENT
CF |
CF | Which do you mean, the large tent or the small tents?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "large"
CF ] The Tent City of the Badari 8/558
CF | >
CF | > LARGE
CF |
CF | You get into the large tent.
CF |
CF | > Knight_Otu says, "I am saying we contributed. We are at fault. We just didn't swing the zombie curse ourselves."
Jacqueline says, "Ah."
Jacqueline says, "(Also, I was joking.)"
Knight_Otu says (to ClubFloyd), "l"
CF ] The Tent City of the Badari 8/559
CF | >
CF | > L
CF |
CF | The Tent City of the Badari (in the large tent)
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "out"
CF ] The Tent City of the Badari 8/560
CF | >
CF | > OUT
CF |
CF | You get out of the large tent.
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] The Ruins of Men-nefer 8/561
CF | >
CF | > SW
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | The torchlight moves northeast to glimmer around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x skeleton"
CF ] The Ruins of Men-nefer 8/562
CF | >
CF | > X SKELETON
CF |
CF | Lying propped up against the wall, just next to the holes in the
CF | floor, the skeleton seems to be giving you a hideous knowing smile!
CF |
CF | > Krumar says, "This might be our friend."
Jacqueline says (to ClubFloyd), "search skeleton"
CF ] The Ruins of Men-nefer 8/563
CF | >
CF | > SEARCH SKELETON
CF |
CF | Lying propped up against the wall, just next to the holes in the
CF | floor, the skeleton seems to be giving you a hideous knowing smile!
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/564
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/565
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/566
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/567
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves northwest to play around the dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 8/568
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x statues"
CF ] The Ruins of Men-nefer 8/569
CF | >
CF | > X STATUES
CF |
CF | The designer who did this really does have talent. All of the various
CF | monsters and gods seem to stare directly at you menacingly wherever
CF | you stand. It's like they are guarding the entrance to the dingy
CF | passageway.
CF |
CF | The torchlight moves northeast to flicker around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x carvings"
CF ] The Ruins of Men-nefer 8/570
CF | >
CF | > X CARVINGS
CF |
CF | The designer who did this really does have talent. All of the various
CF | monsters and gods seem to stare directly at you menacingly wherever
CF | you stand. It's like they are guarding the entrance to the dingy
CF | passageway.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x entranceway"
CF ] The Ruins of Men-nefer 8/571
CF | >
CF | > X ENTRANCEWAY
CF |
CF | The passageway leads south into darkness.
CF |
CF | The torchlight moves southeast to play around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | > DavidW says, "I kinda want to SAVE then go south, but not in a perilous situation."
Knight_Otu says (to ClubFloyd), "x holes"
CF ] The Ruins of Men-nefer 8/572
CF | >
CF | > X HOLES
CF |
CF | It's a strange square pattern of small evenly spaced holes on the
CF | floor. Just next to them is propped a grinning skeleton.
CF |
CF | > Krumar asks, "can you hide again?"
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/573
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | > Knight_Otu says, "I think it's sufficient to go heree."
Jacqueline says, "That designer really had talent - it's almost as if the eyes are following you."
Jacqueline says, "God bless our niave little PC."
Knight_Otu says, "We probably had to hide once to see that the guard has their protectiva charm."
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/574
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/575
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves northwest to glimmer around the dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 8/576
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
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 ] The Ruins of Men-nefer 8/576
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x slots"
CF ] The Ruins of Men-nefer 8/577
CF | >
CF | > X SLOTS
CF |
CF | Opposite one another in pairs and spaced evenly down both walls of the
CF | passage, the vertical slots go from ceiling to floor.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 8/577
CF | >
CF | > S
CF |
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the
CF | floor of the passage you realise your terrible mistake! Suddenly, a
CF | small forest of razor sharp spears shoot out through the floor! They
CF | pierce your body agonizingly! They retreat slowly, releasing your poor
CF | perforated body, and you fall to the floor next to the grinning
CF | skeleton, which seems to embrace you in its bony arms. Your vision
CF | darkens until everything is black.
CF |
CF |
CF |
CF | ***Roll Credits. The End***
CF |
CF |
CF | You built an undead army! It consisted of, a horde of shambling
CF | zombies led by an understandably annoyed Security Guard, the Count,
CF | the Countess and their bloodthirsty vampire thralls.
CF |
CF | You managed to survive eight perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF |
CF |
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last
CF | command?
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/577
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | > MoyTravis asks, "Is that our first game over?"
Jacqueline exclaims, "I think so!"
Knight_Otu says, "As expected."
MoyTravis exclaims, "Nifty!"
Knight_Otu says (to ClubFloyd), "get skeleton"
CF ] The Ruins of Men-nefer 8/578
CF | >
CF | > GET SKELETON
CF |
CF | You can't reach the skeleton from here.
CF |
CF | > Jacqueline says, "I was beginning to wonder if we could die"
DavidW says (to ClubFloyd), "x pile of bones"
CF ] The Ruins of Men-nefer 8/579
CF | >
CF | > X PILE OF BONES
CF |
CF | The pile of bones, next to one of the slots in the wall, are too far
CF | down the dingy passageway to make out any detail.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | > Krumar says, "May be we can send the guard in there."
DavidW says, "I think he'd know better."
Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Ruins of Men-nefer 8/580
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/581
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push guard"
CF ] Studio Lot South 8/582
CF | >
CF | > PUSH GUARD
CF |
CF | Your movement attracts the attention of the security guard.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | "Hurry," says the countess, impatiently. "It won't be long before
CF | we'll be in real trouble."
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/581
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | > Krumar says, "Thanks for trying."
Knight_Otu says, "I do hope the impatience of the countess is just that, and not a hard time limit."
MoyTravis says, "It's incredibly silly that we're just wandering around the sets with an undead army and just, like, letting the security guard gently shoo us outside."
DavidW says, "I hope we're not on a timer."
MoyTravis says, "...that'd be an incredibly mean thing to do, setting the game on a timer."
MoyTravis says, "I doubt."
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/582
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/583
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The security guard wanders northwest towards the dunes. You come out
CF | of hiding.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] The Ruins of Men-nefer 8/584
CF | >
CF | > I
CF |
CF | You are carrying Buster's Stetson, a leather whip, a reel of strong
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk
CF | bottle, an evil book of black magic, a small brass key, a tea caddy
CF | and a stained crimson robe. You are wearing a crucifix, a gold
CF | pocketwatch, a grey suit and a jaunty hat.
CF |
CF | > DavidW asks, "Have we seen anywhere in this place to use the whip?"
DavidW asks, "If we crack the whip while hiding in the ruins, would that startle the guard into doing something stupid?"
Krumar says, "They did make a lot of point about talking about cracking the whip."
Krumar says, "It may also control some of the animals."
DavidW asks, "Do we bring Wilma the sheep to this deadly passage?"
Jacqueline says, "I fear for Wilma's safety."
Krumar says, "This makes me feel bad too."
DavidW says, "I'm trying to think of something to try."
DavidW says, "Nothing is clearly obvious to me in this studio yet."
Krumar asks, "Could we try the sarcophogus?"
DavidW says, "The depression in the pedestal may be for our gold pocketwatch, I suppose."
DavidW says, "Assuming a sacrifice of gold is wanted there."
Knight_Otu says, "Sorry, connection hickup."
DavidW says (to Krumar), "opening the sarcophagi without the bracelet is likely certain death."
Knight_Otu says, "Yeah, I think we have to scare Wilma into the death passage via whip cracking."
Jacqueline weeps, silently.
Knight_Otu says, "Our protagonist is a naive person willing to do the most cruel things."
Jacqueline's finger lingers over the F key.
DavidW asks, "Even if we do defeat Arnie, how the heck will we deal with our own undead army afterwards?"
Jacqueline says, "I was wondering about that too."
MoyTravis says, "Badly, probably."
Knight_Otu asks, "Join them?"
Jacqueline asks, "Like, just release them into the world?"
MoyTravis says, "Or the army comes in at the end and shoots everybody."
Jacqueline says, "My guess is we should take care of them at the end. Like, protect the rest of the world from them."
DavidW asks (of Moy), "A third army?"
Knight_Otu says, "Add two more, and we have a battle of the five armies."
Krumar says, "After you get good at all this killing I say you just keep going with your undead army."
Jacqueline says, "Or else take the army to, say, a residential boarding school for nascent security guards and release the army there, then walk away into the sunet."
MoyTravis says, "Like, the normal one. Like, in the ending to The Mist."
Krumar says, "I think it's time to decend into madness and try to kill the innocent sheep."
MoyTravis says, "Yep let's go."
DavidW says, "I'm curious if at some point, we'll find scissors in one of these studios."
Knight_Otu says, "Well, let's try something."
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/585
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/586
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/587
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southeast to glimmer around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 8/588
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/589
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A
CF | lead trails from a collar around her neck.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get lead"
CF ] Studio Menagerie 8/590
CF | >
CF | > GET LEAD
CF |
CF | You grab Wilma's lead. The sheep looks at you hopefully.
CF |
CF | > Krumar says, "That makes it worse."
Knight_Otu says, "Darnit Wilma. Don't make this even worse."
Knight_Otu asks, "Do we open a cage?"
DavidW says, "no"
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/591
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/592
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/593
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves northwest to glimmer around the dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 8/594
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop lead"
CF ] The Ruins of Men-nefer 8/595
CF | >
CF | > DROP LEAD
CF |
CF | You let go of Wilma's lead. Wilma just looks at you and continues to
CF | stand there, quietly.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf9"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] The Ruins of Men-nefer 8/595
CF | > SAVEOk.
CF |
CF | > Jacqueline says, "I hate this."
Knight_Otu says (to ClubFloyd), "crack whip"
CF ] The Ruins of Men-nefer 8/596
CF | >
CF | > CRACK WHIP
CF |
CF | You crack the whip. It makes a satisfying sharp cracking sound.
CF |
CF | > Knight_Otu says, "Well."
Krumar asks, "Push the sheep?"
Knight_Otu says (to ClubFloyd), "push sheep"
CF ] The Ruins of Men-nefer 8/597
CF | >
CF | > PUSH SHEEP
CF |
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing
CF | teeth.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | > DavidW says, "Wilma didn't read the script."
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/598
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/599
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/600
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/601
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves northwest to flicker around the dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 8/602
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | > Knight_Otu asks, "The guard just let Wilma stay here?"
Krumar says, "She was just sittign in the other room."
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Ruins of Men-nefer 8/603
CF | >
CF | > HIDE
CF |
CF | There's nothing you really need to hide from.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/604
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/605
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Ruins of Men-nefer 8/606
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/607
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/608
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "crack whip"
CF ] Studio Lot South 8/609
CF | >
CF | > CRACK WHIP
CF |
CF | Your movement attracts the attention of the security guard.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/608
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/609
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The security guard wanders northwest towards the dunes. You come out
CF | of hiding.
CF |
CF | > Krumar asks, "could you scare the sheep with something like one of the snakes?"
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/610
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Studio Lot South 8/611
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | A security guard wanders in from the southwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | > Jacqueline says, "hrm"
Knight_Otu says, "Dangit"
Knight_Otu says (to ClubFloyd), "undo"
CF ] Archaeological Dig Site 8/610
CF |
CF | > UNDO
CF |
CF | Archaeological Dig Site
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/611
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves northeast to play around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/612
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/613
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 8/614
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/615
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x snakes"
CF ] Studio Menagerie 8/616
CF | >
CF | > X SNAKES
CF |
CF | The snakes are a boiling hissing mass of scales. Their forked tongues
CF | flick out like they are trying to taste you.
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 ] Studio Menagerie 8/616
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open snake cage"
CF ] Studio Menagerie 8/617
CF | >
CF | > OPEN SNAKE CAGE
CF |
CF | You open the cage, but the snakes writhe nervously and refuse to
CF | emerge. There must be something here they don't like. You quickly
CF | close the cage again.
CF |
CF | > Jacqueline says, "huh"
Jacqueline says, "HUH"
MoyTravis says, "Is there an Indiana Jones joke somewhere in here."
Knight_Otu says (to ClubFloyd), "open crocodile cage"
CF ] Studio Menagerie 8/618
CF | >
CF | > OPEN CROCODILE CAGE
CF |
CF | You see the crocodile's huge stained teeth and think better of it!
CF | You'd definitely want someone between you and that thing before you
CF | opened the cage up!
CF |
CF | > MoyTravis says, "It feels like there might be."
DavidW says, "perhaps there's an order to this."
Roger says, "Do we have a mongoose in our pocket"
Knight_Otu says (to ClubFloyd), "open spider cage"
CF ] Studio Menagerie 8/619
CF | >
CF | > OPEN SPIDER CAGE
CF |
CF | You open the cage, but the spiders wave their front legs nervously and
CF | refuse to emerge. There must be something here they don't like. You
CF | quickly close the cage again.
CF |
CF | > Krumar says, "Snakes might want a rat."
Knight_Otu says (to ClubFloyd), "open rat cage"
CF ] Studio Menagerie 8/620
CF | >
CF | > OPEN RAT CAGE
CF |
CF | You open the cage, but the rats squeak nervously and refuse to emerge.
CF | There must be something here they don't like. You quickly close the
CF | cage again.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Studio Menagerie 8/621
CF | >
CF | > L
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | > DavidW says, "It's strange when the scary critters are themselves scared."
Knight_Otu says (to ClubFloyd), "open roach cage"
CF ] Studio Menagerie 8/622
CF | >
CF | > OPEN ROACH CAGE
CF |
CF | You open the cage, but the roaches hiss nervously and refuse to
CF | emerge. There must be something here they don't like. You quickly
CF | close the cage again.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open scorpion cage"
CF ] Studio Menagerie 8/623
CF | >
CF | > OPEN SCORPION CAGE
CF |
CF | You open the cage, but the scorpions wave their tails nervously and
CF | refuse to emerge. There must be something here they don't like. You
CF | quickly close the cage again.
CF |
CF | > Krumar asks, "Could we be carrying something they don't like?"
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/624
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop stetson"
CF ] The Shrine of the Sphinx 8/625
CF | >
CF | > DROP STETSON
CF |
CF | Dropped.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/626
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open rat cage"
CF ] Studio Menagerie 8/627
CF | >
CF | > OPEN RAT CAGE
CF |
CF | You open the cage, but the rats squeak nervously and refuse to emerge.
CF | There must be something here they don't like. You quickly close the
CF | cage again.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF ] Studio Menagerie 8/628
CF | >
CF | > I
CF |
CF | You are carrying a leather whip, a reel of strong cotton, a bone
CF | needle, a wicked little voodoo doll, a strawberry milk bottle, an evil
CF | book of black magic, a small brass key, a tea caddy and a stained
CF | crimson robe. You are wearing a crucifix, a gold pocketwatch, a grey
CF | suit and a jaunty hat.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/629
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | You can also see Buster's Stetson here.
CF |
CF | The torchlight moves northwest to play around the dunes.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/630
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/631
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/632
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/633
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/634
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Studio Lot South 8/635
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | You can also see Buster's Stetson here.
CF |
CF | A security guard wanders in from the southwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | > Knight_Otu says, "Mistimed again."
MoyTravis says, "lol caught"
Knight_Otu says (to ClubFloyd), "undo"
CF ] Studio Menagerie 8/634
CF |
CF | > UNDO
CF |
CF | Studio Menagerie
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/635
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Studio Menagerie 8/636
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Studio Lot South 8/637
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | You can also see Buster's Stetson here.
CF |
CF | A security guard wanders in from the southwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Studio Menagerie 8/638
CF | >
CF | > E
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/639
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see Buster's Stetson here.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop hat"
CF ] The Shrine of the Sphinx 8/640
CF | >
CF | > DROP HAT
CF |
CF | (the jaunty hat)
CF | (first taking the jaunty hat off)
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "wear stetson"
CF ] The Shrine of the Sphinx 8/641
CF | >
CF | > WEAR STETSON
CF |
CF | (first taking Buster's Stetson)
CF | You put on Buster's Stetson.
CF |
CF | The torchlight moves northwest to play around the dunes.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/642
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Rats skitter and scratch in their cage.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open rat cage"
CF ] Studio Menagerie 8/643
CF | >
CF | > OPEN RAT CAGE
CF |
CF | You open the cage, but the rats squeak nervously and refuse to emerge.
CF | There must be something here they don't like. You quickly close the
CF | cage again.
CF |
CF | > Krumar says, "I really thought you had it there."
DavidW says, "maybe the book is scaring them? It's really difficult to guess what it is."
Krumar says, "It might be about "getting into costume" to work with the animals."
MoyTravis asks, "Wait, are the cages, like. Portable?"
Knight_Otu says (to ClubFloyd), "crack whip"
CF ] Studio Menagerie 8/644
CF | >
CF | > CRACK WHIP
CF |
CF | You crack the whip. It makes a satisfying sharp cracking sound.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get rat cage"
CF ] Studio Menagerie 8/645
CF | >
CF | > GET RAT CAGE
CF |
CF | You gingerly pick up the cage. The rats squeak viciously, but they
CF | can't bite you through the narrow bars.
CF |
CF | > MoyTravis asks, "Hahahahaha!?"
DavidW says, "yikes. wow"
MoyTravis says, "WOW OKAY."
Knight_Otu says, "At least this one is."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/646
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/647
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the desert dunes.
CF |
CF | The torchlight moves northeast to glimmer around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/648
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] Studio Lot South 8/649
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | A security guard wanders in from the northwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The torchlight moves southwest to play around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Tent City of the Badari 8/648
CF |
CF | > UNDO
CF |
CF | The Tent City of the Badari
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] Studio Lot South 8/649
CF | >
CF | > HIDE
CF |
CF | There's nothing you really need to hide from.
CF |
CF | A security guard wanders in from the northwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The torchlight moves southwest to play around the ruins.
CF |
CF | > Knight_Otu exclaims, "Liar, game!"
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Tent City of the Badari 8/648
CF |
CF | > UNDO
CF |
CF | The Tent City of the Badari
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Archaeological Dig Site 8/649
CF | >
CF | > W
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the Sphinx.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | >
Jacqueline says (to ClubFloyd), "i"
CF ] Archaeological Dig Site 8/650
CF | >
CF | > I
CF |
CF | You are carrying a cage of rats, a leather whip, a reel of strong
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk
CF | bottle, an evil book of black magic, a small brass key, a tea caddy
CF | and a stained crimson robe. You are wearing Buster's Stetson, a
CF | crucifix, a gold pocketwatch and a grey suit.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Deep in the Desert 8/651
CF | >
CF | > W
CF |
CF |
CF | Deep in the Desert
CF | A small sea (well, seven) of waist high sand dunes rise up from the
CF | floor until they hit the painted backdrop of a deep blue sky with a
CF | horizon of shimmering dunes stretching out into the far distance. To
CF | the northeast, you can see the sphinx rising up against the studio
CF | wall, to the east is a cluster of buildings and southeast some sort of
CF | ruin.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] Deep in the Desert 8/652
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/653
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the southeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] Deep in the Desert 8/654
CF | >
CF | > OPEN CAGE
CF |
CF | You would need to put the cage down first.
CF |
CF | > Knight_Otu says, "I guessed so, then second-guessed myself."
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/655
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The security guard wanders northeast towards the Sphinx. You come out
CF | of hiding.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Archaeological Dig Site 8/656
CF | >
CF | > E
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] Studio Lot South 8/657
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the Sphinx.
CF |
CF | A security guard wanders in from the northwest.
CF |
CF | "Well, now," he says, "you can't be in here! I can't be having you
CF | young whippersnappers running around. There's all sorts of mischief
CF | you could get into!" He shakes his head with a rueful smile. "Come on,
CF | let's be getting you somewhere safe."
CF |
CF | You struggle feebly, but it's no use - he's stronger than he looks.
CF | The Guard shuffles you outside the studio. "You should be getting
CF | home," he says and pats your shoulder, "it's late." He disappears back
CF | inside the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] Archaeological Dig Site 8/656
CF |
CF | > UNDO
CF |
CF | Archaeological Dig Site
CF | [Previous turn undone.]
CF |
CF | > Knight_Otu says, "Should have known."
DavidW says, "I'm wondering if we need to plant a cage in each location, then start opening them all to herd the guard."
Knight_Otu says (to ClubFloyd), "w"
CF ] Deep in the Desert 8/657
CF | >
CF | > W
CF |
CF |
CF | Deep in the Desert
CF | A small sea (well, seven) of waist high sand dunes rise up from the
CF | floor until they hit the painted backdrop of a deep blue sky with a
CF | horizon of shimmering dunes stretching out into the far distance. To
CF | the northeast, you can see the sphinx rising up against the studio
CF | wall, to the east is a cluster of buildings and southeast some sort of
CF | ruin.
CF |
CF | In the distance, a torch flickers near to the Sphinx.
CF |
CF | The torchlight moves southeast to play around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] Deep in the Desert 8/658
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | > Knight_Otu says, "It would explain the number of cages."
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/659
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to flicker around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] Deep in the Desert 8/660
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/661
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the southeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] Deep in the Desert 8/662
CF | >
CF | > OPEN CAGE
CF |
CF |
CF | The Guard sees the rats you have loosed and gives a tremendous yell of
CF | terror. He runs east towards the buildings. You come out of hiding.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "l"
CF ] Deep in the Desert 8/663
CF | >
CF | > L
CF |
CF | Deep in the Desert
CF | A small sea (well, seven) of waist high sand dunes rise up from the
CF | floor until they hit the painted backdrop of a deep blue sky with a
CF | horizon of shimmering dunes stretching out into the far distance. To
CF | the northeast, you can see the sphinx rising up against the studio
CF | wall, to the east is a cluster of buildings and southeast some sort of
CF | ruin.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A hideous mass of rats scurry furiously across the set.
CF |
CF | The torchlight moves north to glimmer around the Sphinx.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/664
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Deep in the Desert 8/665
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southeast to flicker around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ne"
CF ] The Shrine of the Sphinx 8/666
CF | >
CF | > NE
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/667
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | A hissing mass of snakes writhe around their cage.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get snake cage"
CF ] Studio Menagerie 8/668
CF | >
CF | > GET SNAKE CAGE
CF |
CF | You gingerly pick up the cage. The snakes try and bite you with their
CF | poisonous fangs, but they can't reach you through the narrow bars.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get roach cage"
CF ] Studio Menagerie 8/669
CF | >
CF | > GET ROACH CAGE
CF |
CF | The cages are not too heavy, but they are bulky. You aren't able to
CF | hold more than one at once.
CF |
CF | > Knight_Otu says, "There's the inventory management."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/670
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/671
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/672
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/673
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves north to flicker around the buildings.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Shrine of the Sphinx 8/672
CF |
CF | > UNDO
CF |
CF | The Shrine of the Sphinx
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] The Shrine of the Sphinx 8/673
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | The torchlight moves north to play around the buildings.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Shrine of the Sphinx 8/674
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/675
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] The Shrine of the Sphinx 8/676
CF | >
CF | > OPEN CAGE
CF |
CF |
CF | The Guard sees the snakes you have loosed and gives a tremendous yell
CF | of terror. He runs south towards the buildings. You come out of
CF | hiding.
CF |
CF | > Knight_Otu says, "At least he can't catch us here anymore."
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/677
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | A cage full of cockroaches chitter and scurry.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get roaches"
CF ] Studio Menagerie 8/678
CF | >
CF | > GET ROACHES
CF |
CF | You gingerly pick up the cage. The cockroaches try and claw you, but
CF | they can't reach you through the narrow bars.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/679
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | The torchlight moves east to glimmer around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/680
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] Archaeological Dig Site 8/681
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | The torchlight moves southwest to play around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 8/682
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/683
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Caged scorpions wave their tails menacingly.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get scorpion cage"
CF ] Studio Menagerie 8/684
CF | >
CF | > GET SCORPION CAGE
CF |
CF | You gingerly pick up the cage. The scorpions try and sting you with
CF | their poisonous tails, but they can't reach you through the narrow
CF | bars.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/685
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | The torchlight moves north to glimmer around the buildings.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/686
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Shrine of the Sphinx 8/687
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves east to flicker around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/688
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see a cage of cockroaches here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/689
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to play around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/690
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] The Tent City of the Badari 8/691
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | The torchlight moves north to flicker around the buildings.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nw"
CF ] The Shrine of the Sphinx 8/692
CF | >
CF | > NW
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 8/693
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Spiders lurk in the corners of their cage.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get spider cage"
CF ] Studio Menagerie 8/694
CF | >
CF | > GET SPIDER CAGE
CF |
CF | You gingerly pick up the cage. The spiders try and bite you with their
CF | poisonous fangs, but they can't reach you through the narrow bars.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 8/695
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | The torchlight moves east to play around the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 8/696
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see a cage of cockroaches here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] Archaeological Dig Site 8/697
CF | >
CF | > OPEN CAGE
CF |
CF | (the cage of spiders)
CF | You would need to put the cage down first.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/698
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | You can also see a cage of scorpions here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] The Tent City of the Badari 8/699
CF | >
CF | > OPEN CAGE
CF |
CF | (the cage of spiders)
CF | You would need to put the cage down first.
CF |
CF | The torchlight moves north to play around the buildings.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] The Ruins of Men-nefer 8/700
CF | >
CF | > SW
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] The Ruins of Men-nefer 8/701
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | The torchlight moves east to glimmer around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] The Ruins of Men-nefer 8/702
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Ruins of Men-nefer 8/703
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the northeast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] The Ruins of Men-nefer 8/704
CF | >
CF | > OPEN CAGE
CF |
CF |
CF | The Guard sees the spiders you have loosed and gives a tremendous yell
CF | of terror. He runs north towards the buildings. You come out of
CF | hiding.
CF |
CF | > Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/705
CF | >
CF | > N
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | A terrified Security Guard shines his torch around the set.
CF |
CF | You can also see a cage of cockroaches here.
CF |
CF | The guard sees you immediately.
CF |
CF | "I can't get you out," yells the guard at you. "There's creatures,
CF | terrible creatures, loose in the studio! They're blocking the way out!
CF | Save yourself!"
CF |
CF | The security guard wanders east towards the tents.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/706
CF | >
CF | > E
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | A terrified Security Guard shines his torch around the set.
CF |
CF | You can also see a cage of scorpions here.
CF |
CF | The guard sees you immediately.
CF |
CF | "I can't get you out," yells the guard at you. "There's creatures,
CF | terrible creatures, loose in the studio! They're blocking the way out!
CF | Save yourself!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Tent City of the Badari 8/707
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The security guard wanders west towards the buildings.
CF |
CF | > Knight_Otu asks, "I guess we need to witness the guard fleeing?"
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Tent City of the Badari 8/706
CF |
CF | > UNDO
CF |
CF | The Tent City of the Badari
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] Archaeological Dig Site 8/705
CF |
CF | > UNDO
CF |
CF | Archaeological Dig Site
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/704
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/703
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/702
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/701
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 8/700
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Tent City of the Badari 8/699
CF |
CF | > UNDO
CF |
CF | The Tent City of the Badari
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Tent City of the Badari 8/698
CF |
CF | > UNDO
CF |
CF | The Tent City of the Badari
CF | [Previous turn undone.]
CF |
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] Archaeological Dig Site 8/697
CF |
CF | > UNDO
CF |
CF | Archaeological Dig Site
CF | [Previous turn undone.]
CF |
CF | > DavidW asks, "I thought we were trying to herd the guard into the deadly passageway?"
Knight_Otu says (to ClubFloyd), "l"
CF ] Archaeological Dig Site 8/698
CF | >
CF | > L
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | You can also see a cage of cockroaches here.
CF |
CF | > Knight_Otu says, "We did, yeah."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/699
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | You can also see a cage of scorpions here.
CF |
CF | The torchlight moves north to play around the buildings.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | > DavidW says, "I rather lost track of what critters went where."
Knight_Otu says (to ClubFloyd), "sw"
CF ] The Ruins of Men-nefer 8/700
CF | >
CF | > SW
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | In the distance, a torch flickers near to the buildings.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] The Ruins of Men-nefer 8/701
CF | >
CF | > DROP CAGE
CF |
CF | Dropped.
CF |
CF | The torchlight moves east to flicker around the tents.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 8/702
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | In the distance, a torch flickers near to the tents.
CF |
CF | You can also see a cage of cockroaches here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/703
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to play around the ruins.
CF |
CF | Oh no! It looks like it's heading your way! You are in a perilous
CF | situation!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide"
CF ] Archaeological Dig Site 8/704
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the torchlight flickers
CF | ever closer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/705
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] Archaeological Dig Site 8/706
CF | >
CF | > OPEN CAGE
CF |
CF |
CF | The Guard sees the cockroaches you have loosed and gives a tremendous
CF | yell of terror. He runs east towards the tents. You come out of
CF | hiding.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] Archaeological Dig Site 8/707
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | The torchlight moves southwest to glimmer around the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Tent City of the Badari 8/708
CF | >
CF | > E
CF |
CF |
CF | The Tent City of the Badari
CF | The city comprises, in total, of four small tents and a large one
CF | arranged around a campfire. At least they're quite colorful. Some
CF | buildings rear out of the set to the west, to the northwest is the
CF | Sphinx and southwest of you, a ruin.
CF |
CF | In the distance, a torch flickers near to the ruins.
CF |
CF | You can also see a cage of scorpions here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "z"
CF ] The Tent City of the Badari 8/709
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard wanders in from the southwest.
CF |
CF | "I can't get you out," yells the guard at you. "There's creatures,
CF | terrible creatures, loose in the studio! They're blocking the way out!
CF | Save yourself!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "opencage"
CF ] The Tent City of the Badari 8/709
CF | >
CF | > OPENCAGE
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] The Tent City of the Badari 8/710
CF | >
CF | > OPEN CAGE
CF |
CF |
CF | The Guard sees the scorpions you have loosed and gives a tremendous
CF | yell of terror. He runs southwest towards the ruins.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sw"
CF ] The Ruins of Men-nefer 8/711
CF | >
CF | > SW
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | A terrified Security Guard shines his torch around the set.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | You can also see a cage of spiders here.
CF |
CF | The guard sees you immediately.
CF |
CF | "We're trapped, trapped!" yells the Guard. "There's no way out. You
CF | need to save yourself!"
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] The Ruins of Men-nefer 9/712
CF | >
CF | > OPEN CAGE
CF |
CF | Surely not! But, yes - you gingerly open the cage of spiders. They
CF | immediately boil out into the set and move towards the unfortunate
CF | Guard with dreadful intent! He backs away in horror and stares wildly
CF | around at the other areas of the studio. "Nooo," he yells and takes
CF | the only option open to him. He runs into the passageway to the south!
CF |
CF | As soon as his foot hits the floor of the passage, a small forest of
CF | spikes emerge from the small holes, piercing him all over his body!
CF | You turn away, unable to watch as the guard slumps to the floor.
CF |
CF | The force of the spike knocks the guard's bronze bracelet loose and it
CF | rolls out of the passage and into the lot.
CF |
CF | You survived a perilous situation!
CF |
CF | > Knight_Otu says, "Sorry about that, sir."
Krumar says, "At least the sheep is ok."
Knight_Otu says (to ClubFloyd), "get bracelet"
CF ] The Ruins of Men-nefer 9/713
CF | >
CF | > GET BRACELET
CF |
CF | Taken.
CF |
CF | > Jacqueline says, "ha"
Knight_Otu says (to ClubFloyd), "x it"
CF ] The Ruins of Men-nefer 9/714
CF | >
CF | > X IT
CF |
CF | The round bronze bracelet is adorned with strange patterns and symbols
CF | around its edge. It's slightly smaller than your hand, but it looks
CF | like you can squeeze it on.
CF |
CF | > MoyTravis says, "RIP that guy."
DavidW says, "Yes, Wilma is safe. (For now..)"
Jacqueline says, "Yes, at least Wilma is fine."
Jacqueline says, "I like how we 'had to turn away' when in fact we knew what we were doing the whole time."
Knight_Otu says (to ClubFloyd), "wear it"
CF ] The Ruins of Men-nefer 9/715
CF | >
CF | > WEAR IT
CF |
CF | You put on the Bracelet of Nefer-Kare.
CF |
CF | > Krumar says, "May be we could feed her tothe crocodile though, just to leave no witnesses."
MoyTravis says, "It's always funny that murder is fine, and funny, actually, but murdering of an animal is horrifying and never to be done except with the greatest gravity."
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 9/716
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | > Knight_Otu says, "Honestly, no, I didn't think this murder was fine."
Knight_Otu says (to ClubFloyd), "d"
CF ] The Tomb of Nefer-Kare 9/717
CF | >
CF | > D
CF |
CF |
CF | The Tomb of Nefer-Kare
CF | Above you, the square hole in the ceiling lets in just enough light to
CF | see the whole of this small, stone lined room. The air is oppressive,
CF | and dust, in a thick layer, covers the floor, stirring up with each of
CF | your footsteps. A wooden ladder stretches up into the studio.
CF |
CF | Against the walls of three sides of the tomb are ranks of closed
CF | ornate sarcophagi!
CF |
CF | On the north wall, all by itself, rests one huge closed golden
CF | sarcophagus.
CF |
CF | In the centre of the room, eerily lit by the light from the studio
CF | above, is a single stone pedestal.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x pedestal"
CF ] The Tomb of Nefer-Kare 9/718
CF | >
CF | > X PEDESTAL
CF |
CF | It's a single unadorned stone emerging from the floor of the tomb to
CF | about waist height. The top is flat, with a slight circular depression
CF | in the centre.
CF |
CF | > MoyTravis says, "Well sure. This game has a weird relationship with tone."
Krumar says, "This murder did feel malicous."
MoyTravis says, "But it's also generally true of games."
Knight_Otu says (to ClubFloyd), "x depression"
CF ] The Tomb of Nefer-Kare 9/719
CF | >
CF | > X DEPRESSION
CF |
CF | The little circular depression is about a quarter of an inch deep and
CF | a little bit smaller than your hand.
CF |
CF | > MoyTravis says, "And other American media."
DavidW asks, "hold on, did we check out the pile of bones in the passage ?"
Knight_Otu says (to ClubFloyd), "touch depression"
CF ] The Tomb of Nefer-Kare 9/720
CF | >
CF | > TOUCH DEPRESSION
CF |
CF | It's just a hollowed out circle in the stone.
CF |
CF | > Jacqueline asks, "I don't think this is American media, is it?"
Knight_Otu says (to ClubFloyd), "u"
CF ] Archaeological Dig Site 9/721
CF | >
CF | > U
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 9/722
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | The slumped body of the poor security guard lies a little way down the
CF | passage.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A creeping mass of spiders crawl all over the set.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf11"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] The Ruins of Men-nefer 9/722
CF | > SAVEOk.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 9/722
CF | >
CF | > S
CF |
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the
CF | floor of the passage you realise your terrible mistake! Suddenly, an
CF | incredibly sharp circular disk emerges from one of the slots on the
CF | wall, shoots across the passage, slices you into two pieces, and
CF | disappears through the opposite slot! Your separated halves fall on
CF | top of the pile of bones and your vision darkens until everything is
CF | black.
CF |
CF |
CF |
CF | ***Roll Credits. The End***
CF |
CF |
CF | You built an undead army! It consisted of, a horde of shambling
CF | zombies led by an understandably annoyed Security Guard, the Count,
CF | the Countess and their bloodthirsty vampire thralls.
CF |
CF | You managed to survive nine perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF |
CF |
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last
CF | command?
CF | >
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 9/722
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | > Knight_Otu says, "I don't think we can get there."
MoyTravis says, "Another doomed timeline."
DavidW says, "We need to get Wilma down there now."
DavidW says, "2nd trap needs 2nd victim."
Krumar says, "It's ashame we can't use our undead to go in there."
DavidW says (to Krumar), "heh. Yes, that would be simpler."
Knight_Otu says (to ClubFloyd), "get lead"
CF ] The Ruins of Men-nefer 9/723
CF | >
CF | > GET LEAD
CF |
CF | You grab Wilma's lead. The sheep looks at you resignedly.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 9/724
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 9/725
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 9/726
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open cage"
CF ] Studio Menagerie 9/727
CF | >
CF | > OPEN CAGE
CF |
CF | (the crocodile cage)
CF | You see the crocodile's huge stained teeth and think better of it!
CF | You'd definitely want someone between you and that thing before you
CF | opened the cage up!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stand on cage"
CF ] Studio Menagerie 9/728
CF | >
CF | > STAND ON CAGE
CF |
CF | (the crocodile cage)
CF | The huge crocodile stares at you with its dead eyes and you think
CF | better of it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hide behind wilma"
CF ] Studio Menagerie 9/728
CF | >
CF | > HIDE BEHIND WILMA
CF |
CF | I only understood you as far as wanting to hide.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x cage"
CF ] Studio Menagerie 9/729
CF | >
CF | > X CAGE
CF |
CF | (the crocodile cage)
CF | The huge crocodile just stares back at you with heavy lidded eyes.
CF |
CF | > Jacqueline snorts at 'hide behind Wilma'
Knight_Otu says, "It seemed like the game suggested it."
Krumar asks, "Can you move the cage?"
Knight_Otu says (to ClubFloyd), "push cage e"
CF ] Studio Menagerie 9/730
CF | >
CF | > PUSH CAGE E
CF |
CF | (the crocodile cage east)
CF | The huge crocodile stares at you with its dead eyes and you think
CF | better of it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get cage"
CF ] Studio Menagerie 9/731
CF | >
CF | > GET CAGE
CF |
CF | (the crocodile cage)
CF | The huge crocodile stares at you with its dead eyes and you think
CF | better of it.
CF |
CF | > Krumar asks, "Tie the lead to it?"
DavidW says, "To Captain Hook's cabin, maybe."
Knight_Otu says (to ClubFloyd), "tie lead to cage"
CF ] Studio Menagerie 9/732
CF | >
CF | > TIE LEAD TO CAGE
CF |
CF | (the crocodile cage)
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing
CF | teeth.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 9/733
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Wilma stands contentedly near your legs.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get cage"
CF ] The Shrine of the Sphinx 9/734
CF | >
CF | > GET CAGE
CF |
CF | You reach for the cage, but the snakes rear up and flick their tongues
CF | at you. You draw your hand hurriedly away.
CF |
CF | > Krumar asks, "Have we used the whip yet?"
DavidW says, "I don't think so."
Knight_Otu says, "Not effectively, no."
DavidW asks, "Maybe the whip puts critters back into cages?"
Knight_Otu says (to ClubFloyd), "crack whip"
CF ] The Shrine of the Sphinx 9/735
CF | >
CF | > CRACK WHIP
CF |
CF | You crack the whip. The snakes, as they've obviously been trained to
CF | do, immediately slither back into their cage. You hurriedly shut the
CF | cage door.
CF |
CF | > Knight_Otu says, "Nice."
MoyTravis says, "How...huh."
MoyTravis says, "Good guess."
DavidW says, "Trained snakes."
Jacqueline says, "Nice"
Knight_Otu says (to ClubFloyd), "get cage"
CF ] The Shrine of the Sphinx 9/736
CF | >
CF | > GET CAGE
CF |
CF | You gingerly pick up the cage. The snakes try and bite you with their
CF | poisonous fangs, but they can't reach you through the narrow bars.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF ] Studio Menagerie 9/737
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drop cage"
CF ] Studio Menagerie 9/738
CF | >
CF | > DROP CAGE
CF |
CF | (the cage of snakes)
CF | Dropped.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push snake cage"
CF ] Studio Menagerie 9/739
CF | >
CF | > PUSH SNAKE CAGE
CF |
CF | Nothing obvious happens.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "open crocodile cage"
CF ] Studio Menagerie 9/740
CF | >
CF | > OPEN CROCODILE CAGE
CF |
CF | You see the crocodile's huge stained teeth and think better of it!
CF | You'd definitely want someone between you and that thing before you
CF | opened the cage up!
CF |
CF | > DavidW says, "hm. Maybe feed all the critters to the crocodile so the mummies can get past them."
Krumar asks, "can you take the guard's body?"
DavidW says, "no wait, the cages can do that."
Knight_Otu says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 9/741
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Wilma stands contentedly near your legs.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | > DavidW asks (of Krumar), "Maybe?"
Knight_Otu says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 9/742
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 9/743
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | The slumped body of the poor security guard lies a little way down the
CF | passage.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A creeping mass of spiders crawl all over the set.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "x guard"
CF ] The Ruins of Men-nefer 9/744
CF | >
CF | > X GUARD
CF |
CF | You don't even want to look. At least the red uniform is hiding most
CF | of the blood!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get guard"
CF ] The Ruins of Men-nefer 9/745
CF | >
CF | > GET GUARD
CF |
CF | The guard's body is too far down the passageway
CF | >
Knight_Otu says (to ClubFloyd), "crack whip"
CF ] The Ruins of Men-nefer 9/746
CF | >
CF | > CRACK WHIP
CF |
CF | You crack the whip. The spiders, as they've obviously been trained to
CF | do, immediately creep back into their cage. You hurriedly shut the
CF | cage door.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "wilma, s"
CF ] The Ruins of Men-nefer 9/747
CF | >
CF | > WILMA, S
CF |
CF | Wilma looks at you as if she doesn't understand.
CF |
CF | > Jacqueline says, "Because she is a sheep and is not as well trained as a snake."
Knight_Otu says (to ClubFloyd), "cast raise dead"
CF ] The Ruins of Men-nefer 9/748
CF | >
CF | > CAST RAISE DEAD
CF |
CF | You go through the incantation, but the raise dead spell does nothing.
CF | There is nothing that is dead and buried under earth here to raise.
CF |
CF | > Knight_Otu says, "Fair enough."
DavidW says, "That spell also needs blood on the earth."
Knight_Otu says, "Surely the guard left a bit of that."
Krumar asks, "So far we haven't used Wilma, the crocodile, anything else?"
DavidW says, "Hard to tell with the uniform."
DavidW says, "The pedestal"
DavidW says, "And whatever is down the deadly passageway."
Knight_Otu says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 9/748
CF | >
CF | > S
CF |
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the
CF | floor of the passage you realise your terrible mistake! Suddenly, an
CF | incredibly sharp circular disk emerges from one of the slots on the
CF | wall, shoots across the passage, slices you into two pieces, and
CF | disappears through the opposite slot! Your separated halves fall on
CF | top of the pile of bones and your vision darkens until everything is
CF | black.
CF |
CF |
CF |
CF | ***Roll Credits. The End***
CF |
CF |
CF | You built an undead army! It consisted of, a horde of shambling
CF | zombies led by an understandably annoyed Security Guard, the Count,
CF | the Countess and their bloodthirsty vampire thralls.
CF |
CF | You managed to survive nine perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF |
CF |
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last
CF | command?
CF | > DavidW says, "I think we need something from the passageway to put into the pedestal's depression."
Knight_Otu says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 9/748
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | > Krumar says, "The sheep has a colar and a lead but I guess it would be to much to ask to make a laso to pull the body back."
Knight_Otu says, "(Thought maybe we were supposed to lead Wilma into the corridor of death.)"
Knight_Otu says, "Also, we are nearing the three-hour mark."
DavidW says, "I think Wilma does need to go there, but she's not scared of the critters."
Jacqueline says, "For a second I got excited about how we have a lasso, but then remembered that was Mockingbird."
Jacqueline says, "And yes, we've been going a while."
Knight_Otu says (to ClubFloyd), "tie whip into lasso"
CF ] The Ruins of Men-nefer 9/748
CF | >
CF | > TIE WHIP INTO LASSO
CF |
CF | I didn't understand that sentence.
CF |
CF | >
DavidW says (to ClubFloyd), "lasso guard"
CF ] The Ruins of Men-nefer 9/748
CF | >
CF | > LASSO GUARD
CF |
CF | That's not a verb I recognise.
CF |
CF | > Jacqueline says, "This room is unfortunately not as engaging as the zombie ghost stories room was."
Krumar asks, "can you tie the lead into a lasso?"
Krumar says, "running low on ideas."
DavidW says, "yeah, I was hoping for another story."
Knight_Otu says, "It is pretty empty, and no atmospheric messages."
DavidW says, "The lasso idea isn't working."
Jacqueline says, "But I feel like that ghost stories room was probably the best section of the game and will be tough to beat for Ade."
DavidW says (to ClubFloyd), "whip wilma"
CF ] The Ruins of Men-nefer 9/748
CF | >
CF | > WHIP WILMA
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "get collar"
CF ] The Ruins of Men-nefer 9/749
CF | >
CF | > GET COLLAR
CF |
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing
CF | teeth.
CF |
CF | > Jacqueline says, "Too bad we don't have a subplot here like in the Mummy movies."
DavidW says (to ClubFloyd), "poke wilma with needle"
CF ] The Ruins of Men-nefer 9/750
CF | >
CF | > POKE WILMA WITH NEEDLE
CF |
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing
CF | teeth.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "push wilma south"
CF ] The Ruins of Men-nefer 9/751
CF | >
CF | > PUSH WILMA SOUTH
CF |
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing
CF | teeth.
CF |
CF | > Knight_Otu exclaims, "WILLMAAA!"
MoyTravis says, "I am unsure if yelling at the sheep will prove productive."
DavidW says, "oh, if only the critters had comments like in Flintstones."
Krumar says, "It seems like the crocodile would scare wilma if we could get it here."
MoyTravis asks, "Will it let you talk to Wilma?"
Jacqueline says, "I think that was maybe a Flintstones reference, yelling Wilmaaaa"
DavidW says, "That was us, not the game."
MoyTravis asks, "...Flinstones?"
Knight_Otu says, "Yeah, Flintstones."
Jacqueline says (to DW), "Right"
DavidW says (to ClubFloyd), "ask Wilma about Fred"
CF ] The Ruins of Men-nefer 9/752
CF | >
CF | > ASK WILMA ABOUT FRED
CF |
CF | To talk to a person, in Dr Horror's House of Terror, just TALK TO
CF | them!
CF |
CF | >
DavidW says (to ClubFloyd), "talk to wilma"
CF ] The Ruins of Men-nefer 9/753
CF | >
CF | > TALK TO WILMA
CF |
CF | The sheep just looks at you, curiously.
CF |
CF | > MoyTravis asks, "Uh, was Wilma the wife?"
DavidW says, "Yes."
Knight_Otu says, "Yeah."
DavidW says, "The redhead."
MoyTravis says, "Right. Cool. Fair 'nuff."
MoyTravis says, "I, uh. I have never seen an episode of The Flinstones."
Jacqueline says, "Okay. I'm going to head out. Save our game with a unique name, please."
MoyTravis says, "'fore my time."
Knight_Otu says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write: MoyTravis asks, "A'ight, we callin' it?"
Knight_Otu says (to ClubFloyd), "cfhorrorwilma"
CF ] The Ruins of Men-nefer 9/753
CF | > SAVEOk.
CF |
CF | > DavidW says, "yeah, let's stop here."
Knight_Otu says, "I'm thinking that's unique enough."
MoyTravis says, "Cool, thanks, was fun. This one's a long'n though."
MoyTravis says, "I seriously doubt how many people beat it in 2 hours."
MoyTravis says, "Unless they walkthrough'd it."
Knight_Otu says, "But TOTALLY season-appropriate."
DavidW says, "Not every author aims for a 2-hour game in the comp."
Jacqueline says, "True"
Jacqueline says, "And they don't have to."
Knight_Otu says, "I mean, it won't take as long as... okay, I won't say it."
Jacqueline says, "Just that votes are based on the first two hours of play."
MoyTravis says, "Yeah, fair 'nuff."
Jacqueline says (to KO), "ha"
MoyTravis asks, "Craaaagneeeeeee?"
Jacqueline says, "Nothing will ever take as long as that."
Knight_Otu says, "Yes. The game I always reference when it comes to length."
DavidW says, "oh, you haven't played Finding Martin. That's crazy difficult and long."
DavidW says, "So is Mulldoon Legacy."
DavidW says, "I never actually finished Finding Martin. Got stuck."
Knight_Otu says, "Maybe we can check that one out once we're inevitably eaten by our undead army."
Knight_Otu says, "Or we get tired of murdering innocent people in gruesome ways."
DavidW says, "If we do attempt Finding Martin, we'll need extensive note-taking."
DavidW says, "Finding Martin also has the most complicated pocketwatch in IF history."
Knight_Otu says, "Hm."
MoyTravis says, "Well, anyways, thanks y'all, cya 'round."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. DavidW says, "There's also a train that delivers food from a machine to other rooms, and time travel."
Knight_Otu says, "Time travel? Oh dear."
DavidW says, "The time travel bit is weird enough to include your past selves."
Krumar goes home. Knight_Otu says, "In a "don't meet them" fashion? Okay, maybe don't answer that."
DavidW says, "It's a TADS game, which means it can duplicate anything and everything as much as it wants to."
DavidW says, "The game remembers everything you did in the past and what inventory you had then."
Knight_Otu says, "Man."
DavidW says, "It's an insanity that I've never seen in any other game."
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. DavidW says, "The whole game is craziness. There's an early plot point that you're a good candidate for finding Martin because you wear different coloured socks."
Knight_Otu blinks.
DavidW says, "There's a piano that does different things if you play different music on it."
DavidW says, "Like, if you want to fill the bathtub, you have to play a Rain tune, something like that."
DavidW says, "And you'll even see flashbacks of people living in the house treating such things as normal."
DavidW says, "Seriously bizarre and crackers."
Knight_Otu says, "It sure sounds incredibly complex. And like a "save early and often" candidate."
DavidW says, "oh yeah."
DavidW says, "Very complex. I haven't even said the half of it."
Knight_Otu says, "Even if it's designed to be merciful (which it doesn't quite sound like), at that complexity level, it's so easy to make a mistake that could make it not merciful."
DavidW says, "I don't think it is merciful, no."
DavidW says, "I don't think it can be."
Knight_Otu gulps.
Knight_Otu exclaims, "Anyway, I ought to log off for the day. Good night, and stay safe, everyone!"
DavidW says, "Like I said, I got stuck. I was playing it with someone else in the toyroom, years ago."
Knight_Otu goes home.
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.
*** SESSION 4 ***
DavidW says, "I have a walkthrough-in-progress page for this game up to where we've played, if people want to see it for maps or whatever."
Krumar asks, "Where can we see that?"
DavidW says, "[LINK]"
Krumar exclaims, "Thanks!"
Jacqueline exclaims, "Yeah - thanks!"
DavidW says, "If I recall correctly, we killed a security guard but Wanda the sheep is still fine."
DavidW says (to ClubFloyd), "i"
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > I
CF |
CF | You are carrying Wilma's lead, a leather whip, a reel of strong
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk
CF | bottle, an evil book of black magic, a small brass key, a tea caddy
CF | and a stained crimson robe. You are wearing the Bracelet of
CF | Nefer-Kare, Buster's Stetson, a crucifix, a gold pocketwatch and a
CF | grey suit.
CF |
CF | > MoyTravis asks, "Was...was it Wanda?"
Knight_Otu exclaims, "Thanks!"
Knight_Otu says, "Wilma, I think."
Jacqueline exclaims (at David), "Hooray maps!"
DavidW says, "sorry, Wilma"
Krumar says, "It's wilma, and she's fine,for now."
MoyTravis exclaims, "...for NOW!"
Knight_Otu says, "Until we murder her, too."
DavidW says, "When I wrote up the notes, I discovered we can get the mummies now and leave Wilma alone."
Krumar says, "We seem to need to get to a skeleton for something to put on the pedistal."
DavidW says, "It's also possible to lead Wilma out of this studio if we need to."
Jacqueline says, "ha omg I read the following: David says, 'but Wanda the sheep is still fine'... >INVENTORY - You are carrying Wilma's head, [...]"
MoyTravis says, "Wait, really? We can lead Wilma out? Huh."
DavidW says (to Krumar), "I thought so too, but I'm not so sure if we need anything from the deadly corridor."
DavidW says, "We can get the mummies now without using Wilma or the crocodile at all."
Knight_Otu says, "Weird."
DavidW says, "Or entering the south corridor."
DavidW says, "I don't know what this means."
DavidW says, "Perhaps there's another puzzle here that I just didn't understand."
Jacqueline says, "Maybe we use Wilma as bait for a werewolf later."
Knight_Otu says, "Odd, considering the other studios were self-contained."
Jacqueline says, "Maybe Wilma is just our new friend, who we rescue."
DavidW says, "I also found a bug that if we return the critters to their cages, the security man shows up again. I had the live and dead versions simultaneously."
Knight_Otu says (to Jacq), "And who certainly will retire to a nice farm."
Krumar asks, "Any chance you tried to use the second one to trip the second trap?"
DavidW says, "For what it's worth, we can also push the wheelbarrow from the other studio everywhere too. Wilma can't go up or down ladders,though, and I doubt the barrow travels that way either."
Knight_Otu says, "Hm."
DavidW says (to Krumar), "It wasn't a 'second' guard. It was the first guard and he trips the same first trap again."
Krumar says, "That makes sense."
DavidW says, "Also, if we enter now, we still trigger the first trap."
Jacqueline says (to KO), "Look, maybe she does go to a farm upstate. Maybe I am learning to be optimistic and niave from our protagonist."
Jacqueline says, "Optimism is good."
Krumar says, "I thought if we enter without the guard we trip a trap that has spears, then teh second trap is a spinning blade."
DavidW says (to Krumar), "well that may eventually happen, but I don't think it happens now."
DavidW says, "So I'd like to finish this section (for now) and continue into another studio."
Jacqueline asks, "You mean he set off the spears and now they're just set off? They don't reset?"
DavidW says, "I saw nothing about resetting. Just that everyone that enters gets killed by spikes."
Jacqueline says, "Okay, so they must reset. Got it."
Knight_Otu says, "I suspect the one thing we#d learn from the path southward is that our friend in this studio died, a truly shocking truth we never saw coming."
Krumar says, "I just looked at my scroll back and we got killed by a circular disk."
DavidW says (to ClubFloyd), "score"
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You are building an undead army! So far, it consists of, a horde of
CF | shambling zombies led by an understandably annoyed Security Guard, the
CF | Count, the Countess and their bloodthirsty vampire thralls.
CF |
CF | You have survived nine perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF |
CF | > DavidW says (to Krumar), "huh."
Jacqueline says (to KO), "That would be pretty shocking, yeah."
Jacqueline says, "(For values of shocking that equal 'not at all shocking')"
Krumar says, "CF | You bravely step into the gloom. Oh no! As soon as your foot hits the"
Krumar says (to ClubFloyd), "| floor of the passage you realise your terrible mistake! Suddenly, an"
Krumar says (to ClubFloyd), "| incredibly sharp circular disk emerges from one of the slots on the"
Krumar says (to ClubFloyd), "| wall, shoots across the passage, slices you into two pieces, and"
Krumar says (to ClubFloyd), "| disappears through the opposite slot! Your separated halves fall on"
Krumar says (to ClubFloyd), "| top of the pile of bones and your vision darkens until everything is"
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | FLOOR OF THE PASSAGE YOU REALISE YOUR TERRIBLE MISTAKE! SUDDENLY,
CF | AN
CF |
CF | You seem to want to talk to someone, but I can't see whom.
CF |
CF | >
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | INCREDIBLY SHARP CIRCULAR DISK EMERGES FROM ONE OF THE SLOTS ON
CF | THE
CF |
CF | That's not a verb I recognise.
CF |
CF | >
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | WALL, SHOOTS ACROSS THE PASSAGE, SLICES YOU INTO TWO PIECES, AND
CF |
CF | You seem to want to talk to someone, but I can't see whom.
CF |
CF | >
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | DISAPPEARS THROUGH THE OPPOSITE SLOT! YOUR SEPARATED HALVES FALL
CF | ON
CF |
CF | That's not a verb I recognise.
CF |
CF | >
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | TOP OF THE PILE OF BONES AND YOUR VISION DARKENS UNTIL EVERYTHING
CF | IS
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Krumar says (to ClubFloyd), "| blac"
CF ] The Ruins of Men-nefer 9/754
CF | >
CF | > | BLAC
CF |
CF | That's not a verb I recognise.
CF |
CF | > Krumar says, "sorry, messy copy and paste, won't do that again."
DavidW asks, "Maybe I'm playing an older version at home than this one?"
Knight_Otu says, "I suppose it's possible."
Krumar says, "Don't know if it matters, just wanted to let you know."
DavidW says, "I hesitate to draw strong conclusions about the corridor. I think it's still an open question, but we should still move on from it unless someone has a new idea for it."
DavidW says, "We can't lasso anything. We can't send Wilma into it. We can't order zombies in."
Jacqueline says (to Krumar), "No worries - pasting inside the channel is tricky, but possible. For future reference, type this, then hit enter: @paste ;: |"
Jacqueline says, "Then paste in whatever you want. Line breaks are fine."
Jacqueline says, "Then end by typing @endpaste on its own line."
Knight_Otu says, "I have no clue how to de-trap the corridor."
Jacqueline says, "We have nothing to use as a shield..."
DavidW says, "Like, if we find a robot drone thing..."
Jacqueline says, "I am fine with going somewhere else."
Krumar says, "Lets go somewhere else."
Jacqueline asks, "Usually we can't really use stuff from one area in another area, but who knows?"
DavidW asks, "So, okay if I get the mummies?"
Knight_Otu says, "Yes, I think so."
Jacqueline says, "Maybe we will find a titanium box with little leg holes in it that we wear through the spikey room."
DavidW says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 9/755
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | Wilma stands contentedly near your legs.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Archaeological Dig Site 9/756
CF | >
CF | > D
CF |
CF | You'll not get Wilma down that ladder. You'd need to drop her lead
CF | first.
CF |
CF | >
DavidW says (to ClubFloyd), "drop lead"
CF ] Archaeological Dig Site 9/757
CF | >
CF | > DROP LEAD
CF |
CF | You let go of Wilma's lead. Wilma just looks at you and continues to
CF | stand there, quietly.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] The Tomb of Nefer-Kare 9/758
CF | >
CF | > D
CF |
CF |
CF | The Tomb of Nefer-Kare
CF | Above you, the square hole in the ceiling lets in just enough light to
CF | see the whole of this small, stone lined room. The air is oppressive,
CF | and dust, in a thick layer, covers the floor, stirring up with each of
CF | your footsteps. A wooden ladder stretches up into the studio.
CF |
CF | Against the walls of three sides of the tomb are ranks of closed
CF | ornate sarcophagi!
CF |
CF | On the north wall, all by itself, rests one huge closed golden
CF | sarcophagus.
CF |
CF | In the centre of the room, eerily lit by the light from the studio
CF | above, is a single stone pedestal.
CF |
CF | >
DavidW says (to ClubFloyd), "put bracelet in depression"
CF ] The Tomb of Nefer-Kare 9/759
CF | >
CF | > PUT BRACELET IN DEPRESSION
CF |
CF | You place the bracelet into the circular depression in the stone
CF | pedestal. It fits perfectly! Suddenly, from underneath your feet,
CF | there is a tremendous grinding sound! The huge mass of the pedestal
CF | begins to sink into the floor and, as it does, some machinery below
CF | the tomb is opening the doors of all the sarcophagi lined up on the
CF | walls! As they open, each one reveals an ancient mummified figure
CF | wrapped in decaying bandages.
CF |
CF | When the grinding stops, the pedestal has disappeared into the floor,
CF | leaving the Bracelet of Nefer-Kare lying in the dust.
CF |
CF | Inside the great golden sarcophagus is a figure larger than the rest.
CF | There is quiet for a moment and then, abruptly, the largest Mummy
CF | raises its arms and starts to move towards you, groaning hideously.
CF | You glance wildly around. Now all the other dreadful mummified
CF | creatures are following its lead. You are surrounded by a circle of
CF | slowly advancing Mummies, each with their arms raised towards you!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "wear bracelet"
CF ] The Tomb of Nefer-Kare 10/760
CF | >
CF | > WEAR BRACELET
CF |
CF | (first taking the Bracelet of Nefer-Kare)
CF | You hurriedly push the bracelet over your hand and onto your wrist. As
CF | soon as you are wearing it, all of the Mummies let loose a terrible
CF | howl of dismay, but they stop their movement towards you. It must be
CF | the power of the bracelet! It must allow you to master Nefer-Kare and
CF | all his ancient servants!
CF |
CF | "Shit," says Nefer-Kare in his tomb-like dusty voice.
CF |
CF | You have survived a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "talk to nefer"
CF ] The Tomb of Nefer-Kare 10/761
CF | >
CF | > TALK TO NEFER
CF |
CF | Will Nefer-Kare understand you? You gesture to the Mummy, point at the
CF | bracelet on your wrist, then point towards the opening in the ceiling.
CF | Surely the Mummy must understand what you mean.
CF |
CF | "What is it you want, foolish mortal," snaps the Mummy. "How dare you
CF | not genuflect before the greatest of Pharaohs"
CF |
CF | (1) - "You speak our language well."
CF |
CF | You say > Knight_Otu exclaims, "Language!"
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "You've really got to grips with our language," you say.
CF |
CF | "Of course!" replies Nefer-Kare. "I have had many years in this world.
CF | I have learned the language of your people. It was no hardship. And it
CF | was...required of me to do so." At this last part, the Mummy shakes
CF | his great head. "Never before have I been in the power of mortals. It
CF | is not right that such a great king as I should be so."
CF |
CF | (1) - "Why are you here?"
CF | (2) - "Who has power over you?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "Why are you here?" you say. "I would have thought you'd be in Egypt."
CF |
CF | The Mummy hisses angrily. "I slept the great sleep of the dead with my
CF | servants around me," he says, his voice cold and harsh. "Then, one
CF | day, I awoke in my tomb, surrounded by humans in crimson robes. With
CF | the power of demons, they had spun hexes around me that bound my limbs
CF | and clouded my mind! It was that man Arnie Mallet. He calls me by my
CF | name and I must obey! He had, like you have now, my bracelet. And thus
CF | I am required to," and here, he is almost spitting with contempt,
CF | "read out lines from a script for the entertainments of the commoner!"
CF |
CF | (1) - "Tell me more about the bracelet."
CF | (2) - "Would you like to be free?"
CF |
CF | You say > DavidW says, "sorry, I might've gone too fast there."
burl says, "hey sorry to miss a week on a long game. i'm curious what our inventory is"
DavidW says, "Let me know if you've read all that."
DavidW says (to ClubFloyd), "i"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > I
CF |
CF | You are in the middle of a conversation!
CF |
CF | You say > DavidW says (to burl), "I'll check when we're out of conversation."
Knight_Otu says, "I'm caught up."
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "Tell me more about the bracelet," you say.
CF |
CF | "Ah," says Nefer-Kare, "a wise question, mortal. The bracelet you wear
CF | was crafted by the greatest of Egyptian magicians at the behest of the
CF | great queen Balthamer! She had a mind to rule all of Egypt and she
CF | thought to control me and thus destroy me! Me, the great pharaoh
CF | Nefer-Kare! Foolish!"
CF |
CF | (1) - "and....?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "And?" you say. "What happened?"
CF |
CF | "Never you mind," snaps the Pharaoh. "I do not wish to discuss it."
CF |
CF | (1) - "Would you like to be free?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "Would you like to be free to return to your tomb?" you ask.
CF |
CF | Nefer-Kare gives a monstrous dusty laugh. "My tomb?" he says, his
CF | voice booming with derision. "I am awake now, mortal, after an
CF | eternity in darkness. I will have my revenge! All those who stood
CF | against me will fall to my undead servants. I will rend them limb from
CF | limb. I will commit their souls to the pitiless demons of the pit.
CF | Then, when all my enemies have fallen, I will take power over this
CF | world and rule for all eternity!"
CF |
CF | You risk a glance at the mummified servants stumbling about. They
CF | probably looked in better shape in the past. Maybe in ancient Egypt,
CF | they might have been a force to be reckoned with.
CF |
CF | (1) - "One step at a time, maybe?"
CF |
CF | You say > PhilGoetz says, "version"
PhilGoetz says, "version"
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "Maybe we should focus on Arnie and his cult first," you say. "They're
CF | about to summon a demon called Astaroth and all his demonic hordes."
CF |
CF | "Astaroth, eh," says Nefer-Kare. You're not sure - it's difficult to
CF | read the body language of a mummified corpse - but you think he might
CF | be a little worried. "I have heard of this demon," continues the
CF | Pharaoh, "despite its...reputation...I am sure he will be no match for
CF | me and my guard."
CF |
CF | "And all his demonic hordes?" you ask.
CF |
CF | There is a moment's silence while Nefer-Kare digests this. "Well," he
CF | says, eventually, "what would you suggest, mortal?"
CF |
CF | (1) - "Join my undead army!"
CF |
CF | You say > PhilGoetz says, "oops."
PhilGoetz says, "oops."
DavidW asks, "Okay to continue?"
Knight_Otu says, "Yes."
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "There are other undead enslaved in the studio," you say. "I'm
CF | building an undead army!"
CF |
CF | The Mummy nods his great head. "Yes, this is a good plan," he says,
CF | "The great Nefer-Kare will command this army! I will lead them to a
CF | glorious victory over the stain on this world that is Arnie Mallet. I
CF | will crush his demonic hordes and send them howling back to hell!"
CF |
CF | You can't help but wince a little on the inside. Things might get
CF | interesting when Nefer-Kare meets the Countess. Oh well, not your
CF | problem.
CF | MoyTravis says, "Mrmyarp."
CF | "Where is this army of which you speak," continues the Pharaoh. "I
CF | will take my servants and assess it."
CF |
CF | (1) - "We're meeting in the southern end of the main lot."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Tomb of Nefer-Kare 10/761
CF | You say >
CF | > 1
CF |
CF | "We're meeting in the southern end of the main lot," you tell the
CF | Mummy.
CF |
CF | "Very well," says the Pharaoh, "Onwards to victory and power!"
CF |
CF | Nefer Kare turns away from you and gestures to his servants. One by
CF | one, the Mummies awkwardly climb the ladder and disappear into the
CF | studio.
CF |
CF | You have grown your Undead Army!
CF |
CF | Suddenly, the air is rent by what sounds like the pealing of a huge
CF | bell! But it's cracked. The note of the bell is awful - a dreadful
CF | warped clanging. It tolls three times, each time getting louder, until
CF | it feels like your very eyeballs are vibrating. The last peal of the
CF | bell dies away. Something has changed! The very texture of the air is
CF | different. There is evil afoot!
CF |
CF | > Jacqueline exclaims, "Reading so much stuff!"
burl says (to Jacqueline), "hi! newbie question, i can't see yalls game commands and i'm wondering if i need to change channel views somehow"
Jacqueline asks, "Hold a sec?"
MoyTravis says, "Reading good though! I like reading."
Jacqueline says (to burl), "Oh, hi."
MoyTravis asks, "I mean. I guess it depends on how - oh, wait, you're not, like, in the clubhouse?"
Jacqueline says, "One sec, let me finish reading this, then I will come get you."
burl says (to Jacqueline), "no problem! i have no idea when is a good moment haha so whenever is a good chatty pause"
Jacqueline gets ClubFloyd Pass 08.
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. PhilGoetz says, "testing"
Jacqueline says, "Burl, you should now be able to type the word CLUBHOUSE (all on its own line, like a direction akin to NORTH)"
burl has arrived.
DavidW says (to ClubFloyd), "version"
CF ] The Tomb of Nefer-Kare 10/761
CF | >
CF | > VERSION
CF |
CF | Dr Horror's House of Terror
CF | A horrifying tale of the restless dead and their world of unspeakable
CF | evil!!! by Ade
CF | Release 1 / Serial number 211121 / Inform 7 build 6M62 (I6/v6.33 lib
CF | 6/12N)
CF | Identification number: //37AABAE4-E3A1-4D80-BBFB-8FA3D820BC26//
CF | Interpreter version 1.3.1 / VM 3.1.2 / Library serial number 080126
CF | Standard Rules version 3/120430 by Graham Nelson
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Archaeological Dig Site 10/762
CF | >
CF | > U
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Archaeological Dig Site 10/763
CF | >
CF | > I
CF |
CF | You are carrying a leather whip, a reel of strong cotton, a bone
CF | needle, a wicked little voodoo doll, a strawberry milk bottle, an evil
CF | book of black magic, a small brass key, a tea caddy and a stained
CF | crimson robe. You are wearing the Bracelet of Nefer-Kare, Buster's
CF | Stetson, a crucifix, a gold pocketwatch and a grey suit.
CF |
CF | > PhilGoetz says, "I'm using the web client, and it keeps erasing what I'm typing, and frequently scrolls back a page."
Jacqueline asks (of Phil), "Do you also need a CLUBHOUSE pass?"
burl exclaims, "thanks Jacqueline!"
Jacqueline says (to PhilGoetz), "Yeah, the web client is no bueno - recommend downloading something."
PhilGoetz exclaims, "I've got one; thanks!"
Jacqueline has arrived. Jacqueline says (to Phil), "Oh - I thought it said that you were in Dorm B"
Jacqueline says, "Okay. I think we can carry on now. Thanks for the pause."
DavidW says (to ClubFloyd), "take lead"
CF ] Archaeological Dig Site 10/764
CF | >
CF | > TAKE LEAD
CF |
CF | You grab Wilma's lead. The sheep looks at you in mild surprise.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 10/765
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | You can also see a jaunty hat here.
CF |
CF | >
DavidW says (to ClubFloyd), "take hat"
CF ] The Shrine of the Sphinx 10/766
CF | >
CF | > TAKE HAT
CF |
CF | (the jaunty hat)
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Menagerie 10/767
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | You can also see a cage of snakes here.
CF |
CF | >
DavidW says (to ClubFloyd), "drop lead"
CF ] Studio Menagerie 10/768
CF | >
CF | > DROP LEAD
CF |
CF | You let go of Wilma's lead. Wilma just looks at you and continues to
CF | stand there, quietly.
CF |
CF | > DavidW says, "By the way, the stetson was necessary for the roaches, snakes, rats, spiders, and scorpions to not attack us when they're loose."
PhilGoetz says, "typing "clubfloyd" doesn't teleport me."
Knight_Otu says, "Oh. Well trained creatures."
Jacqueline says, "It is important to channel one's inner Indy."
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot South 10/769
CF | >
CF | > W
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the MoyTravis says, ""clubhouse" I think."
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess grabs your arm. "Well done," she hisses. "Good work with
CF | the Mummy and his servants. Shame he's a bit of an idiot. I've had to
CF | have a few strong words with him. He came in here like he owned the
CF | place." She looks over at Nefer-Kare and waves. The Mummy looks away
CF | quickly. "Don't worry," she says. "He knows who's in charge now."
CF |
CF | Suddenly, the Countess snaps her head up to face the studio office
CF | building. "The demon has been summoned, the sacrifice made!" she
CF | shrieks, her face going even whiter. "Can't you feel it! The Cathedral
CF | of Bone has been built and locked with the power of all of Hell's
CF | dominion! You need to hurry. The demonic hordes gather strength even
CF | as we speak!"
CF |
CF | > PhilGoetz says, "oh, wait"
PhilGoetz has arrived.
Roger has arrived. DavidW says, "We have two more studios to explore and solve. One is west from here. The other is north then west."
Jacqueline says, "This has some very good writing moments."
DavidW says, "Also, I think we want to go north briefly regardless."
Knight_Otu says, "We can do that, sure."
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 10/770
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door,
CF | a sign. The lot continues to the south into shadow.
CF |
CF | Wait! Something is different. It takes you a moment, but then you
CF | realise. The glass doors into the offices to the north have been
CF | replaced by gigantic doors that seem to be made entirely from human
CF | bones. The doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles. On one of the spikes is impaled a human head!
CF |
CF | > Jacqueline says, "I don't understand why the pit of stakes matters now that we have Nefer-Kare and his mummies."
Jacqueline asks, "We don't, do we?"
DavidW says, "We have the mummies in our army now, yes."
Jacqueline says, "I like how we're like, 'Hm... something is different... oh right, the doorframe is now made of skulls'"
DavidW says (to ClubFloyd), "x head"
CF ] Studio Lot North 10/771
CF | >
CF | > X HEAD
CF |
CF | You look closely at the head and turn away in horror! It's the
CF | decapitated head of Harry Higginbotham, your Director! So Arnie
CF | carried out his threat of using him as the sacrifice, then!
CF |
CF | Harry's head is wide eyed and set in an expression of terror!
CF |
CF | > MoyTravis says, "RIP that guy."
DavidW says (to ClubFloyd), "x doors"
CF ] Studio Lot North 10/771
CF | >
CF | > X DOORS
CF |
CF | Which do you mean, Studio 2 door, the great doors of bone or Studio 1
CF | door?
CF |
CF | >
DavidW says (to ClubFloyd), "bone"
CF ] Studio Lot North 10/772
CF | >
CF | > BONE
CF |
CF | The huge closed doors are made entirely from human bones surrounded by
CF | a frame of skulls!
CF |
CF | > Knight_Otu says, "Evil cult is evil. Who knew."
DavidW says (to ClubFloyd), "x skulls"
CF ] Studio Lot North 10/773
CF | >
CF | > X SKULLS
CF |
CF | The huge closed doors are made entirely from human bones surrounded by
CF | a frame of skulls!
CF |
CF | > PhilGoetz says, "I'm in the clubhouse, but this isn't where the playthru is happening."
DavidW says (to ClubFloyd), "x bones"
CF ] Studio Lot North 10/774
CF | >
CF | > X BONES
CF |
CF | The huge closed doors are made entirely from human bones surrounded by
CF | a frame of skulls!
CF |
CF | >
DavidW says (to ClubFloyd), "open doors"
CF ] Studio Lot North 10/774
CF | >
CF | > OPEN DOORS
CF |
CF | Which do you mean, Studio 2 door, the great doors of bone or Studio 1
CF | door?
CF |
CF | >
DavidW says (to ClubFloyd), "bone"
CF ] Studio Lot North 10/775
CF | >
CF | > BONE
CF |
CF | It seems to be locked.
CF |
CF | > DavidW says, "and boned"
Knight_Otu says (to Phil), "That's odd. We're here and seeing the playthrough."
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
DavidW asks, "So... studio 1 or studio 4 next?"
Krumar says, "Sounds like Phil can't see the game."
MoyTravis says, "Either've 'em."
Jacqueline says, "where"
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
Jacqueline says, "oops"
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
MoyTravis says, "Phil also appears to be, uh, having...connection issues."
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
Jacqueline says (to Travis), "Phil is on the aforementioned web client."
Knight_Otu asks, "Might be the client Phil uses? Along with the repetition issue?"
DavidW says, "This is why people need to use a proper client."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
MoyTravis asks, "Can you, uh, try a different client, Phil?"
PhilGoetz says, "I don't know why it prints everything I say over and over again."
Jacqueline asks (of Phile), "That's the web client. It does that. Can you download a client?"
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
Jacqueline smiles and says, "This transcript is going to be fun to edit."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "I don't know why it prints everything I say over and over again."
PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
Matthew says, "Many of us on Windows use BeipMU."
PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
Krumar says, "I think you should hve a copy up just like, raw game play :-P"
PhilGoetz says, "I must turn auto-refresh off, because it keeps reprinting my last command locally. But this means I won't see anything anyone types, except after I type something."
Jacqueline says (to Phil), "Can you use windows compatible stuff? If so, MUSHclient is an easy to set up download."
Jacqueline says, "If you need something more linux-y, Tinyfugue is a good telnet client that you can use to get to the mud."
Jacqueline says, "But it would be ideal if you left to sort that out and join us later or next week, unfortunately, because everything you say is printing up to a dozen times."
PhilGoetz says, "darn it, it's a windows app. That means I can never find it again. I so hate how microsoft implements "apps" now. I'm gonna be afk, trying to find a client I can download and install myself."
Jacqueline says (to DW), "I think we can proceed now."
Jacqueline says (to PhilGoetz), "Take care - MUSHclient is my rec for Windows. It's free, last I looked."
DavidW says (to ClubFloyd), "x sign 1"
CF ] Studio Lot North 10/776
CF | >
CF | > X SIGN 1
CF |
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly
CF | smaller letters, "Dir: Benny Tibbings".
CF |
CF | > DavidW asks, "Do we want to do the werewolves next?"
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 10/777
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "x sign 4"
CF ] Studio Lot South 10/778
CF | >
CF | > X SIGN 4
CF |
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil
CF | DeCrancy".
CF |
CF | The vampire thralls mutter to one another. "We should be getting out
CF | of here," says one.
CF |
CF | > Jacqueline says, "oh... oh no"
Jacqueline says, "Not werewolves."
Jacqueline says, "NO ONE IS ALLOWED TO HARM WILMA"
DavidW asks, "The 'monster' is the other choice. Maybe a 'Frankie' monster?"
Krumar says, "I would like to do the monster one."
DavidW says, "okay"
DavidW says (to ClubFloyd), "w"
CF ] Studio Workshop 10/779
CF | >
CF | > W
CF |
CF | (first opening Studio 4 door)
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | On one of the trestles is a coiled up length of cord.
CF |
CF | You can hear footsteps to the south. They seem to be slowly receding
CF | into the distance.
CF |
CF | > Knight_Otu says, "We do need all of them, but sure, Frankenstein first."
DavidW says (to ClubFloyd), "take cord"
CF ] Studio Workshop 10/780
CF | >
CF | > TAKE CORD
CF |
CF | Taken.
CF |
CF | >
DavidW says (to ClubFloyd), "x cord"
CF ] Studio Workshop 10/781
CF | >
CF | > X CORD
CF |
CF | It looks like electric cabling. On both ends of the long piece of cord
CF | is some sort of metal clip. You imagine that you could attach the cord
CF | to something. If you could find something to attach it to.
CF |
CF | > Krumar says, "Sounds like a jumper cable."
DavidW says, "Like, a neck bolt and a car engine."
Jacqueline says, "yep"
DavidW says, "yes, exactly a jumper cable."
DavidW says (to ClubFloyd), "x paint"
CF ] Studio Workshop 10/782
CF | >
CF | > X PAINT
CF |
CF | Stacked up in the corners, the paints seems to be all colours of the
CF | rainbow, although it's hard to tell in this dim light.
CF |
CF | You can hear footsteps to the west. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "hide"
CF ] Studio Workshop 10/783
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the footsteps tap ever
CF | closer.
CF |
CF | A security guard walks in through the door to the west.
CF |
CF | The Guard shines her torch around the set, playing it into the
CF | shadows. Fortunately, it looks like her mind is only half on her job
CF | as she's not really looking. She's got her nose in a book!
CF |
CF | She flicks over a page.
CF |
CF | > burl says, "can we save"
Roger says, "our life's in jeopardy, baby"
DavidW says (to ClubFloyd), "x book"
CF ] Studio Workshop 10/784
CF | >
CF | > X BOOK
CF |
CF | (the evil book of black magic)
CF | You cautiously open the cover of the book. The pages inside are
CF | yellowed and ancient and marked with mould. It seems to be a book of
CF | black magic! According to the title page, the book is called "Malleus
CF | Malum Habentis Mortem" - whatever that means. You can't understand
CF | most of it, and much of it is so faded and stained that you can't read
CF | it, but flicking through, there are a few pages you can make out.
CF |
CF | One page is titled "Summon," another "Raise Dead" and a third is
CF | "Banish". You could probably READ each of these pages. Read Summon,
CF | for example.
CF |
CF | The security guard closes her book and saunters out through the south
CF | door. You come out of hiding.
CF |
CF | > DavidW says, "oops. wrong book"
Krumar asks, "x guard?"
DavidW says, "She's gone now"
MoyTravis says, "UNDO is always an option."
DavidW says (to ClubFloyd), "undo"
CF ] Studio Workshop 10/783
CF |
CF | > UNDO
CF |
CF | Studio Workshop
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "x guard"
CF ] Studio Workshop 10/784
CF | >
CF | > X GUARD
CF |
CF | The guard is a youngish, slim and academic looking woman in a red
CF | uniform. She has her nose in the pages of a book as she wanders around
CF | the set. You notice a squarish bulge in her back pocket. As you look,
CF | she pats it protectively as if to check it's still there.
CF |
CF | The security guard closes her book and saunters out through the south
CF | door. You come out of hiding.
CF |
CF | > burl says, "i hope it's a cheesy horror book"
DavidW says, "ah, we have to kill this guard too, I see, for the token of protection she carries."
Knight_Otu says, "Another innocent guard we will be murdering."
MoyTravis says, "That do be how it goes."
DavidW says (to ClubFloyd), "x paint"
CF ] Studio Workshop 10/785
CF | >
CF | > X PAINT
CF |
CF | Stacked up in the corners, the paints seems to be all colours of the
CF | rainbow, although it's hard to tell in this dim light.
CF |
CF | You can hear footsteps to the south. They seem to be slowly receding
CF | into the distance.
CF |
CF | > Roger says, "excuse me, fellow travellers"
DavidW says (to ClubFloyd), "s"
CF ] The Laboratory of Dr Von Hummels 10/786
CF | >
CF | > S
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | There's something in the centre of the slab. You can't work out what
CF | it is at first, but then you realize. The shapeless mass is a human
CF | torso with no limbs or head! You turn away in horror! Surely it's just
CF | a prop, but it's so realistic looking!
CF |
CF | You can hear footsteps to the south. They seem to be slowly receding
CF | into the distance.
CF |
CF | >
Roger goes home. Knight_Otu says, "I wonder what the protective charm is for a Frankenstein monster."
Krumar says, "I bet is has to do with fire."
Knight_Otu says, "Right. Fire bad."
Krumar says, "Got to find some body parts now."
Knight_Otu says, "Also, once more our protagonist fails to see the obvious."
DavidW asks, "hey gang, remember the legs in the fridge?"
burl says, "and a torch"
DavidW asks, "The head on the bone door?"
Knight_Otu says, "I guess there are limbs in that fridge."
DavidW says, "I think we need to build our own monster."
Knight_Otu says, "I wonder. The other studios were self-contained, and you surely can get into this studio as the second one, before the head appears."
Krumar says, "It would be neat if you could choose different body parts to get different monsters."
DavidW says, "It's possible that this one has to be solved last."
MoyTravis says, "That seems like a mean thing to do."
burl says, "bringing a monster to life does feel like a grand finale"
Knight_Otu says, "Hm."
DavidW says, "Also, I now know what the needle and thread are for. Sewing body parts together."
Knight_Otu says, "Makes sense."
Krumar asks, "That remdinds me, shouldn't we get something like the needle and thread from the mummy set?"
Krumar says, "That makes sense."
DavidW says (to Krumar), "That's been bothering me too."
Krumar says, "It might be what is in the skeleton."
DavidW says, "Regardless, we still can't deal with that corridor."
DavidW says (to ClubFloyd), "x table"
CF ] The Laboratory of Dr Von Hummels 10/787
CF | >
CF | > X TABLE
CF |
CF | The table is covered in a mass of complicated laboratory equipment.
CF |
CF | > Krumar asks, "should we try to get the legs?"
Knight_Otu says, "Hm, again."
DavidW says (to Krumar), "not yet. I have no desire to carry legs."
Knight_Otu says, "I vote that we first explore this studio."
MoyTravis says, "Concur."
DavidW says (to ClubFloyd), "x torso"
CF ] The Laboratory of Dr Von Hummels 10/788
CF | >
CF | > X TORSO
CF |
CF | The limbless, headless torso is so realistic! There's even a tattoo of
CF | a bird on its shoulder. A bit like the one your actor friend, Jimmy
CF | McLart, has!
CF |
CF | > Knight_Otu says, "Protagonist..."
MoyTravis exclaims, "Look, writing two versions of all the different scenes would be a lot of work!"
MoyTravis says, "Also it's pretty funny."
DavidW says (to ClubFloyd), "look"
CF ] The Laboratory of Dr Von Hummels 10/789
CF | >
CF | > LOOK
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless, headless human torso!
CF |
CF | You can hear footsteps to the north. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Crematorium 10/790
CF | >
CF | > S
CF |
CF |
CF | Crematorium
CF | The whole set is painted the same light green you see in a hospital
CF | ward. You know this is a crematorium because of the word "Crematorium"
CF | written in large white letters on the wall. You assume this is to let
CF | the audience know too without too much exposition. Dark gaps in the
CF | set walls lead north and west.
CF |
CF | On one wall is the open door to what must be the cremation oven!
CF |
CF | Extending from the oven into the centre of the room is a wheeled metal
CF | gurney.
CF |
CF | You can hear footsteps to the north. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | > Jacqueline says, "I think you are likely right - this might be the grand finale and we should do the werewolves first."
Knight_Otu says, "True enough."
DavidW says (to ClubFloyd), "hide"
CF ] Crematorium 10/791
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the footsteps tap ever
CF | closer.
CF |
CF | A security guard walks in through the door to the north.
CF |
CF | The Guard flicks her torch around the set in a half hearted fashion.
CF | Then, with a guilty glance around, she lies on the gurney and puts her
CF | feet up! She opens her book and starts to read, chuckling to herself
CF | every now and again. Oh no! You hope she's not going to be here for
CF | long! The fate of the world is at stake!
CF |
CF | She sighs heavily and turns the page over.
CF |
CF | > MoyTravis asks, "I'd be annoyed with the game if it turned out like that - why not just gate us out of this one then?"
MoyTravis asks, "Do we murder, and then reanimate, this one?"
Jacqueline says, "It's part of the puzzle."
Jacqueline says, "She might have some body parts we use. Possibly."
MoyTravis says, "Or...murder and swap out body parts? Grim."
DavidW asks, "are we... supposed to dump her into the oven?"
Krumar says, "I think we push her into the oven."
Jacqueline says, "I am not annoyed if this is the last puzzle and we have to do the other first. That seems pretty standard."
Knight_Otu says, "I don't think we do, but who knows."
DavidW says (to ClubFloyd), "push guard"
CF ] Studio Lot South 10/792
CF | >
CF | > PUSH GUARD
CF |
CF | Your movement attracts the attention of the security guard. She sees
CF | you immediately. "Whoah," she says. "You shouldn't be in here,
CF | friend!" She sighs, closes her book, and grabs you by the arm. "Let's
CF | go. I can't have people in here at night. I'll get fired!"
CF |
CF | You struggle feebly, but it's no use - she's stronger than she looks.
CF | The Guard shuffles you outside the studio. "Wow," she grins. "You
CF | actors are killing me." She gives you a big thumbs up before
CF | disappearing back into the studio.
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | You can't reach into The Laboratory of Dr Von Hummels.
CF |
CF | > MoyTravis says, "Well, for parser games interlocking/overlapping puzzles are pretty normal, but for this game they're all self-contained so far."
DavidW says (to ClubFloyd), "undo"
CF ] Crematorium 10/791
CF |
CF | > UNDO
CF |
CF | Crematorium
CF | [Previous turn undone.]
CF |
CF | > Jacqueline says, "Yep, and one of them is just different."
DavidW says, "It's not as simple as PUSH GUARD."
Knight_Otu nods.
DavidW says (to ClubFloyd), "x guard's book"
CF ] Crematorium 10/792
CF | >
CF | > X GUARD'S BOOK
CF |
CF | You can't make out the title from here, bur the cover is pretty lurid.
CF |
CF | The security guard closes her book with a sigh, gets off the gurney,
CF | and ambles out through the west door. You come out of hiding.
CF |
CF | > MoyTravis asks, "Can we rig the gurney somehow?"
DavidW says, "okay, she merely stops here a little."
DavidW says (to ClubFloyd), "x gurney"
CF ] Crematorium 10/793
CF | >
CF | > X GURNEY
CF |
CF | It's a flat topped metal trolley, about long enough for a person. It's
CF | attached to the oven by metal rods. It looks like you could push it
CF | and it would go into the oven, or pull it out again.
CF |
CF | You can hear footsteps to the west. They seem to be slowly receding
CF | into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "push gurney"
CF ] Crematorium 10/794
CF | >
CF | > PUSH GURNEY
CF |
CF | You push on the gurney, and it smoothly slides into the cremation
CF | oven.
CF |
CF | > DavidW asks, "so, now what, wait and see if we can close the oven with her inside? Do you think she'd do that?"
DavidW asks, "Or do we leave the gurney out and push the gurney instead of pushing the guard?"
Knight_Otu says, "I suspect the latter."
MoyTravis says, "Prolly that last one."
DavidW says (to ClubFloyd), "pull gurney"
CF ] Crematorium 10/795
CF | >
CF | > PULL GURNEY
CF |
CF | The gurney slides smoothly out of the oven and into the room.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Crematorium 10/796
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | You can hear footsteps to the north. They seem to be getting closer!
CF |
CF | You are in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "hide"
CF ] Crematorium 10/797
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the footsteps tap ever
CF | closer.
CF |
CF | A security guard walks in through the door to the north.
CF |
CF | The Guard flicks her torch around the set in a half hearted fashion.
CF | Then, with a guilty glance around, she lies on the gurney and puts her
CF | feet up! She opens her book and starts to read, chuckling to herself
CF | every now and again. Oh no! You hope she's not going to be here for
CF | long! The fate of the world is at stake!
CF |
CF | She chuckles under her breath at something she's reading.
CF |
CF | >
DavidW says (to ClubFloyd), "push gurney"
CF ] Crematorium 10/798
CF | >
CF | > PUSH GURNEY
CF |
CF | You leap out from the shadows and before the Guard knows what's
CF | happening you push on the end of the gurney and it slides smoothly
CF | into the oven with the Guard still on it!
CF |
CF | "Hey" she shouts, in a muffled voice, "what's going on?"
CF |
CF | >
DavidW says (to ClubFloyd), "close oven"
CF ] Crematorium 10/799
CF | >
CF | > CLOSE OVEN
CF |
CF | The metal door slams shut with an ominous boom.
CF |
CF | >
DavidW says (to ClubFloyd), "turn on oven"
CF ] Crematorium 10/800
CF | >
CF | > TURN ON OVEN
CF |
CF | It isn't something you can switch.
CF |
CF | There is a tapping noise coming from inside the oven.
CF |
CF | >
PhilGoetz goes home.
DavidW says (to ClubFloyd), "x oven"
CF ] Crematorium 10/801
CF | >
CF | > X OVEN
CF |
CF | The oven is closed. You'd need to open it to get a better look inside.
CF |
CF | Next to the oven door is a large green button.
CF |
CF | You hear muffled shouting coming from inside the oven.
CF |
CF | > Krumar says, "man we are killing quick now."
DavidW says, "well, look. A happy green button."
DavidW says (to ClubFloyd), "push green button"
CF ] Crematorium 11/802
CF | >
CF | > PUSH GREEN BUTTON
CF |
CF | You can't think too much about the dreadful choices you must make! You
CF | reach forward and slam your hand onto the green button.
CF |
CF | The button clicks and there is a moment's silence. Then a sudden roar
CF | of noise from inside the oven. You can feel the heat coming off from
CF | it! The roaring only lasts a few moments, then silence once more other
CF | than the occasional plink of cooling metal. Then, only more silence.
CF |
CF | You have survived a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "open oven"
CF ] Crematorium 11/803
CF | >
CF | > OPEN OVEN
CF |
CF | You close your eyes in anticipation of the horrors that await you in
CF | the oven! The metal door creaks open slowly and, to your relief there
CF | is nothing in there other than a wisp of greasy smoke which quickly
CF | dissipates.
CF |
CF | At least you thought there was nothing. A little metal box sits on the
CF | gurney!
CF |
CF | >
DavidW says (to ClubFloyd), "take box"
CF ] Crematorium 11/804
CF | >
CF | > TAKE BOX
CF |
CF | You grab the metallic box. Why, it's a little music box with a small
CF | wind-up handle on the side!
CF |
CF | >
DavidW says (to ClubFloyd), "wind box"
CF ] Crematorium 11/805
CF | >
CF | > WIND BOX
CF |
CF | The music box begins to play a tinny, but pleasant little tinkly tune.
CF | You almost recognize it, but not quite.
CF |
CF | > Knight_Otu says, "Rest in peace."
burl says, "oooh is it a song that controls magic creatures"
DavidW says, "Music hath charms etc etc"
DavidW says (to ClubFloyd), "w"
CF ] The Castle Rooftop 11/806
CF | >
CF | > W
CF |
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | The plunking sounds from the plinky little music box fills the air.
CF |
CF | > Jacqueline says, "Yeah, ISTR that the monster was soothed by music."
burl asks, "is the metal spike something we eventually connect the jumper cable to?"
Jacqueline says, "Also, cremation is not that efficent."
Jacqueline says, "But anyway."
DavidW says, "I think the spike is more likely a lightning rod."
DavidW says (to ClubFloyd), "x spike"
CF ] The Castle Rooftop 11/807
CF | >
CF | > X SPIKE
CF |
CF | The spike is attached to the centre of the dome. A copper band runs
CF | from it down the side of the roof to just above the walkway.
CF |
CF | At the bottom end of the copper band is a round metal ring.
CF |
CF | You can't help but hum along to the little tune coming out of the
CF | music box.
CF |
CF | > Krumar asks, "attach cable to the ring?"
Krumar says, "or whatever that wire is."
DavidW says, "okay, I'm guessing the wheel raises the slab to here, and we connect the cord from the ring to the monster when built."
DavidW says (to ClubFloyd), "x wheel"
CF ] The Castle Rooftop 11/808
CF | >
CF | > X WHEEL
CF |
CF | The wheel is set into the floor. It definitely looks like it could be
CF | turned by hand.
CF |
CF | The little music box is still playing a tinkly little tune.
CF |
CF | >
DavidW says (to ClubFloyd), "turn wheel"
CF ] The Castle Rooftop 11/809
CF | >
CF | > TURN WHEEL
CF |
CF | You turn the wheel. It's easy at first but gradually gets harder and
CF | harder until you can't turn it anymore.
CF |
CF | For some reason, the hairs on the back of your neck begin to rise and
CF | your skin prickles.
CF |
CF | The music box finishes its tune and the tinny music stops.
CF |
CF | > DavidW says, "hm. I was wrong about the wheel."
DavidW says (to ClubFloyd), "x ring"
CF ] The Castle Rooftop 11/810
CF | >
CF | > X RING
CF |
CF | The ring is welded to the bottom of the copper band.
CF |
CF | >
DavidW says (to ClubFloyd), "x dome"
CF ] The Castle Rooftop 11/811
CF | >
CF | > X DOME
CF |
CF | The roof curves up from the catwalk into a dome. Atop it is a huge
CF | metal spike.
CF |
CF | > burl says, "oh, our monster control is going to have a timeout and then we're in trouble"
DavidW says (to ClubFloyd), "x copper band"
CF ] The Castle Rooftop 11/812
CF | >
CF | > X COPPER BAND
CF |
CF | The copper band runs from the bottom of the metal spike and down the
CF | dome to just above the walkway. At the bottom end of it is a round
CF | metal ring.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] The Castle Rooftop 11/813
CF | >
CF | > L
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | Some terrible energies in the very air itself are making the hairs
CF | stand up on the back of your neck.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | > Jacqueline asks, "Maybe you just electrify the slab itself?"
Krumar asks, "should we wind the music box again?"
Krumar says, "Also, could be lightning is about to strike."
Krumar says, "Lightning might be the reason hair is standing up."
DavidW says (to ClubFloyd), "x gargoyles"
CF ] The Castle Rooftop 11/814
CF | >
CF | > X GARGOYLES
CF |
CF | You know they're made out of painted foam, but they're pretty good.
CF | They actually look....forbidding and slightly evil. Someone in the set
CF | design department has a talent for this sort of thing.
CF |
CF | >
DavidW says (to ClubFloyd), "exits"
CF ] The Castle Rooftop 11/814
CF | >
CF | > EXITS
CF |
CF | That's not a verb I recognise.
CF | burl says, "it's hard to count with the chat interspersed but i think we get 8 or 3 turns depending on whether looks and examines count"
CF | >
DavidW says (to ClubFloyd), "l"
CF ] The Castle Rooftop 11/815
CF | >
CF | > L
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | Some terrible energies in the very air itself are making the hairs
CF | stand up on the back of your neck.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | > burl says, "(for the music to go)"
DavidW says (to ClubFloyd), "n"
CF ] Glade in the Forest 11/816
CF | >
CF | > N
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | You recognise this set very well! It was in your movie too! This is
CF | where you met with the distraught villager who had escaped from the
CF | Count's clutches and was usefully able to fill you in on the location
CF | of his secret lair. Very cost effective to re-use sets you suppose. It
CF | would be interesting to know if the audience even notice.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "x log"
CF ] Glade in the Forest 11/817
CF | >
CF | > X LOG
CF |
CF | The log is made from some sort of heavy foam and painted brown and
CF | green. It was on this very log your character, the Professor,
CF | encountered the unnamed female villager, exhausted and injured during
CF | her escape from the Count's lair.
CF |
CF | > DavidW says, "You'd think a real log would be easier."
DavidW says (to ClubFloyd), "x trees"
CF ] Glade in the Forest 11/818
CF | >
CF | > X TREES
CF |
CF | Is there a prop tree factory somewhere? These all look very similar to
CF | all the other fake trees around the studios.
CF |
CF | > Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "x riverbed"
CF ] Glade in the Forest 11/819
CF | >
CF | > X RIVERBED
CF |
CF | The channel in the floor, edges raised a little, is made from blue
CF | rubber. It doesn't take much water and, with the right lighting and
CF | someone paddling at one end with a board, this would look almost but
CF | not quite entirely unlike a real river.
CF |
CF | > Jacqueline says, "Real logs are real heavy, though."
DavidW says, "sure, that's a consideration."
DavidW says (to ClubFloyd), "n"
CF ] The Evil Machinery of Dr Von Hummels 11/820
CF | >
CF | > N
CF |
CF |
CF | The Evil Machinery of Dr Von Hummels
CF | Huge interlocking plywood cogs, painted like rusty metal, form a
CF | complex machine all across one side of the room. Giant glass valves
CF | are lined up along the walls, connected by thick wires which stick out
CF | at various points in great winding loops. Doorways lead east and south
CF | deeper into the Studio.
CF |
CF | You'd been on set when they filmed this scene, invited by Jimmy
CF | McLart, your actor friend who was playing Duke, the handsome lead. It
CF | had been his big scene with the mad scientist.
CF |
CF | "This is madness, Dr Von Hummels," Duke had shouted while Von Hummels
CF | threw switches and twirled dials. "You are dabbling with the natural
CF | laws of Gods and men!"
CF |
CF | A smooth brass handle pokes out of the side of the machinery.
CF |
CF | In the centre of the room is a huge complicated semi-circular control
CF | board.
CF |
CF | >
DavidW says (to ClubFloyd), "x cogs"
CF ] The Evil Machinery of Dr Von Hummels 11/821
CF | >
CF | > X COGS
CF |
CF | Despite being made out of plywood, it's actually quite nice work by
CF | the props people. It does look, at least in this dim light, like some
CF | sort of clockwork machine for doing evil. Its actual function is, to
CF | be honest, a little obscure.
CF |
CF | >
DavidW says (to ClubFloyd), "x handle"
CF ] The Evil Machinery of Dr Von Hummels 11/822
CF | >
CF | > X HANDLE
CF |
CF | (the brass handle)
CF | The brass handle, poking out of the machinery, is connected to a thick
CF | cable that runs into the floor.
CF |
CF | >
DavidW says (to ClubFloyd), "x control board"
CF ] The Evil Machinery of Dr Von Hummels 11/823
CF | >
CF | > X CONTROL BOARD
CF |
CF | The control board seems to be made from steel and is covered with all
CF | sorts of big switches and levers and lights. They're all probably just
CF | props though, and won't do anything.
CF |
CF | Attached to the side of the control board is a round metal ring.
CF |
CF | > DavidW says, "hm. Another ring."
DavidW asks, "The rooftop scene also had a brass handle, didn't it?"
PhilGoetz says, "I can't figure out how to connect with BeipMU. I keep getting the error "⛔ TLS Error: Failed to negotiate: The token supplied to the function is invalid (80090308) Maybe this isn't the TLS/SSL port?""
PhilGoetz asks, "Is 4000 not the right port?"
Jacqueline says, "Its function might be a little obscure, or it might be very straight-forward for someone who thinks their coworkers have been disappearing to visit their aunt or take a new job, and that the corpse with no limbs is just a realistic-looking prop."
PhilGoetz says, "actually this web client on port 4002 is a whole lot better than the last one, on port 4001, which I can't find the link to anymore."
Jacqueline says (to Phil), "It is the right port. You might want to ask on another channel. One sec, I'll find the right now."
burl asks, "can we examine the switches and levers and lights individually?"
DavidW says (to ClubFloyd), "x switches"
CF ] The Evil Machinery of Dr Von Hummels 11/824
CF | >
CF | > X SWITCHES
CF |
CF | Some prop person really went to town on this. Every type of lever,
CF | switch and light you can think of makes an appearance.
CF |
CF | > burl says, "dang"
DavidW says, "Sorry."
Jacqueline says (to Phil), "Try #mud-clients"
DavidW says, "I think the brass handle is the only true control here."
DavidW says (to ClubFloyd), "pull brass handle"
CF ] The Evil Machinery of Dr Von Hummels 11/825
CF | >
CF | > PULL BRASS HANDLE
CF |
CF | You pull on the handle. Nothing obvious happens.
CF |
CF | >
DavidW says (to ClubFloyd), "turn cogs"
CF ] The Evil Machinery of Dr Von Hummels 11/826
CF | >
CF | > TURN COGS
CF |
CF | The machine is surprisingly sturdy.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Workshop 11/827
CF | >
CF | > E
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | > Krumar says, "I feel like you might connect the rings between here and the spire then throw the handel."
burl says, "so maybe the doohickey needs to already be connected to the whatsit. yes exactly"
Krumar says, "still, we probably have to put the body together and get it in there."
Knight_Otu says, "I guess we need the head and limbs from outside after all."
burl says, "time for creepy build a bear"
DavidW says, "I'm not sure how to move the body or electrify it yet, but we can try to attach the head and the legs."
DavidW says, "I don't remember if any arms are in the fridge."
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot South 11/828
CF | >
CF | > E
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Count looks as if he might speak, then seems to think better of
CF | it.
CF |
CF | > Krumar says, "it would be cool if you could use the wheelbarrow."
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 11/829
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door,
CF | a sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles. On one of the spikes is impaled Harry Higginbotham's
CF | decapitated head!
CF |
CF | >
DavidW says (to ClubFloyd), "take head"
CF ] Studio Lot North 11/830
CF | >
CF | > TAKE HEAD
CF |
CF | Shaking with horror, you pull the head from the spike.
CF |
CF | Harry's head is wide eyed and set in an expression of terror!
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 11/831
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Workshop 11/832
CF | >
CF | > W
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Laboratory of Dr Von Hummels 11/833
CF | >
CF | > S
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless, headless human torso!
CF |
CF | >
DavidW says (to ClubFloyd), "sew head to torso"
CF ] The Laboratory of Dr Von Hummels 11/834
CF | >
CF | > SEW HEAD TO TORSO
CF |
CF | You would need to put the head on the slab first.
CF |
CF | >
DavidW says (to ClubFloyd), "put head on slab"
CF ] The Laboratory of Dr Von Hummels 11/835
CF | >
CF | > PUT HEAD ON SLAB
CF |
CF | You put Harry's head onto the slab and arrange it just above the
CF | torso. It fits neatly into the metal helmet.
CF |
CF | >
DavidW says (to ClubFloyd), "sew head to torso"
CF ] The Laboratory of Dr Von Hummels 11/836
CF | >
CF | > SEW HEAD TO TORSO
CF |
CF | It is like Harry is watching you as the bone needle seems, through
CF | some awful witchcraft, to relish the horrific task! You sew the head
CF | onto the torso's neck with rough stitches until it is firmly attached.
CF |
CF | > DavidW says, "looks like this is the correct track."
DavidW says (to ClubFloyd), "n"
CF ] Studio Workshop 11/837
CF | >
CF | > N
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot South 11/838
CF | >
CF | > E
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 11/839
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Store 11/840
CF | >
CF | > E
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Studio Crypt 11/841
CF | >
CF | > D
CF |
CF | Studio Crypt
CF | The square windowless room, grimly lit by a bright light from the
CF | naked lightbulb on the ceiling, is surrounded on three sides by a
CF | large cage made from iron bars that run from ceiling to floor. A
CF | barred door into the cage is open. One one side, next to a
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling.
CF | The walls are made from grey stone and drip with moisture. The whole
CF | room seems to give off a damp earthy smell of decay!
CF |
CF | In the centre of the room is a large white box that looks like a
CF | kitchen refrigerator.
CF |
CF | >
DavidW says (to ClubFloyd), "open fridge"
CF ] Studio Crypt 11/842
CF | >
CF | > OPEN FRIDGE
CF |
CF | The fridge is already open.
CF |
CF | >
DavidW says (to ClubFloyd), "look in fridge"
CF ] Studio Crypt 11/843
CF | >
CF | > LOOK IN FRIDGE
CF |
CF | It is an old kitchen refrigerator! The large white fridge sits
CF | incongruously in the middle of the room. It is open.
CF |
CF | In the kitchen refrigerator are Melissa's chopped-up remains and
CF | Beanie's partially dissolved skeleton.
CF |
CF | >
DavidW says (to ClubFloyd), "take legs"
CF ] Studio Crypt 11/844
CF | >
CF | > TAKE LEGS
CF |
CF | The remains are far too bulky to carry around.
CF |
CF | > DavidW says, "hmm"
DavidW says (to ClubFloyd), "x legs"
CF ] Studio Crypt 11/845
CF | >
CF | > X LEGS
CF |
CF | Just two legs on top of a mound of chopped up body parts. You can
CF | hardly bear to look.
CF |
CF | > Krumar says, "wheelbarrow"
Knight_Otu says, "Sounds like it."
DavidW says, "We can't bring the barrow in here."
Knight_Otu says, "Oh, right."
Jacqueline says, "huh"
Knight_Otu says, "I guess a werewolf movie might have some severed limbs."
DavidW says, "I think we need to cut the legs loose from the rest of the remains."
Jacqueline says (to KO), "Yes."
DavidW says (to ClubFloyd), "x arms"
CF ] Studio Crypt 11/846
CF | >
CF | > X ARMS
CF |
CF | A partially dissolved skeleton connected to a couple of relatively
CF | unscathed arms. Beanie seems to look at you with one good eye!
CF |
CF | >
DavidW says (to ClubFloyd), "take arms"
CF ] Studio Crypt 11/847
CF | >
CF | > TAKE ARMS
CF |
CF | Beanie's skeleton is far too bulky to carry around.
CF |
CF | >
DavidW says (to ClubFloyd), "i"
CF ] Studio Crypt 11/848
CF | >
CF | > I
CF |
CF | You are carrying a music box, a coil of cord, a jaunty hat, a leather
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo
CF | doll, a strawberry milk bottle, an evil book of black magic, a small
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold
CF | pocketwatch and a grey suit.
CF |
CF | > Jacqueline says, "This is why I am an advocate for switching gears (no pun intended) to the werewolf bit. But we can also just get part of the way through this before seeking limbs from the other section first."
DavidW says, "I don't see a cutting tool in our inventory."
Krumar says, "Lets get the werewolf."
DavidW says, "okayh"
DavidW says (to ClubFloyd), "u"
CF ] Studio Store 11/849
CF | >
CF | > U
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Waiting Room 11/850
CF | >
CF | > W
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot South 11/851
CF | >
CF | > N
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 11/852
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door,
CF | a sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Path through the Forest 11/853
CF | >
CF | > W
CF |
CF | (first opening Studio 1 door)
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | This is exciting. The Blood of the Werewolf's Claw is a closed set.
CF | You have absolutely no idea about this film. Your friend Davor
CF | Slyzvak, who is playing, as he put it with a wink and a tap of his
CF | nose, one of the main supporting characters, had been
CF | uncharacteristically evasive when you had asked him about the movie.
CF |
CF | "I cannot tell you," he had said in his thick Eastern European accent
CF | (which you know for a fact is put-on, given that he's from a little
CF | town not far away from your hometown). "I am sworn to secrecy, yes?"
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | > MoyTravis says, "It'd be a funny change if, instead of having been murdered by the cult, your friend is the werewolf this time."
Knight_Otu says, "He might be."
DavidW says, "oh, dear, another guard."
DavidW says (to ClubFloyd), "x cage"
CF ] Path through the Forest 11/854
CF | >
CF | > X CAGE
CF |
CF | It's a simple wooden cage with one side missing to allow entry. It is
CF | attached by a rope to a pulley system.
CF |
CF | You can hear footsteps to the northwest. They seem to be getting
CF | closer!
CF |
CF | You might be in a perilous situation!
CF |
CF | >
DavidW says (to ClubFloyd), "hide"
CF ] Path through the Forest 11/855
CF | >
CF | > HIDE
CF |
CF | You back into the darker shadows of the set as the footsteps tap ever
CF | closer.
CF |
CF | A security guard walks in from the northwest. He gives you a genial
CF | smile.
CF |
CF | This guard seems to have eagle eyes! You thought you were getting good
CF | at hiding by now, but he spotted you straight away. But, then again,
CF | he doesn't seem to care that you're on set. Looks like you have
CF | nothing to fear here!
CF |
CF | >
DavidW says (to ClubFloyd), "talk to guard"
CF ] Path through the Forest 11/856
CF | >
CF | > TALK TO GUARD
CF |
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame
CF | you. I'd kill for one, myself! Got to work right now. No rest for the
CF | wicked!"
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | > MoyTravis says, "Huh."
Knight_Otu says, "Odd that."
DavidW says, "He's one of THEM."
Knight_Otu says, "Closed set, huge secrecy, and the guard is "Hey pal!"."
DavidW says (to ClubFloyd), "enter cage"
CF ] Path through the Forest 11/857
CF | >
CF | > ENTER CAGE
CF |
CF | It's a bit too small and it doesn't look like it would hold your
CF | weight.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | > DavidW asks, "Would it hold a Wilma?"
DavidW says (to ClubFloyd), "nw"
CF ] Desolate Windswept Hills 11/858
CF | >
CF | > NW
CF |
CF |
CF | Desolate Windswept Hills
CF | It's not much, this set. A swathe of plastic grass and heather in a
CF | rounded mound is set against a painted backdrop on the studio wall
CF | that's supposed to represent distant hills. The set opens to the
CF | south, southeast and southwest, leading deeper into the gloomy studio.
CF |
CF | Rising out of the top of the mound, standing like a great sentinel lit
CF | eerily by the light from the moon, is a giant man-shaped sculpture
CF | made entirely from sticks and branches!
CF |
CF | Low on the studio wall, hangs the moon, its crescent filling the set
CF | with a ghostly pale light.
CF |
CF | A security guard walks in from the southwest. He grins at you and
CF | gives you a friendly nod.
CF |
CF | > Krumar says, "x guard"
DavidW says (to ClubFloyd), "x guard"
CF ] Desolate Windswept Hills 11/859
CF | >
CF | > X GUARD
CF |
CF | The security guard looks like a jolly fellow. His florid face nicely
CF | matches his red uniform which is stretched tight over his stocky body.
CF |
CF | The security guard sighs and wanders southeast.
CF |
CF | > Krumar says, "We must need soemthing from him."
DavidW says, "No obvious token or bulge."
DavidW says, "Note that the moon is a crescent moon."
DavidW says (to ClubFloyd), "x moon"
CF ] Desolate Windswept Hills 11/860
CF | >
CF | > X MOON
CF |
CF | Set into the wall, like a porthole, the lamp behind the glass is lit
CF | and glows brightly through the crescent shaped hole left by the
CF | half-open shutter. You could probably open and close it if you wanted
CF | to.
CF |
CF | You can hear footsteps to the southeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > Krumar says, "The guard could be the wolf."
DavidW says, "Thought it might be adjustable."
Krumar says, "Open it to a full moon on him."
DavidW says (to ClubFloyd), "x sculpture"
CF ] Desolate Windswept Hills 11/861
CF | >
CF | > X SCULPTURE
CF |
CF | The sculpture of a gigantic man is made from a complex weave of willow
CF | sticks and branches.
CF |
CF | You can hear footsteps to the southwest. They seem to be getting
CF | closer!
CF |
CF | > burl says, "i'm still wondering about the guard saying he'd kill for a pint"
DavidW says (to Krumar), "I think that's worth trying after exploring more."
DavidW says (to ClubFloyd), "s"
CF ] The Village of Nether Hallows 11/862
CF | >
CF | > S
CF |
CF | The Village of Nether Hallows
CF | The cobbled square, gloomy and shadowed by the surrounding pretend
CF | stone buildings, is dominated in the centre by a gnarled, blackened
CF | old tree. Gaps between the houses lead north and south deeper into the
CF | Studio. A track disappears to the east and to the west, the entrance
CF | to the pub is a square of welcoming yellow light.
CF |
CF | Outside the pub, a weathered sign hangs from a large wooden post.
CF |
CF | A noose hangs from one of the trees branches, swaying in a
CF | non-existent wind!
CF |
CF | You look closely at the buildings, expecting them to just be scenery
CF | propped up with beams, but no! They look like real three dimensional
CF | houses! That's odd. It's not like Mallet Studios to actually
CF | build something.
CF |
CF | But then, as you look around, some of the doors of the small houses
CF | open and, one by one, the villagers come out of them and into the
CF | square! They form a small crowd and mutter and whisper to each other,
CF | shooting suspicious glances at you. You swear you hear the word
CF | "Witch," at least a couple of times.
CF |
CF | The villagers mutter amongst themselves and shoot suspicious glances
CF | at you.
CF |
CF | You hear footsteps moving to the north of you.
CF |
CF | > Krumar says, "A pint might be the token."
Jacqueline says, "True"
Jacqueline says, "Maybe we find him a beer"
DavidW asks, "Everyone in favour of getting a beer?"
Knight_Otu says, "Sure."
DavidW asks, "Even though the villagers want to lynch us?"
Krumar asks, "sounds good but can we talke to the people?"
DavidW says (to ClubFloyd), "talk to villagers"
CF ] The Village of Nether Hallows 11/863
CF | >
CF | > TALK TO VILLAGERS
CF |
CF | "What dost thou want, Witch?" says one of the villagers, stepping
CF | forward. This must be a head man or mayor or whatever. He's slightly
CF | less aromatic than the others and his clothes made from a better cut
CF | of sacking. "We shall have no truck with thy evil," he continues.
CF | "This is a godly place. We suffer no witches to live here. The noose
CF | awaits those with evil intent."
CF |
CF | (1) - "I'm not a witch."
CF |
CF | You hear footsteps moving to the east of you.
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 1
CF |
CF | "I'm not a witch," you say, defensively.
CF |
CF | "Hah," replies the villager. "Only a witch would say thus, for is it
CF | not written that only the most evil of witches would deny their evil
CF | witchery? Witch, I name thee and thrice damn thee to eternal
CF | damnation!" He shakes his sharp rake-thing at you, and the villagers
CF | edge closer.
CF |
CF | There's something odd here, though. Something is niggling at you. You
CF | take a closer look at the villager's face. Hang on a minute!
CF |
CF | (1) - "Derek?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 1
CF |
CF | "Derek," you say. "Is that you?"
CF |
CF | "Sssh," hisses the villager, sharply, and grabs your arm and leads you
CF | out of earshot of the group of villagers. "Don't break my character."
CF |
CF | Why, it is! It's Derek Paisley. Only last year you had been treading
CF | the boards with him in a production of "Mrs Palmer's Pantaloons" at
CF | the Old Albert theatre!
CF |
CF | Derek glances over your shoulder at the villagers. "OK," he says, "we
CF | can talk now. How are you, darling? Last time I saw you, we were
CF | playing at the Old A. Your Dinkie Bletherly was a triumph!"
CF |
CF | (1) - "I'm fine! It's great to see you,"
CF | (2) - "What on earth are you doing here?"
CF |
CF | You say > DavidW asks, "1 or 2?"
Knight_Otu says, "Well."
Krumar says, "I would think 2"
DavidW says (to ClubFloyd), "2"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 2
CF |
CF | "What are you doing here of all places?" you ask.
CF |
CF | Derek looks uncomfortable. "Embarrassed to say to be honest," he
CF | replies. "In somewhat reduced circumstances at the moment. When the
CF | play finished I was out of work for a while, ran rather low on the old
CF | funds and found myself without a place to rest my head. Answered an ad
CF | in the Actor and it turned out Mallet was looking for extras to
CF | live-in on set. Free housing, Free food. Have to dress like this,
CF | though. Always the danger of...well, never mind that."
CF |
CF | (1) - "So all these villagers are out of work actors?"
CF |
CF | You say > Knight_Otu says, "2 I guess."
DavidW says (to ClubFloyd), "1"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 1
CF |
CF | "So these are all out work actors?" you gasp.
CF |
CF | "Oh yes," replies Derek. "Plenty of out of work actors about. Much
CF | cheaper to house and feed them than pay them, one supposes. It's not
CF | all bad though." He shrugs. "One really gets to live the role. A
CF | little worried about having to carry a lot of silver about all the
CF | time, and the wardrobe rather leaves something to be desired. But I
CF | really shouldn't complain. Best foot forward and all that."
CF |
CF | (1) - "You mentioned danger?"
CF | (2) - "Do you know what Mallet is up to?"
CF | (3) - "I'm raising an army of the undead."
CF | (4) - "Is there anything I can do to help?"
CF | (5) - "What's all this nonsense about witches?"
CF | (6) - "Goodbye."
CF |
CF | You say > Krumar says, "Any of them look good."
burl says, "i like how casual option #3 is"
Knight_Otu says, "To be fair to the villagers, we have cast spells."
DavidW says, "I'm tempted to just run the gamut starting with 1."
Krumar says, "Sounds good to me."
Knight_Otu says, "Sure, we can start there."
DavidW says (to ClubFloyd), "1"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 1
CF |
CF | "You mentioned danger?" you say.
CF |
CF | "There are trials in every profession, darling," replies Derek,
CF | evasively. "We don't like to speak about it to be perfectly honest
CF | with you. Not good form so to say."
CF |
CF | (1) - "Do you know what Mallet is up to?"
CF | (2) - "I'm raising an army of the undead."
CF | (3) - "Is there anything I can do to help?"
CF | (4) - "Goodbye."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 1
CF |
CF | "I know what Mallet is up to," you say. "Did you know?"
CF |
CF | "Of course, darling," says Derek, looking at you with surprise. "But
CF | what's to be done? One can't jeopardise one's career by rocking the
CF | boat."
CF |
CF | (1) - "You mentioned danger?"
CF | (2) - "I'm raising an army of the undead."
CF | (3) - "Is there anything I can do to help?"
CF | (4) - "Goodbye."
CF |
CF | You say >
DavidW says (to ClubFloyd), "2"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 2
CF |
CF | "I'm raising an army of the undead to defeat Mallet," you say.
CF |
CF | "Oh, I say," replies Derek. "Good form. A rather brave although maybe
CF | somewhat futile endeavour. I'd heard the undead were tremendous hams
CF | when it comes to acting."
CF |
CF | (1) - "You mentioned danger?"
CF | (2) - "Do you know what Mallet is up to?"
CF | (3) - "Is there anything I can do to help?"
CF | (4) - "Goodbye."
CF |
CF | You say > DavidW says, "undead hams is the new steamed hams"
DavidW says (to ClubFloyd), "3"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 3
CF |
CF | Is there anything I can do to help?" you ask.
CF |
CF | "Oh, I don't know," replies Derek. "One has become rather comfortable
CF | here. Somewhere to lay my head, I suppose. It is rather a shame
CF | about...well. All good things have their trials don't you think?"
CF |
CF | (1) - "You mentioned danger?"
CF | (2) - "Do you know what Mallet is up to?"
CF | (3) - "I'm raising an army of the undead."
CF | (4) - "Goodbye."
CF |
CF | You say > DavidW says, "Derek, love, you're being evasive."
DavidW says (to ClubFloyd), "4"
CF ] The Village of Nether Hallows 11/863
CF | You say >
CF | > 4
CF |
CF | "Goodbye, then," you say.
CF |
CF | "So soon?" says Derek. "I really must be off, then." He pats you on
CF | the shoulder "Awfully nice to see you again, darling. Must catch my
CF | forty winks, what? And don't worry about this rabble. They're all in
CF | character, but they won't bother you, really. All show and no action,
CF | eh? Such is a thespian's life."
CF |
CF | He gives you another friendly pat and then turns and disappears into
CF | one of the village houses.
CF |
CF | > Knight_Otu says, ""No, no, you're just being blunt.""
DavidW says (to ClubFloyd), "x sign"
CF ] The Village of Nether Hallows 11/864
CF | >
CF | > X SIGN
CF |
CF | The sign is painted with the image of a wolf's head on a spike. The
CF | name of the pub, under it in red letters is "The Slaughtered Calf".
CF |
CF | You hear footsteps moving to the south of you.
CF |
CF | >
DavidW says (to ClubFloyd), "enter pub"
CF ] The Slaughtered Calf 11/865
CF | >
CF | > ENTER PUB
CF |
CF |
CF | The Slaughtered Calf
CF | The pub, dominated by the large bar on one side, is smoky and warm.
CF | The walls and ceilings are all beamed with blackened oak that frames
CF | yellowing plaster. The ceiling is low, causing the smoke to twine
CF | around at head level, and the floorboards are covered with a layer of
CF | sawdust. Doorways out of the pub lead east into the village square and
CF | northeast and southeast into the darkened Studio.
CF |
CF | As you enter, the barman gives you a slow smile. "Welcome to the
CF | Slaughtered Calf," he says, his voice a gentle drawl. "Are you wanting
CF | to buy a drink?" Wait a minute. You recognise him. It's Bert, the
CF | barman who works most evenings at the studio bar! He must be
CF | moonlighting here!
CF |
CF | Opposite the bar, a roaring fire crackles and spits in a blackened
CF | stone fireplace.
CF |
CF | On the wall above the fireplace, a five-pointed star is scratched into
CF | the plaster of the wall!
CF |
CF | A few regular patrons sit in surly groups at the tables and watch you
CF | suspiciously over their beer glasses.
CF |
CF | Bert, the barman stands behind the bar polishing a glass with a dirty
CF | towel.
CF |
CF | Hanging on one wall, in pride of place near the fire, is an ancient
CF | antique Blunderbuss.
CF |
CF | A security guard walks in from the southeast. "You keep one in the
CF | pipe for me," says the Guard to Bert, winking at you.
CF |
CF | > Krumar asks, "talk to the bartender?"
DavidW says (to ClubFloyd), "x bert"
CF ] The Slaughtered Calf 11/866
CF | >
CF | > X BERT
CF |
CF | Bert is huge! His perpetually smiling face under a shaved head sits
CF | atop a well muscled torso wrapped around with a stained apron. It's a
CF | surprise he can fit behind the bar.
CF |
CF | One of the regulars moves a chess piece.
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "x blunderbuss"
CF ] The Slaughtered Calf 11/867
CF | >
CF | > X BLUNDERBUSS
CF |
CF | The old gun is an ancient thing. At one end, its barrel flares out
CF | into a bell. At the other, a simple trigger under an oiled wooden
CF | stock.
CF |
CF | Bert pulls a pint and then hands it to a regular.
CF |
CF | You can hear footsteps to the northeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "talk to bert"
CF ] The Slaughtered Calf 11/868
CF | >
CF | > TALK TO BERT
CF |
CF | Bert smiles at you. "Afraid we don't take credit cards here," he says.
CF | "Doesn't look like you have enough money for a pint."
CF |
CF | "Do you want to hear a joke," says one of the patrons to Bert. "I know
CF | a good one about three fellas in an aeroplane."
CF |
CF | You can hear footsteps to the southeast. They seem to be getting
CF | closer!
CF |
CF | > Jacqueline asks, "Did our friend Derek say he was lugging a bunch of silver about?"
DavidW says, "Yes, Derek did say that."
Jacqueline says, "Also, OH NO FOOTSTEPS IN A BAR"
MoyTravis says, "Dunno about a bunch, but, he did have some on him."
DavidW says, "Obviously we should get some silver too."
Jacqueline says, "Just thinking about silver, and werewolves, and Blunderbusses..."
DavidW says, "I think all our stuff is brass or gold or whatever."
Knight_Otu says, "I mean, we want to control the weres, not kill them."
DavidW says (to ClubFloyd), "i"
CF ] The Slaughtered Calf 11/869
CF | >
CF | > I
CF |
CF | You are carrying a music box, a coil of cord, a jaunty hat, a leather
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo
CF | doll, a strawberry milk bottle, an evil book of black magic, a small
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold
CF | pocketwatch and a grey suit.
CF |
CF | A security guard walks in from the southeast. "Now then, Bert," he
CF | says, winking at you. "How are you?"
CF |
CF | >
DavidW says (to ClubFloyd), "x patrons"
CF ] The Slaughtered Calf 11/870
CF | >
CF | > X PATRONS
CF |
CF | The regulars sit in small surly groups at the worn tables, nursing
CF | pints of beer and desultorily playing cards or chess. They
CF | occasionally glance at you and mutter amongst themselves.
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | > Krumar asks, "can we ask bert about the guard?"
DavidW says, "No. TALK TO is how conversation works in this game."
Knight_Otu says, "I think we can only TALK ... right."
Jacqueline says (to KO), "True about the not killing werewolves. Security guards, yeah, but not the undead."
DavidW says (to ClubFloyd), "take blunderbuss"
CF ] The Slaughtered Calf 11/871
CF | >
CF | > TAKE BLUNDERBUSS
CF |
CF | You pick the Blunderbuss up. It's a heavy old thing! "Now you be
CF | careful with that," says Bert in his slow drawl. "It's an antique."
CF |
CF | You can hear footsteps to the northeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > DavidW says, "huh. He let me take it."
Knight_Otu says, "I'm surprised as well."
MoyTravis asks, "I, uh, do we have powder and shot for it?"
DavidW says, "no"
DavidW says, "Unless it's pre-loaded."
DavidW says (to ClubFloyd), "se"
CF ] The Den of the Beast 11/872
CF | >
CF | > SE
CF |
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see
CF | you next time."
CF |
CF | The Den of the Beast
CF | This seems to be a set representing a den of some kind of animal,
CF | maybe. A forbidding entranceway has been made with foam rocks and
CF | twisted thorny branches, forming an arch leading into what, at first
CF | glance, looks like a dark cave. On closer inspection though, there's
CF | no cave behind it at all, just a bit of the set wall painted black.
CF |
CF | A metal staircase runs up the wall to a balcony above you, and
CF | openings in the set lead north into gloom and northeast and northwest
CF | deeper into the studio.
CF |
CF | Mounds of bones are scattered around the front of the entrance to the
CF | den, and the pretend rocks are covered in splashes of red, that you
CF | suppose is meant to be blood.
CF |
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is
CF | the half-eaten corpse of a man!
CF |
CF | A security guard walks in from the northeast. He gives you a friendly
CF | nod.
CF |
CF | > MoyTravis asks, "Right, I mean, that was my question - can we shoot it or is ut just a blunderbuss?"
burl says, "maybe we load the silver into the blunderbuss"
DavidW says, "We don't have any silver yet either."
DavidW says (to ClubFloyd), "x corpse"
CF ] The Den of the Beast 11/873
CF | >
CF | > X CORPSE
CF |
CF | The corpse is real! For a moment, you had hoped it was just a prop.
CF | But no! You look closer. You recognise the face! It's Davor! Davor
CF | Slyzvak, your friend who had been working on this film. He's been half
CF | eaten! You thought you hadn't seen him around because he'd just been
CF | busy.
CF |
CF | Davor has definitely been gnawed on. He's wearing some form of sacking
CF | tunic, but it has been shredded from some vicious attack and reduced
CF | to strips. Tied around his waist is an open pouch. You see a gleam of
CF | silver inside it.
CF |
CF | The security guard gives you a friendly wave and saunters northwest.
CF |
CF | > Jacqueline says, "Hm... half-eatn corpse. Wonder what parts are left..."
DavidW says (to ClubFloyd), "take silver"
CF ] The Den of the Beast 11/874
CF | >
CF | > TAKE SILVER
CF |
CF | You gingerly reach inside the pouch, trying to avoid all the blood.
CF | You grab the silver thing and pull it out. Why's it's a large silver
CF | coin. On one side is a badly stamped picture of some sort of queen's
CF | head. On the other, it say "One Groat".
CF |
CF | You can hear footsteps to the northwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | > MoyTravis exclaims, "Yay silver!"
DavidW says, "ok, now we have silver"
Knight_Otu says, "Well isn't that just groat."
DavidW says (to ClubFloyd), "load gun"
CF ] The Den of the Beast 11/874
CF | >
CF | > LOAD GUN
CF |
CF | What do you want to load the ancient antique Blunderbuss with?
CF |
CF | >
DavidW says (to ClubFloyd), "coin"
CF ] The Den of the Beast 11/875
CF | >
CF | > COIN
CF |
CF | That's far too big to fit.
CF |
CF | You can hear footsteps to the northeast. They seem to be getting
CF | closer!
CF |
CF | > Krumar says, "I feel like the silver is not going to help us, it didn't help him."
DavidW says (to ClubFloyd), "x bones"
CF ] The Den of the Beast 11/876
CF | >
CF | > X BONES
CF |
CF | The bones are scattered in hideous, blood-stained mounds around the
CF | front of the den.
CF |
CF | A security guard walks in from the northeast. He gives you a friendly
CF | nod.
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Balcony 11/877
CF | >
CF | > U
CF |
CF |
CF | Balcony
CF | Halfway up the studio wall, the staircase from below ends at a little
CF | platform, bounded by an iron railing. On the southern wall is a closed
CF | door.
CF |
CF | >
DavidW says (to ClubFloyd), "x door"
CF ] Balcony 11/878
CF | >
CF | > X DOOR
CF |
CF | The door, set into the wall of the studio, is closed.
CF |
CF | >
DavidW says (to ClubFloyd), "open it"
CF ] Balcony 11/879
CF | >
CF | > OPEN IT
CF |
CF | You open the door.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Comfortable Apartment 11/880
CF | >
CF | > S
CF |
CF | Comfortable Apartment
CF | The door opens up into a very nice little apartment! The curtains are
CF | drawn for the night and the room is lit by a standard lamp in the
CF | corner, which casts its gentle glow over the comfortable furnishings.
CF |
CF | A young woman sits, legs curled up, on the sofa.
CF |
CF | The young woman starts with surprise when you enter the room. "Who the
CF | hell are you?" she snaps. "You can't just go wandering into people's
CF | homes at night."
CF |
CF | (1) - "I'm really sorry! I didn't know this was an apartment."
CF | (2) - "Never mind who I am, who are you?"
CF |
CF | You say > Krumar says, "Be tough, use number 2."
DavidW says (to ClubFloyd), "2"
CF ] Comfortable Apartment 11/880
CF | You say >
CF | > 2
CF |
CF | "Never mind who I am," you say. "Who are you?"
CF |
CF | "What," shouts the young woman, incredulously. "You've got some cheek,
CF | coming into my place uninvited and thinking you're entitled to know my
CF | business. Now get the hell out of here." She leaps up from the sofa
CF | and begins herding you towards the door.
CF |
CF | (1) - "At least tell me why you're living above the studios."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Comfortable Apartment 11/880
CF | You say >
CF | > 1
CF |
CF | "At least tell me why you're living above the studios," you say, as
CF | nicely as you can.
CF |
CF | The young woman narrows her eyes. "I...help out. With the films," she
CF | says. Then, grudgingly. "I'm Annie. Now, get out and don't bother me
CF | again. It's late. I'm tired. Knock, next time. Not that I'll be
CF | answering tonight. Goodnight!"
CF |
CF | (1) - "Goodnight."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Balcony 11/880
CF | You say >
CF | > 1
CF |
CF | Annie finally hustles you out of the door.
CF |
CF | Balcony
CF | Halfway up the studio wall, the staircase from below ends at a little
CF | platform, bounded by an iron railing. On the southern wall is an open
CF | door.
CF |
CF | "Now stop walking into people's homes. It's not cool." says Annie,
CF | severely. She slams the apartment door and you hear the click of the
CF | lock.
CF |
CF | > Knight_Otu says, "She has a point."
DavidW says, "But Annie... you didn't get your gun."
MoyTravis says, "...pfft."
DavidW asks, "so, um, what next?"
Jacqueline says, "It does seem weird that there's an apartment here."
DavidW asks, "Change the moon to a full moon?"
Knight_Otu says, "We can trythat, sure."
DavidW asks, "Try to put Wilma in the cage ?"
Krumar asks, "should we try to buy a pint with the coin?"
DavidW says, "oh, I didn't think of that."
DavidW says, "We'd lose our silver, though."
Krumar says, "I say that because the coin obviously didn't keep him alive."
DavidW says, "True."
DavidW says (to ClubFloyd), "d"
CF ] The Den of the Beast 11/881
CF | >
CF | > D
CF |
CF |
CF | The Den of the Beast
CF | This seems to be a set representing a den of some kind of animal,
CF | maybe. A forbidding entranceway has been made with foam rocks and
CF | twisted thorny branches, forming an arch leading into what, at first
CF | glance, looks like a dark cave. On closer inspection though, there's
CF | no cave behind it at all, just a bit of the set wall painted black.
CF |
CF | A metal staircase runs up the wall to a balcony above you, and
CF | openings in the set lead north into gloom and northeast and northwest
CF | deeper into the studio.
CF |
CF | Mounds of bones are scattered around the front of the entrance to the
CF | den, and the pretend rocks are covered in splashes of red, that you
CF | suppose is meant to be blood.
CF |
CF | A rotund, red-faced security guard pokes around the set.
CF |
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is
CF | the half-eaten corpse of a man!
CF |
CF | The security guard gives you a friendly wave and saunters northwest.
CF |
CF | >
DavidW says (to ClubFloyd), "nw"
CF ] The Slaughtered Calf 11/882
CF | >
CF | > NW
CF |
CF | The Slaughtered Calf
CF | The pub, dominated by the large bar on one side, is smoky and warm.
CF | The walls and ceilings are all beamed with blackened oak that frames
CF | yellowing plaster. The ceiling is low, causing the smoke to twine
CF | around at head level, and the floorboards are covered with a layer of
CF | sawdust. Doorways out of the pub lead east into the village square and
CF | northeast and southeast into the darkened Studio.
CF |
CF | A rotund, red-faced security guard pokes around the set.
CF |
CF | Opposite the bar, a roaring fire crackles and spits in a blackened
CF | stone fireplace.
CF |
CF | On the wall above the fireplace, a five-pointed star is scratched into
CF | the plaster of the wall!
CF |
CF | A few regular patrons sit in surly groups at the tables and watch you
CF | suspiciously over their beer glasses.
CF |
CF | Bert, the barman stands behind the bar polishing a glass with a dirty
CF | towel.
CF |
CF | "Good evening to you," says Bert, smiling gently. "You after buying a
CF | drink?"
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "buy drink"
CF ] The Slaughtered Calf 11/883
CF | >
CF | > BUY DRINK
CF |
CF | Bert takes the silver groat from you and pockets it. In return, he
CF | gives you a foaming pint of beer.
CF |
CF | You force the pint down. It's warm. You never really drink beer,
CF | preferring a crisp glass of white wine perhaps, but beggars can't be
CF | choosers.
CF |
CF | Bert and the rest of the patrons watch you drink the beer as if it's
CF | the most fascinating thing they've ever seen. "Hmm," you say. "Very
CF | nice. Very...earthy." The locals turn away and shake their heads as if
CF | you have failed some kind of test. You hand the empty glass back to
CF | Bert and he gives you a handful of small silver coins as change.
CF |
CF | You can hear footsteps to the northeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "x coins"
CF ] The Slaughtered Calf 11/884
CF | >
CF | > X COINS
CF |
CF | The small silver coins are of all denominations. They're all stamped
CF | on the back with a tiny queen's head.
CF |
CF | One of the regulars moves a chess piece.
CF |
CF | You can hear footsteps to the southeast. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "ne"
CF ] Desolate Windswept Hills 11/885
CF | >
CF | > NE
CF |
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see
CF | you next time."
CF |
CF | Desolate Windswept Hills
CF | It's not much, this set. A swathe of plastic grass and heather in a
CF | rounded mound is set against a painted backdrop on the studio wall
CF | that's supposed to represent distant hills. The set opens to the
CF | south, southeast and southwest, leading deeper into the gloomy studio.
CF |
CF | Rising out of the top of the mound, standing like a great sentinel lit
CF | eerily by the light from the moon, is a giant man-shaped sculpture
CF | made entirely from sticks and branches!
CF |
CF | Low on the studio wall, hangs the moon, its crescent filling the set
CF | with a ghostly pale light.
CF |
CF | You can hear footsteps to the southwest. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "turn moon"
CF ] Desolate Windswept Hills 11/886
CF | >
CF | > TURN MOON
CF |
CF | The shutters across the moon are designed for opening and closing.
CF |
CF | A security guard walks in from the southwest. He grins at you and
CF | gives you a friendly nod.
CF |
CF | >
DavidW says (to ClubFloyd), "open shutter"
CF ] Desolate Windswept Hills 11/887
CF | >
CF | > OPEN SHUTTER
CF |
CF | You open the shutter, revealing the glory of a full moon!
CF |
CF | In the distance, suddenly, there is a blood-chilling howl! It
CF | reverberates around the studio triumphantly and it seems to be getting
CF | closer! Oh no! That doesn't sound good!
CF |
CF | The security guard gives a shout of terror! "Don't do that," he gasps
CF | "you'll get us into all sorts of trouble." He closes the moon so it's
CF | only a crescent again. "That was a close one," he continues. "Best not
CF | to touch that."
CF |
CF | There is another, fainter, howl. It trails off in what seems like
CF | disappointment.
CF |
CF | The security guard sighs and wanders southeast.
CF |
CF | > MoyTravis says, "Well it ain't him, then."
Krumar says, "Annie might be the wolf."
Jacqueline says, "Okay, that was funny."
DavidW says (to ClubFloyd), "load gun with coins"
CF ] Desolate Windswept Hills 11/888
CF | >
CF | > LOAD GUN WITH COINS
CF |
CF | You put the coins into the bell end of the Blunderbuss. They rattle
CF | and jingle all down the barrel. You tap the butt end of the gun on the
CF | floor so they will settle firmly in.
CF |
CF | You can hear footsteps to the southeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > Jacqueline says, "And I guess buying the beer does not allow us to give it to the guard."
burl says, "bert seems like the last person i would expect so they're the first person i suspect"
Knight_Otu says, "I suspect the whole village are wolves."
Jacqueline asks (of DW), "That... that worked?"
Knight_Otu says, "Huh."
DavidW says, "Smaller coins. The large groat didn't fit."
DavidW asks, "Try opening the shutter now?"
DavidW says (to ClubFloyd), "open shutter"
CF ] Desolate Windswept Hills 11/889
CF | >
CF | > OPEN SHUTTER
CF |
CF | You open the shutter, revealing the glory of a full moon!
CF |
CF | In the distance, suddenly, there is a blood-chilling howl! It
CF | reverberates around the studio triumphantly and it seems to be getting
CF | closer! Oh no! That doesn't sound good!
CF |
CF | All at once, a security guard runs onto the set. "Don't do that," he
CF | gasps, panting and out of breath, "you'll get us into all sorts of
CF | trouble." He closes the moon so it's only a crescent again. "That was
CF | a close one," he continues. "Best not to touch that."
CF |
CF | There is another, fainter, howl. It trails off in what seems like
CF | disappointment.
CF |
CF | The security guard sighs and wanders southeast.
CF |
CF | > DavidW asks, "I guess we have to deal with the guard first. Pit?"
Knight_Otu says, "Quick guard."
DavidW says (to ClubFloyd), "se"
CF ] Path through the Forest 11/890
CF | >
CF | > SE
CF |
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | A rotund, red-faced security guard pokes around the set.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | > Knight_Otu says, "I guess so."
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/891
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/892
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | You can hear footsteps to the northwest. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/893
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard walks in from the northwest. He gives you a genial
CF | smile.
CF |
CF | > burl says, "it would be funny if we could put a beer in the cage"
DavidW says (to ClubFloyd), "push guard into cage"
CF ] Path through the Forest 11/894
CF | >
CF | > PUSH GUARD INTO CAGE
CF |
CF | (first taking Security Guard)
CF | I don't suppose Security Guard would care for that.
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] Path through the Forest 11/893
CF |
CF | > UNDO
CF |
CF | Path through the Forest
CF | [Previous turn undone.]
CF |
CF | >
DavidW says (to ClubFloyd), "push guard into pit"
CF ] Path through the Forest 11/894
CF | >
CF | > PUSH GUARD INTO PIT
CF |
CF | You think about it for a moment, but the Guard isn't near enough to
CF | the edge of the pit. It would never work!
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | > Knight_Otu says, "Hm."
DavidW asks, "So we have to bait the pit edge?"
DavidW asks, "With what?"
Jacqueline whispers, "Wilma." She looks sad.
DavidW says, "I don't think that's the answer."
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 11/895
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage lowers into the darkness of
CF | the pit until it is out of sight.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 11/896
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage raises from the pit until it
CF | is level with the edge.
CF |
CF | You can hear footsteps to the northwest. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/897
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard walks in from the northwest. He gives you a genial
CF | smile.
CF |
CF | >
DavidW says (to ClubFloyd), "talk to guard"
CF ] Path through the Forest 11/898
CF | >
CF | > TALK TO GUARD
CF |
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame
CF | you. I'd kill for one, myself! Got to work right now. No rest for the
CF | wicked!"
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | > Krumar asks, "We don't know what is at the bottom of the pit do we?"
DavidW says, "Seems if we could drop a pint of beer here, he might pick it up."
DavidW says (to Krumar), "no"
DavidW says, "We can't enter the cage. Too small."
Jacqueline says, "I thought we drank the beer we were given."
DavidW says, "We did."
DavidW says (to ClubFloyd), "i"
CF ] Path through the Forest 11/899
CF | >
CF | > I
CF |
CF | You are carrying an antique blunderbuss loaded with a handful of small
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo
CF | doll, a strawberry milk bottle, an evil book of black magic, a small
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold
CF | pocketwatch and a grey suit.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | > Jacqueline says, "Also, fwiw, I will be quite pleased if Wilma does not die."
Krumar says, "If the cage is too small for us, it's probably too small for the guard."
Jacqueline says, "So I hope she is not the solution."
Jacqueline says, "(Wilma, I mean)"
DavidW says, "I'll fetch Wilma if people want me to, but I really doubt she's needed here."
Jacqueline says, "I am fine with us only murdering security guards and protecting a cute old sheep. Don't get her if you don't think that's the solution."
Krumar says, "I think we should keep looking here, check witht the bar some more."
DavidW says, "Maybe the corpse has more silver. Or talk to the villagers without Derek."
DavidW says (to ClubFloyd), "sw"
CF ] The Den of the Beast 11/900
CF | >
CF | > SW
CF |
CF |
CF | The Den of the Beast
CF | This seems to be a set representing a den of some kind of animal,
CF | maybe. A forbidding entranceway has been made with foam rocks and
CF | twisted thorny branches, forming an arch leading into what, at first
CF | glance, looks like a dark cave. On closer inspection though, there's
CF | no cave behind it at all, just a bit of the set wall painted black.
CF |
CF | A metal staircase runs up the wall to a balcony above you, and
CF | openings in the set lead north into gloom and northeast and northwest
CF | deeper into the studio.
CF |
CF | Mounds of bones are scattered around the front of the entrance to the
CF | den, and the pretend rocks are covered in splashes of red, that you
CF | suppose is meant to be blood.
CF |
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is
CF | the half-eaten corpse of a man!
CF |
CF | You can hear footsteps to the northwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "x corpse"
CF ] The Den of the Beast 11/901
CF | >
CF | > X CORPSE
CF |
CF | Davor has definitely been gnawed on. He's wearing some form of sacking
CF | tunic, but it has been shredded from some vicious attack and reduced
CF | to strips. Tied around his waist is an open pouch.
CF |
CF | You can hear footsteps to the northeast. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "look in pouch"
CF ] The Den of the Beast 11/902
CF | >
CF | > LOOK IN POUCH
CF |
CF | The pouch is tied around the corpse's waist.
CF |
CF | A security guard walks in from the northeast. He gives you a friendly
CF | nod.
CF |
CF | >
DavidW says (to ClubFloyd), "search davor"
CF ] The Den of the Beast 11/903
CF | >
CF | > SEARCH DAVOR
CF |
CF | Davor has definitely been gnawed on. He's wearing some form of sacking
CF | tunic, but it has been shredded from some vicious attack and reduced
CF | to strips. Tied around his waist is an open pouch.
CF |
CF | The security guard gives you a friendly wave and saunters northwest.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Village of Nether Hallows 11/904
CF | >
CF | > N
CF |
CF |
CF | The Village of Nether Hallows
CF | The cobbled square, gloomy and shadowed by the surrounding pretend
CF | stone buildings, is dominated in the centre by a gnarled, blackened
CF | old tree. Gaps between the houses lead north and south deeper into the
CF | Studio. A track disappears to the east and to the west, the entrance
CF | to the pub is a square of welcoming yellow light.
CF |
CF | A small crowd of villagers are gathered in a tight, scowling group to
CF | one side of the square.
CF |
CF | Outside the pub, a weathered sign hangs from a large wooden post.
CF |
CF | A noose hangs from one of the trees branches, swaying in a
CF | non-existent wind!
CF |
CF | You hear footsteps moving to the north of you.
CF |
CF | >
DavidW says (to ClubFloyd), "talk to villagers"
CF ] The Village of Nether Hallows 11/905
CF | >
CF | > TALK TO VILLAGERS
CF |
CF | Now Derek has gone, none of the villagers seem interested in breaking
CF | character and talking to you. They just look at you suspiciously and
CF | wave their farm implements.
CF |
CF | "Get thee hence," yells one of the villagers.
CF |
CF | You hear footsteps moving to the east of you.
CF |
CF | >
DavidW says (to ClubFloyd), "x noose"
CF ] The Village of Nether Hallows 11/906
CF | >
CF | > X NOOSE
CF |
CF | The noose, made from thick old rope, hangs threateningly down from one
CF | of the tree's lower branches. Its very presence gives you a sense of
CF | that terrible deeds have been committed here!
CF |
CF | You hear footsteps moving to the south of you.
CF |
CF | >
DavidW says (to ClubFloyd), "take noose"
CF ] The Village of Nether Hallows 11/907
CF | >
CF | > TAKE NOOSE
CF |
CF | The noose is out of reach.
CF |
CF | You hear footsteps moving to the west of you.
CF |
CF | >
DavidW says (to ClubFloyd), "x tree"
CF ] The Village of Nether Hallows 11/908
CF | >
CF | > X TREE
CF |
CF | The large gnarled, leafless tree, obviously a well-made prop,
CF | dominates the centre of the square. Hanging from one of its lower
CF | branches is a noose!
CF |
CF | You hear footsteps moving to the north of you.
CF |
CF | >
DavidW says (to ClubFloyd), "climb tree"
CF ] The Village of Nether Hallows 11/909
CF | >
CF | > CLIMB TREE
CF |
CF | There are no good footholds on the trunk of the tree.
CF |
CF | You hear footsteps moving to the east of you.
CF |
CF | > Krumar says, "We could used the noose on the guard, may be."
DavidW says, "It's out of reach, though."
burl asks, "is there a barstool we could grab?"
DavidW says (to ClubFloyd), "w"
CF ] The Slaughtered Calf 11/910
CF | >
CF | > W
CF |
CF | The Slaughtered Calf
CF | The pub, dominated by the large bar on one side, is smoky and warm.
CF | The walls and ceilings are all beamed with blackened oak that frames
CF | yellowing plaster. The ceiling is low, causing the smoke to twine
CF | around at head level, and the floorboards are covered with a layer of
CF | sawdust. Doorways out of the pub lead east into the village square and
CF | northeast and southeast into the darkened Studio.
CF |
CF | Opposite the bar, a roaring fire crackles and spits in a blackened
CF | stone fireplace.
CF |
CF | On the wall above the fireplace, a five-pointed star is scratched into
CF | the plaster of the wall!
CF |
CF | A few regular patrons sit in surly groups at the tables and watch you
CF | suspiciously over their beer glasses.
CF |
CF | Bert, the barman stands behind the bar polishing a glass with a dirty
CF | towel.
CF |
CF | "Good evening to you," says Bert, smiling gently. "You after buying a
CF | drink?"
CF |
CF | "I ought to be getting home," says one of the regulars, settling back
CF | more comfortably in her seat.
CF |
CF | You can hear footsteps to the southeast. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "x star"
CF ] The Slaughtered Calf 11/911
CF | >
CF | > X STAR
CF |
CF | The five pointed star, no, the pentagram, has been crudely scratched
CF | into the plaster of the wall.
CF |
CF | One of the locals sees you looking at it. "Never mind that, you," he
CF | says, sharply. "That's not for outsiders."
CF |
CF | One of the regulars moves a chess piece.
CF |
CF | A security guard walks in from the southeast. "You keep one in the
CF | pipe for me," says the Guard to Bert, winking at you.
CF |
CF | >
DavidW says (to ClubFloyd), "x stool"
CF ] The Slaughtered Calf 11/911
CF | >
CF | > X STOOL
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x barstool"
CF ] The Slaughtered Calf 11/911
CF | >
CF | > X BARSTOOL
CF |
CF | You can't see any such thing.
CF |
CF | > Krumar says, "the star seems important."
DavidW says, "I don't remember seeing the star before."
Jacqueline says, "It was there."
Jacqueline says, "But it was just a star, not a pentagram."
DavidW says (to ClubFloyd), "x fireplace"
CF ] The Slaughtered Calf 11/912
CF | >
CF | > X FIREPLACE
CF |
CF | The fire roars merrily in the fireplace, filling the room with smoke
CF |
CF | "Nothing better than a fire on a cold night, eh?" says one of the
CF | locals. "Makes you feel safe from...." He doesn't get chance to
CF | finish. One of the other patrons hushes him sharply.
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | > Jacqueline says, "I'm proud of our PC for noticing it might be more than a star upon further reflection."
DavidW says (to ClubFloyd), "x chess"
CF ] The Slaughtered Calf 11/913
CF | >
CF | > X CHESS
CF |
CF | The regulars play chess and cards with one another, but their hearts
CF | don't seem in it.
CF |
CF | "Snap," yells one of the customers and slaps a card down on the table,
CF | making you jump.
CF |
CF | You can hear footsteps to the northeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > Knight_Otu says, "They might be learning."
DavidW says (to ClubFloyd), "talk to patrons"
CF ] The Slaughtered Calf 11/914
CF | >
CF | > TALK TO PATRONS
CF |
CF | "Hark at him with his fancy city ways," one of the customers says
CF | loudly.
CF |
CF | You can hear footsteps to the southeast. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "talk to bert"
CF ] The Slaughtered Calf 11/915
CF | >
CF | > TALK TO BERT
CF |
CF | Bert smiles at you. "Afraid we don't take credit cards here," he says.
CF | "Doesn't look like you have enough money for a pint."
CF |
CF | A security guard walks in from the southeast. The Guard winks at you.
CF | "I could murder a pint, Bert," he says. "You have one ready when I'm
CF | off shift."
CF |
CF | > DavidW says, "I'm running out of ideas"
Jacqueline says, "I could murder a pint."
burl says, "can we win money at the card or chess games"
DavidW says (to ClubFloyd), "play chess"
CF ] The Slaughtered Calf 11/916
CF | >
CF | > PLAY CHESS
CF |
CF | The regulars look at you so suspiciously that you step back.
CF |
CF | "I ought to be getting home," says one of the regulars, settling back
CF | more comfortably in her seat.
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | > Jacqueline says, "I really do wonder if it's beer in the cage, trap the guard even though we do not fit and he shouldn't either."
Knight_Otu says, "Maybe we do need Wilma."
burl says, "yeah the sheep head is more plausible (but less funny so i'm still rooting for the ol' security guard beer trap)"
Jacqueline says (to KO), "Shhhh"
DavidW says, "I can fetch her, but we couldn't get her into the south corridor, so I suspect she won't go into a cage either."
Knight_Otu zips up his mouth.
burl says, "before we leave could we try to play cards"
Krumar says, "when we tried to buy a beer we just drank it though."
DavidW says (to ClubFloyd), "play cards"
CF ] The Slaughtered Calf 11/917
CF | >
CF | > PLAY CARDS
CF |
CF | The regulars look at you so suspiciously that you step back.
CF |
CF | The regulars laugh nastily to one another and glance at you.
CF |
CF | You can hear footsteps to the northeast. They seem to be slowly
CF | receding into the distance.
CF |
CF | > burl says, "ah well"
DavidW says (to ClubFloyd), "x bar"
CF ] The Slaughtered Calf 11/918
CF | >
CF | > X BAR
CF |
CF | The bar stretches along one side of the pub. Bert stands behind it
CF | polishing a glass.
CF |
CF | Bert pulls a pint and then hands it to a regular.
CF |
CF | You can hear footsteps to the southeast. They seem to be getting
CF | closer!
CF |
CF | > burl says, "does the parser understand buy the guard a beer even if our wallets can't do that"
Knight_Otu says, "Probably not."
DavidW says (to ClubFloyd), "buy the guard a beer"
CF ] The Slaughtered Calf 11/918
CF | >
CF | > BUY THE GUARD A BEER
CF |
CF | You can't see any such thing.
CF |
CF | > DavidW says, "It thinks we want to buy a 'guard a beer'."
Krumar asks, "want to try to check on annie some more?"
DavidW says, "I'll go get Wilma, just to be sure she isn't the answer."
Jacqueline says (to ClubFloyd), "buy beer for guard"
CF ] The Slaughtered Calf 11/918
CF | >
CF | > BUY BEER FOR GUARD
CF |
CF | I only understood you as far as wanting to buy the beer glasses.
CF |
CF | > burl says, "so we need a way to get to the tree, there might be some funny business with the star, that guard sure would like a beer, and the wolf may be deterred by being shot with a silver gun, but also there's a cage just hanging there"
DavidW says (to ClubFloyd), "touch star"
CF ] The Slaughtered Calf 11/919
CF | >
CF | > TOUCH STAR
CF |
CF | It's just crudely scratched into the wall.
CF |
CF | A security guard walks in from the southeast. "Now then, Bert," he
CF | says, winking at you. "How are you?"
CF |
CF | >
DavidW says (to ClubFloyd), "talk to guard"
CF ] The Slaughtered Calf 11/920
CF | >
CF | > TALK TO GUARD
CF |
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame
CF | you. I'd kill for one, myself! Got to work right now. No rest for the
CF | wicked!"
CF |
CF | The security guard gives Bert a friendly wave and saunters northeast.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Village of Nether Hallows 11/921
CF | >
CF | > E
CF |
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see
CF | you next time."
CF |
CF | The Village of Nether Hallows
CF | The cobbled square, gloomy and shadowed by the surrounding pretend
CF | stone buildings, is dominated in the centre by a gnarled, blackened
CF | old tree. Gaps between the houses lead north and south deeper into the
CF | Studio. A track disappears to the east and to the west, the entrance
CF | to the pub is a square of welcoming yellow light.
CF |
CF | A small crowd of villagers are gathered in a tight, scowling group to
CF | one side of the square.
CF |
CF | Outside the pub, a weathered sign hangs from a large wooden post.
CF |
CF | A noose hangs from one of the trees branches, swaying in a
CF | non-existent wind!
CF |
CF | The villagers wave their farming implements at you, threateningly.
CF |
CF | You hear footsteps moving to the east of you.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Path through the Forest 11/922
CF | >
CF | > E
CF |
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | A rotund, red-faced security guard pokes around the set.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | The security guard waves to you and saunters off to the southwest.
CF |
CF | >
DavidW says (to ClubFloyd), "stand on cage"
CF ] Path through the Forest 11/923
CF | >
CF | > STAND ON CAGE
CF |
CF | It's a bit too small and it doesn't look like it would hold your
CF | weight.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot North 11/924
CF | >
CF | > E
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Guard's Break Room 11/925
CF | >
CF | > E
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot North 11/926
CF | >
CF | > W
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | > burl says, "it's the 'gentle drawl' that really makes the barkeep a little bit sus"
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 11/927
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | "Hurry," says the countess, impatiently. "It won't be long before
CF | we'll be in real trouble."
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Menagerie 11/928
CF | >
CF | > E
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a
CF | collar around her neck.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | You can also see a cage of snakes here.
CF |
CF | >
DavidW says (to ClubFloyd), "take lead"
CF ] Studio Menagerie 11/929
CF | >
CF | > TAKE LEAD
CF |
CF | You grab Wilma's lead. The sheep looks at you with disdain.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot South 11/930
CF | >
CF | > W
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 11/931
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | Wilma stands near your legs, looking bored.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Path through the Forest 11/932
CF | >
CF | > W
CF |
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Wilma snuffles around just nearby.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | You can hear footsteps to the northwest. They seem to be getting
CF | closer!
CF |
CF | >
DavidW says (to ClubFloyd), "put wilma in cage"
CF ] Path through the Forest 11/933
CF | >
CF | > PUT WILMA IN CAGE
CF |
CF | You lead Wilma into the cage. She doesn't seem to mind. It's like
CF | she's used to it. She stands there, bleating softly.
CF |
CF | A security guard walks in from the northwest. He gives you a genial
CF | smile.
CF |
CF | > DavidW says, "oh, that did work."
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 11/934
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage lowers into the darkness of
CF | the pit until it is out of sight.
CF |
CF | The Guard has one last look inside the Pit, then shrugs and saunters
CF | off to the southwest.
CF |
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the
CF | pit walls and echoes eerily around the set.
CF |
CF | > burl says, "yeah! the sheep and cage are no longer mysteries"
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/935
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | You can hear footsteps to the southwest. They seem to be slowly
CF | receding into the distance.
CF |
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the
CF | pit walls and echoes eerily around the set.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/936
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | You can hear footsteps to the northwest. They seem to be getting
CF | closer!
CF |
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the
CF | pit walls and echoes eerily around the set.
CF |
CF | >
DavidW says (to ClubFloyd), "z"
CF ] Path through the Forest 11/937
CF | >
CF | > Z
CF |
CF | Time passes.
CF |
CF | A security guard walks in from the northwest. He gives you a genial
CF | smile, then he hears Wilma's plaintive bleating coming from inside the
CF | pit. "What on earth is that?" he says to himself, and walks right to
CF | the edge of the pit to have a good look in. He peers into the
CF | darkness, but can't seem to see anything.
CF |
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the
CF | pit walls and echoes eerily around the set.
CF |
CF | >
DavidW says (to ClubFloyd), "push guard"
CF ] Path through the Forest 12/938
CF | >
CF | > PUSH GUARD
CF |
CF | Plucking up all your courage, you rush up to the Security Guard and
CF | give him a quick push in the back. He teeters for a moment and then
CF | falls forward into the pit! There is a crash from below, and then out
CF | of the darkness the guard shouts up to you. "Thanks alot! Very funny!
CF | Now get me out of here."
CF |
CF | Phew! For a moment, you were worried that the guard would get hurt!
CF |
CF | You survived a perilous situation!
CF |
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the
CF | pit walls and echoes eerily around the set.
CF |
CF | "I'm supposed to be working!" shouts the Security Guard. "I need to
CF | get out."
CF |
CF | > burl exclaims, "yeah!!"
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf12"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Path through the Forest 12/938
CF | > SAVEOk.
CF |
CF | > Krumar says, "now we can get the full moon."
MoyTravis says, "Nice."
Knight_Otu says, "I'm sure the guard is getting hurt soon enough."
DavidW says, "Safest place for him right now"
DavidW says (to ClubFloyd), "nw"
CF ] Desolate Windswept Hills 12/939
CF | >
CF | > NW
CF |
CF |
CF | Desolate Windswept Hills
CF | It's not much, this set. A swathe of plastic grass and heather in a
CF | rounded mound is set against a painted backdrop on the studio wall
CF | that's supposed to represent distant hills. The set opens to the
CF | south, southeast and southwest, leading deeper into the gloomy studio.
CF |
CF | Rising out of the top of the mound, standing like a great sentinel lit
CF | eerily by the light from the moon, is a giant man-shaped sculpture
CF | made entirely from sticks and branches!
CF |
CF | Low on the studio wall, hangs the moon, its crescent filling the set
CF | with a ghostly pale light.
CF |
CF | > burl asks, "was that whole bit about the beer one big red herring?"
DavidW says (to ClubFloyd), "open shutter"
CF ] Desolate Windswept Hills 12/940
CF | >
CF | > OPEN SHUTTER
CF |
CF | You open the shutter, revealing the glory of a full moon!
CF |
CF | You hear a blood-chilling howl in the distance! It reverberates around
CF | the studio triumphantly and it seems to be getting closer. Oh no! That
CF | doesn't sound good!
CF |
CF | The howling moves around the studio to the southeast of you. But then
CF | it suddenly stops. You hear a terrible snarling and then a long howl
CF | that seems to have a note of frustration in it!
CF |
CF | > DavidW says, "Well, no. It was a clue for us to buy a beer for ourselves."
DavidW says, "Otherwise, we might have never spent that silver coin."
Jacqueline says, "Is Wilma locked safely inside the cage? She might be safe in there."
DavidW says, "No lock. It's open on one side."
DavidW says, "But she's in the pit."
DavidW says (to ClubFloyd), "se"
CF ] Path through the Forest 12/941
CF | >
CF | > SE
CF |
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A rope stretches into the darkness of the pit from a pulley system
CF | above. The other end is attached to a winch.
CF |
CF | There seems to be a terrible beast trapped!
CF |
CF | A loud scrabbling sound is coming out of the pit as if something is
CF | trying to get out!
CF |
CF | > Jacqueline frowns.
DavidW says, "hmmm. Except there's a beast in there now."
Knight_Otu says, "Huh."
Krumar says, "Bring it up."
DavidW asks, "Maybe Wilma was a weresheep?"
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 12/942
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage raises from the pit until it
CF | is level with the edge.
CF |
CF | The beast in the pit lets out a frustrated howl.
CF |
CF | >
DavidW says (to ClubFloyd), "look in pit"
CF ] Path through the Forest 12/943
CF | >
CF | > LOOK IN PIT
CF |
CF | It's dug directly into the studio floor. You look into it. You'd never
CF | get out of there if you got in!
CF |
CF | The vicious beast in the pit yelps and snarls.
CF |
CF | > Jacqueline exclaims, "!"
Jacqueline says (to ClubFloyd), "x cage"
CF ] Path through the Forest 12/944
CF | >
CF | > X CAGE
CF |
CF | It's a simple wooden cage with one side missing to allow entry. It is
CF | attached by a rope to a pulley system.
CF |
CF | The beast in the pit lets out a frustrated howl.
CF |
CF | >
Jacqueline says (to ClubFloyd), "look in cage"
CF ] Path through the Forest 12/945
CF | >
CF | > LOOK IN CAGE
CF |
CF | It's a simple wooden cage with one side missing to allow entry. It is
CF | attached by a rope to a pulley system.
CF |
CF | A loud scrabbling sound is coming out of the pit as if something is
CF | trying to get out!
CF |
CF | > DavidW says, "Wilma and the guard are gone."
Jacqueline says, "Nooooooooooooooooooooooooooooooooooo"
burl says, "well, the guard doesn't seem gone gone"
Knight_Otu says, "So much for safest place."
DavidW says (to ClubFloyd), "shoot beast"
CF ] Path through the Forest 12/946
CF | >
CF | > SHOOT BEAST
CF |
CF | You pull the trigger. It just gives a faint click. Of course it does -
CF | it's just an antique - it's obviously not got any gunpowder in it.
CF |
CF | A tremendous snarling and growling is coming from the pit.
CF |
CF | > burl says, "i bet if the moon is changed the guard is in the pit and the wolf is not"
DavidW says, "We can check that."
DavidW says (to ClubFloyd), "nw"
CF ] Desolate Windswept Hills 12/947
CF | >
CF | > NW
CF |
CF |
CF | Desolate Windswept Hills
CF | It's not much, this set. A swathe of plastic grass and heather in a
CF | rounded mound is set against a painted backdrop on the studio wall
CF | that's supposed to represent distant hills. The set opens to the
CF | south, southeast and southwest, leading deeper into the gloomy studio.
CF |
CF | Rising out of the top of the mound, standing like a great sentinel lit
CF | eerily by the light from the moon, is a giant man-shaped sculpture
CF | made entirely from sticks and branches!
CF |
CF | Low on the studio wall hangs the full moon, filling the set with a
CF | ghostly pale light.
CF |
CF | > Jacqueline says, "Yeah. It seemed weird earlier, though, that he was talking to us and there was a wolf howl in the distance."
DavidW says (to ClubFloyd), "close shutter"
CF ] Desolate Windswept Hills 12/948
CF | >
CF | > CLOSE SHUTTER
CF |
CF | You close the shutter halfway, limiting the moon to a sliver of
CF | moonlight in a crescent.
CF |
CF | In the distance, to the east of the studio, you hear a howl of
CF | disappointment that suddenly trails away into silence.
CF |
CF | >
DavidW says (to ClubFloyd), "se"
CF ] Path through the Forest 12/949
CF | >
CF | > SE
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | A voice suddenly calls from the pit. "Hello? Anybody up there?" It's
CF | the voice of, what sounds like, a young woman!
CF |
CF | "If you're up there," she continues, "If you'd be so kind as to lower
CF | the cage and then winch me up, I'd be very grateful."
CF |
CF | > burl exclaims, "annie!"
MoyTravis says, "Annie, then."
Jacqueline says, "ANNIE"
Knight_Otu says, "I'm surprised that apparently we solved the first two studios after studio 5 in the right order."
burl says, "little morphin' annie"
Jacqueline asks, "So, Annie, are you okay? Are you okay, Annie?"
DavidW says, "I noticed the gun didn't work."
DavidW asks, "Do we let her out?"
Jacqueline says, "Yeah. Needs powder maybe."
Krumar asks, "can we get teh coins out of it?"
MoyTravis says, "We have shot, but no powder."
Jacqueline says, "I do not think we let anything out of that pit."
DavidW says (to ClubFloyd), "take coins"
CF ] Path through the Forest 12/950
CF | >
CF | > TAKE COINS
CF |
CF | The coins are firmly settled at the other end of the gun barrel.
CF | There's no getting them out now.
CF |
CF | "A little help?" shouts the young woman in the pit.
CF |
CF | >
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 12/951
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage lowers into the darkness of
CF | the pit until it is out of sight.
CF |
CF | "I'm on!"" calls the young woman from the darkness. "Now winch me up!"
CF |
CF | "Hello!" calls a voice from the pit. "Is anyone there?"
CF |
CF | > MoyTravis asks, "Talk to her?"
Jacqueline says, "Well, unless we let her out and have a talking to her and recruit her to our army."
Knight_Otu asks, "Maybe search her apartment?"
Krumar says, "I say seasrch while she is out."
DavidW says, "oh, that's a thought."
Jacqueline nods.
DavidW says (to ClubFloyd), "sw"
CF ] The Den of the Beast 12/952
CF | >
CF | > SW
CF |
CF |
CF | The Den of the Beast
CF | This seems to be a set representing a den of some kind of animal,
CF | maybe. A forbidding entranceway has been made with foam rocks and
CF | twisted thorny branches, forming an arch leading into what, at first
CF | glance, looks like a dark cave. On closer inspection though, there's
CF | no cave behind it at all, just a bit of the set wall painted black.
CF |
CF | A metal staircase runs up the wall to a balcony above you, and
CF | openings in the set lead north into gloom and northeast and northwest
CF | deeper into the studio.
CF |
CF | Mounds of bones are scattered around the front of the entrance to the
CF | den, and the pretend rocks are covered in splashes of red, that you
CF | suppose is meant to be blood.
CF |
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is
CF | the half-eaten corpse of a man!
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Balcony 12/953
CF | >
CF | > U
CF |
CF |
CF | Balcony
CF | Halfway up the studio wall, the staircase from below ends at a little
CF | platform, bounded by an iron railing. On the southern wall is a closed
CF | door.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Balcony 12/954
CF | >
CF | > S
CF |
CF | (first opening the door)
CF | It seems to be locked.
CF |
CF | > Knight_Otu says, "Huh."
DavidW says (to ClubFloyd), "d"
CF ] The Den of the Beast 12/955
CF | >
CF | > D
CF |
CF |
CF | The Den of the Beast
CF | This seems to be a set representing a den of some kind of animal,
CF | maybe. A forbidding entranceway has been made with foam rocks and
CF | twisted thorny branches, forming an arch leading into what, at first
CF | glance, looks like a dark cave. On closer inspection though, there's
CF | no cave behind it at all, just a bit of the set wall painted black.
CF |
CF | A metal staircase runs up the wall to a balcony above you, and
CF | openings in the set lead north into gloom and northeast and northwest
CF | deeper into the studio.
CF |
CF | Mounds of bones are scattered around the front of the entrance to the
CF | den, and the pretend rocks are covered in splashes of red, that you
CF | suppose is meant to be blood.
CF |
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is
CF | the half-eaten corpse of a man!
CF |
CF | > Krumar says, "she's a clever wolf"
DavidW says (to ClubFloyd), "ne"
CF ] Path through the Forest 12/956
CF | >
CF | > NE
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A rope stretches into the darkness of the pit from a pulley system
CF | above. The other end is attached to a winch.
CF |
CF | A voice suddenly calls from the pit. "Hello? Anybody up there?" It's
CF | the voice of, what sounds like, a young woman!
CF |
CF | "If you're up there," she continues, "I'm standing on the cage. If
CF | you'd be so kind as to winch me up, I'd be very grateful."
CF |
CF | >
DavidW says (to ClubFloyd), "turn winch"
CF ] Path through the Forest 12/957
CF | >
CF | > TURN WINCH
CF |
CF | You turn the winch. As you turn, the cage raises from the pit until it
CF | is level with the edge.
CF |
CF | A young woman in tattered clothing jumps from the top of the cage.
CF | "Oh, hello," she says. "Thanks. I could've been stuck down there all
CF | night. I'm Annie, by the way."
CF |
CF | Annie yawns and stretches. "I really should be getting some sleep."
CF | She grins at you. "Still, no rest for the wicked."
CF |
CF | (1) - "What are you doing in the pit?"
CF | (2) - "You must be a Werewolf!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "2"
CF ] Path through the Forest 12/957
CF | You say >
CF | > 2
CF |
CF | "You must be a Werewolf!" you gasp.
CF |
CF | Anie gives you a thumbs up. "Bingo!," she says and shrugs. "Woman and
CF | girl."
CF |
CF | (1) - "What's it like?"
CF | (2) - "You're one of the undead!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Path through the Forest 12/957
CF | You say >
CF | > 1
CF |
CF | "What's it like," you ask, "being a Werewolf?"
CF |
CF | "Most of the time, not so bad," replies Annie. "You know - once or
CF | twice a month I need to feed on human flesh, but, really, you just get
CF | on with your life, you know? Well, up until the last couple of years.
CF | I got," and here she grimaces, "trained." She finishes with a
CF | scowl and shakes her head.
CF |
CF | (1) - "What do you mean, trained?"
CF |
CF | You say > MoyTravis asks, "You know, I'm not sure if a werewolf is undead?"
DavidW says (to ClubFloyd), "1"
CF ] Path through the Forest 12/957
CF | You say >
CF | > 1
CF |
CF | "What do you mean, trained?" you ask.
CF |
CF | Annie looks directly at you and her eyes are like thunder. "Like an
CF | animal," she says. "It was fun, at first, making movies, but
CF | when Arnie realized I could only film a few nights a month, they
CF | installed that moon on the Studio wall. I mean, it's just a lamp
CF | behind a pane of glass, but they started putting prey out when they
CF | opened it, and eventually, I couldn't help myself. The whole
CF | Lycanthropy thing took over and I was changing at their whims, to
CF | their schedule." Now she seems to be getting really angry.
CF | "Do you know," she growls, "how many times I've been stuck in
CF | that pit?"
CF |
CF | (1) - "Why don't you escape?"
CF |
CF | You say > Knight_Otu says, "Not in modern parlance, but in myths, the lines are more blurry."
DavidW says (to ClubFloyd), "1"
CF ] Path through the Forest 12/957
CF | You say >
CF | > 1
CF |
CF | "Why don't you escape?" you ask.
CF |
CF | "They're all protected," she says and gives a sad smile. "I've tried.
CF | They've got their hexes and their silver. I never get far."
CF |
CF | (1) - "I'm raising an undead army. Join us!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Path through the Forest 12/957
CF | You say >
CF | > 1
CF |
CF | "I'm raising an undead army?" you say. "Join us! We're gathering in
CF | the studio lot."
CF |
CF | Annie looks at you quizzically. "Why?" she says. "No offence, but
CF | you're human. Why would you want to help the undead. And me."
CF |
CF | (1) - "Arnie and his Cult are summoning Astaroth and his demonic
CF | hordes."
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] Desolate Windswept Hills 12/957
CF | You say >
CF | > 1
CF |
CF | "Arnie and his Cult are summoning Astaroth and his demonic hordes."
CF |
CF | Annie laughs "So it's not just out of the goodness of your heart then.
CF | Helping the undead in distress." She sees you looking chastened and
CF | grins at you. "Only kidding. Of course I'll help. If it will give
CF | Arnie and all his sycophants a black eye, I'm in."
CF |
CF | It's all you can do to stop yourself giving a cheer. You have a
CF | werewolf for your army!
CF |
CF | "But first," continues Annie, determinedly, "there's something I need
CF | to do."
CF |
CF | She grabs your hand and marches you both to the northwest, to the
CF | hills set.
CF |
CF | Desolate Windswept Hills
CF | It's not much, this set. A swathe of plastic grass and heather in a
CF | rounded mound is set against a painted backdrop on the studio wall
CF | that's supposed to represent distant hills. The set opens to the
CF | south, southeast and southwest, leading deeper into the gloomy studio.
CF |
CF | Rising out of the top of the mound, standing like a great sentinel lit
CF | eerily by the light from the moon, is a giant man-shaped sculpture
CF | made entirely from sticks and branches!
CF |
CF | Low on the studio wall, hangs the moon, its crescent filling the set
CF | with a ghostly pale light.
CF |
CF | Annie grins at you and flexes her shoulders. "Right," she says. "Let's
CF | go to war, but first." She suddenly turns and rips the moon's shutters
CF | clean off the wall, revealing the full moon in all its glory. "I
CF | should have done that years ago," she continues, as hair begins to
CF | sprout on her face. "I'm not letting that thing control me any
CF | moroooooh..." Her voice becomes a prolonged howl.
CF |
CF | Annie changes. Her face lengthens and she begins to get
CF | bigger. A lot bigger. Her legs and arms sprout hair, as does the rest
CF | of her body. Her teeth - well, they become sharp, shining fangs in a
CF | long wolf-like face. It is over in a moment, and the Werewolf, in its
CF | full ravenous glory, stands in front of you, panting.
CF |
CF | Its red, furious eyes fix on yours and it begins to snarl.
CF |
CF | > burl says, "werewolves say worker's rights"
DavidW says, "um. We don't have any silver."
DavidW says (to ClubFloyd), "break blunderbuss"
CF ] Desolate Windswept Hills 13/958
CF | >
CF | > BREAK BLUNDERBUSS
CF |
CF | Violence isn't the answer to this one.
CF |
CF | The Werewolf sees the Blunderbuss you are carrying and sniffs the air.
CF | It seems to smell something it doesn't like! The hackles on its back
CF | raise up and it looks at you balefully. It gives a heavy sigh and
CF | gestures to you, pointing out towards the main lot. With one final
CF | shrug, it lopes out of the set. It must be off to join your undead
CF | army! You punch the air with delight!
CF |
CF | You have grown your Undead Army!
CF |
CF | You have survived a perilous situation!
CF |
CF | > MoyTravis says, "Well, ok."
DavidW says, "oh. The coins in the gun still count."
Knight_Otu says, "Whew."
MoyTravis says, "I guess it understands guns, but can't smell our lack of powder? Sure. I'll take it."
MoyTravis says, "She, I guess."
DavidW says, "We didn't get any cutting tool."
DavidW asks, "Could there be a scalpel or something that we missed?"
DavidW says (to ClubFloyd), "score"
CF ] Desolate Windswept Hills 13/958
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You are building an undead army! So far, it consists of, the mummified
CF | Pharaoh Nefer-Kare and his shuffling ancient servants, a horde of
CF | shambling zombies led by an understandably annoyed Security Guard, a
CF | fearsome ravening werewolf, the Count, the Countess and their
CF | bloodthirsty vampire thralls.
CF |
CF | You have survived thirteen perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF | - You tamed Nefer-Kare and his mummified servants with the ancient
CF | magic of his own bracelet!
CF | - You cremated a young security guard in a huge oven!
CF | - You pushed a decent hard-working security guard into a deep pit
CF | for some reason.
CF | - You loaded an ancient Blunderbuss with a handful of silver
CF | pocket-change and bluffed a Werewolf!
CF |
CF | > Knight_Otu says, "Maybe. It would make sense if there's one in the Frankenstein studio, I guess."
Jacqueline thinks about Wilma, and presses F.
DavidW says (to ClubFloyd), "se"
CF ] Path through the Forest 13/959
CF | >
CF | > SE
CF |
CF |
CF | Path through the Forest
CF | Surrounded by the bottom two thirds of densely packed plywood fir
CF | trees, the path, covered in glued down gravel, runs west, deeper into
CF | the studio and east, where it ends at the studio door. Gaps in the
CF | scenery lead northwest and southwest into gloom.
CF |
CF | Just next to the path is a deep, earthy pit in the floor. It's at
CF | least as twice as deep as you and pretty big. It's so deep that the
CF | bottom is all in darkness.
CF |
CF | A cage dangles from a rope to one side of the pit, its floor level
CF | with the top of the pit wall. The rope is attached to a pulley system
CF | and winch.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot North 13/960
CF | >
CF | > E
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 13/961
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess comes up to you when you enter the lot. "Oh, good work,"
CF | she says and you think you detect a faint note of admiration in her
CF | voice. She nods towards the Werewolf. "She's powerful and fast. Just
CF | what we need. I'm beginning to think we might actually have a chance
CF | in this war."
CF |
CF | The Countess grins at you. "Now get out there and find us more undead
CF | recruits!"
CF |
CF | > Knight_Otu says, "I appreciate that the game calls us out for our security guard murders for the most part."
Jacqueline says, "Yeah, they're probably a tool in the Frankenstein area - there's also the wheel barrow and the giant blade, but that sounds like a lot of work schlepping stuff around and I hope that is not the way things go down."
DavidW says (to ClubFloyd), "w"
CF ] Studio Workshop 13/962
CF | >
CF | > W
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "x plywood"
CF ] Studio Workshop 13/963
CF | >
CF | > X PLYWOOD
CF |
CF | The pieces of plywood are all sorts of shapes and sizes.
CF |
CF | >
DavidW says (to ClubFloyd), "search it"
CF ] Studio Workshop 13/964
CF | >
CF | > SEARCH IT
CF |
CF | The pieces of plywood are all sorts of shapes and sizes.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Laboratory of Dr Von Hummels 13/965
CF | >
CF | > S
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless human torso. Sewn onto its
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | >
DavidW says (to ClubFloyd), "x helmet"
CF ] The Laboratory of Dr Von Hummels 13/966
CF | >
CF | > X HELMET
CF |
CF | More of a skull cap, really, with holes in it. To be honest it looks
CF | like someone in props has taken a metal colander and re-imagined it.
CF | Attached to the top of the helmet is a round metal ring.
CF |
CF | > Jacqueline says, "And by THEY'RE PROBABLY A TOOL, I meant THERE IS PROBABLY A TOOL"
DavidW says, "Interesting that there's three rings in this studio, not two."
DavidW says (to ClubFloyd), "x table"
CF ] The Laboratory of Dr Von Hummels 13/967
CF | >
CF | > X TABLE
CF |
CF | The table is covered in a mass of complicated laboratory equipment.
CF |
CF | >
DavidW says (to ClubFloyd), "search table"
CF ] The Laboratory of Dr Von Hummels 13/968
CF | >
CF | > SEARCH TABLE
CF |
CF | The table is covered in a mass of complicated laboratory equipment.
CF |
CF | >
DavidW says (to ClubFloyd), "x equipment"
CF ] The Laboratory of Dr Von Hummels 13/969
CF | >
CF | > X EQUIPMENT
CF |
CF | The complicated mess of glass pipes, flasks, bottles, beakers and
CF | tubes contain colored liquids that give off a terrible chemical smell.
CF |
CF | > Krumar says, "You mighthave to "move" the energy to the equipment then to the body."
DavidW says, "perhaps."
Knight_Otu says, "Three rings for the Frankensteins, to conjure lghtning and raise their monsters."
DavidW says (to ClubFloyd), "x blade"
CF ] The Laboratory of Dr Von Hummels 13/969
CF | >
CF | > X BLADE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x knife"
CF ] The Laboratory of Dr Von Hummels 13/969
CF | >
CF | > X KNIFE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "x scalpel"
CF ] The Laboratory of Dr Von Hummels 13/969
CF | >
CF | > X SCALPEL
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "l"
CF ] The Laboratory of Dr Von Hummels 13/970
CF | >
CF | > L
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless human torso. Sewn onto its
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Crematorium 13/971
CF | >
CF | > S
CF |
CF |
CF | Crematorium
CF | The whole set is painted the same light green you see in a hospital
CF | ward. You know this is a crematorium because of the word "Crematorium"
CF | written in large white letters on the wall. You assume this is to let
CF | the audience know too without too much exposition. Dark gaps in the
CF | set walls lead north and west.
CF |
CF | On one wall is the open door to what must be the cremation oven!
CF |
CF | > DavidW says, "Just the oven here. No cabinet or cupboard."
DavidW says (to ClubFloyd), "pull gurney"
CF ] Crematorium 13/972
CF | >
CF | > PULL GURNEY
CF |
CF | The gurney slides smoothly out of the oven and into the room.
CF |
CF | >
DavidW says (to ClubFloyd), "search it"
CF ] Crematorium 13/973
CF | >
CF | > SEARCH IT
CF |
CF | It's a flat topped metal trolley, about long enough for a person. It's
CF | attached to the oven by metal rods. It looks like you could push it
CF | and it would go into the oven, or pull it out again.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] The Castle Rooftop 13/974
CF | >
CF | > W
CF |
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | Some terrible energies in the very air itself are making the hairs
CF | stand up on the back of your neck.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | > Krumar says, "No idea what the wheel does yet."
DavidW says, "It made our hair stand on end."
DavidW says, "We have static electricity somewhere."
DavidW says (to ClubFloyd), "x knife"
CF ] The Castle Rooftop 13/974
CF | >
CF | > X KNIFE
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Glade in the Forest 13/975
CF | >
CF | > N
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "x grass"
CF ] Glade in the Forest 13/976
CF | >
CF | > X GRASS
CF |
CF | It's the same type of plastic grass your friend Cicily uses so she has
CF | a low maintenance garden.
CF |
CF | >
DavidW says (to ClubFloyd), "take log"
CF ] Glade in the Forest 13/977
CF | >
CF | > TAKE LOG
CF |
CF | The log must be attached to the floor in some way. It won't budge.
CF |
CF | >
DavidW says (to ClubFloyd), "sit on log"
CF ] Glade in the Forest 13/978
CF | >
CF | > SIT ON LOG
CF |
CF | You get onto the mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "search log"
CF ] Glade in the Forest 13/979
CF | >
CF | > SEARCH LOG
CF |
CF | The log is made from some sort of heavy foam and painted brown and
CF | green.
CF |
CF | >
DavidW says (to ClubFloyd), "stand"
CF ] Glade in the Forest 13/980
CF | >
CF | > STAND
CF |
CF | You get off the mossy log.
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | > Jacqueline says, "Well, hairs standing up is a thing before lightning strikes."
DavidW says (to ClubFloyd), "open secret compartment in log where they hide the good candy bars."
CF ] Glade in the Forest 13/980
CF | >
CF | > OPEN SECRET COMPARTMENT IN LOG WHERE THEY HIDE THE GOOD CANDY BARS.
CF |
CF | You can't see any such thing.
CF |
CF | > burl says, "always worth a try"
DavidW says, "It just occured to me that we cremated the guard's lurid novel as well and now I'm sad."
DavidW says (to ClubFloyd), "n"
CF ] The Evil Machinery of Dr Von Hummels 13/981
CF | >
CF | > N
CF |
CF |
CF | The Evil Machinery of Dr Von Hummels
CF | Huge interlocking plywood cogs, painted like rusty metal, form a
CF | complex machine all across one side of the room. Giant glass valves
CF | are lined up along the walls, connected by thick wires which stick out
CF | at various points in great winding loops. Doorways lead east and south
CF | deeper into the Studio.
CF |
CF | A smooth brass handle pokes out of the side of the machinery.
CF |
CF | In the centre of the room is a huge complicated semi-circular control
CF | board.
CF |
CF | > Jacqueline presses F again.
DavidW says (to ClubFloyd), "x wires"
CF ] The Evil Machinery of Dr Von Hummels 13/982
CF | >
CF | > X WIRES
CF |
CF | The wiring coils in and out of the valves and machine.
CF |
CF | >
DavidW says (to ClubFloyd), "search board"
CF ] The Evil Machinery of Dr Von Hummels 13/983
CF | >
CF | > SEARCH BOARD
CF |
CF | The control board seems to be made from steel and is covered with all
CF | sorts of big switches and levers and lights. They're all probably just
CF | props though, and won't do anything.
CF |
CF | Attached to the side of the control board is a round metal ring.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Glade in the Forest 13/984
CF | >
CF | > S
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Castle Rooftop 13/985
CF | >
CF | > S
CF |
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | Some terrible energies in the very air itself are making the hairs
CF | stand up on the back of your neck.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | >
DavidW says (to ClubFloyd), "pull handle"
CF ] The Castle Rooftop 13/986
CF | >
CF | > PULL HANDLE
CF |
CF | (the brass handle)
CF | You pull the handle and, suddenly, impressive bolts of lightning shoot
CF | down from the ceiling, into the metal spike and down the copper band
CF | on the dome. Wow! You can't help but be impressed by the special
CF | effects. You bet they look good on screen!
CF |
CF | >
DavidW says (to ClubFloyd), "g"
CF ] The Castle Rooftop 13/987
CF | >
CF | > G
CF |
CF | (the brass handle)
CF | You pull on the handle. Nothing obvious happens.
CF |
CF | > Jacqueline exclaims, "Special effects!"
Knight_Otu asks, "I seem to recall that our friend in the mummy studio had a weapon for his role. Do we need to brave the trapped tunnel somehow after all?"
DavidW asks (of Knight), "Maybe yes? He had a scimitar, right?"
Jacqueline says, "There kinda has to be a reason to go through that tunnel, I'm thinking."
Knight_Otu says, "Something like that, yes."
Krumar asks, "I just got back, are we still looking for a blade?"
DavidW says, "We never used the crocodile."
DavidW says (to Krumar), "yes"
DavidW says, "We think maybe there's a scimitar in the trap corridor."
DavidW says (to ClubFloyd), "e"
CF ] Crematorium 13/988
CF | >
CF | > E
CF |
CF |
CF | Crematorium
CF | The whole set is painted the same light green you see in a hospital
CF | ward. You know this is a crematorium because of the word "Crematorium"
CF | written in large white letters on the wall. You assume this is to let
CF | the audience know too without too much exposition. Dark gaps in the
CF | set walls lead north and west.
CF |
CF | On one wall is the open door to what must be the cremation oven!
CF |
CF | Extending from the oven into the centre of the room is a wheeled metal
CF | gurney.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Laboratory of Dr Von Hummels 13/989
CF | >
CF | > N
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless human torso. Sewn onto its
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Workshop 13/990
CF | >
CF | > N
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot South 13/991
CF | >
CF | > E
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess sighs heavily.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 13/992
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Guard's Break Room 13/993
CF | >
CF | > E
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot North 13/994
CF | >
CF | > W
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 13/995
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Menagerie 13/996
CF | >
CF | > E
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | You can also see a cage of snakes here.
CF |
CF | >
DavidW says (to ClubFloyd), "x crocodile"
CF ] Studio Menagerie 13/997
CF | >
CF | > X CROCODILE
CF |
CF | The huge crocodile just stares back at you with heavy lidded eyes.
CF |
CF | >
DavidW says (to ClubFloyd), "take snakes"
CF ] Studio Menagerie 13/998
CF | >
CF | > TAKE SNAKES
CF |
CF | You gingerly pick up the cage. The snakes try and bite you with their
CF | poisonous fangs, but they can't reach you through the narrow bars.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 13/999
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 13/1000
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 13/1001
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | The slumped body of the poor security guard lies a little way down the
CF | passage.
CF |
CF | You can also see a cage of spiders here.
CF |
CF | >
DavidW says (to ClubFloyd), "put snakes in corridor"
CF ] The Ruins of Men-nefer 13/1001
CF | >
CF | > PUT SNAKES IN CORRIDOR
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "drop snakes"
CF ] The Ruins of Men-nefer 13/1002
CF | >
CF | > DROP SNAKES
CF |
CF | Dropped.
CF |
CF | >
DavidW says (to ClubFloyd), "open snakes"
CF ] The Ruins of Men-nefer 13/1003
CF | >
CF | > OPEN SNAKES
CF |
CF | You open the cage. The snakes slither out of it in a tangled mass of
CF | scales and flickering tongues!
CF |
CF | >
DavidW says (to ClubFloyd), "take spiders"
CF ] The Ruins of Men-nefer 13/1004
CF | >
CF | > TAKE SPIDERS
CF |
CF | You gingerly pick up the cage. The spiders try and bite you with their
CF | poisonous fangs, but they can't reach you through the narrow bars.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 13/1005
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 13/1006
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Menagerie 13/1007
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | >
DavidW says (to ClubFloyd), "drop spiders"
CF ] Studio Menagerie 13/1008
CF | >
CF | > DROP SPIDERS
CF |
CF | Dropped.
CF |
CF | > burl says, "inventory: spider, spider, spider, spider"
DavidW says (to ClubFloyd), "open spiaders"
CF ] Studio Menagerie 13/1008
CF | >
CF | > OPEN SPIADERS
CF |
CF | You can't see any such thing.
CF |
CF | >
DavidW says (to ClubFloyd), "open spiders"
CF ] Studio Menagerie 13/1009
CF | >
CF | > OPEN SPIDERS
CF |
CF | You open the cage, but the spiders wave their front legs nervously and
CF | refuse to emerge. There must be something here they don't like. You
CF | quickly close the cage again.
CF |
CF | >
DavidW says (to ClubFloyd), "open crocodile cage"
CF ] Studio Menagerie 13/1010
CF | >
CF | > OPEN CROCODILE CAGE
CF |
CF | You see the crocodile's huge stained teeth and think better of it!
CF | You'd definitely want someone between you and that thing before you
CF | opened the cage up!
CF |
CF | > Krumar says, "can we get any of our army tohelp with this"
DavidW says (to ClubFloyd), "push it east"
CF ] Studio Menagerie 13/1011
CF | >
CF | > PUSH IT EAST
CF |
CF | The huge crocodile stares at you with its dead eyes and you think
CF | better of it.
CF |
CF | > DavidW says, "No."
Jacqueline says (to ClubFloyd), "x me"
CF ] Studio Menagerie 13/1012
CF | >
CF | > X ME
CF |
CF | After a long day on the set, your stage makeup, thickly applied, is
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and
CF | itch in unexpected places, and, to be quite honest, you could do with
CF | a good lie down and a cup of tea.
CF |
CF | > DavidW says, "If you talk to any of them, it's just more background info on them."
Jacqueline says (to ClubFloyd), "i"
CF ] Studio Menagerie 13/1013
CF | >
CF | > I
CF |
CF | You are carrying an antique blunderbuss loaded with a handful of small
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo
CF | doll, a strawberry milk bottle, an evil book of black magic, a small
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold
CF | pocketwatch and a grey suit.
CF |
CF | > Jacqueline asks, "Do we use the whip?"
Jacqueline asks, "Or is that just to put thing back in their cages?"
burl says, "and become a ringmaster of spiders"
DavidW says, "as far as I know, just to put critters in cages."
DavidW says, "If there's another use, I don't know of any."
DavidW says, "'whip' isn't a verb."
Jacqueline says, "right"
DavidW says (to ClubFloyd), "whip crocodile"
CF ] Studio Menagerie 13/1013
CF | >
CF | > WHIP CROCODILE
CF |
CF | That's not a verb I recognise.
CF |
CF | > DavidW says, "So we can't whip the bones."
DavidW says, "I'd like to send the crocodile down the passage, but I have no idea how."
Jacqueline asks, "It's a very silly idea, but could we use the gurney to get through the passage so quickly we miss the spikes?"
Krumar says, "I think it's on rails."
Jacqueline asks, "Or is there some other way to avoid triggering them? They're activated by the floor, right?"
DavidW says, "No, the gurney is attached to the oven."
burl says, "whare are crocodiles supposed to be afraid of or sensitive to"
Jacqueline says (to Krumar), "Ah"
Jacqueline says (to ClubFloyd), "turn crocodile cage upside down"
CF ] Studio Menagerie 13/1013
CF | >
CF | > TURN CROCODILE CAGE UPSIDE DOWN
CF |
CF | I only understood you as far as wanting to turn the crocodile cage.
CF |
CF | > DavidW says, "There's a wheelbarrow, but I think it doesn't trigger anything."
Knight_Otu says, "Maybe the wheelbarrow can hold off the... yeah."
Jacqueline says (to ClubFloyd), "flip crocodile"
CF ] Studio Menagerie 13/1013
CF | >
CF | > FLIP CROCODILE
CF |
CF | That's not a verb I recognise.
CF |
CF | > DavidW asks, "Should I get the wheelbarrow?"
Knight_Otu says, "It can't hurt to try, at least."
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot South 13/1014
CF | >
CF | > W
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 13/1015
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Guard's Break Room 13/1016
CF | >
CF | > E
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Alleway, Rue des Verrièrs 13/1017
CF | >
CF | > E
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Deep in the Bayou 13/1018
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Voodoo Temple 13/1019
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 13/1020
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | You can also see a wheelbarrow (which contains a sacred voodoo stone)
CF | here.
CF |
CF | >
DavidW says (to ClubFloyd), "take barrow"
CF ] The Cemetery of St. Louise de Marillac 13/1021
CF | >
CF | > TAKE BARROW
CF |
CF | You grab hold of the wheelbarrow's handles.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Voodoo Temple 13/1022
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the Bayou 13/1023
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 13/1024
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Guard's Break Room 13/1025
CF | >
CF | > W
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot North 13/1026
CF | >
CF | > W
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 13/1027
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The vampire thralls mutter to one another. "We should be getting out
CF | of here," says one.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Menagerie 13/1028
CF | >
CF | > E
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | You can also see a cage of spiders here.
CF |
CF | >
DavidW says (to ClubFloyd), "open crocodile cage"
CF ] Studio Menagerie 13/1029
CF | >
CF | > OPEN CROCODILE CAGE
CF |
CF | You see the crocodile's huge stained teeth and think better of it!
CF | You'd definitely want someone between you and that thing before you
CF | opened the cage up!
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Shrine of the Sphinx 13/1030
CF | >
CF | > E
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of
CF | a group of tents.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Archaeological Dig Site 13/1031
CF | >
CF | > S
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 13/1032
CF | >
CF | > S
CF |
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | The slumped body of the poor security guard lies a little way down the
CF | passage.
CF |
CF | >
DavidW says (to ClubFloyd), "push barrow south"
CF ] The Ruins of Men-nefer 13/1033
CF | >
CF | > PUSH BARROW SOUTH
CF |
CF | Now you've got the wheelbarrow, you can just move around as normal.
CF |
CF | >
DavidW says (to ClubFloyd), "drop barrow"
CF ] The Ruins of Men-nefer 13/1034
CF | >
CF | > DROP BARROW
CF |
CF | You let go of the wheelbarrow's handles.
CF |
CF | >
DavidW says (to ClubFloyd), "push barrow south"
CF ] The Ruins of Men-nefer 13/1035
CF | >
CF | > PUSH BARROW SOUTH
CF |
CF | You grab the handles of the wheelbarrow. Now you've got it, you can
CF | just move around as normal.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Ruins of Men-nefer 13/1035
CF | >
CF | > S
CF |
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the
CF | floor of the passage you realise your terrible mistake! Suddenly, an
CF | incredibly sharp circular disk emerges from one of the slots on the
CF | wall, shoots across the passage, slices you into two pieces, and
CF | disappears through the opposite slot! Your separated halves fall on
CF | top of the pile of bones and your vision darkens until everything is
CF | black.
CF |
CF |
CF |
CF | ***Roll Credits. The End***
CF |
CF |
CF | You built an undead army! It consisted of, the mummified Pharaoh
CF | Nefer-Kare and his shuffling ancient servants, a horde of shambling
CF | zombies led by an understandably annoyed Security Guard, a fearsome
CF | ravening werewolf, the Count, the Countess and their bloodthirsty
CF | vampire thralls.
CF |
CF | You managed to survive thirteen perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF | - You tamed Nefer-Kare and his mummified servants with the ancient
CF | magic of his own bracelet!
CF | - You cremated a young security guard in a huge oven!
CF | - You pushed a decent hard-working security guard into a deep pit
CF | for some reason.
CF | - You loaded an ancient Blunderbuss with a handful of silver
CF | pocket-change and bluffed a Werewolf!
CF |
CF |
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last
CF | command?
CF | >
DavidW says (to ClubFloyd), "undo"
CF ] The Ruins of Men-nefer 13/1035
CF |
CF | > UNDO
CF |
CF | The Ruins of Men-nefer
CF | [Previous turn undone.]
CF |
CF | > Jacqueline says, "eep"
DavidW says, "The barrow doesn't work the way we'd like."
Knight_Otu says, "Unfortunately."
Krumar asks, "Can you throw that stone down the passage?"
Knight_Otu says, "Likely too heavy."
DavidW says, "No, it's far to heavy to carry."
DavidW says, "too heavy"
DavidW says, "It's after 5 pm here, btw."
Knight_Otu says, "Oh, true. 1 hour to midnight here."
DavidW says (to ClubFloyd), "talk to skeleton"
CF ] The Ruins of Men-nefer 13/1036
CF | >
CF | > TALK TO SKELETON
CF |
CF | You can't reach the skeleton from here.
CF |
CF | > MoyTravis says, "Seems a fair place to stop."
Jacqueline says, "Oh dang, yeah."
Jacqueline says, "Stuck the same place we were last week, sort of."
Jacqueline exclaims, "Okay - have a great rest of the week, everyone. Happy 2022!"
DavidW says (to ClubFloyd), "save"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write: Krumar exclaims, "Have a great day everyone!"
Knight_Otu says, "I mean, we solved a studio and made progress on the last one."
MoyTravis says, "Mrm, yep, best wishes for 2022. Cya'll 'round."
Jacqueline says (to KO), "Yeah. Hence my 'sort of'"
Jacqueline says, "I'm glad we went and did other stuff."
DavidW says (to ClubFloyd), "cfdrhorrornoblade"
CF ] The Ruins of Men-nefer 13/1036
CF | > SAVEOk.
CF |
CF | > Jacqueline says, "But this tunnel continues to confound."
Knight_Otu says, "May 2022 be better than the last few years. Of course, '21 went downhill very fast."
DavidW says, "so tired. Shame we're stuck again."
Krumar goes home.
MoyTravis goes home. Knight_Otu exclaims, "Good night, and stay safe, everyone!"
Knight_Otu goes home.
Krumar has arrived.
Krumar disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. DavidW says, "thanks all for the game"
burl exclaims, "thanks!"
*** SESSION 5 ***
DavidW says, "I've updated my notes at [LINK]"
Krumar says, "David, the site is really cool."
DavidW says, "Also, I discovered that we don't need to solve the deadly corridor yet."
DavidW says (to Krumar), "thanks"
Knight_Otu says, "That's good, because my only idea was to try and summon ghosts at that spot."
DavidW says, "When playing last week, I forgot about a bit of the geography: that the way to the studio crypt is a RAMP."
DavidW says, "Which means we can take the wheelbarrow to the fridge o' bodyparts."
Jacqueline says (to DW), "oooh nice"
Knight_Otu says, "Oh yeah, that would help, wouldn't it."
Krumar asks, "We still think we are looking for something to cut with right?"
DavidW says (to Krumar), "Actually no, but there is another blade: the pendulum axe."
Krumar says, "Cool."
Jacqueline says, "Yeah, I think we're just getting already severed parts."
DavidW says, "Anyway, if people are willing, I can solve the frankie puzzle right away."
Krumar says, "I don't know of a reason not too."
Jacqueline says, "I am okay with this."
DavidW says, "Also, I found out that there was a 2nd way to deal with the jovial guard in Studio 1 that didn't involve pushing him into a pit."
Knight_Otu says, "Please do."
DavidW says (to ClubFloyd), "look"
CF ] The Ruins of Men-nefer 13/1037
CF | >
CF | > LOOK
CF |
CF | The Ruins of Men-nefer
CF | This is quite a set! Against the southern studio wall of the studio
CF | are the fronts of a row of crumbling ruins. They are all covered in
CF | statues and carvings of monsters and ancient gods - really impressive
CF | work by the set designer. They loom over you, the faces of the
CF | statues, they seem to leer at you, giving a terrible air of horrifying
CF | menace to the whole set!
CF |
CF | Opposite the ruins, to the north, you can see some buildings. Dunes
CF | rise up from the ground to the northwest and northeast are some
CF | distant tents.
CF |
CF | Right in the centre of the row of ruins is an entranceway to a dark
CF | passage, leading south. You can see a little way in. There seem to be
CF | holes in the floor and narrow slots in the wall. Part way down,
CF | slumped against one wall, is an evilly grinning skeleton! Further
CF | along, and you can see a pile of bones near one of the wall slots.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A writhing mass of snakes slither all over the set.
CF |
CF | The slumped body of the poor security guard lies a little way down the
CF | passage.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Archaeological Dig Site 13/1038
CF | >
CF | > N
CF |
CF |
CF | Archaeological Dig Site
CF | The dark entrance to the Mummy's tombs leads down a ladder through a
CF | hole in the ground in-between the exposed ancient buildings. But
CF | they're not actually buildings. They're just the front walls of
CF | buildings held up with wooden scaffolding at the back.
CF |
CF | Here, right in the middle of the Studio, you can see all across the
CF | huge set. To the north is the looming Sphinx, to the west, rolling
CF | sand dunes. On the east side of the building are the tops of some
CF | colorful tents and to the south of you, what seem like ruins.
CF |
CF | An empty cage lies open on the floor.
CF |
CF | A mob of horrific cockroaches scutter in and out of the scenery.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] The Shrine of the Sphinx 13/1039
CF | >
CF | > N
CF |
CF |
CF | The Shrine of the Sphinx
CF | They've only bothered to actually build the front legs of the Sphinx.
CF | For longer shots, you assume they use the matte backdrop of the whole
CF | thing painted onto the Studio wall to the set's left. The Sphinx's
CF | legs extend out from the Studio walls and between them is the Mummy's
CF | shrine, carved from greyish sandy painted construction foam.
CF |
CF | To the west, there is an opening in the Studio wall. Southwest,
CF | towards the other side of the Studio, you can see distant sand dunes.
CF | The set opens out to the south to reveal some sort of building and
CF | beyond it, a group of ruins. To the southeast, you can see the tops of Knight_Otu asks, "So Wilma may survive as well?"
CF | a group of tents.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Menagerie 13/1040
CF | >
CF | > W
CF |
CF |
CF | Studio Menagerie
CF | This small dingy room is filled with mostly empty cages for the
CF | animals the Studio uses in its movies. It smells quite bad, to be
CF | honest. A door lies open to the west and, opposite it, a relatively
CF | brightly lit space in the wall opens up to the east.
CF |
CF | On one side of the room, a large cage contains a huge crocodile.
CF |
CF | You can also see a cage of spiders here.
CF |
CF | > DavidW says (to Knight), "alas, no. Wilma always has to die to catch the werewolf."
Knight_Otu says, "Aw."
Roger has arrived. DavidW says, "The alternate death for the guard is to get the villagers to hang him for being a witch."
Krumar says, "that sounds worse."
Knight_Otu says, "Oh dear. Why did I delude myself into being optimistic."
DavidW says, "But we missed our chance to do that because we didn't ask Derek, love, about the witch business in his dialog tree."
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot South 13/1041
CF | >
CF | > W
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 13/1042
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot South 13/1043
CF | >
CF | > N
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Count looks as if he might speak, then seems to think better of
CF | it.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot North 13/1044
CF | >
CF | > N
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Guard's Break Room 13/1045
CF | >
CF | > E
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Alleway, Rue des Verrièrs 13/1046
CF | >
CF | > E
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Deep in the Bayou 13/1047
CF | >
CF | > E
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Voodoo Temple 13/1048
CF | >
CF | > S
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Cemetery of St. Louise de Marillac 13/1049
CF | >
CF | > S
CF |
CF |
CF | The Cemetery of St. Louise de Marillac
CF | What a set this is! Mallet Studios must have actually spent some real
CF | money on this. The large space, bounded by walls painted with distant
CF | scenery, is row after row of forbidding tombs, ornamented gravestones
CF | and imposing hooded statues. Vines and tropical looking plastic plants
CF | wind over everything, giving a real atmosphere of age and shadowy
CF | menace. Openings in the set walls lead north and west deeper into the
CF | studio.
CF |
CF | To one side of the set is a row of freshly filled in graves!
CF |
CF | > DavidW says, "I don't remember where we left the wheelbarrow."
DavidW says (to ClubFloyd), "i"
CF ] The Cemetery of St. Louise de Marillac 13/1050
CF | >
CF | > I
CF |
CF | You are carrying an antique blunderbuss loaded with a handful of small
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo
CF | doll, a strawberry milk bottle, an evil book of black magic, a small
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold
CF | pocketwatch and a grey suit.
CF |
CF | You are pushing a wheelbarrow along. It contains a sacred voodoo
CF | stone.
CF |
CF | > DavidW says, "oh duh."
DavidW says (to ClubFloyd), "n"
CF ] Voodoo Temple 13/1051
CF | >
CF | > N
CF |
CF |
CF | Voodoo Temple
CF | All the masks lining the walls of the set seem to regard you with
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and
CF | sizes. In between and around them hang colourful drapes, their
CF | attractive patterns at odds with the skulls on the floor and
CF | statuettes of frightening figures in little alcoves. Unlit candles
CF | cover almost every surface and everything is draped in a patina of
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the
CF | north and south.
CF |
CF | Dominating one wall is a large ornately carved wooden throne.
CF |
CF | In front of the throne is a small black table.
CF |
CF | A small compartment in the table is open.
CF |
CF | Scattered across the table are small fragments of bone.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Deep in the Bayou 13/1052
CF | >
CF | > N
CF |
CF |
CF | Deep in the Bayou
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied
CF | for the night. It's just a rubber lined dip in the floor now, with a
CF | few sad plastic plants lying in the bottom of it. Openings in the set
CF | lead south and east into the gloom.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Alleway, Rue des Verrièrs 13/1053
CF | >
CF | > W
CF |
CF |
CF | Alleway, Rue des Verrièrs
CF | A set designer has gone to great lengths to re-imagine a narrow
CF | alleyway running between rows of townhouses in somewhere like New
CF | Orleans. The facades of the houses, propped up by beams at the back,
CF | are painted in dusky oranges, reds and creams to resemble stucco
CF | rendering. Arches, separated by ornate columns, cover the frontages,
CF | each with its own darkened window. Elaborate iron balconies, created
CF | from plywood, stretch in between each arch, complete with hanging
CF | plastic plants and vines. Here, in the semi-darkness, the false
CF | buildings feel oppressive. Like they are hiding secrets!
CF |
CF | Gloomy openings in the set walls lead south and east deeper into the
CF | studio. To the west, a brighter gap opens into the guard's break room.
CF |
CF | >
MoyTravis has arrived.
DavidW says (to ClubFloyd), "w"
CF ] Guard's Break Room 13/1054
CF | >
CF | > W
CF |
CF |
CF | Guard's Break Room
CF | Someone has carved out a comfortable nook in this little space in
CF | between the door and the studio proper. There's a small table next to
CF | a comfy chair in one corner and on the table is a lit lamp, creating a
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the
CF | east leads deeper into the studio and the door out to the lot, to the
CF | west, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Guard's Break Room 13/1055
CF | >
CF | > S
CF |
CF | You can't go that way.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Lot North 13/1056
CF | >
CF | > W
CF |
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot South 13/1057
CF | >
CF | > S
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] Studio Waiting Room 13/1058
CF | >
CF | > S
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Store 13/1059
CF | >
CF | > E
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "d"
CF ] Studio Crypt 13/1060
CF | >
CF | > D
CF |
CF | Studio Crypt
CF | The square windowless room, grimly lit by a bright light from the
CF | naked lightbulb on the ceiling, is surrounded on three sides by a
CF | large cage made from iron bars that run from ceiling to floor. A
CF | barred door into the cage is open. One one side, next to a
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling.
CF | The walls are made from grey stone and drip with moisture. The whole
CF | room seems to give off a damp earthy smell of decay!
CF |
CF | In the centre of the room is a large white box that looks like a
CF | kitchen refrigerator.
CF |
CF | >
DavidW says (to ClubFloyd), "open fridge"
CF ] Studio Crypt 13/1061
CF | >
CF | > OPEN FRIDGE
CF |
CF | The fridge is already open.
CF |
CF | > DavidW says, "Forgive me, but this will be gross."
DavidW says (to ClubFloyd), "take legs"
CF ] Studio Crypt 13/1062
CF | >
CF | > TAKE LEGS
CF |
CF | The remains are far too bulky to carry around. But fortunately, you
CF | have a wheelbarrow. Shuddering with horror, you grasp at Melissa's
CF | poor ankles. The two legs come away from the rest of the remains and
CF | plop into the wheelbarrow.
CF |
CF | >
DavidW says (to ClubFloyd), "take arms"
CF ] Studio Crypt 13/1063
CF | >
CF | > TAKE ARMS
CF |
CF | Beanie's skeleton is too bulky to carry about. Luckily, you have a
CF | wheelbarrow with you! Feeling ill, you grasp the relatively unscathed
CF | arms of the skeleton and pull. With a terrible sucking sound, Beanie's
CF | arms come away from the skeleton and drop horribly into the
CF | wheelbarrow!
CF |
CF | >
DavidW says (to ClubFloyd), "u"
CF ] Studio Store 13/1064
CF | >
CF | > U
CF |
CF |
CF | Studio Store
CF | Props from a hundred bad movies loom out of the dim light in piles on
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of
CF | multi-colored clothing. There may be a storage methodology at work
CF | here, but you can't see it. To your eyes, it just looks like random
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the
CF | west and south walls lead into shadow.
CF |
CF | A rolled up rug is next to an open trapdoor, leading down into a
CF | brightly lit room.
CF |
CF | A sewing machine sits on a workbench in front of the clothes hangers.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Waiting Room 13/1065
CF | >
CF | > W
CF |
CF |
CF | Studio Waiting Room
CF | The dim lights barely illuminate the scattering of uncomfortable
CF | chairs where actors are supposed to spend their time between takes. A
CF | door to the north leads outside and dark doorways lead to the east and
CF | west deeper into the studio.
CF |
CF | The kitchen counter along one wall, stained with coffee mug rings,
CF | holds the accumulated detritus of a hundred extras' various drink
CF | making ingredients.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Studio Lot South 13/1066
CF | >
CF | > N
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Studio Workshop 13/1067
CF | >
CF | > W
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Laboratory of Dr Von Hummels 13/1068
CF | >
CF | > S
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | In the centre of the slab is a limbless human torso. Sewn onto its
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | > Jacqueline says, "I know we play slower together than one person does alone, and that comp games can be longer than two hours, but I am still chuckling about how this was a comp game and we've been playing it for a few weeks."
DavidW says (to ClubFloyd), "put arms on slab"
CF ] The Laboratory of Dr Von Hummels 13/1069
CF | >
CF | > PUT ARMS ON SLAB
CF |
CF | You pull Beanie's arms onto the slab and arrange them on either side
CF | of the torso.
CF |
CF | >
DavidW says (to ClubFloyd), "put legs on slab"
CF ] The Laboratory of Dr Von Hummels 13/1070
CF | >
CF | > PUT LEGS ON SLAB
CF |
CF | You pull Melissa's legs onto the slab and arrange them just below the
CF | torso.
CF |
CF | >
DavidW says (to ClubFloyd), "sew arms to torso"
CF ] The Laboratory of Dr Von Hummels 13/1071
CF | >
CF | > SEW ARMS TO TORSO
CF |
CF | The needle leaps in your hand as if some terrible black magic is
CF | controlling it! You roughly stitch Beanie's arms onto the torso's
CF | shoulders until they are firmly attached. You can't help but feel
CF | horrified at what you're doing - surely this is the worst of the
CF | terrors you will face!
CF |
CF | >
DavidW says (to ClubFloyd), "sew legs to torso"
CF ] The Laboratory of Dr Von Hummels 13/1072
CF | >
CF | > SEW LEGS TO TORSO
CF |
CF | You begin to sew Melissa's legs onto the lower half of the torso. The
CF | needle seems to drag at your hands with a terrible eagerness. as it
CF | undertakes the grisly task. When you are done, Melissa's legs are
CF | firmly attached to the torso.
CF |
CF | >
DavidW says (to ClubFloyd), "x cord"
CF ] The Laboratory of Dr Von Hummels 13/1073
CF | >
CF | > X CORD
CF |
CF | It looks like electric cabling. On both ends of the long piece of cord
CF | is some sort of metal clip. You imagine that you could attach the cord
CF | to something. If you could find something to attach it to.
CF |
CF | >
DavidW says (to ClubFloyd), "connect cord to ring"
CF ] The Laboratory of Dr Von Hummels 13/1073
CF | >
CF | > CONNECT CORD TO RING
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "attach cord to ring"
CF ] The Laboratory of Dr Von Hummels 13/1074
CF | >
CF | > ATTACH CORD TO RING
CF |
CF | You clip one end of the cord onto the metal ring.
CF |
CF | >
DavidW says (to ClubFloyd), "w"
CF ] Glade in the Forest 13/1075
CF | >
CF | > W
CF |
CF | The cord trails behind you, the coils getting smaller in your hands.
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | An electric cord stretches back through the doorway to the east. You
CF | are carrying the rest of the coil.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Castle Rooftop 13/1076
CF | >
CF | > S
CF |
CF | The cord trails behind you, the coils getting smaller in your hands.
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | An electric cord stretches back through the doorway to the north. You
CF | are carrying the rest of the coil.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | >
DavidW says (to ClubFloyd), "attach cord to ring"
CF ] The Castle Rooftop 13/1077
CF | >
CF | > ATTACH CORD TO RING
CF |
CF | You clip the end of the cord onto the metal ring.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Glade in the Forest 13/1078
CF | >
CF | > N
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | An electric cord stretches across the room, running through the south
CF | and east doorways.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Laboratory of Dr Von Hummels 13/1079
CF | >
CF | > E
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | Connected to a metal ring on the slab, an electric cord stretches out
CF | of the room to the west.
CF |
CF | In the centre of the slab is a human torso. Beanie's amputated arms
CF | are crudely sewn onto the torso's shoulders. Roughly stitched to its
CF | pelvis are Melissa's dismembered white legs. Sewn onto its neck with
CF | haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | > DavidW asks, "Everyone ready?"
Knight_Otu says, "Barely."
Krumar exclaims, "Ready!"
Jacqueline says, "Yup"
DavidW says (to ClubFloyd), "pull handle"
CF ] The Laboratory of Dr Von Hummels 13/1080
CF | >
CF | > PULL HANDLE
CF |
CF | (the brass handle)
CF | You pull on the handle. Nothing obvious happens.
CF |
CF | > Jacqueline says, "heh"
Krumar says, "Exciting"
DavidW says, "oops. I forgot to charge up by turning the wheel."
DavidW says (to ClubFloyd), "w"
CF ] Glade in the Forest 13/1081
CF | >
CF | > W
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | An electric cord stretches across the room, running through the south
CF | and east doorways. Jacqueline exclaims, "Still ready!"
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "s"
CF ] The Castle Rooftop 13/1082
CF | >
CF | > S
CF |
CF |
CF | The Castle Rooftop
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small
CF | catwalk around a tiled dome. The narrow walkway is surrounded by
CF | crenelated battlements and the set designers have really gone over the
CF | top with the gargoyles! There are dragons, imps, devils and things you
CF | don't even know the name of. They all have one thing in common - they
CF | seem to stare directly at you with their empty evil eyes! Or you could
CF | be just imagining it. Spaces in the set walls lead into dimly lit
CF | areas of the studio to the north and east.
CF |
CF | On top of the dome is a huge metal spike that stretches almost all the
CF | way to the studio ceiling.
CF |
CF | Attached to a metal ring on the domed roof is one end of a long cord
CF | which stretches through the doorway to the north.
CF |
CF | A smooth brass handle pokes out of the set wall.
CF |
CF | Behind one of the battlements, set into the floor, is a large iron
CF | wheel.
CF |
CF | > DavidW says, "I'm still new at this science stuff."
Knight_Otu exclaims, "For science!"
DavidW says (to ClubFloyd), "turn wheel"
CF ] The Castle Rooftop 13/1083
CF | >
CF | > TURN WHEEL
CF |
CF | (the large iron wheel)
CF | You turn the wheel. It's easy at first but gradually gets harder and
CF | harder until you can't turn it anymore.
CF |
CF | For some reason, the hairs on the back of your neck begin to rise and
CF | your skin prickles.
CF |
CF | >
DavidW says (to ClubFloyd), "n"
CF ] Glade in the Forest 13/1084
CF | >
CF | > N
CF |
CF |
CF | Glade in the Forest
CF | Behind some plywood trees, the rest of the forest is just painted onto
CF | the walls. The floor is covered in unconvincing plastic grass, and
CF | across the length of the set stretches the riverbed, which is
CF | currently just a channel lined with blue rubber sheeting. You suppose
CF | they put water in there when they're ready to film. Shadowy doorways
CF | lead north and south, and a gap between the forest-painted set boards
CF | opens to the east.
CF |
CF | An electric cord stretches across the room, running through the south
CF | and east doorways.
CF |
CF | Next to the river is a conveniently placed mossy log.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] The Laboratory of Dr Von Hummels 13/1085
CF | >
CF | > E
CF |
CF |
CF | The Laboratory of Dr Von Hummels
CF | The centre of the room is dominated by an ominous metallic slab atop
CF | an iron plinth. On a large wooden table next to it, tubes, pipes,
CF | flasks and beakers bubble and hiss with strange looking liquids that
CF | make the room reek with their stinging chemical smell. Around the
CF | walls are prop bookcases filled with painted book spines. Doorways
CF | gape to the north and west into shadowed darkness and a gap in the
CF | fake walls leads south.
CF |
CF | Attached to one end of the slab is a metal helmet, to the other, a
CF | smooth brass handle.
CF |
CF | Connected to a metal ring on the slab, an electric cord stretches out
CF | of the room to the west.
CF |
CF | In the centre of the slab is a human torso. Beanie's amputated arms
CF | are crudely sewn onto the torso's shoulders. Roughly stitched to its
CF | pelvis are Melissa's dismembered white legs. Sewn onto its neck with
CF | haphazard stitches is Harry Higginbotham's decapitated head!
CF |
CF | >
DavidW says (to ClubFloyd), "pull handle"
CF ] The Laboratory of Dr Von Hummels 13/1086
CF | >
CF | > PULL HANDLE
CF |
CF | (the brass handle)
CF | You pull the handle and suddenly the large slab in the centre of the
CF | room begins to crackle and spit out sparks of pure electricity! The
CF | torso on the slab is lit up with crawling blue veins of force. All of
CF | the torso's limbs twitch and jerk horribly as the terrible power
CF | courses through them. And then, suddenly, Harry's eyes flick open! You
CF | back away as the monster on the slab slowly sits up. Out if its mouth
CF | comes a great groaning sound and it slowly pulls its legs over the
CF | side of the slab and stands up. It is huge! It towers over you.
CF |
CF | "Must...kill..." it snarls, its voice a deep bass rumble and it
CF | extends its muscled arms and takes a faltering step towards you.
CF |
CF | You are in a perilous situation!
CF |
CF | > Jacqueline asks, "Um. Do we have a talisman for this?"
DavidW says, "Yes we do!"
DavidW says (to ClubFloyd), "play music box"
CF ] The Laboratory of Dr Von Hummels 14/1087
CF | >
CF | > PLAY MUSIC BOX
CF |
CF | The music box begins to play a tinny, but pleasant little tinkly tune.
CF | You almost recognize it, but not quite.
CF |
CF | The Monster hears the tinny little tune and seems entranced! It stop
CF | in its tracks and gives what seems to be a smile. "Music!" it says,
CF | "Nice...music!"
CF |
CF | You have survived a perilous situation!
CF |
CF | > Jacqueline says, "oh RIGHT"
Roger says, "We should have had a giant beehive wig to put on"
MoyTravis says, "Nice."
DavidW says (to ClubFloyd), "talk to monster"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | >
CF | > TALK TO MONSTER
CF |
CF | "So," you begin, "how are you, Harry?"
CF |
CF | There is a moment's pause as the Monster seems to digest this. "Well,"
CF | it says, "I've been better. No thanks to you."
CF |
CF | It seems to be able to speak! Maybe it's the music. It's difficult to
CF | know what to say, really. Harry certainly doesn't look too pleased.
CF |
CF | (1) - "What happened to you?
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "What happened to you?" you ask. That might be a good place to start.
CF | "I found your head."
CF |
CF | Harry snorts. "Pah," he says, "I was supposed to find the sacrifice
CF | for the Ritual, and then you ran off. We looked for you, but then
CF | midnight approached and Arnie decided that he couldn't keep Astaroth
CF | waiting. The whole bunch of them unanimously voted me to be the
CF | Sacrifice just because you couldn't do what you were told. Me, with
CF | twenty Mallet Studios films under my belt! All of them coming in under
CF | budget! The ungrateful swine. So they had me on the altar as quick as
CF | you like."
CF |
CF | The Monster sighs heavily. "In fact," it continues, "given that this
CF | is all your fault, when this music finishes, I'm going to crush you
CF | like a bug."
CF |
CF | Oh dear.
CF |
CF | (1) - "Well, at least you're sort of alive again."
CF | (2) - "What exactly is the cult up to?"
CF |
CF | You say > DavidW says, "Let me know when to continue"
Jacqueline says, "I'm caught up"
Krumar says, "I'm good."
Knight_Otu says, "Ditto."
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "Well, look on the bright side," you say, "at least you're alive
CF | again."
CF |
CF | "What!" says Harry, incredulously. "You call this alive? I've not got
CF | matching anything. I look like I've been cobbled together. And what's
CF | with the tiny feet? I can barely stand up. And I never had a tattoo
CF | before. "
CF |
CF | (1) - "What exactly is the cult up to?"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "So what, exactly, is the Cult up to?" you ask.
CF |
CF | "Wouldn't we all like to know," replies Harry. "Arnie's been banging
CF | on about summoning Astaroth for ages. Keeps talking about riches and
CF | power beyond our wildest imaginings. I can't see it myself, but you've
CF | got to play along in this game. The boss wants something? He gets it.
CF | The boss wants you to do something? You do it. The boss wants you to
CF | dress up in crimson robes, do some chanting and summon Demons? Well,
CF | you get the picture."
CF |
CF | He pauses and thinks for a moment. "Come to think of it, I only got my
CF | first directing gig after I put on the robes."
CF |
CF | (1) - "Aren't you worried about summoning a Demon?"
CF | (2) - "Maybe we should stop him."
CF | (3) - "I know what Mallet has been doing to actors."
CF | (4) - "I know about the undead."
CF |
CF | You say > DavidW says, "We have a red robe, by the way, from the crazed cultist."
Jacqueline says, "I'm good with any of these choices."
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "Aren't you worried that the Cult is going to summon a Demon?" you
CF | ask.
CF |
CF | The Monster just looks at you, his brows raised. "Seriously?" he says,
CF | sarcastically, "You're asking me this now? After I've had my head cut
CF | off?" He sighs once more. "I wasn't," he continues, "but now maybe I'm
CF | thinking I should have thought it through. You can't trust anybody in
CF | this business. Arnie least of all."
CF |
CF | (1) - "Maybe we should stop him."
CF | (2) - "I know what Mallet has been doing to actors."
CF | (3) - "I know about the undead."
CF |
CF | You say > Jacqueline says, "I am also amused that he is complaining about his tiny feet."
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "Maybe we should stop Arnie and his Cult forever," you say.
CF |
CF | "Hah," replies Harry, "and how do you intend to do that, eh? Once
CF | Astaroth and all his minions of hell are here, it's gonna take an army
CF | to stop them."
CF |
CF | (1) - "Well, it's funny you should say that."
CF |
CF | You say > Krumar says, "I was wondering about him having small feet and arms."
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "Well, there might be a way of stopping him," you say. "I'm gathering
CF | an undead army."
CF |
CF | Harry looks at you incredulously. "What?" he says, "you're letting the
CF | undead out of their cages? That's madness." Then he stops, his brow
CF | furrows and he looks down at his own somewhat undead body. "Although,"
CF | he continues, "given my current state of being, maybe I shouldn't
CF | protest too much."
CF |
CF | (1) - "We need you to be part of the army!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "We need you," you say. "With your strength, and the rest of the
CF | undead, we can defeat Arnie's evil!"
CF |
CF | Harry goes silent for a long while, appearing to be pondering. "Well,
CF | I suppose I would like a bit of revenge," he says. "Quite honestly,
CF | given what's happened to me, I couldn't care less about what Astaroth
CF | and his minions are going to do, but I would like a chance to shove
CF | Arnie's head up his ass. Tell you what, I'm in. I'll put crushing you
CF | like a grape on hold until after we show Astaroth who he's dealing
CF | with."
CF |
CF | It's all you can do to stop yourself from punching their air with
CF | delight. You have the Monster!
CF |
CF | (1) - "The army is meeting in the Studio Lot."
CF |
CF | You say > Jacqueline says, "yay another recruit"
DavidW says (to ClubFloyd), "1"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | You say >
CF | > 1
CF |
CF | "The rest of the army is in the Studio Lot," you say. "When I release
CF | all the undead, we're going to march on Astaroth's forces."
CF |
CF | "I'll be there," says Harry. "I'll try not to kill you, but I'm not
CF | sure I'll be able to stop myself. I am a Monster, after all. Hope
CF | you've got something to protect yourself with."
CF |
CF | The Monster turns away from you and shambles out of the Laboratory.
CF |
CF | You have grown your Undead Army!
CF |
CF | >
DavidW says (to ClubFloyd), "score"
CF ] The Laboratory of Dr Von Hummels 14/1088
CF | >
CF | > SCORE
CF |
CF | You're still in one piece. That's a good start.
CF |
CF | You are building an undead army! So far, it consists of, the mummified
CF | Pharaoh Nefer-Kare and his shuffling ancient servants, a monster
CF | manufactured from body parts and brought to terrible life, a horde of
CF | shambling zombies led by an understandably annoyed Security Guard, a
CF | fearsome ravening werewolf, the Count, the Countess and their
CF | bloodthirsty vampire thralls.
CF |
CF | You have survived fourteen perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF | - You tamed Nefer-Kare and his mummified servants with the ancient
CF | magic of his own bracelet!
CF | - You cremated a young security guard in a huge oven!
CF | - You pushed a decent hard-working security guard into a deep pit
CF | for some reason.
CF | - You loaded an ancient Blunderbuss with a handful of silver
CF | pocket-change and bluffed a Werewolf!
CF | - You soothed the savage heart of a terrible Monster with some
CF | sweet music!
CF |
CF | > Knight_Otu says, "We caught them all! By which I mean, freed them."
Jacqueline says, "heh"
MoyTravis says, "hooray"
DavidW says, "Yes. I don't know what happens after this point."
Roger says, "so we're building an undead army and somehow we're the good guys"
DavidW says, "We know that the north bone gate is locked and I have no idea where a key might be, but I'm hoping the Countess will suggest something."
Knight_Otu says, "It's more of a worldly evil vs otherworldy evil story, I think."
DavidW says (to Roger), "Yes, that's correct and it worries me. A bill might come due."
Jacqueline says, "Oh. You mean we not only have to assemble the army but also lead it? *eye roll*"
DavidW asks, "And what happens to the undead if we win?"
Jacqueline asks, "We sing Kumbaya?"
Jacqueline asks, "Hold hands?"
Jacqueline asks, "Try not to bite one another?"
Jacqueline says, "I'm honestly not sure."
MoyTravis asks, "We attempt to take over the world?"
DavidW says, "oh, um, I skipped over an optional bit with the electricity in this studio."
DavidW says, "We can connect the roof ring to the evil machinery control panel ring and makes the gears turn there, but nothing else happens."
Krumar says, "I say we keep progressing."
DavidW says, "yeah"
DavidW says (to ClubFloyd), "n"
CF ] Studio Workshop 14/1089
CF | >
CF | > N
CF |
CF |
CF | Studio Workshop
CF | This must be where they build the sets! The walls and most of the
CF | floor is covered in offcuts of plywood. Large rectangular pieces of
CF | the foam they use to carve all sorts of things out of like boulders
CF | and statues lie in piles in between wooden trestles. Pots of paint,
CF | dripped and smeared with a hundred different colours, are roughly
CF | stacked in the corners. Forbidding doorways lead into shadow to the
CF | west and south and the door out of the Studio, to the east, lies open.
CF |
CF | The music box continues to plink out its song.
CF |
CF | >
DavidW says (to ClubFloyd), "e"
CF ] Studio Lot South 14/1090
CF | >
CF | > E
CF |
CF | Studio Lot South
CF | Here, the lot is surrounded on three sides by Studios, looming out of
CF | the night like ancient guardians. The lot continues to the north into
CF | shadow. To the east side is the door to Studio 3, to the west, Studio
CF | 4 and to the south the door to Studio 5 where you have spent so much
CF | time over the last two weeks. A sign over each door proclaims the
CF | movie that is being made there.
CF |
CF | The Monster shambles and lurches around the Studio Lot.
CF |
CF | A ravening Werewolf paces the lot restlessly.
CF |
CF | Nefer-Kare's ancient servants skulk in a dusty group around their
CF | leader.
CF |
CF | The huge mummified form of Nefer-Kare stands menacingly near the
CF | centre of the lot, wrapped in dirty bandages.
CF |
CF | A horde of shambling zombies, led by a slightly less decomposed
CF | Security Guard, stumble around.
CF |
CF | Vampire thralls stand in a surly group, shooting suspicious glances at
CF | you.
CF |
CF | Over by the studio walls, the Count stands listlessly, staring off
CF | into the sky.
CF |
CF | The Countess paces impatiently around the lot.
CF |
CF | A dead cultist lies sprawled on the ground, his face frozen in a
CF | horrifying rictus.
CF |
CF | The Countess gives you a big thumbs up. "That's awesome," she says,
CF | pointing at the Monster. "I nearly laughed myself to death when that
CF | thing wandered in with Harry's head on its shoulders. Couldn't have
CF | happened to a nicer guy." She grins viciously. "That's what you get
CF | for chumming up with people like Arnie Mallet and thinking they give
CF | two figs about you."
CF |
CF | She looks over at the army. "I think that's everyone," she says. "It's
CF | nearly time to go to battle. One more thing, though. You should
CF | reconnoiter first and get us some info about the enemy. They've
CF | finally opened the bone gates." She looks you up and down. "If you
CF | found a disguise so you looked like a cultist, you might be able to
CF | sneak in."
CF |
CF | She grins. "Don't worry. If they catch you, we'll still fight the good
CF | fight."
CF |
CF | The Countess shoots you a troubled glance. "It's getting late."
CF |
CF | The little music box is still playing a tinkly little tune. The
CF | monster seems entranced by the music.
CF |
CF | > MoyTravis says, "Oh, the gates just open. Cool. Nifty."
DavidW says, "And now we need to put on the robe."
DavidW says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | On either side of the open bone doors stands a red-robed Cultist!
CF |
CF | The two guards look you up and down and then look at each other. "You
CF | were supposed to be the Sacrifice," one of them says. "We had to
CF | sacrifice Harry instead. I think Arnie's going to want to have a word
CF | with you." They grab your arms and frogmarch you through the bone
CF | doors and into horror of Hell!
CF |
CF |
CF |
CF |
CF | ...Press any key........ Knight_Otu says, "Nice of the enemy to just let us in. Surely not a trap."
DavidW says, "oops. I didn't know they'd be outside here!"
MoyTravis says, "Well let's see the death scene."
DavidW pushes the green 'space' button.
CF ] The Cathedral of Bone 14/1091
CF | As you are led through the doors, it's like you are walking into a
CF | furnace. The heat blasts your face, and the smell of sulphur almost
CF | makes you gag. The doors open up into an enormous room. The decor of
CF | the Studio offices has gone. No more light green walls and glass
CF | doors. This is a Cathedral. A Cathedral made from bone!
CF |
CF | The Cathedral of Bone
CF | The Cathedral ceiling, made from the gigantic bones of forgotten
CF | creatures, soars high above your head. In the centre of the huge sept,
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be
CF | alive! The faces and limbs of humans, devils and other terrible
CF | creatures writhe and gibber from the walls where they are trapped for
CF | eternity. Fires in deep pits light the room with a flickering orange
CF | glow and fill the air with an evil, oily smoke that burns your lungs.
CF |
CF | On the huge throne sits a great demon who must surely be Astaroth. His
CF | clawed hands hold a great flaming whip!
CF |
CF | Other demons are gathered around the dais. Demons with leathery skin
CF | and sharp teeth. Demons with wings and scales! So many! You recoil in
CF | terror. Even the Cultists holding your arms seem afraid.
CF |
CF | You are led around the room to where the rest of the Cultists are
CF | gathered in a nervous-looking group. One of them turns. It's Arnie
CF | Mallet! Dr Horror himself!
CF |
CF | "Look who we found creeping about outside," says one of the Cultists
CF | holding your arms. Arnie glances at you. "So?" he says, shortly. "What
CF | you bringing him to me for? We don't need another sacrifice."
CF |
CF | The Cultist flinches. "We just thought, you know," he says, "that
CF | you'd want to..." he trails off.
CF |
CF | Arnie sighs and looks directly at you. You couldn't say for sure, but
CF | he looks nervous. He is sweating, and his eyes dart about, first
CF | settling on you, then glancing away at the demons. Then again, this is
CF | the first time you've ever met him, and he might always be like this.
CF | You doubt it, though. "So," he says, "We had to sacrifice Harry
CF | because of you. Still, can't blame you, really. I wouldn't want to
CF | hang around and be sacrificed either. And Harry's no great loss.
CF | Directors like him are ten a penny."
CF |
CF | (1) - "You're not going to kill me?"
CF |
CF | You say > Jacqueline says, "huh"
Jacqueline says, "Not a death scene... yet."
DavidW asks, "has everyone read all that?"
MoyTravis says, "Yarp."
Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "So you're not going to have me killed, then?" you say, as bravely as
CF | you can.
CF |
CF | Arnie looks genuinely surprised. "No," he says, "we're going to need
CF | all the souls we can get over the next few years. Why would I kill
CF | you?"
CF |
CF | (1) - "I know about what you've been doing to cut costs!"
CF | (2) - "I know you've been keeping the undead imprisoned!"
CF | (3) - "I know about the Cult and what they're up to!"
CF | (4) - "What you're doing's not right!"
CF |
CF | You say > MoyTravis says, "#1 clearly"
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "I know everything," you say "I know about how you're cutting costs by
CF | killing actors."
CF |
CF | "Oh, you do, do you?" he replies. "Well, good for you. Killing actors
CF | am I? What are you complaining about? You think you'd be in the movies
CF | if the herd hadn't thinned out a bit?"
CF |
CF | (1) - "I know you've been keeping the undead imprisoned!"
CF | (2) - "I know about the Cult and what they're up to!"
CF | (3) - "Well, it's not right!"
CF |
CF | You say > Jacqueline says, "oof"
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | You pluck up your courage. "I know about how you're keeping the undead
CF | locked up in the Studios," you say.
CF |
CF | "You've been talking to her, haven't you," says Arnie. "Well,
CF | you shouldn't believe everything you hear. Of course I am. What, you
CF | want them out there in the world, do you?"
CF |
CF | (1) - "I know about what you've been doing to cut costs!"
CF | (2) - "I know about the Cult and what they're up to!"
CF | (3) - "Well, it's not right!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "2"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 2
CF |
CF | I know all about what your Cult are up to," you say. "I watched the
CF | ritual."
CF |
CF | "Oh, you think you do, do you? replies Arnie, narrowing his eyes. "So
CF | we've summoned Astaroth and all his infernal demons, we sacrificed a
CF | few actors, and suddenly we're the bad guys."
CF |
CF | (1) - "I know about what you've been doing to cut costs!"
CF | (2) - "I know you've been keeping the undead imprisoned!"
CF | (3) - "Well it's not right!"
CF |
CF | You say > Jacqueline says, "It's not right."
DavidW says (to ClubFloyd), "3"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 3
CF |
CF | "Well it's not right," you say, heatedly. There is a roar from behind
CF | you as Astaroth stirs on his throne. For a moment you were so angry,
CF | you'd forgotten than you are surrounded by a demonic horde!
CF |
CF | Arnie blanches when he hears Astaroth and starts to sweat a bit more
CF | profusely. "What's not right?" he snaps at you, nervously.
CF | "Sacrificing a few actors? Keeping the undead locked up? Feeding a few
CF | extras to the undead to cut costs? It's suddenly not right is it? It
CF | was ok last week. Everyone knew about it and they all thought it was
CF | alright. And now, suddenly it isn't according to you."
CF |
CF | (1) - "I didn't know!"
CF |
CF | You say >
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "I didn't know," you shout, surprising yourself with your bravery.
CF |
CF | Arnie just looks at you incredulously. "Bullshit," he replies. "Yes,
CF | you did. You might have pretended to yourself that you didn't to make
CF | yourself feel better, but there's no way you can be in this business
CF | and not have known. What - you believed all the crap about actors
CF | suddenly going to visit their sick mother, or away to play a role
CF | overseas? You knew, and now that something might affect you
CF | directly, you're suddenly telling me how terrible it all is? Yeah, we
CF | do terrible things. Because we can. Because it's ok as long
CF | people can see the movies they like and actors like you get paid the
CF | big bucks. No one says squat if it's profiting them."
CF |
CF | No. This isn't right. You didn't know. But, there is an awful
CF | wriggling worm of doubt in the back of your mind.
CF |
CF | (1) - "Well, you're planning to rule the world, now!"
CF |
CF | You say > Jacqueline says, "hahahaha"
MoyTravis says, "Well, in our defense, Arnie, we're very stupid."
Jacqueline says, "We super are."
MoyTravis exclaims, "You fool! You've underestimated our denseness!"
Knight_Otu says, "It's true, sadly."
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "Well, I have to stop you," you shout, "I heard you say you were
CF | planning to rule this world and the next."
CF |
CF | "Yeah, of film-making," says Arnie, "The world of the box
CF | office. What the hell did you think I meant. We're gonna hit box
CF | office gold. Astaroth wants to be a star! He's sick to death of an
CF | eternity in hell and all the politics down there. He thinks it's a
CF | good career move, acting. Let's be honest, we've taken the whole
CF | undead thing as far as it'll go. I mean, the Return of the Return of
CF | the Revenge of the Child of the Vampire? Public are tired of it. It's
CF | a whole new series of movies. The Creature from Hell or The Demonic
CF | Hordes. And just think of the cost savings. Astaroth, well, he just
CF | wants paying in souls. And those are easy to come by in this business.
CF | Everyone'll sign that contract. And he says they'll let us use Hell
CF | for on-location shooting! For free! No more expensive sets."
CF |
CF | (1) - "I'm going to stop you!"
CF |
CF | You say > Jacqueline says, "gosh"
MoyTravis says, "Very curious if we get yoinked anyways if we put the robe on."
DavidW asks, "Makes Michael Bay look good, doesn't he?"
Jacqueline says, "heh"
Knight_Otu says, "I suspect we would be yoinked."
DavidW says (to Moy), "yeah, I'm thinking that too now."
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "Well, I'm still going to stop you," you yell, "I've raised an undead
CF | army and we're coming for you." Ouch. Your anger is getting the better
CF | of you. Maybe it wasn't such a good idea to tell Arnie your plans.
CF |
CF | Arnie looks surprised for a moment and then thoughtful. He rubs his
CF | chin with his hand and looks around him at the swirling, terrible
CF | demons. "An undead army?" he says, slowly. "You've freed the undead,
CF | then." He thinks for a moment more and then seems to come to a
CF | decision. "Good," he says. "That's good news. I wasn't expecting so
CF | many demons. Astaroth has brought quite a horde with him. We certainly
CF | don't need this many. It might be difficult to keep them under ...
CF | control. I was going to deal with the undead one by one, but, to be
CF | honest, having a battle with an army of the undead might make this
CF | demon problem a bit more manageable."
CF |
CF | Well, you were not expecting that.
CF |
CF | Arnie looks at you directly, and you think there is what might be the
CF | beginnings of a grudging respect on his face. "You're going to lead
CF | the undead army into battle with us," he orders. "Astaroth will crush
CF | you, but I think, on the whole, I'd prefer a few less demons in the
CF | Studio."
CF |
CF | (1) - "Well, OK then. I suppose. But we will defeat you!"
CF |
CF | You say > MoyTravis says, "That's my guess, but I wonder."
DavidW says (to ClubFloyd), "1"
CF ] The Cathedral of Bone 14/1091
CF | You say >
CF | > 1
CF |
CF | "Well, that's alright then," you reply, somewhat taken-aback by
CF | Arnie's attitude. "But my army will defeat you and Astaroth!"
CF |
CF | "Hmmm," says Arnie. "It's a possibility." He glances once more at the
CF | huge form of Astaroth and seems to be wrestling with terrible
CF | indecision. "No," he says eventually. "My mind's made up. Off you go.
CF | You lead your army to us and we'll defeat you and then nothing will
CF | stop us!"
CF |
CF | He turns to the two Cultists who are still holding onto your arms. "Go
CF | on," he says, "let the undead army have their leader."
CF |
CF | He turns away.
CF |
CF | (1) - "I'll be back!"
CF |
CF | You say > Knight_Otu asks, "We're going to be offered a Klingon promotion after this by Hammer, aren't we?"
DavidW says (to ClubFloyd), "1"
CF ] Studio Lot North 14/1091
CF | You say >
CF | > 1
CF |
CF | "I'll be back," you shout, but Arnie ignores you. He walks away,
CF | shaking his head.
CF |
CF | The cultists march you out of the great Cathedral and into the
CF | welcoming cool night air of the studio lot.
CF |
CF | Studio Lot North
CF | The northern end of the huge lot, oppressively surrounded by the
CF | looming, darkened studio buildings, is overlooked to the north by the
CF | ugly and squat offices, their windows watching over the lot like great
CF | eyes. Who knows what lurks behind them. To the west, the door to
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a
CF | sign. The lot continues to the south into shadow.
CF |
CF | The glass doors into the offices to the north have been replaced by
CF | gigantic doors that seem to be made entirely from human bones. The
CF | doorframe is made from hideous grinning human skulls!
CF |
CF | Sharp wooden spikes stick out from the ground around the door at all
CF | angles.
CF |
CF | "I wouldn't come back here if I was you," says one of the Cultists, as
CF | they turn and march back into the building. "Things are going to get
CF | real."
CF |
CF | > MoyTravis asks, "A what now?"
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot North 14/1092
CF | >
CF | > S
CF |
CF | You hear a shout from behind you. "Stop!" You turn, and it's Arnie
CF | Mallet running after you, his face red. He catches you up and puts one
CF | hand on your shoulder. "Hang on," he says, a little out of breath.
CF | "I've changed my mind."
CF |
CF | That doesn't sound right. You'd always heard that Arnie, once he makes
CF | up his mind, never changes it. Maybe actually coming face to face with
CF | a demon has shaken him up a bit.
CF |
CF | "Look," he continues. "There's a win win here. It's pretty impressive
CF | what you've done with the undead. Forming them up into an army. We
CF | need you. Why don't you come and join my army instead. We'll sort out
CF | the undead and then we'll make movies. There's gonna be plenty of
CF | great roles to go around."
CF |
CF | Well, that's an unexpected offer! You are genuinely stunned! "Wait,"
CF | yells a voice behind you. You turn and see the Countess striding up
CF | the lot, her face like thunder.
CF |
CF | "Don't you dare, Arnie Mallet," she yells. "That's mine. Hands off."
CF |
CF | The little music box is still playing a tinkly little tune.
CF |
CF | > Knight_Otu says, ""You killed my old director, want to be the new director" type of deal."
MoyTravis says, "Ah."
DavidW says, "hm. Regular prompt. I suppose the choice is north or south or talk more with one of them."
MoyTravis asks, "save?"
Jacqueline says, "He's going to film this battle and if he survives it will probably do well at the box office."
DavidW says, "weird that the game is offering a choice like this."
Knight_Otu says (to ClubFloyd), "SAVE"
Knight_Otu says (to ClubFloyd), "cf13"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Studio Lot North 14/1092
CF | > SAVEOk.
CF |
CF | > Krumar says, "Man that was a lot of reading."
DavidW says, "I think we should stick with the undead army."
Krumar says, "I want to stick with the undead army."
MoyTravis says, "Sure. We can always try the other one if we change our minds."
Knight_Otu says, "Sure."
Krumar says, "It's funny, we've killed so many poeple we are not much different from him."
DavidW asks, "So, just continue south?"
Knight_Otu asks, "I think so?"
DavidW says (to ClubFloyd), "s"
CF ] Studio Lot North 14/1093
CF | >
CF | > S
CF |
CF | There's no way you're doing anything until you see how this turns out!
CF |
CF | The music box finishes its tune and the tinny music stops.
CF |
CF | "Oh," says Arnie, looking none too pleased. "Hello, Charlotte."
CF |
CF | "That's Countess to you, Arch-vector," snarls the Countess.
CF | "You're that desperate are you? You're so scared of those things
CF | you've summoned that you need this idiot," and here she points at you,
CF | "to lead your army because you've got no idea what you're doing. You
CF | think you can control them? Think again. You're screwed, Arnie Mallet,
CF | now get the hell out of here and go back to your army, because we're
CF | coming for you."
CF |
CF | "Oh, yeah," replies Arnie. "You're the one who needs to think again.
CF | There's no way your grab-bag of undead losers is going to defeat
CF | Astaroth. We're gonna make movies together. You should be thanking me.
CF | Where were you when I found you? Holed up in that draughty old castle
CF | with that useless husband of yours, surrounded by villagers waving
CF | pitchforks. Now you're a super star. What are you going to do when
CF | this poor idiot," and here he points at you, "realises that you just
CF | want to get out of here to continue to wage your war against
CF | humanity."
CF |
CF | You can't help but feel this is all getting a bit personal. It's
CF | difficult not to get offended.
CF |
CF | > MoyTravis says, "Oh it's a cutscene."
MoyTravis says, "Try dancing."
DavidW says (to ClubFloyd), "dance"
CF ] Studio Lot North 14/1093
CF | >
CF | > DANCE
CF |
CF | That's not a verb I recognise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "act"
CF ] Studio Lot North 14/1093
CF | >
CF | > ACT
CF |
CF | That's not a verb I recognise.
CF |
CF | >
DavidW says (to ClubFloyd), "sing"
CF ] Studio Lot North 14/1094
CF | >
CF | > SING
CF |
CF | There's no way you're doing anything until you see how this turns out!
CF |
CF | "Thanking you?" yells the Countess, her voice rising by at least three
CF | octaves. "You imprison me in a cage for years, and I'm supposed to
CF | thank you? You're lucky I don't rip your throat out right now."
CF |
CF | "Yeah, yeah, well try it!" yells Arnie right back. "You know you
CF | can't. Now get back down there, and get that ridiculous army of yours
CF | together and Astaroth will crush you like bugs."
CF |
CF | "Oh don't you worry about that Arnold," replies the Countess.
CF | "I will. And It's gonna be you that's looking at an eternity in hell
CF | by the end of tonight, whichever way this ends."
CF |
CF | > Knight_Otu says, "We are a bad actor."
MoyTravis says, "We really are."
DavidW says, "wow, she's mad. She used his government name."
DavidW says (to ClubFloyd), "z"
CF ] Studio Lot North 14/1095
CF | >
CF | > Z
CF |
CF | There's no way you're doing anything until you see how this turns out!
CF |
CF | "Come on," says Arnie to you, "don't listen to her. She's just using
CF | you to get out of here so she can lead the undead into war against the
CF | whole of humanity. Join us. Let's make movies."
CF |
CF | "Hah," responds the Countess, turning to you. "Don't listen to him.
CF | He's lying. He won't be able to control those demons. Come and join us
CF | and help us defeat Mallet and his evil forever!"
CF |
CF | With that, both of them turn on their heels and stamp away. Arnie into
CF | the Cathedral, the Countess down the lot.
CF |
CF | Oh no! Here's a terrible choice. Do you go south and join the undead
CF | army and risk them running wild in the human world, or do you go north
CF | and join Arnie's army despite all the evil he does?
CF |
CF | well? > Roger says, "I dunno"
MoyTravis says, "Capitalization error? Also I didn't know you could put the text before the prompt like that."
MoyTravis says, "Unless that's Floyd doing that."
DavidW says, "You can change the prompt whenever you like."
Jacqueline says, "Yeah"
Roger says, "yeah most languages support it"
MoyTravis says, "Huh."
Jacqueline says, "What do you, the detective, want to do next? >"
DavidW says, "exactly"
Jacqueline says, "Anyway, I say stick with the original plan. Screw Arnie."
Knight_Otu says, ">SOLVE THE CASE."
Krumar says, "I agree."
Jacqueline says, "He has never been trustworthy."
Krumar says, "Yep, he's only talking like that because he needs us."
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf14"
CF | well? >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] Studio Lot North 14/1095
CF | > SAVEOk.
CF |
CF | well? > Knight_Otu asks, "Have the undead, though?"
MoyTravis says, "I'm unclear, at this point, why the countess OR Arnie need us."
MoyTravis says, "We've basically useless."
Jacqueline says, "Well, we just did a thing."
MoyTravis says, "In terms, of, like. Army-leading."
Jacqueline says, "We fumbled a bit, but we got there."
MoyTravis says, "We're pretty good at puzzle-solving."
Krumar says, "I wouldn't call us useless, we've done a lot of killing on our own here."
MoyTravis says, "Yeah, we're kind of a doofus-savant."
Jacqueline says (to Krumar), "Truth"
Knight_Otu says, "We're the easily-targeted flagbearer."
DavidW says, "Perhaps the choice is illusionary and we become a third force that defeats both."
MoyTravis says, "Us, as we ascend to the Ruler of the World atop a throne of skulls: "Gosh, I wonder how all these skulls got here. Anwyays...""
DavidW says, "I think we should still go south."
Jacqueline asks (of DW), "That would be interesting... but with what army?"
DavidW says (to Jacqueline), "well, we have a voodoo stone, a book of magic spells, a crocodile, ..."
Knight_Otu asks, "The Naivety army?"
DavidW says, "Maybe the ghosts can do something. I dunno."
Krumar asks, "By ghosts do you mean the ones from the Witch Doctor scene?"
Krumar says, "I thought they were all gone now."
MoyTravis asks, "Anyways, we goin'?"
Jacqueline says (to KO), "hee"
DavidW says (to Krumar), "maybe yes. Maybe the voodoo sorceress can call them back. I don't know."
Jacqueline says, "Yeah, I'm still on Team Undead."
Roger says, "I'll vote Team Undead"
Krumar says, "haha, bring the wheelbarrow to battle with us."
DavidW says, "Maybe we can summon angels later. We won't know our options until we choose a side and advance the plot."
DavidW says (to ClubFloyd), "s"
CF | well? >
CF | > S
CF |
CF | You take a deep breath and walk down the lot toward your undead army,
CF | turning your back on Arnie Mallet. "Good choice," says the Countess,
CF | as you enter the undead-infested southern end of the lot. "It was the
CF | right decision. Now, come on, we've got a war to win."
CF |
CF | You flex your shoulders and can't help but feel that no matter what
CF | happens, this isn't going to end well. Your army form up into ranks
CF | and you march north into the huge, smoke-filled furnace of the
CF | Cathedral of Bone! The demons line up in front of the throne, howling
CF | and eager to kill! The undead face them, ready for battle!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ] The Cathedral of Bone 14/1096
CF |
CF | The Cathedral of Bone
CF | The Cathedral ceiling, made from the gigantic bones of forgotten
CF | creatures, soars high above your head. In the centre of the huge sept,
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be
CF | alive! The faces and limbs of humans, devils and other terrible
CF | creatures writhe and gibber from the walls where they are trapped for
CF | eternity. Fires in deep pits light the room with a flickering orange
CF | glow and fill the air with an evil, oily smoke that burns your lungs.
CF |
CF | Your army of the undead yearn for battle!
CF |
CF | The Countess, the Count and their vampire thralls look hungrily at the
CF | demonic army. A horde of zombies, led by a determined Security Guard,
CF | shuffle mindlessly. A monster made from body parts growls and rages.
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for
CF | battle. A fearsome werewolf snarls at the opposing army showing
CF | vicious white fangs.
CF |
CF | The terrible demonic army await your forces!
CF |
CF | Astaroth sits brooding on the throne of Hell. Beelzebub and his choir
CF | of demented Angels swoop and soar in the vaulted ceiling. A coven of
CF | lesser demons and archfiends surround the dais. A small group of
CF | red-robed Cultists, led by Arnie Mallet, huddle uncertainly in the
CF | corner. Belphegor, in all his malevolent glory, is tended by a flock
CF | of ravening Succubi.
CF |
CF | The Countess puts one hand on your shoulder. "This is it," she says.
CF | "This is where you really earn your keep. We're the undead. Good at
CF | some things. Not so much at others. Like organizing ourselves with a
CF | sensible plan, for example. We need you to be our general and tell us
CF | who to fight. Otherwise we'll just be all over the place."
CF |
CF | "Everyone's got different strengths and weaknesses," she continues.
CF | "You can see them better than we can. Take a good look at everyone
CF | (Examine Astaroth, for example), and work out who will do
CF | well against their opponent. Then, when you think you know, tell one
CF | of us to attack one of them."
CF |
CF | (You can order one of the undead to attack by telling them who:
CF | Zombies, attack demons, for example)
CF |
CF | "You can check out our army if you lose track of who's attacking who
CF | (Examine, or X ARMY) and when everyone's got an opponent,
CF | just tell us to go into battle!"
CF |
CF | (To order your army into battle, just type BATTLE)
CF |
CF | "Be warned, though," says the Countess. "We're undead. Once you give
CF | us an opponent, there's no going back. We'll fight till one of us is
CF | dead. You can't change your mind."
CF |
CF |
CF | > Roger says, "well I wasn't expecting this"
MoyTravis says, "Gosh now we have a battle minigame."
MoyTravis says, "This is a quite high-effort game, I'm impressed."
DavidW says, "hm. I need to take notes of who all is here."
Knight_Otu says, "Well, well, well."
Krumar says, "This is really awesome."
DavidW says (to ClubFloyd), "x army"
CF ] The Cathedral of Bone 14/1097
CF | >
CF | > X ARMY
CF |
CF | You have not yet ordered any of your army to attack.
CF |
CF | >
DavidW says (to ClubFloyd), "x arnie"
CF ] The Cathedral of Bone 14/1098
CF | >
CF | > X ARNIE
CF |
CF | The cultists look a little worried, to be honest. As if they're having
CF | second thoughts. They are really agile and quite weak. They are also
CF | quite slow. The amount of damage they dish out is very low and their
CF | main weapon, the power of their black magic hexes is not very
CF | powerful.
CF |
CF | >
DavidW says (to ClubFloyd), "x succubi"
CF ] The Cathedral of Bone 14/1099
CF | >
CF | > X SUCCUBI
CF |
CF | Belphegor, in all his malevolent glory, is tended by a flock of
CF | ravening Succubi. The troup don't have much of a special weapon - a
CF | sort of song that lures their opponents in. It is not powerful at all.
CF | To make up for it, they are very strong, really agile and pretty
CF | quick. The amount of damage Belphegor and the succubi deals to their
CF | opponent is very high.
CF |
CF | > Knight_Otu says, "Don't send frankie against Bel, I guess."
Jacqueline says, "I feel like she should have said, 'We are undead; we'll fight until one of is actually permanently for real dead.'"
DavidW says (to ClubFloyd), "x angels"
CF ] The Cathedral of Bone 14/1100
CF | >
CF | > X ANGELS
CF |
CF | Beelzebub and his choir of demented Angels swoop and soar in the
CF | vaulted ceiling. They are agile enough, very fast and quite weak.
CF | Their unique ability, a swooping attack with the sharp pinions of
CF | their black wings, is not bad. They deal a reasonable level of damage
CF | to their foes.
CF |
CF | > Jacqueline asks, "Is this a A->B only situation, or will our winners get to be sent back into battle?"
Roger says, "no way to know"
DavidW says (to ClubFloyd), "x demons"
CF ] The Cathedral of Bone 14/1101
CF | >
CF | > X DEMONS
CF |
CF | A coven of lesser demons and archfiends surround the dais near the
CF | throne. The amount of damage they deal to their opponent is quite low.
CF | The demons are reasonably strong. They have a natural ability to emit
CF | noxious clouds of gasses, which means their abilities are not very
CF | powerful. They are also agile enough and of average speed.
CF |
CF | > Krumar says, "I'm treating this like one of theose tests wherey ou have two rows and you have to match one to one."
Knight_Otu asks, "Zombies vs demons? Zombies have no sense of smell, right?"
DavidW says (to ClubFloyd), "x zombies"
CF ] The Cathedral of Bone 14/1102
CF | >
CF | > X ZOMBIES
CF |
CF | The zombies shuffle mindlessly around a plucky Security Guard. Their
CF | special ability, a sort or relentless gradual grinding down of their
CF | opponent, is not bad. They are very strong and a bit clumsy. They do a
CF | very low amount of damage. Obviously, they are also very slow.
CF |
CF | > Krumar asks, "Can we look at our armiesfor the ame?"
Knight_Otu says, "(Just theorizing.)"
Krumar says, "Looks liek it."
DavidW says (to ClubFloyd), "x werewolf"
CF ] The Cathedral of Bone 14/1103
CF | >
CF | > X WEREWOLF
CF |
CF | The fearsome werewolf snarls at the opposition. She is pretty quick
CF | and really agile, but quite weak, and her special attack, a furious
CF | berserk rage, is not powerful at all. She deals a quite low amount of
CF | damage to her foes.
CF |
CF | >
DavidW says (to ClubFloyd), "x monster"
CF ] The Cathedral of Bone 14/1104
CF | >
CF | > X MONSTER
CF |
CF | The monster made from assorted body parts is extremely strong and his
CF | special attack, using his monstrous strength to squeeze the life out
CF | of his opponents is extremely powerful. Unfortunately, he is also very
CF | slow and a bit clumsy. The amount of damage he deals to his opponent
CF | is very high.
CF |
CF | > Jacqueline says, "I did not see this coming."
DavidW says (to ClubFloyd), "x vampires"
CF ] The Cathedral of Bone 14/1105
CF | >
CF | > X VAMPIRES
CF |
CF | The Countess, the Count and their vampire thralls look hungrily at the
CF | demonic army. They are reasonably strong, really agile and of average
CF | speed. They have a range of abilities like turning into bats or smoke,
CF | or becoming invisible which they can use to disconcerting and
CF | devastating effect, making their attacks really quite powerful. The
CF | amount of harm they inflict is extremely high.
CF |
CF | >
DavidW says (to ClubFloyd), "x me"
CF ] The Cathedral of Bone 14/1106
CF | >
CF | > X ME
CF |
CF | After a long day on the set, your stage makeup, thickly applied, is
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and
CF | itch in unexpected places, and, to be quite honest, you could do with
CF | a good lie down and a cup of tea.
CF |
CF | > Knight_Otu says, "We's no army."
Krumar says, "Not sounding too good for us."
DavidW says (to ClubFloyd), "x mummies"
CF ] The Cathedral of Bone 14/1107
CF | >
CF | > X MUMMIES
CF |
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for
CF | battle. They are very strong and they use this strength to deliver a
CF | devastating unstoppable crushing attack which is extremely powerful.
CF | They are also quite slow and very clumsy. They dish out a reasonable
CF | amount of damage.
CF |
CF | >
DavidW says (to ClubFloyd), "look"
CF ] The Cathedral of Bone 14/1108
CF | >
CF | > LOOK
CF |
CF | The Cathedral of Bone
CF | The Cathedral ceiling, made from the gigantic bones of forgotten
CF | creatures, soars high above your head. In the centre of the huge sept,
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be
CF | alive! The faces and limbs of humans, devils and other terrible
CF | creatures writhe and gibber from the walls where they are trapped for
CF | eternity. Fires in deep pits light the room with a flickering orange
CF | glow and fill the air with an evil, oily smoke that burns your lungs.
CF |
CF | Your army of the undead yearn for battle!
CF |
CF | The Countess, the Count and their vampire thralls look hungrily at the
CF | demonic army. A horde of zombies, led by a determined Security Guard,
CF | shuffle mindlessly. A monster made from body parts growls and rages.
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for
CF | battle. A fearsome werewolf snarls at the opposing army showing
CF | vicious white fangs.
CF |
CF | The terrible demonic army await your forces!
CF |
CF | Astaroth sits brooding on the throne of Hell. Beelzebub and his choir
CF | of demented Angels swoop and soar in the vaulted ceiling. A coven of
CF | lesser demons and archfiends surround the dais. A small group of
CF | red-robed Cultists, led by Arnie Mallet, huddle uncertainly in the
CF | corner. Belphegor, in all his malevolent glory, is tended by a flock
CF | of ravening Succubi.
CF |
CF | > Krumar says, "I only counted 4 armies on the demon side"
Krumar says, "x astaroth"
DavidW says (to ClubFloyd), "x astaroth"
CF ] The Cathedral of Bone 14/1109
CF | >
CF | > X ASTAROTH
CF |
CF | Astaroth sits brooding on the throne of Hell. He is quite slow and
CF | extremely strong. Astaroth is agile enough and his special ability, a
CF | flaming whip which contains all the fires of hell is really quite
CF | powerful. The amount of damage he deals to his opponent is extremely
CF | high.
CF |
CF | > Knight_Otu says, "I think astaroth is an army of himself, yes."
Knight_Otu asks, "So there are five attributes? Speed, strength, agility, special, and damage?"
DavidW says, "yes, that sounds right"
Krumar says, "I feel like the zombies could take down the cultists."
Krumar says, "I don't see them taking anyone else down."
DavidW says, "I was thinking the werewolf vs the cultists."
DavidW says, "The werewolf seems to be our weakest force."
Krumar says, "She probably can handle some people without much problem."
DavidW asks, "Perhaps the zombies vs the demons?"
Jacqueline asks, "Is it about numbers?"
Krumar says, "Zombies, stronger than demons but not as agile."
Knight_Otu says, "I guess the fighters should have an advantage in three attributes over their foes, but I'm not sure that works out."
DavidW says, "I'm guessing Monster vs angels."
DavidW says, "That leaves mummies vs Belphegor and the succubi, and the vampires against Asteroth himself."
DavidW says, "I'm not certain of my picks, but it's a plan."
Jacqueline gives a thumbs up.
DavidW says, "okay, we'll try it."
Knight_Otu says, "We can save beforehand if we want to, but it sounds plausible."
DavidW says (to ClubFloyd), "SAVE"
DavidW says (to ClubFloyd), "cf15"
CF | >
CF | > SAVE
CF | %% Enter a save filename to write:
CF ] The Cathedral of Bone 14/1109
CF | > SAVEOk.
CF |
CF | >
DavidW says (to ClubFloyd), "vampires, attack Asteroth"
CF ] The Cathedral of Bone 14/1110
CF | >
CF | > VAMPIRES, ATTACK ASTEROTH
CF |
CF | There's no time for that! You need to give orders to your army!
CF |
CF | >
DavidW says (to ClubFloyd), "vampires, attack astaroth"
CF ] The Cathedral of Bone 14/1111
CF | >
CF | > VAMPIRES, ATTACK ASTAROTH
CF |
CF | You order the vampires to attack Astaroth! "Good," snarls the
CF | Countess. "About time."
CF |
CF | >
DavidW says (to ClubFloyd), "werewolf, attack arnie"
CF ] The Cathedral of Bone 14/1112
CF | >
CF | > WEREWOLF, ATTACK ARNIE
CF |
CF | You order the werewolf to attack the red-robed cultists! The Werewolf
CF | snarls viciously, obviously ready to go.
CF |
CF | >
DavidW says (to ClubFloyd), "mummies, attack succubi"
CF ] The Cathedral of Bone 14/1113
CF | >
CF | > MUMMIES, ATTACK SUCCUBI
CF |
CF | You order the mummies to attack Belphegor and his succubi! Nefer-Kare
CF | raises his arms and declaims "To battle!"
CF |
CF | >
DavidW says (to ClubFloyd), "monster, attack beelzebub"
CF ] The Cathedral of Bone 14/1114
CF | >
CF | > MONSTER, ATTACK BEELZEBUB
CF |
CF | You order the Monster to attack Beelzebub and his choir of demented
CF | Angels! Harry gives a ghastly smile. "I'll stomp them, good," he says.
CF |
CF | >
DavidW says (to ClubFloyd), "zombies, attack demons"
CF ] The Cathedral of Bone 14/1115
CF | >
CF | > ZOMBIES, ATTACK DEMONS
CF |
CF | You order the zombies to attack the lesser demons and archfiends! The
CF | zombies moan and raise their arms ready for battle!
CF |
CF | >
DavidW says (to ClubFloyd), "battle"
CF | >
CF | > BATTLE
CF |
CF | "To battle," you cry, and your army roars in anticipation! As one,
CF | they charge the enemy, and the enemy army, in response, screams their
CF | own defiance at your forces and breaks into a chaotic charge of their
CF | own. This is it! This is where the fate of this world (and,
CF | incidentally, your own) will be decided!
CF |
CF | The army of the undead and the demonic army of Astaroth clash!
CF |
CF |
CF |
CF |
CF | ...Press any key........ Jacqueline says, "This is reminding me of a game I loved when I was a kid: Archon."
Jacqueline | [LINK]
DavidW pushes the green 'space' button.
CF ]
CF | The vampires go into glorious battle with Astaroth!
CF |
CF | The vampires flicker between forms faster than you can see. They
CF | attack Astaroth as bats or as great red-eyed rats, They turn to smoke
CF | and coil around his form. Astaroth responds by cracking his great
CF | flaming whip at them, searing them with heat from the very depths of
CF | hell!
CF |
CF | It is a draw! Both groups of combatants fall, mortally wounded!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF | The werewolf goes into dreadful battle with the red-robed cultists!
CF |
CF | The cultists cast great hexes of green light at the wolf, which burns
CF | her fur wherever it touches. The werewolf is quick, though. She races
CF | into the group of cultists, biting and snapping at their fragile skin.
CF |
CF | Hurray! The werewolf wins the fight! The red-robed cultists fall in
CF | dreadful battle.
CF |
CF | After the fight, the werewolf is wounded! She's lost some strength.
CF |
CF |
CF |
CF |
CF | ...Press any key........ Jacqueline says, "Oh, maybe that's what happens - the best goal is that both armies fall, and the world ends up being safe."
DavidW pushes the green 'space' button.
CF ]
CF | The Mummies go into horrifying battle with Belphegor and his succubi!
CF |
CF | Belphegor blows his terrible horn and the sound reverberates around
CF | the Cathedral, allowing the flock of succubi to descend on the mummies
CF | and sing their evil songs. Which the mummies completely ignore. They
CF | advance on Belphegor, ready to crush, brutally swatting the succubi
CF | into crumpled heaps when they come too close.
CF |
CF | Oh no! Belphegor and his succubi win the fight! The Mummies fall in
CF | dreadful battle.
CF |
CF | After the fight, Belphegor and his succubi are wounded! They've lost
CF | some speed and special ability power.
CF |
CF |
CF |
CF |
CF | ...Press any key........ DavidW says, "I'm sensing a round two."
DavidW pushes the green 'space' button.
CF ]
CF | The Monster goes into dreadful battle with Beelzebub and his choir of
CF | demented Angels!
CF |
CF | The angels swoop down from the ceiling at the Monster, wailing in
CF | unison, their great black wings swept back. Beelzebub uses his
CF | terrible strength, swinging his black sword to great effect. The
CF | Monster takes great damage, but he swats angels out of the air like so
CF | many flies and grapples with Beelzebub fiercely.
CF |
CF | Hurray! The Monster wins the fight! Beelzebub and his choir of
CF | demented Angels fall in glorious battle.
CF |
CF | After the fight, the Monster is wounded! He's lost some strength,
CF | special ability power and speed.
CF |
CF |
CF |
CF |
CF | ...Press any key........ Knight_Otu says, "Yeah."
Jacqueline says, "Yeah"
DavidW pushes the green 'space' button.
CF ]
CF | The zombies go into dreadful battle with the lesser demons and
CF | archfiends!
CF |
CF | The demons and zombies are evenly matched in number! The demons
CF | clamber up the walls and drop down on the zombies from above, using
CF | their sharp claws to terrible effect. The zombies ignore their wounds
CF | and continue to advance, ripping at the demons with their teeth.
CF |
CF | Oh no! The lesser demons and archfiends win the fight! The zombies
CF | fall in glorious battle.
CF |
CF | After the fight, the lesser demons and archfiends are wounded! They've
CF | lost some agility.
CF |
CF |
CF |
CF |
CF | ...Press any key........ DavidW says, "Two wins, two loses, and a draw."
DavidW pushes the green 'space' button.
CF ]
CF |
CF |
CF | The armies withdraw. Both sides have suffered losses. The corpses of
CF | the losing creatures pile up in terrible stacks of both undead and
CF | demons! All the remaining combatants have injuries and look the worse
CF | for wear. But there can only be one victor in this war between undead
CF | and demon! You must order the survivors back into battle and finish
CF | your foes once and for all!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ] The Cathedral of Bone 14/1116
CF |
CF | The Cathedral of Bone
CF | The Cathedral ceiling, made from the gigantic bones of forgotten
CF | creatures, soars high above your head. In the centre of the huge sept,
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be
CF | alive! The faces and limbs of humans, devils and other terrible
CF | creatures writhe and gibber from the walls where they are trapped for
CF | eternity. Fires in deep pits light the room with a flickering orange
CF | glow and fill the air with an evil, oily smoke that burns your lungs.
CF |
CF | Your army of the undead yearn for battle!
CF |
CF | A monster made from body parts growls and rages. A fearsome werewolf
CF | snarls at the opposing army showing vicious white fangs.
CF |
CF | The terrible demonic army await your forces!
CF |
CF | A coven of lesser demons and archfiends surround the dais. Belphegor,
CF | in all his malevolent glory, is tended by a flock of ravening Succubi.
CF |
CF | >
DavidW says (to ClubFloyd), "x succubi"
CF ] The Cathedral of Bone 14/1117
CF | >
CF | > X SUCCUBI
CF |
CF | Belphegor, in all his malevolent glory, is tended by a flock of
CF | ravening Succubi. The troup don't have much of a special weapon - a
CF | sort of song that lures their opponents in. It is not powerful at all.
CF | To make up for it, they are very strong, really agile and quite slow.
CF | The amount of damage Belphegor and the succubi deals to their opponent
CF | is very high.
CF |
CF | > Krumar says, "I wonder if there is a path were you could win all battles, lose all battles, tie on all battles and have ending like that."
DavidW says, "perhaps"
DavidW says (to ClubFloyd), "x demons"
CF ] The Cathedral of Bone 14/1118
CF | >
CF | > X DEMONS
CF |
CF | A coven of lesser demons and archfiends surround the dais near the
CF | throne. The amount of damage they deal to their opponent is quite low.
CF | The demons are reasonably strong. They have a natural ability to emit
CF | noxious clouds of gasses, which means their abilities are not very
CF | powerful. They are also a bit clumsy and of average speed.
CF |
CF | > Krumar says, "May be do Werewolf vs. demonds"
Krumar asks, "Monster vs. Succubi?"
DavidW says (to ClubFloyd), "werewolf, attack demons"
CF ] The Cathedral of Bone 14/1119
CF | >
CF | > WEREWOLF, ATTACK DEMONS
CF |
CF | You order the werewolf to attack the lesser demons and archfiends! The
CF | Werewolf snarls viciously, obviously ready to go.
CF |
CF | >
DavidW says (to ClubFloyd), "monster, attack succubi"
CF ] The Cathedral of Bone 14/1120
CF | >
CF | > MONSTER, ATTACK SUCCUBI
CF |
CF | You order the Monster to attack Belphegor and his succubi! Harry gives
CF | a ghastly smile. "I'll stomp them, good," he says.
CF |
CF | >
DavidW says (to ClubFloyd), "battle"
CF | >
CF | > BATTLE
CF |
CF | "To battle," you cry, and your army roars in anticipation! As one,
CF | they charge the enemy, and the enemy army, in response, screams their
CF | own defiance at your forces and breaks into a chaotic charge of their
CF | own. This is it! This is where the fate of this world (and,
CF | incidentally, your own) will be decided!
CF |
CF | The army of the undead and the demonic army of Astaroth clash!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF | The werewolf goes into dreadful battle with the lesser demons and
CF | archfiends!
CF |
CF | The werewolf advances on the demons, moving quicker than you can
CF | follow, snapping her strong jaws and biting at them with white fangs.
CF | The demons respond by raking at her fur with their sharp claws and
CF | skittering along the ceiling to fall down on her from above.
CF |
CF | It is a draw! Both groups of combatants fall, mortally wounded!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF | The Monster goes into horrifying battle with Belphegor and his
CF | succubi!
CF |
CF | The Monster takes great damage from the claws of the Succubi, but he
CF | swats them out of the air like so many flies and grapples with
CF | Belphegor fiercely. The succubi sing their evil songs, which seem to
CF | affect the Monster! But he shakes his head as if to clear it and
CF | continues to fight.
CF |
CF | It is a draw! Both groups of combatants fall, mortally wounded!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF | The battle is over! Everyone is dead! Undead and demon lie strewn
CF | across the floor in untidy piles. You gaze over the carnage. Well. Now
CF | what? Is that it? Could this be the end of both these threats to
CF | humanity? The Cathedral begins to fade, the throne disappearing back
CF | to wherever it came from. Hell, you suppose. Gradually, the walls
CF | become, once again, the light green of the studio offices. The doors
CF | slowly turn back into glass.
CF |
CF | It's nearly dawn. Through the windows, a gentle light is beginning to
CF | shine. Can it really have been that long since all this terror and
CF | death began? As you walk away from the piled up corpses, you can't
CF | help but think of all the terrible things you had to do to stop the
CF | Cult's evil. Can you live with yourself?
CF |
CF | What's going to become of Mallet Studios?
CF |
CF | What are you going to do now?
CF |
CF | Has this evil ended forever?
CF |
CF | You step cautiously over the carnage. Surely there's a way out of
CF | these studios. Surely there a life out there waiting for you to live
CF | that doesn't involve such horror!
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF |
CF |
CF |
CF |
CF |
CF | Dr. Horror's House of Terror
CF |
CF |
CF |
CF |
CF | Starring
CF |
CF |
CF | You, the Player as Unnamed Protagonist
CF |
CF |
CF | Charlotte Day as The Countess
CF |
CF |
CF | Harry Higginbotham as Himself
CF |
CF |
CF | Arnie Mallet as Himself
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ]
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | Also featuring
CF |
CF |
CF | Blake Lively - A vampire
CF |
CF | Gemma Bellerton - Elise, the Voodoo Priestess
CF |
CF | Melissa Clumb - A pair of white legs
CF |
CF | Beanie Havel - Some dismembered arms
CF |
CF | Chloe - A security guard
CF |
CF | Jim McBean - a crazed cultist
CF |
CF | Derek Paisley - a medieval villager
CF |
CF | Billy Ambler - Corpse #1
CF |
CF |
CF | and introducing
CF |
CF |
CF | Wilma the Sheep
CF |
CF |
CF |
CF |
CF |
CF | ...Press any key........ DavidW says, "Movie credits"
Knight_Otu exclaims, "WIIILMAAA!"
Roger says, "woo well done everyone"
DavidW pushes the green 'space' button.
CF ]
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | Tested for the screen by
CF |
CF |
CF | Christopher Merriner, Mandy, ChrisP and Jay
CF |
CF |
CF |
CF |
CF | Additional testing by
CF |
CF |
CF | Mathbrush, Mike Russo, Mike Spivey and Rovarsson
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | ...Press any key........ Jacqueline says (to KO), "I feel you on the Wilma thing, for real."
DavidW says, "yay testers!"
DavidW says (to ClubFloyd), "push space"
CF ]
CF |
CF |
CF |
CF |
CF | Jacqueline says, "Credits is fun."
CF |
CF |
CF | Written and Directed by
CF |
CF |
CF | Ade McT
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | ...Press any key........ Krumar says, "That was really cool."
DavidW asks, "Will there be a post-credits scene?"
DavidW says (to ClubFloyd), "push space"
CF ]
CF |
CF |
CF |
CF |
CF |
CF |
CF |
CF | Six Months Later....
CF |
CF |
CF |
CF | ...Press any key........ Krumar says, "Yep"
DavidW pushes the green 'space' button.
CF ] Your Tiny Apartment 14/1121
CF | Phew. That was a long day! You open your front door with relief. It's
CF | time to sit down, rest for a while and watch some TV. Your feet are
CF | killing you. You rip off your apron and drape it over the back of the
CF | kitchen chair. Difficult customers today. Sometimes you think it's
CF | pure madness just how complicated making a simple cup of coffee is
CF | getting. What is wrong with people? Coffee, white or black. Decaf or
CF | low fat milk. It should be that simple. Customers coming in and
CF | ordering low fat double soy expresso macche latte with an extra shot
CF | of something or other. You swear they're only doing it so other people
CF | think they have good taste.
CF |
CF | Your Tiny Apartment
CF | Basically, just a tiny kitchen area and a tiny living area, your flat
CF | came pre-populated with a smelly old sofa, a kitchen chair and a
CF | pull-down bed. A small TV sits on the floor in the corner.
CF |
CF | You sigh and throw your tired body onto the sofa. Never mind. Some TV
CF | will cheer you up. You grab the remote from the floor thinking once
CF | again that you really ought to get a table. If you ever have any spare
CF | cash, that is.
CF |
CF | > Knight_Otu says, "Some of the studios were too campy for their own good, I feel."
DavidW says (to ClubFloyd), "i"
CF ] Your Tiny Apartment 14/1122
CF | >
CF | > I
CF |
CF | You're too tired. All you want to do now is turn on the TV and relax
CF | for an hour.
CF |
CF | >
DavidW says (to ClubFloyd), "turn on tv"
CF ] Your Tiny Apartment 14/1123
CF | >
CF | > TURN ON TV
CF |
CF | You press the power button on the remote. The TV flickers to reluctant
CF | life. Not much on really, but it doesn't matter. You're content to
CF | just sit here and let it flow over you. An old Mallet Studios horror
CF | film is on later. You might watch that. You might even see someone you
CF | used to know.
CF |
CF | In your pocket, your phone begins to ring. You take it out and look at
CF | the screen. Hmmm.... Unknown number. Who could be ringing you at this
CF | hour? you really should answer it, you suppose.
CF |
CF | > Knight_Otu says, "Others were great. Overall, pretty good, I feel."
DavidW says (to ClubFloyd), "answer phone"
CF | >
CF | > ANSWER PHONE
CF |
CF | You sigh and put the phone to your ear. "Hello?" you say.
CF |
CF | "Darling," replies a shrieking voice. A voice you know very well. "How
CF | are you! It's been for ever since we spoke!"
CF |
CF | It's your agent, Daphne! Well, it's been a while since you heard from
CF | her!
CF |
CF | "Now, don't hang up, darling," continues Daphne, "I know I should have
CF | called, but since Mallet went bust, there's simply been nothing in the
CF | pipeline. But, exciting news! I just got a call today from Heinrich
CF | Werner! You know him, darling, of course you do. He's the head honcho
CF | at Bavaria Studios in Germany of all places! Are you still there,
CF | dear?"
CF |
CF | "Well, I'm not really.." you begin.
CF |
CF | Daphne doesn't let you finish. "So they're beginning a line of horror
CF | movies," she burbles, "Low budget of course. And they called me and
CF | asked me if I knew anyone, and I thought of you straight away. In
CF | fact, there's a film The Evil of The Crypt of the Walking Dead about
CF | to start shooting right now. I told them you were interested of
CF | course...."
CF |
CF | She continues to speak, but your mind is elsewhere. A way back in! But
CF | should you take it?
CF |
CF | Daphne has finished speaking and is waiting on the other end of the
CF | line expectantly.
CF |
CF | "Well," you say, "I.........."
CF |
CF |
CF |
CF |
CF | ...Press any key........
DavidW pushes the green 'space' button.
CF ] Your Tiny Apartment 14/1123
CF |
CF |
CF |
CF | ***The End. Thank you for Watching***
CF |
CF |
CF | You built an undead army! It consisted of, the mummified Pharaoh
CF | Nefer-Kare and his shuffling ancient servants, a monster manufactured
CF | from body parts and brought to terrible life, a horde of shambling
CF | zombies led by an understandably annoyed Security Guard, a fearsome
CF | ravening werewolf, the Count, the Countess and their bloodthirsty
CF | vampire thralls.
CF |
CF | You led the undead army you built into battle against Astaroth and his
CF | demonic hordes. It was a draw. Everyone killed each other.
CF |
CF | You managed to survive fourteen perilous situations!
CF |
CF | - You avoided the murderous attentions of the Cult of Astaroth!
CF | - You managed to escape from the Cult's Lair!
CF | - You killed a crazed Cultist with a wooden stake!
CF | - You chopped a relatively blameless security guard into little
CF | pieces with a huge axe!
CF | - You protected yourself from vampires with a simple golden
CF | crucifix!
CF | - You managed to sort out a bunch of squabbling ghosts!
CF | - A horde of shambling zombies stopped attacking you because you
CF | were holding a voodoo doll of power!
CF | - You inadvertently led a horde of zombies to a poor Security
CF | Guard and they bit and infected her!
CF | - You terrified a nice security guard so much with horrible
CF | creatures that he ran into a trapped passageway and got speared to
CF | death!
CF | - You tamed Nefer-Kare and his mummified servants with the ancient
CF | magic of his own bracelet!
CF | - You cremated a young security guard in a huge oven!
CF | - You pushed a decent hard-working security guard into a deep pit
CF | for some reason.
CF | - You loaded an ancient Blunderbuss with a handful of silver
CF | pocket-change and bluffed a Werewolf!
CF | - You soothed the savage heart of a terrible Monster with some
CF | sweet music!
CF |
CF |
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last
CF | command?
CF | > Krumar says, "That was fanastic."
Jacqueline says, "That was a lot. But yes."
DavidW says, "And we somehow survived."
Knight_Otu says, "I feel the final fight ought to count as a perilous situation, but no big deal."
Roger says, "Not my usual cup of tea, but yeah that was fun, especially in CF"
DavidW says, "It was a nice, meaty, sort of game."
Jacqueline says (to KO), "True. It was perilous."
Jacqueline says, "DavidW Yes, and sometimes you sew the meat together."
Krumar says, "I guess you could also control the demon army."
Roger asks, "was this in a comp, and if so how did it place?"
Knight_Otu says, "And it would round up the "points" to 15."
DavidW asks, "It was in the IF Comp, I think?"
Jacqueline says, "It came in second last year, Roger."
Jacqueline says, "As in, this past IFComp"
DavidW says, "People are probably already working on games for the next comp."
Roger says, "ah, very good"
Jacqueline says, "Some have probably been working on the 2022 comp for a while now, yeah."
DavidW says, "heh."
DavidW asks, "I can see the titles now: The Skeleton Prince. The Big Bagel Bluff. Who Mourns for Quislet?"
DavidW says, "The House That Looks Like Another House Returns: The Sequel."
DavidW says, "Running With Scissors: A Skip Johnston Mystery"
DavidW says, "A Novel Endeavour."
DavidW says, "Mrs Wobbles and Grandma Bethlinda Share a Lunch."
DavidW says, "lots and lots and lots of games"
DavidW says, "I wonder what happens if one side or the other wins. Losing endings, I suppose."
Krumar asks, "Did you make those up or did you just findthem?"
DavidW says, "I made them up, of course."
Krumar says, "I was wondering about what would happen if we won the battles."
DavidW says, "I think having either side win would be a problem."
DavidW says, "Whoever is left would just kill the player-character, I think."
Krumar says, "It would be very different than going to work at a coffee shop."
DavidW says, "We never used the crocodile."
Krumar says, "I was thinking about that too."
Krumar says, "Or solve the skeleton puzzle."
DavidW says, "It must've been for an alternate solution for getting rid of the guard, but I'm not sure... oh wait."
DavidW says, "If we used the rats, spiders, etc to herd him into the menagerie room, THEN we could open the croc cage, I bet."
Krumar says, "Seems like that would back us up even further on getting to the skeleton though."
DavidW says, "No, because we never ever needed to get to the skeleton."
DavidW says, "I now belive that passage is always deadly and there's no way in there that's safe."
DavidW says, "There may be two ways to get rid of all the guards but Chloe."
Krumar says, "I just thought it was possible because it seemed like we defeated the spike trap and now just needed to defeat the saw blade trap."
DavidW says, "nah."
Krumar says, "It might just be there to tell us that the passage is dangerous."
DavidW says, "oh, I just noticed that we finished a bit early. I guess that's okay."
Krumar says, "Is there any chance this is spoofing off of "Dr. Terror's house of Horrors", just did a little googling on the game and gotthat right off the bat."
DavidW says, "I don't know. The genre has a lot of similar silly titles like that."
DavidW says, "It's horror-camp, more or less."
DavidW says, "anyway, Thanks everyone. This was a good game. Hopefully we can find a good game for next week."




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