Start of a transcript of Beta Tester An Interactive Fiction by Darren Ingram Release 1 / Serial number 090929 / Inform 7 build 4W37 (I6/v6.31 lib 6/11N) Identification number: //5D3FAE07-630A-43BE-B42F-DEC1C2F19A57// Standard interpreter 1.1 (4F) / Library serial number 060709 Standard Rules version 1/061217 by Graham Nelson > *Wow that was a lot of pausing. Let's start over -- I only wanted a prompt to turn on transcripting. [Comment recorded.] >*3:35 PM [Comment recorded.] >*And surely this can't be as bad as Conrad says.... [Comment recorded.] >restart Are you sure you want to restart? y You slip on your virtual reality headgear and see the familiar green-on-black glow of the default notice: "All CogCo Industries beta testers who are tasked to effort any CogCo Virtual Properties product are required by the CogCo Industries Task Force on Repetitive Input Technologies to complete this short tutorial on virtual properties progress metrics. When the word PAUSE appears, simply press any key on your keyboard to continue. Try it now...it looks like this..." Pause. "Very good. We'd like to make sure you're comfortable with this concept. Here's another one..." Pause. "The legal department here at CogCo Industries would like to ensure that you are fully aware of the PAUSE procedures. If you don't mind, please, once more for the lawyers." Pause. "On behalf of the CogCo Industries Task Force on Repetitive Input Technologies, we'd like to thank you for your time in learning the PAUSE feature. Also, the head attorney for CogCo Industries, Incorporated would like to inform you that, since you have shown a clear and full understanding of PAUSE and its use, in no way will CogCo Industries, Incorporated be responsible for the misuse or handling of said feature." Pause. "We thank you in advance for your litigious restraint." Pause. As a beta tester of virtual environments at CogCo Industries, Incorporated, you've been given the assignment of evaluating their new virtual property which, when finished, will allow employees to fully enjoy free time from their workstations and briskly return to work. Pause. Thus decreasing the amount of time needed for extraneous activities. Pause. Such as lunches, bathroom trips and going home. Pause. As CogCo Industries' test rabbit, you have pasted on your head a set of CogCo Industries test-bunny ears and, upon your backside, a test-bunny tail. You now have full access to the latest CogCo virtual property "The Toybox." Pause. You plug in... Pause. The real world recedes... Pause. The system takes control... Pause. You hear a voice, "Play as long as you like. Explore as much as you wish. Then simply find your way out. Type 'INSTRUCTIONS' at any time for, well...instructions on how to play." Pause. Beta Tester An Interactive Fiction by Darren Ingram Release 1 / Serial number 090929 / Inform 7 build 4W37 (I6/v6.31 lib 6/11N) Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >*Hmmm... that's an older I7 build, right? Isn't it up to 5Zxx now? [Comment recorded.] >credits That's not a verb I recognise. >about That's not a verb I recognise. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >x table This is an very ornate wooden table with a surface roughly the size of a book. Hence the name "ornate book-sized table." >*Thanks, snarky parser dude. [Comment recorded.] >*Oh, and I started at 3:35 PM if I forgot to say. [Comment recorded.] > *Looks like zany, over-the-top attempts at comedy in this one. Lots of joking around. [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >move rope It is fixed in place. >get rope That's fixed in place. >x rope This thick velvet rope is firmly built in to both sides of the archway and has no kind of unlocking mechanism. >*That's a poor design. [Comment recorded.] >cut rope You fire up all your synapses in order to come to grips with your situation. And in accessing all your years of growing up, of learning to read and write, of listening to the wisdom of your elders, and (for most of you) all the advantages that a government-sponsored free, public education give to you, the best response your massively-active-organ-that-is-a-brain comes up with is......hack the velvet rope in two. And for those of you with a private education, we all expected better of you. We weep for the future. Well, you've got nothing to cut the rope with. No sword, no scissors. And frankly, I don't think I'd trust you with them even if I had them to give to you. So no cutting the rope. And stop trying to hurt my stuff. >*Who's the parser? The author? Or the game world? Or what? [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >detach rope That's not a verb I recognise. >*Of course it's not. [Comment recorded.] >*Maybe Conrad was on to something. [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >x aquarium In the aquarium is a fish. >get fish The aquarium isn't open. >open aquarium The aquarium is built into the wall. You look for some way to open the aquarium but aren't having any success. Pause. But... Pause. For some odd reason you start humming a tune... Pause. As if from a distant place, like some dimension beyond the four to which we're accustomed... Pause. The 5th Dimension, as it were... Pause. Words begin to form a song... Pause. Something like... Pause. "It will not open, it's a doorless aquarium....doorless aquariuuuuuuuuuuuuum...." Pause. You suddenly have the strangest urge to open some curtains and let the sun shine in. >*Ha ha. So this doodat puts thoughts in my head too? [Comment recorded.] >*doodad, even [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >open door This door is closed. I mean REALLY closed. Hmmmm.....I wonder what that CLASP IS FOR? >open clasp That's not something you can open. >move clasp It is fixed in place. >remove clasp (first taking the lovely gold clasp) The clasp likes where it's at, so you can't have it. Pause. >*what was the pause for? [Comment recorded.] >remove clasp (first taking the lovely gold clasp) The clasp likes where it's at, so you can't have it. Pause. >*Is the point of this game that all judges are beta-testers for it? [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >open box This box is closed. In fact, it doesn't even have an opening. But ohhhhhhh how you wish it were open! > *then why's it described as closed if it can't be opened? Just say it's a box.... [Comment recorded.] >e You can't go that way. >ew That's not a verb I recognise. >w You can't go that way. >s You can't go that way. >n You can't, since the velvet rope is in the way. >i You are carrying: a bunny-eared backpack (being worn and open) a CogCo Omniuseful Adventuring Key white fuzzy bunny ears (being worn) white fuzzy bunny tail (being worn) >*Is this just a joke entry entirely? [Comment recorded.] >walkthrough That's not a verb I recognise. >walkthru The lights dim, the music quiets and an expectant hush falls over the audience... Pause. You hear a voice... Pause. "The bard of our age, Douglas Adams once remarked... Pause. "I may not have gone where I intended to go, but I think I have ended up where I needed to be." Pause. You, however, seem to need some help - so, without further ado...um, adieu...no, ado... here it is..." Pause. "Ahem..." Pause. "LADIES AND GENTLEMEN! You did not come here to wander around aimlessly! You came here to find something! Now, I want ya to pay particular attention, because CogCo Virtual Properties, a subsidiary of CogCo Industries, Incorporated has entrusted who? -- me! -- to show you! -- the handiest and the dandiest walkthrough you've ever seen, and don't ya wanna know how it works!" Pause. Alrighty then! This virtual property is called "Beta Tester" and it's basically a "walk-around-and-find-and-do-things" kind of game without any real purpose or goal like "winning." Pause. But, that being said, there are puzzles and whatnot spread throughout, so here's a quick rundown. Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >8 Now, back to our show! >*Hmm. [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >ring bell You try tapping and striking the bell several times with your hands, a stray pebble, your head, but the strange thing is that the bell makes absolutely no sound whatsoever at any of these attempts. >i You are carrying: a bunny-eared backpack (being worn and open) a CogCo Omniuseful Adventuring Key white fuzzy bunny ears (being worn) white fuzzy bunny tail (being worn) >remove helmet You can't see any such thing. >remove ears You take off white fuzzy bunny ears. >remove tail You take off white fuzzy bunny tail. >x key Developed by CogCo Industries' Virtual Sundries Division, the CogCo Omniuseful Adventuring Key has been manufactured to the highest specifications to meet most unforseen circumstances. This is a steel key of average weight, shape and color. However, due to the inability of the CogCo Industries Committee of Specificity of Weights, Measures and Purposes to define the parameters within which this key was designed to properly function, exactly what qualifies as "unforseen circumstances" is up for debate. > *Okay, maybe Conrad didn't spoil anything that wouldn't already have been obvious from a short time. [Comment recorded.] > *It's all very... hmm... very over-the-top and look-at-me and Make Proper Nouns Of Stuff Because [Comment recorded.] >*It's Funny To Do That kind of game.... [Comment recorded.] >i You are carrying: a bunny-eared backpack (being worn and open) a CogCo Omniuseful Adventuring Key white fuzzy bunny ears white fuzzy bunny tail >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >xyzzy *POOF* Someone who looks a LOT like Lord Dimwit Flathead, ruler of Quendor, The Great Underground Empire, appears in the room with a silly grin on his face. Pause. He extends his arm towards you, taps you on your nose and says "Old School!" Pause. *POOF* He's gone. Pause. The folks in Legal would again like to re-iterate that the person that appeared and touched you on the nose was NOT Lord Dimwit Flathead, ruler of Quendor. Pause. So know now, for a fact, that Lord Dimwit Flathead, ruler of Quendor, has NOT made an appearance in this game. > *The author is having too much fun -- more fun than players will, except maybe little kids.... [Comment recorded.] >*Poor, uneducated, humor-starved little kids.... [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >ring bell You try tapping and striking the bell several times with your hands, a stray pebble, your head, but the strange thing is that the bell makes absolutely no sound whatsoever at any of these attempts. >move table It is fixed in place. >x table This is an very ornate wooden table with a surface roughly the size of a book. Hence the name "ornate book-sized table." >stand on table That's not something you can stand on. >jump over rope I only understood you as far as wanting to jump. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >read sign Welcome to the Toybox. A virtual property of CogCo Industries, Incorporated. All rights reserved. Please ring bell to enter. >ring bell You try tapping and striking the bell several times with your hands, a stray pebble, your head, but the strange thing is that the bell makes absolutely no sound whatsoever at any of these attempts. > *So at this point, as the CogCo beta-tester, I'd be able to safely remove this contraption and report [Comment recorded.] > *to them that the first obstacle in their virtual world is broken, then settle in for some real work.... [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >break box You prepare to do grievous harm to the box when, all of a sudden, a vision comes upon you. You imagine yourself as a small, stationary object in the middle of the room. All of a sudden this huge, questing creature enters the room and starts looking at things. It sees you, then inexplicably comes at you with obvious intentions of ill-will. Pause. You try to scream but nothing happens. Pause. In vain, you again try to scream for help, but the terror overwhelms you as the creature approaches then.... Pause. The vision breaks and you're left standing in the middle of the room soaked in the sweat of your terror. Pause. Be nice to the box. Pause. And stop trying to hurt my stuff. >i You are carrying: a bunny-eared backpack (being worn and open) a CogCo Omniuseful Adventuring Key white fuzzy bunny ears white fuzzy bunny tail >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >break aquarium Violence isn't the answer to this one. >get fish The aquarium isn't open. >open aquarium The aquarium is built into the wall. You look for some way to open the aquarium but aren't having any success. Pause. But... Pause. For some odd reason you start humming a tune... Pause. As if from a distant place, like some dimension beyond the four to which we're accustomed... Pause. The 5th Dimension, as it were... Pause. Words begin to form a song... Pause. Something like... Pause. "It will not open, it's a doorless aquarium....doorless aquariuuuuuuuuuuuuum...." Pause. You suddenly have the strangest urge to open some curtains and let the sun shine in. >*Is everything a red herring? Is this truly a joke entry after all? [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >get archway That's hardly portable. >get all velvet rope: That's fixed in place. ornate book-sized table: Here in the offices of Virtual Property Development, a wholly owned division of CogCo Industries, Incorporated, a number of items have recently gone missing. Pause. Now, we don't want to use harsh language like "theft", nor do we want to start naming names due to the litigious nature of, well, everyone. Pause. So we're assuming that the items have just "walked off" which, according to our lawyer, is the safest way to say it. Pause. So we've bolted this table to the floor. Pause. And we're fairly certain that Jaqueline in the IF Division is stealing things. blue box: The decision was made yesterday, during a lunch at which the members of the CogCo Industries General Rules and Random Whims Commitee had particularly bad service, that this box is to stay in this room. In fact, the decision reads thusly: "We, the hungry and irritated members of the CogCo Industries General Rules and Random Whims Commitee, have decided in a fit of ravenous irritation that the pretty blue box is to stay in the room it is found in. So there." Pause. Thus, in accordance to the CogCo Industries Codified General Rules of Orderly Conduct, we are forced to say... Pause. "The box is too heavy for you to lift." Pause. fish: The aquarium isn't open. CogCo Omniuseful Adventuring Key: Taken. aquarium: That's hardly portable. silver bell: That's hardly portable. entrance sign: That's hardly portable. series of clamps: That's hardly portable. doorpost: That's hardly portable. archway: That's hardly portable. wall: That's hardly portable. small wooden cylinder: For every season there is a time, and for every room a cylinder. That cylinder is for this room. Pause. It stays. Pause. You can't have it. lovely gold clasp: The clasp likes where it's at, so you can't have it. Pause. adorable hinge: That's hardly portable. >get hinge (the adorable hinge) That's hardly portable. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >x clamps Above the bell (and under the cylinder) are three evenly-spaced empty clamps, roughly two feet from top to bottom. You can just imagine them reaching out desperately saying "Please! Please give us something to hold on to and justify our most empty existance!" >i You are carrying: a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put key in clamp You try to somehow affix the CogCo Omniuseful Adventuring Key to the clamps, and the clamps try their dead-level best to hold the CogCo Omniuseful Adventuring Key, but you realize it is no good - the clamps simply were not made to hold the CogCo Omniuseful Adventuring Key. >i You are carrying: a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >iput ears in clamp That's not a verb I recognise. >put ears in clamp You try to somehow affix the white fuzzy bunny ears to the clamps, and the clamps try their dead-level best to hold the white fuzzy bunny ears, but you realize it is no good - the clamps simply were not made to hold the white fuzzy bunny ears. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (closed) here. >open box This box is closed. In fact, it doesn't even have an opening. But ohhhhhhh how you wish it were open! >close box That's already closed. >i You are carrying: a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x box This is a pretty blue box with a yellow double-C printed on each side. In yellow script is written, "CCI bell-ringing kit." Curiously, there is no discernable way to open the box. Attached to the box is a double-C shaped piece of paper. >undo Entrance [Previous turn undone.] >search box You can't see inside, since the blue box is closed. >get paper That seems to be a part of the blue box. >x box This is a pretty blue box with a yellow double-C printed on each side. In yellow script is written, "CCI bell-ringing kit." Curiously, there is no discernable way to open the box. Attached to the box is a double-C shaped piece of paper. >x paper The paper reads, "Congratulations! You are the proud owner of an official CogCo Industries Bell-Ringing Kit! Rest assured that this kit has undergone extensive testing and is in full accordance with all laws and regulations as administered by CogCo Industries' Internal Commission on Roundabout Goal Accomplishment Standards and Practices. By the way - "woofta" is the magic word of the day." >woofta Upon intoning the magic word of the day "woofta", a small *POOF* of glittery dust explodes happily from the top of the blue box. Pause. Once you finish coughing up the glittery dust, you notice that the top of the box is now gone and inside you see a yellow tube, a hamster, a gold ring and a hand-sized portable treadmill. >get all from box yellow tube: Taken. hamster: Taken. gold ring: Taken. hand-sized portable treadmill: Taken. >x tube This is a thin, wooden tube about two feet long and an inch in diameter. It is painted bright yellow with small, black double-C's stamped all over it. >x ring This is a gold ring, too small to fit on a finger, and it is a complete, unbroken circle. It's a gold ring, pure and simple. >wear ring You can't wear that! >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (empty) here. >read note You can't see any such thing. >read paper The paper reads, "Congratulations! You are the proud owner of an official CogCo Industries Bell-Ringing Kit! Rest assured that this kit has undergone extensive testing and is in full accordance with all laws and regulations as administered by CogCo Industries' Internal Commission on Roundabout Goal Accomplishment Standards and Practices. By the way - "woofta" is the magic word of the day." >i You are carrying: a hand-sized portable treadmill a gold ring a hamster a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x hamster This brown hamster is mostly unremarkable in every way except the following: 1 - He has a very small double-C shaved onto his little hamster head 2 - He seems to be more aware of the current situation than you are. >eat hamster That's plainly inedible. >talk to hamster That's not a verb I recognise. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table and a blue box (empty) here. >i You are carrying: a hand-sized portable treadmill a gold ring a hamster a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put hamster in wheel The hamster starts squeaking loudly at your attempt to put the hamster in the slot on the treadmill's wheel. You look at the hamster and see that he is pointing at the treadmill, then pointing at the table outside the box. >put treadmill on table The little treadmill is a perfect size to put onto the table - almost as if they were made for one another. You put the hand-sized portable treadmill on the ornate book-sized table. >put hamster in treadmill That can't contain things. >put hamster on treadmill You lower the hamster to the treadmill where he lightly scrambles from your hand and takes his place on the device. The hamster is poised on the little treadmill, ready to start treading, but seems to be waiting for something. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >x hamster This brown hamster is mostly unremarkable in every way except the following: 1 - He has a very small double-C shaved onto his little hamster head 2 - He seems to be more aware of the current situation than you are. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put ring on treadmill The hamster produces a little hamster scream that pierces your brain whenever you try to put the gold ring on the treadmill. Pause. Please don't do that again. Pause. It hurts. Pause. A lot. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put tube on treadmill The hamster produces a little hamster scream that pierces your brain whenever you try to put the yellow tube on the treadmill. Pause. Please don't do that again. Pause. It hurts. Pause. A lot. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x tube This is a thin, wooden tube about two feet long and an inch in diameter. It is painted bright yellow with small, black double-C's stamped all over it. >x treadmill This treadmill is very small, about the size of a book. One interesting feature is that in the middle of the hub of one of the wheels is a slot. Hmmmm, like it was built for something rod-sized to be placed into it.....hmmmmmm. >put tube in slot This here slot was made for one thing and one thing only. And that there yellow tube ain't it. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put ears in slot This here slot was made for one thing and one thing only. And that there white fuzzy bunny ears ain't it. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put ring in slot This here slot was made for one thing and one thing only. And that there gold ring ain't it. >x slot In the slot is a gold rod. >get rod Taken. >x rod This is a pretty gold rod, about 4 inches long and a diameter about that of a pencil. Pause. A standard type-2, fill-in-the-oval type pencil, that is. Pause. Not one of those oversized jobs that has your name in pretty cursive writing printed on the side that seemed to be used by all the really attractive and popular kids at school. Pause. You know, the kids that never would give you the time of day no matter how much you told them that you adored and worshipped the ground upon which they trod, or how much you followed them home after school or gazed at them from outside their window in the middle of the night, or took their picture when they weren't watching, or made secret plans of marriage and children and a happy fulfilled life until all of this fantasy came crashing down around your ears when you found out that they were dating someone with rich parents and a pool in the backyard and how could you compete with that so you ran home every day after school and withdrew into a shell of sarcasm and dark humor, Monty Python reruns and spending your time learning to write computer text adventures! Pause. Umm.....This is a pretty gold rod, about 4 inches long and a diameter about that of a pencil. >eat rod That's plainly inedible. >put tube in slot This here slot was made for one thing and one thing only. And that there yellow tube ain't it. >put pencil in tube You can't see any such thing. >put tube in slot This here slot was made for one thing and one thing only. And that there yellow tube ain't it. >put pencil in slot You can't see any such thing. >put rod in tube You try to put the gold rod in the tube, but you just end up clogging up the works, so you take the gold rod back out and cut your losses. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put ears in tube You try to put the white fuzzy bunny ears in the tube, but you just end up clogging up the works, so you take the white fuzzy bunny ears back out and cut your losses. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >turn on wheel That's not something you can switch. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x tube This is a thin, wooden tube about two feet long and an inch in diameter. It is painted bright yellow with small, black double-C's stamped all over it. >x slot In the slot is a gold rod. >get rod Taken. >x slot The slot is empty. >put tube in slot This here slot was made for one thing and one thing only. And that there yellow tube ain't it. >put rod in slot You need to be holding the gold rod before you can put it into something else. >get rod Taken. >put rod in slot The rod slides easily into the slot on the treadmill's wheel. The hamster nods happily. >x slot In the slot is a gold rod. >*It was there already [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >*Somehow it kept returning there too. [Comment recorded.] >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x tube This is a thin, wooden tube about two feet long and an inch in diameter. It is painted bright yellow with small, black double-C's stamped all over it. >put tube on treadmill The hamster produces a little hamster scream that pierces your brain whenever you try to put the yellow tube on the treadmill. Pause. Please don't do that again. Pause. It hurts. Pause. A lot. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x ring This is a gold ring, too small to fit on a finger, and it is a complete, unbroken circle. It's a gold ring, pure and simple. >put ring on rod Putting things on the gold rod would achieve nothing. >put ring on tube The gold ring was created for a specific purpose, as was the tube. Putting them together is quite an un-natural act and we here will not stand for such immorality. So.... Pause. The gold ring does not fit on the tube. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >x cylinder About three inches high, one inch in diameter, solid on the top and with a door on the bottom, this is a well-carved wooden cylinder made from a dark wood and highly smoothed and very well-crafted. Attached to the door is a clasp of some sort. Upon seeing a cylinder of this quality you can't help but remark, "By gods, I wish every room had a cylinder in it like that one!" >get cylinder For every season there is a time, and for every room a cylinder. That cylinder is for this room. Pause. It stays. Pause. You can't have it. >turn cylinder It is fixed in place. >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >x tube This is a thin, wooden tube about two feet long and an inch in diameter. It is painted bright yellow with small, black double-C's stamped all over it. >x c's You can't see any such thing. >*break from 4:00 to 4:05 (phone). So 25 minutes and still going at 4:05 [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >*Hey, here's a good song for this zany game -- in my ocremix.org collection -- [Comment recorded.] >*Super Mario 2 - Lizardino Slayer Quartet. Ha ha. [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >*So now what? [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. A thick velvet rope stretches across the archway barring your entrance. You can also see an ornate book-sized table (on which is a hand-sized portable treadmill (on which is a hamster)) and a blue box (empty) here. >x clasp This clasp, as gold and lovely as it is, is currently without purpose. A clasp without something to clasp on to is a lonely thing indeed. >i You are carrying: a gold ring a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put tube in clasp Don't take this personally, but the clasp seems to want to have nothing to do with that yellow tube. >put ring in clasp The ring fits snugly into the clasp on the wooden cylinder's hinged door. Pause. Upon sliding the ring into the clasp, a ray of energy shoots from it to the rod in the slot in a blinding blast of light. Pause. After a few seconds you're able to see again and notice that a string has formed between the ring and the rod. Pause. Seeing the string attached to the cylinder and the treadmill, the hamster lowers his head and starts to trudge. Pause. The rod that's attached to the treadmill starts to turn... Pause. The string starts to wind around the rod to which it's attached... Pause. The string tightens and starts to pull on the wooden cylinder's hinged door... Pause. The hinged door, feeling the EXACT pressure and speed needed, lets itself open up thus releasing a marble which falls into the tube below... Pause. The marble travels down the tube, comes out at the bottom from which it falls a short distance, strikes the bell then *POOF*s into a cloud of dust, stinging your eyes something awful. Pause. Even though you're temporarily blinded, you hear that the bell has released a very clear, very beautiful tone. Pause. You're just about finished wiping the poofy dust from the vaporizing marble out of your eyes and regaining your vision when several more *POOF*s occur, sending poofy dust everywhere, thus touching off your allergies... Pause. You cough. Pause. You sneeze. Pause. You wheeze. Pause. When your coughing, sneezing and wheezing ends and your eyes stop watering, you realize that the CogCo Industries bell-ringing kit has disappeared from the room. Every item has simply *POOF*ed it's way into your respiratory system. Pause. You just finish wiping the last of the poofy dust off your clothes and out of your boots when another *POOF* occurs, bringing on another bout of allergies. You're reduced to a coughing, wheezing, mucus-y mess when a sudden realization hits you... Pause. You are not alone... Pause. Through your watery, histamine-challenged eyes you are able to make out the figure of a woman. Your eyes finally start to clear... Pause. A woman stands before you, smiling professionally. She has long, dark hair which is pulled tight and done up into what looks like bunny ears. She is wearing a green dress embroidered with pink double-C's throughout. Pause. "Hello," she begins with a warm smile, "I...," she says nodding politely, "am Matron Dee." Pause. The woman elegantly raises an arm and snaps her fingers. A soft light pulses from her motion and the velvet rope, once barring your entrance, drops to one side of the archway. > *This is a certain kind of humor... maybe inspired by Monty Python as suggested. [Comment recorded.] > *And I think I really appreciated it more in my younger years -- it prompted the kind of thinking [Comment recorded.] > *that lead to Lunatix, Lunatix Online, and so on. But now.... maybe I'm just getting old. [Comment recorded.] >look Entrance You've come to an entrance within CogCo Industries, Incorporated's newest virtual property. An archway is to your north with a sign above the entrance. On the left side of the archway is attached a small, silver bell. Several clamps are placed in succession going up directly above the bell along the wall. Above the clamps, up by the top of the archway, is a small wooden cylinder with a hinged door on the bottom with a small clasp on one side. Built into one of the walls is an aquarium with something swimming around inside. The velvet rope, once barring your passage, has fallen to the side of the archway. You can also see Matron Dee here. >x dee Matron Dee is a very professional and charming looking person. She's around 5 and a half feet tall, slender build, and her long, straight black hair has been put up into fine replicas of bunny ears. She's wearing an exceptional green dress with embroidered pink double-C's throughout. The material of her dress is unlike any you've ever seen. The Matron is smiling politely at you and gestures invitingly to the north through the archway. >talk to dee That's not a verb I recognise. >*What a shame. [Comment recorded.] >kiss dee Keep your mind on the game. >undress dee That's not a verb I recognise. >x matron (Matron Dee) Matron Dee is a very professional and charming looking person. She's around 5 and a half feet tall, slender build, and her long, straight black hair has been put up into fine replicas of bunny ears. She's wearing an exceptional green dress with embroidered pink double-C's throughout. The material of her dress is unlike any you've ever seen. The Matron is smiling politely at you and gestures invitingly to the north through the archway. >n As you pass through the archway the darkness opens as if it were a curtain... Pause. Transport Room This room is made of smooth, cool white marble from floor to ceiling. In the middle of the room is a blazingly bright, swirling portal vortex. The velvet rope, once barring your passage, has fallen to the side of the archway. There's a small *POOF* in the archway and you see that the velvet rope has been reattached to the wall. >s You can't, since the velvet rope is in the way. >n You can't go that way. >climb rope I don't think much is to be achieved by that. >look Transport Room This room is made of smooth, cool white marble from floor to ceiling. In the middle of the room is a blazingly bright, swirling portal vortex. A thick velvet rope stretches across the archway barring your entrance. >*And no more Dee? What a waste of a perfectly good woman. :( [Comment recorded.] >x vortex The portal is an angry, swirling mass of energy that tugs at you. From what I understand, one is expected to simply walk into these things and (if everything works as it should) you're magically taken to some place new and exciting! Pause. Hopefully all the parts of your body get there together. Pause. Still attached to each other. Pause. CORRECTLY attached, that is. Pause. And properly functioning, of course. Pause. Not that it matters much if the "traveling through an angry, swirling space- rift" mangles your already tenous grip on reality. So no worries! Pause. And the huge sucking sound the portal produces makes it oh-so-inviting. >i You are carrying: a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >listen You hear nothing unexpected. >look Transport Room This room is made of smooth, cool white marble from floor to ceiling. In the middle of the room is a blazingly bright, swirling portal vortex. A thick velvet rope stretches across the archway barring your entrance. >n You can't go that way. >e You can't go that way. >w You can't go that way. >x vortex The portal is an angry, swirling mass of energy that tugs at you. From what I understand, one is expected to simply walk into these things and (if everything works as it should) you're magically taken to some place new and exciting! Pause. Hopefully all the parts of your body get there together. Pause. Still attached to each other. Pause. CORRECTLY attached, that is. Pause. And properly functioning, of course. Pause. Not that it matters much if the "traveling through an angry, swirling space- rift" mangles your already tenous grip on reality. So no worries! Pause. And the huge sucking sound the portal produces makes it oh-so-inviting. > I beg your pardon? >*These dramatic pauses are kinda... [Comment recorded.] >*(pause) [Comment recorded.] >*annoying. [Comment recorded.] >i You are carrying: a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >put ears in vortex That can't contain things. >throw ears at vortex Futile. >*In a serious game, those things would at least be anticipated. [Comment recorded.] >look Transport Room This room is made of smooth, cool white marble from floor to ceiling. In the middle of the room is a blazingly bright, swirling portal vortex. A thick velvet rope stretches across the archway barring your entrance. >enter vortex You take a deep breath, close your eyes, hold your nose (for some reason you think this will help) and surrender to the portal... Pause. You somehow feel hot and cold at the same time, then you have the distinct feeling of falling... Pause. You suddenly find yourself thrown out of the raging portal, which neatly and conveniently collapses upon itself once your arrival is complete. Pause. You try to collect your thoughts but focusing on any one thing proves fleeting. The harder you concentrate the more slippery your thoughts become. After chasing your thoughts around for several moments you begin to get a grip on your mental processes. When you finally bring your psyche under control, you find that the overriding image in your mind is that of... Pause. bananas. Pause. *POOF* Something poofs into mid-air in front of you and falls to the floor. Pause. reception room This room is made of smooth, cool white marble from floor to ceiling. It looks exactly like the room where you stepped into the portal, except a stone door is to the north here. You can see a small purple box (closed) here. >***oh, let there be monkeys. One of my IFComp predictions depends on it. [Comment recorded.] >open box It seems to be locked. >i You are carrying: a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >unlock box with key Upon closer examination of the small purple box you realize that there is, in fact, no lock upon which you can inflict a good unlocking. >n You can't, since the stone door is in the way. >open door It seems to be locked. >unlock door with key >unlock door with key >unlock door with key >*Bleh -- bug. [Comment recorded.] >*Also, where's all this free-form roaming around and exploring I as promised? [Comment recorded.] >look reception room This room is made of smooth, cool white marble from floor to ceiling. It looks exactly like the room where you stepped into the portal, except a stone door is to the north here. You can see a small purple box (closed) here. >get box Taken. >x box This is a small, thin, purple box with the image of an angry, swirling vortex on the top. The letters CCIISR are printed beneath the vortex in slick, corporate font. There is a button on the front edge of the box. >push button You press the button which clicks neatly into the edge of the box. The lid flips open revealing a yellow note. >get note Taken. >read it The yellow note reads, "Thank you for travelling CogCo Industries Inter-Spatial Riftways! We hope that you enjoyed your trip and that you will choose us as your transportation of choice for all your travelling needs! Have a great day!" Pause. "Please note: You may experience a sudden thought of bananas upon the completion of your journey. We consulted our R&D department (who recently received their third straight "Swirly" award for vortex engineering excellence) about this fruity phenomenon and were presented with the following answer:" Pause. "We just don't know." Pause. "But we can't find any living person who seems to be detrimentally affected by this and besides, bananas are really a nice thought, so we're ignoring it." Pause. As soon as you finish reading the note the stone door to your north smoothly slides open. >n You begin to cross the threshold into the next room when *POOF* Matron Dee appears in front of you, smiling professionally. She makes a grand motion with her arm and announces, "Welcome....to the Toybox. The newest virtual property of CogCo Industries, Incorporated!" Pause. Matron Dee elegantly moves to the side as grand entrance music starts to play so you can make a proper bunnified entrance. Pause. Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. Pause. As the door closes behind you, Matron Dee stands aside and smiles. "The Virtual Properties Division of CogCo Industries, Incorporated would like to welcome you to the Toybox and wishes for you to simply enjoy yourself. I will be here in the lobby should you have any questions. Simply ask me about leaving when you're ready to go. Have fun!" >*bunnified... har har. Nice pun. [Comment recorded.] >undo reception room [Previous turn undone.] >look reception room This room is made of smooth, cool white marble from floor to ceiling. It looks exactly like the room where you stepped into the portal, except a stone door is to the north here. >n You begin to cross the threshold into the next room when *POOF* Matron Dee appears in front of you, smiling professionally. She makes a grand motion with her arm and announces, "Welcome....to the Toybox. The newest virtual property of CogCo Industries, Incorporated!" Pause. Matron Dee elegantly moves to the side as grand entrance music starts to play so you can make a proper bunnified entrance. Pause. Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. Pause. As the door closes behind you, Matron Dee stands aside and smiles. "The Virtual Properties Division of CogCo Industries, Incorporated would like to welcome you to the Toybox and wishes for you to simply enjoy yourself. I will be here in the lobby should you have any questions. Simply ask me about leaving when you're ready to go. Have fun!" > *So that's it? You just solve stuff from here on out? Is there some gimmick when you exit? [Comment recorded.] >look Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >s You can't, since the stone door is in the way. >open door Which do you mean, the western door, the northern door, the eastern door or the stone door? >eastern It seems to be locked. >e You can't, since the eastern door is in the way. >n This door is closed, thwarting your forward motion. >w You can't since the door is closed. >open all doors You can't use multiple objects with that verb. >open west You must name something more substantial. >open west door You open the western door. >w Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. Pause. As you pause for a moment examining the room you notice some movement from behind one of the tables. Suddenly, a woman's head pops up from behind the chair. She's got a mass of red hair which has been braided into several thick strands which protrude in every direction over her golden hair band on which there seems to be something written. She looks at you with smiling, yet slightly crazed, eyes. Pause. "Aha! Um...oh ho!" she stammers as she stands up. She looks to be a woman of average size who takes green as her color as she's wearing an emerald colored blouse and pants. "Ah yes! Now, ummmm..." She pushes her head into a nod as if she's having trouble with the motion. "A visitor! Oh yes...umm...a toy!" She proudly displays a toy in her hands. "I was just, um..." pushes her head through a thought, "getting a toy from the floor." She considers the toy for a moment and then grins at you. Pause. She stares at you for a moment then snaps her head suddenly as if she were somewhere else and just arrived. "Ah! But I'm uh....being rude, yes. I am Hellaine! Hellaine The Game Dame as it were. Hm." >*Kinda of... oh... Alice-in-Wonderland-ish [Comment recorded.] >x hellaine Wearing a green blouse and pants, this woman's hair is what's most noticeable. She looks at you with smiling, yet slightly crazed eyes, and her hands seem to constantly and unconciously in motion. She's got a mass of red hair which has been braided into several thick strands which protrude in every direction over her golden hair band on which there seems to be something written. >x hair Just say "Let's play" >w Launchpad This is an absolutely enormously high and long room that runs north into darkness. You can faintly make out some small amount of light coming from high up off in the distance. A fence bars any further movement to the north. Just beyond the fence is a massive chasm of which you cannot see the other side. Nothing but darkness past the fence. A slide from somewhere out of the darkness to the north runs across the chasm and ends here. In the middle of the room is some large contraption made of gears, bellows, pulleys and many other mechanical devices. On the top is a large wooden pole laying horizontally, south to north. On the north end of the pole it is attached to some wheels and gears of the contraption, and on the south end there's some kind of basket. The only way out of here is to the east. You can see a contraption and mechanic here. >x mechanic This man looks to be a veteran mechanic, with many scars and callouses. He's a stocky, strongly-built man who wears a strong leather belt with many tools and devices hanging off it. He's working feverishly on the contraption, pulling levers, turning knobs, pumping air through the bellows. He has a hair-hide vest on with a name tag on the right side. >x tag Chorjh - World Collider >e Fun N Games Room You can see Hellaine here. >verbose Beta Tester is now in its "verbose" mode, which always gives long descriptions of locations (even if you've been there before). >talk to hellaine That's not a verb I recognise. >x hellaine Wearing a green blouse and pants, this woman's hair is what's most noticeable. She looks at you with smiling, yet slightly crazed eyes, and her hands seem to constantly and unconciously in motion. She's got a mass of red hair which has been braided into several thick strands which protrude in every direction over her golden hair band on which there seems to be something written. >x tag You can't see any such thing. >x band Just say "Let's play" >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >1 First to 100! Here's the rules..." Pause. "By rolling 2 dice over and over you try to be the first player to reach 100 points". Pause. "On your turn, you can roll the dice as many times as you'd like. These are your turn points." Pause. "At any point during your turn you can decide to "pass" the dice to the other player. This means all the points you've made during your turn - you get to keep them. Your turn points then become your safe points." Pause. "Well then, here's the fun part - if you roll doubles of any number, you lose all of your turn points.." Hellaine makes a pouty face. "But you still keep all of your safe points." Pause. "When a player decides to "pass" and they have 100 or more points, the other player gets ONE more turn. If they roll doubles before beating the other player's score, game is over!" Pause. Hellaine looks very pleased, grins viciously and practically purrs, "Oooooh, I just love First to 100! Please don't cry when I beat you like a drum." Pause. But...if by some unbelievably unlikely cosmic freak of nature you win, CogCo Industries, Incorporated will award you a token of prize-winning gratification! Pause. So...who goes first?" Hellaine grins, pulls a bowl from a cabinet and puts it on a table. Then she reaches into her pocket and pulls out a toy dog with a mechanical tail. She twists his right ear several times and holds the puppy out in her palm. She touches his nose and the tail starts to quickly shake back and forth between you and Hellaine. Pause. The dog tail stops and it's pointing at Hellaine. She gives a little squeak and looks happy in a crazed sort of way. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 5. Pause. Hellaine has 0 safe points plus 6 points for this turn. That's 6 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 4. Pause. Hellaine has 0 safe points plus 12 points for this turn. That's 12 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 4. Pause. Hellaine has 0 safe points plus 17 points for this turn. That's 17 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 6. Pause. Hellaine has 0 safe points plus 26 points for this turn. That's 26 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 26. ROLL, QUIT, HELP >*Actually, this would be a fun game in some other context. Graphical, maybe. [Comment recorded.] >*Did you invent it? I've never heard of it before. [Comment recorded.] >roll You roll the dice and get a 6 and a 3. Pause. You have 0 safe points plus 9 points for this turn. That's 9 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 5. Pause. You have 0 safe points plus 16 points for this turn. That's 16 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 1. Pause. You have 0 safe points plus 20 points for this turn. That's 20 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 5. Pause. You have 0 safe points plus 26 points for this turn. That's 26 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >save Hellaine cocks her head and looks at you as if you've uttered something in a language she does not understand. >roll You roll the dice and get a 6 and a 4. Pause. You have 0 safe points plus 36 points for this turn. That's 36 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 6. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 5. Pause. Hellaine has 26 safe points plus 9 points for this turn. That's 35 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 3. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 0 safe points to Hellaine's 26. ROLL, QUIT, HELP >roll You roll the dice and get a 6 and a 4. Pause. You have 0 safe points plus 10 points for this turn. That's 10 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 3. Pause. You have 0 safe points plus 17 points for this turn. That's 17 safe points if you pass right now. Hellaine has 26 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 1. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 5. Pause. Hellaine has 26 safe points plus 9 points for this turn. That's 35 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 5. Pause. Hellaine has 26 safe points plus 15 points for this turn. That's 41 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 41. ROLL, QUIT, HELP >roll You roll the dice and get a 3 and a 3. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 6. Pause. Hellaine has 41 safe points plus 9 points for this turn. That's 50 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 6. Pause. Hellaine has 41 safe points plus 16 points for this turn. That's 57 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 1. Pause. Hellaine has 41 safe points plus 20 points for this turn. That's 61 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 61. ROLL, QUIT, HELP >roll You roll the dice and get a 2 and a 1. Pause. You have 0 safe points plus 3 points for this turn. That's 3 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 3. Pause. You have 0 safe points plus 8 points for this turn. That's 8 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 6. Pause. You have 0 safe points plus 17 points for this turn. That's 17 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 5. Pause. You have 0 safe points plus 24 points for this turn. That's 24 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 3. Pause. You have 0 safe points plus 32 points for this turn. That's 32 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 32 safe points. Hellaine has 61 safe points. Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 1. Pause. Hellaine has 61 safe points plus 5 points for this turn. That's 66 safe points if she passes right now. You have 32 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 3. Pause. Hellaine has 61 safe points plus 10 points for this turn. That's 71 safe points if she passes right now. You have 32 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 2. Pause. Hellaine has 61 safe points plus 13 points for this turn. That's 74 safe points if she passes right now. You have 32 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 5. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 32 safe points to Hellaine's 61. ROLL, QUIT, HELP >roll You roll the dice and get a 2 and a 6. Pause. You have 32 safe points plus 8 points for this turn. That's 40 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 4. Pause. You have 32 safe points plus 17 points for this turn. That's 49 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 1. Pause. You have 32 safe points plus 21 points for this turn. That's 53 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 6. Pause. You have 32 safe points plus 31 points for this turn. That's 63 safe points if you pass right now. Hellaine has 61 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 63 safe points. Hellaine has 61 safe points. Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 2. Pause. Hellaine has 61 safe points plus 6 points for this turn. That's 67 safe points if she passes right now. You have 63 safe points. Pause. Hellaine harangues,"Sit down and give your mind a rest." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 6 and a 3. Pause. Hellaine has 61 safe points plus 15 points for this turn. That's 76 safe points if she passes right now. You have 63 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 63 safe points to Hellaine's 76. ROLL, QUIT, HELP >roll You roll the dice and get a 4 and a 4. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 6. Pause. Hellaine has 76 safe points plus 11 points for this turn. That's 87 safe points if she passes right now. You have 63 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 63 safe points to Hellaine's 87. ROLL, QUIT, HELP >roll You roll the dice and get a 1 and a 5. Pause. You have 63 safe points plus 6 points for this turn. That's 69 safe points if you pass right now. Hellaine has 87 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 2. Pause. You have 63 safe points plus 14 points for this turn. That's 77 safe points if you pass right now. Hellaine has 87 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 1. Pause. You have 63 safe points plus 20 points for this turn. That's 83 safe points if you pass right now. Hellaine has 87 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 3. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 4. Pause. Hellaine has 87 safe points plus 5 points for this turn. That's 92 safe points if she passes right now. You have 63 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 2. Pause. Hellaine has 87 safe points plus 8 points for this turn. That's 95 safe points if she passes right now. You have 63 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 6. Pause. Hellaine has 87 safe points plus 15 points for this turn. That's 102 safe points if she passes right now. You have 63 safe points. Pause. Hellaine says,"I can see you love nature - in spite of what it did to you." Pause. Hellaine says, "Well, if I stop right now I'll have 102 which is enough to win the game - IF you aren't able to beat me on your final turn." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 1. Pause. Hellaine has 87 safe points plus 21 points for this turn. That's 108 safe points if she passes right now. You have 63 safe points. Pause. Hellaine says, "Well, if I stop right now I'll have 108 which is enough to win the game - IF you aren't able to beat me on your final turn." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. Hellaine hands you the dice and says, "Looks like I've got 108 which is enough to win the game! You either beat my score on your next turn or I win!" Pause. You take back the dice. You have 63 safe points to Hellaine's 108. ROLL, QUIT, HELP >roll You roll the dice and get a 6 and a 3. Pause. It's your final turn and Hellaine has 108 points which is enough to win. You've got to keep going. You're now up to 72 points. Onward! You grab the dice out of the bowl. ROLL, QUIT, or HELP >roll You roll the dice and get a 3 and a 5. Pause. It's your final turn and Hellaine has 108 points which is enough to win. You've got to keep going. You're now up to 80 points. Onward! You grab the dice out of the bowl. ROLL, QUIT, or HELP >roll You roll the dice and get a 4 and a 5. Pause. It's your final turn and Hellaine has 108 points which is enough to win. You've got to keep going. You're now up to 89 points. Onward! You grab the dice out of the bowl. ROLL, QUIT, or HELP >roll You roll the dice and get a 4 and a 1. Pause. It's your final turn and Hellaine has 108 points which is enough to win. You've got to keep going. You're now up to 94 points. Onward! You grab the dice out of the bowl. ROLL, QUIT, or HELP >roll You roll the dice and get a 3 and a 3. Pause. Hellaine raises her hands in triumph. "Doubles! I win!" The final score is: You - 63 safe points. Hellaine - 108 safe points. Hellaine puts away the roll bowl and takes the dice and slips them into her pocket and humming a smarmy little tune. >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >1 Hellaine looks very pleased, grins viciously and practically purrs, "Oooooh, I just love First to 100! Please don't cry when I beat you like a drum." Pause. But...if by some unbelievably unlikely cosmic freak of nature you win, CogCo Industries, Incorporated will award you a token of prize-winning gratification! Pause. So...who goes first?" Hellaine grins, pulls a bowl from a cabinet and puts it on a table. Then she reaches into her pocket and pulls out a toy dog with a mechanical tail. She twists his right ear several times and holds the puppy out in her palm. She touches his nose and the tail starts to quickly shake back and forth between you and Hellaine. Pause. The dog tail stops and it's pointing at you. Hellaine's face produces a tic, she forces a smile and grabs a bowl from a cabinet and puts it on a table. The she pulls a pair of dice from her pocket and hand them to you. She motions you to roll the dice into a square wooden bowl lined with green felt that sits atop a nearby table. Pause. You look at your dice. ROLL, QUIT, HELP >roll You roll the dice and get a 4 and a 3. Pause. You have 0 safe points plus 7 points for this turn. That's 7 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 5. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 4. Pause. Hellaine has 0 safe points plus 5 points for this turn. That's 5 safe points if she passes right now. You have 0 safe points. Pause. Hellaine says,"You must be having delusions of adequacy." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 3. Pause. Hellaine has 0 safe points plus 10 points for this turn. That's 10 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 5. Pause. Hellaine has 0 safe points plus 19 points for this turn. That's 19 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 1. Pause. Hellaine has 0 safe points plus 25 points for this turn. That's 25 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 3. Pause. Hellaine has 0 safe points plus 32 points for this turn. That's 32 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 32. ROLL, QUIT, HELP >roll You roll the dice and get a 2 and a 5. Pause. You have 0 safe points plus 7 points for this turn. That's 7 safe points if you pass right now. Hellaine has 32 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 6. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 3. Pause. Hellaine has 32 safe points plus 7 points for this turn. That's 39 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 6. Pause. Hellaine has 32 safe points plus 18 points for this turn. That's 50 safe points if she passes right now. You have 0 safe points. Pause. Hellaine notes,"I'm glad to see you're not letting your education get in the way of your ignorance." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 50. ROLL, QUIT, HELP > I beg your pardon? >roll You roll the dice and get a 6 and a 1. Pause. You have 0 safe points plus 7 points for this turn. That's 7 safe points if you pass right now. Hellaine has 50 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 6. Pause. You have 0 safe points plus 17 points for this turn. That's 17 safe points if you pass right now. Hellaine has 50 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 4. Pause. You have 0 safe points plus 26 points for this turn. That's 26 safe points if you pass right now. Hellaine has 50 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 2. Pause. You have 0 safe points plus 34 points for this turn. That's 34 safe points if you pass right now. Hellaine has 50 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 5. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 1. Pause. Hellaine has 50 safe points plus 6 points for this turn. That's 56 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 1. Pause. Hellaine has 50 safe points plus 12 points for this turn. That's 62 safe points if she passes right now. You have 0 safe points. Pause. Hellaine harangues,"Just quit now and save yourself the embarrasment." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 2. Pause. Hellaine has 50 safe points plus 15 points for this turn. That's 65 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 6. Pause. Hellaine has 50 safe points plus 24 points for this turn. That's 74 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 5. Pause. Hellaine has 50 safe points plus 31 points for this turn. That's 81 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 0 safe points to Hellaine's 81. ROLL, QUIT, HELP > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? >roll You roll the dice and get a 5 and a 6. Pause. You have 0 safe points plus 11 points for this turn. That's 11 safe points if you pass right now. Hellaine has 81 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 1. Pause. You have 0 safe points plus 18 points for this turn. That's 18 safe points if you pass right now. Hellaine has 81 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 4. Pause. You have 0 safe points plus 23 points for this turn. That's 23 safe points if you pass right now. Hellaine has 81 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 4. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 6. Pause. Hellaine has 81 safe points plus 7 points for this turn. That's 88 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 1. Pause. Hellaine has 81 safe points plus 10 points for this turn. That's 91 safe points if she passes right now. You have 0 safe points. Pause. Hellaine comments,"Don't let your mind wander -- it's too little to be let out alone." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 6 and a 3. Pause. Hellaine has 81 safe points plus 19 points for this turn. That's 100 safe points if she passes right now. You have 0 safe points. Pause. Hellaine says, "Well, if I stop right now I'll have 100 which is enough to win the game - IF you aren't able to beat me on your final turn." Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 1. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 0 safe points to Hellaine's 81. ROLL, QUIT, HELP > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? >quit Hellaine looks disappointed but simply shrugs, takes the dice from you and puts them back in her pocket. >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >1 Hellaine looks very pleased, grins viciously and practically purrs, "Oooooh, I just love First to 100! Please don't cry when I beat you like a drum." Pause. But...if by some unbelievably unlikely cosmic freak of nature you win, CogCo Industries, Incorporated will award you a token of prize-winning gratification! Pause. So...who goes first?" Hellaine grins, pulls a bowl from a cabinet and puts it on a table. Then she reaches into her pocket and pulls out a toy dog with a mechanical tail. She twists his right ear several times and holds the puppy out in her palm. She touches his nose and the tail starts to quickly shake back and forth between you and Hellaine. Pause. The dog tail stops and it's pointing at Hellaine. She gives a little squeak and looks happy in a crazed sort of way. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 6. Pause. Hellaine has 0 safe points plus 10 points for this turn. That's 10 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 1. Pause. Hellaine has 0 safe points plus 15 points for this turn. That's 15 safe points if she passes right now. You have 0 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 2. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 0 safe points to Hellaine's 0. ROLL, QUIT, HELP >roll You roll the dice and get a 5 and a 6. Pause. You have 0 safe points plus 11 points for this turn. That's 11 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 4. Pause. You have 0 safe points plus 16 points for this turn. That's 16 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 3. Pause. You have 0 safe points plus 20 points for this turn. That's 20 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 20 safe points. Hellaine has 0 safe points. Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 5. Pause. Hellaine has 0 safe points plus 7 points for this turn. That's 7 safe points if she passes right now. You have 20 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 4. Pause. Hellaine has 0 safe points plus 14 points for this turn. That's 14 safe points if she passes right now. You have 20 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 6. Pause. Hellaine has 0 safe points plus 25 points for this turn. That's 25 safe points if she passes right now. You have 20 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 5. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 20 safe points to Hellaine's 0. ROLL, QUIT, HELP >roll You roll the dice and get a 1 and a 5. Pause. You have 20 safe points plus 6 points for this turn. That's 26 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 1. Pause. You have 20 safe points plus 9 points for this turn. That's 29 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 3. Pause. You have 20 safe points plus 14 points for this turn. That's 34 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 6 and a 5. Pause. You have 20 safe points plus 25 points for this turn. That's 45 safe points if you pass right now. Hellaine has 0 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 45 safe points. Hellaine has 0 safe points. Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 5. Pause. Hellaine has 0 safe points plus 6 points for this turn. That's 6 safe points if she passes right now. You have 45 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 1. Pause. Hellaine has 0 safe points plus 10 points for this turn. That's 10 safe points if she passes right now. You have 45 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 45 safe points to Hellaine's 10. ROLL, QUIT, HELP > I beg your pardon? >roll You roll the dice and get a 3 and a 5. Pause. You have 45 safe points plus 8 points for this turn. That's 53 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 4. Pause. You have 45 safe points plus 15 points for this turn. That's 60 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 1. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 6. Pause. Hellaine has 10 safe points plus 8 points for this turn. That's 18 safe points if she passes right now. You have 45 safe points. Pause. Hellaine riffs,"Don't feel bad. A lot of people have no talent!" Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 6 and a 6. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 45 safe points to Hellaine's 10. ROLL, QUIT, HELP >roll You roll the dice and get a 6 and a 4. Pause. You have 45 safe points plus 10 points for this turn. That's 55 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 3. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 4. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 45 safe points to Hellaine's 10. ROLL, QUIT, HELP > I beg your pardon? > I beg your pardon? > I beg your pardon? > I beg your pardon? >roll You roll the dice and get a 3 and a 1. Pause. You have 45 safe points plus 4 points for this turn. That's 49 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 4. Pause. You have 45 safe points plus 10 points for this turn. That's 55 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 1. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 2. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 45 safe points to Hellaine's 10. ROLL, QUIT, HELP > I beg your pardon? >roll You roll the dice and get a 6 and a 5. Pause. You have 45 safe points plus 11 points for this turn. That's 56 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 1 and a 5. Pause. You have 45 safe points plus 17 points for this turn. That's 62 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 2 and a 4. Pause. You have 45 safe points plus 23 points for this turn. That's 68 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 1. Pause. You have 45 safe points plus 28 points for this turn. That's 73 safe points if you pass right now. Hellaine has 10 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 73 safe points. Hellaine has 10 safe points. Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 5. Pause. Hellaine has 10 safe points plus 8 points for this turn. That's 18 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 5. Pause. Hellaine has 10 safe points plus 17 points for this turn. That's 27 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 6 and a 1. Pause. Hellaine has 10 safe points plus 24 points for this turn. That's 34 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 2. Pause. Hellaine has 10 safe points plus 31 points for this turn. That's 41 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine thinks it over and decides to pass. Pause. You take back the dice. You have 73 safe points to Hellaine's 41. ROLL, QUIT, HELP >roll You roll the dice and get a 6 and a 5. Pause. You have 73 safe points plus 11 points for this turn. That's 84 safe points if you pass right now. Hellaine has 41 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 4 and a 4. Pause. Hellaine points at your roll at gleefully exclaims, "Doubles! My turn!" Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 3 and a 1. Pause. Hellaine has 41 safe points plus 4 points for this turn. That's 45 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 2. Pause. Hellaine has 41 safe points plus 10 points for this turn. That's 51 safe points if she passes right now. You have 73 safe points. Pause. Hellaine grabs the dice and thinks a moment... Pause. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 1. Pause. Hellaine pulls at one of her braided ropes of hair and hisses , "Doubles! Your turn!" Pause. You take the dice from Hellaine. You currently have 73 safe points to Hellaine's 41. ROLL, QUIT, HELP >roll You roll the dice and get a 5 and a 6. Pause. You have 73 safe points plus 11 points for this turn. That's 84 safe points if you pass right now. Hellaine has 41 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 3 and a 4. Pause. You have 73 safe points plus 18 points for this turn. That's 91 safe points if you pass right now. Hellaine has 41 safe points. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >roll You roll the dice and get a 5 and a 6. Pause. You have 73 safe points plus 29 points for this turn. That's 102 safe points if you pass right now. Hellaine has 41 safe points. If you were to pass right now, you'd have 102 which is enough to win the game. But remember, Hellaine still gets one last chance to beat your score. You grab the dice out of the bowl. ROLL, PASS, QUIT or HELP >pass You decide to pass the dice. You have 102 safe points. Hellaine has 41 safe points. Pause. You turn the dice over with a safe point total of 102. That means Hellaine has this last turn to try to beat your score. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 1 and a 2. Hellaine remarks, "It seems you have 102 points which is enough to win. I'm only up to 44. I've got to keep going. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 4 and a 5. Hellaine remarks, "It seems you have 102 points which is enough to win. I'm only up to 53. I've got to keep going. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 5 and a 2. Hellaine remarks, "It seems you have 102 points which is enough to win. I'm only up to 60. I've got to keep going. Hellaine throws the dice into the roll bowl... Pause. Hellaine's roll shows a 2 and a 2. Pause. Hellaine rolls doubles which means you win! You let out a WHOOP of victory and do a little dance around the table. Pause. Hellaine nods in defeat, puts away the roll bowl and slips the dice back into her pocket. Pause. She suddenly grins slyly, "And how 'bout a reward for winning your first game of First to 100?" She walks over to a cabinet, opens it and pulls out a smooth wooden box. She hands you the box and goes back to tinkering with her toys. > I beg your pardon? >get box Which do you mean, the smooth wooden box or the small purple box? >smooth You already have that. >open smooth You open the smooth wooden box, revealing a wooden mug (empty). >get mug Taken. >x mug This is a heavy, wooden mug held together with strong bands of iron. The rim is edged with silver and the handle is wrapped in leather. Pause. Yes, this is a mug that says: Pause. I am here to drink! Pause. To be pounded on the table! Pause. And....then, uh.... Pause. Drink some more! Pause. Yes! Cause....I......am a mug! Pause. An iron-banded wooden mug with a leather handle! Pause. The wooden mug is currently empty. >i You are carrying: a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >2 Hellaine smiles widely, "Fan Pie Knife! A CogCo Industries exclusive! An exercise in nerves, strategy, luck and silliness! Here's the rules..." Pause. "Each player has a box with three buttons. One for fan, one for pie and one for knife." Pause. "Each player makes a selection and the boxes open simultaneously." Pause. "Each selection can defeat one other selection, and can be defeated by one other selection." Pause. "The player whose selection wins gets a point. If the selections are the same, no points are scored and the next round begins." Pause. "First player to 5 points wins!" Pause. Hellaine reaches under the table saying, "Here, you'll need this..." Pause. She produces a pink apron with bunny ears at the top and a large double-C printed in the middle. She ties it on you and then ties an apron onto herself. Pause. If you win, you'll receive an official CogCo Industries token of prize-winning gratification! Pause. Hellaine motions you over to a table where you stand on opposite sides. She pulls out a box and puts it in front of you. She then grabs another identical- looking box and places it in front of her. Each box has three buttons Pause. The first button has a picture of a fan. The second button has a picture of a pie. The third button has a picture of a knife. FAN, PIE, KNIFE, QUIT, HELP >fan You both make your selection. A pole rises from your box with a fan mounted on the top. The same thing happens with Hellaine's box. You're both staring at fans and both of your hairdos are getting messed up. Pause. Hellaine rolls her eyes and says, "Let's go again." The fans retreat back into the boxes. Pause. No one scores. The score is: You - 0 Hellaine - 0 FAN, PIE, KNIFE, QUIT, HELP >knife You both press a button. Your box opens and from within appears a pole with a knife mounted on the end by a hinge. The knife begins turning rapidly on the hinge in a vicious slicing motion. At Hellaine's box, a small catapult appears which determinedly launches a cream pie in your direction! Your knife hits the pie dead center but, you know, it's knife (and a sharp one at that), and the knife simply slices neatly through the pie without slowing it down in the slightest. Pause. Hellaine's pie crashes into your face in an extremely humorous manner judging by Hellaine's reaction which includes much guffawing, foot stomping and finger pointing. You wipe your face and your boxes reset. Pause. Hellaine scores a point. The score is: You - 0 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >pie You both make your selection. Your box opens, a mechanism turns within, and suddenly a cream pie is launched from your box towards Hellaine! Out of Hellaine's box rises a pole on which there's a fan mounted on the top. Your pie is just about to slam into her face when the force of the air from the fan pushes the pie on an opposite trajectory (that means the way from which it came) which is back at you! Pause. Hellaine pulls her braids while screaming in laughter as the cream pie smashes into your head. You wipe the pie out of your eyes as your box closes and Hellaine's fan slides back into her box. Pause. Hellaine scores a point. The score is: You - 0 Hellaine - 2 FAN, PIE, KNIFE, QUIT, HELP >fan You both press a button. A pole rises from your box with a fan mounted on the top. At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion and comes towards your fan. Pause. Your fan, as strong as it is, has no real effect on the knife which slices your fan to pieces. Hellaine squeals in delight as her victorious knife goes back to her box and your tattered remains of a fan drops back into yours. Pause. Hellaine scores a point. The score is: You - 0 Hellaine - 3 FAN, PIE, KNIFE, QUIT, HELP >quit Hellaine gives you a snarky look, shrugs and puts the boxes away. She takes the apron off you and herself, folds them and puts them away. She goes back to playing with her toys. >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >2 Hellaine gets a crazed look and says, "Ah, Fan Pie Knife! A gamer's game of non-transitive relations! Don't take this personally, but in this game - I'm a pack of dogs and you're a three-legged cat." She grins maliciously. Pause. Hellaine reaches under the table saying, "Here, you'll need this..." Pause. She produces a pink apron with bunny ears at the top and a large double-C printed in the middle. She ties it on you and then ties an apron onto herself. Pause. If you win, you'll receive an official CogCo Industries token of prize-winning gratification! Pause. Hellaine motions you over to a table where you stand on opposite sides. She pulls out a box and puts it in front of you. She then grabs another identical- looking box and places it in front of her. Each box has three buttons Pause. The first button has a picture of a fan. The second button has a picture of a pie. The third button has a picture of a knife. FAN, PIE, KNIFE, QUIT, HELP >knife You both make your selection. Your box opens and out comes a pole with a knife mounted on the end by a hinge. The knife moves in vicious up and down movements on the hinge and it's heading towards Hellaine! Out of Hellaine's box rises a pole on which there's a fan mounted on the top. Hellaine's fan moves as much air as it can but the knife continues unabated and slices her fan to pieces! Pause. Hellaine tries to remain calm as her fan limps back to her box and your knife victoriously takes a well deserved rest. Pause. You score a point. The score is: You - 1 Hellaine - 0 FAN, PIE, KNIFE, QUIT, HELP >knife You both push a button. Your box opens, and out comes a pole with a knife mounted at the end on a hinge! The knife slices viciously up and down towards Helliane! However, at the same time, Hellaine's box opens and a knife of her own appears! The knives meet in the middle, slice at each other but do no damage. Pause. The knives instead exchange greetings and email address and head back to their respective boxes. You and Hellaine just shrug at each other and prepare for the next round. Pause. No one scores. The score is: You - 1 Hellaine - 0 FAN, PIE, KNIFE, QUIT, HELPThat's not a verb I recognise. >fan You both press a button. A pole rises from your box with a fan mounted on the top. At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion and comes towards your fan. Pause. Your fan, as strong as it is, has no real effect on the knife which slices your fan to pieces. Hellaine squeals in delight as her victorious knife goes back to her box and your tattered remains of a fan drops back into yours. Pause. Hellaine scores a point. The score is: You - 1 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >pie You both make your selection. Your box opens, a mechanism turns within, and suddenly a cream pie is launched from your box towards Hellaine! Out of Hellaine's box rises a pole on which there's a fan mounted on the top. Your pie is just about to slam into her face when the force of the air from the fan pushes the pie on an opposite trajectory (that means the way from which it came) which is back at you! Pause. Hellaine pulls her braids while screaming in laughter as the cream pie smashes into your head. You wipe the pie out of your eyes as your box closes and Hellaine's fan slides back into her box. Pause. Hellaine scores a point. The score is: You - 1 Hellaine - 2 FAN, PIE, KNIFE, QUIT, HELP >fan You both push a button. A pole rises from your box with a fan mounted on the top. Hellaine's box opens and a small catapult sends a cream pie hurtling in your direction. Just as it reaches the fan, the force of the air flips it over and sends it back at Hellaine hitting her square in the face! Pause. You scream with laughter as Hellaine calmly wipes the pie from her eyes. Her catapult folds back into her box as your fan lowers back down into yours. Pause. You score a point. The score is: You - 2 Hellaine - 2 FAN, PIE, KNIFE, QUIT, HELP >knife You both press a button. Your box opens and from within appears a pole with a knife mounted on the end by a hinge. The knife begins turning rapidly on the hinge in a vicious slicing motion. At Hellaine's box, a small catapult appears which determinedly launches a cream pie in your direction! Your knife hits the pie dead center but, you know, it's knife (and a sharp one at that), and the knife simply slices neatly through the pie without slowing it down in the slightest. Pause. Hellaine's pie crashes into your face in an extremely humorous manner judging by Hellaine's reaction which includes much guffawing, foot stomping and finger pointing. You wipe your face and your boxes reset. Pause. Hellaine scores a point. The score is: You - 2 Hellaine - 3 FAN, PIE, KNIFE, QUIT, HELP >pie You both push a button. Your box opens, some machinery chinks and chunks inside and a cream pie suddenly launches forth towards Hellaine! At the same time, Hellaine's box opens and a small catapult fires off a cream pie of her own in your direction! The pies meet in the air and burst apart. Pause. You shrug, Hellaine narrows her eyes, both your boxes close and you steel yourself for the next round. Pause. No one scores. The score is: You - 2 Hellaine - 3 FAN, PIE, KNIFE, QUIT, HELPThat's not a verb I recognise. >fan You both press a button. A pole rises from your box with a fan mounted on the top. At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion and comes towards your fan. Pause. Your fan, as strong as it is, has no real effect on the knife which slices your fan to pieces. Hellaine squeals in delight as her victorious knife goes back to her box and your tattered remains of a fan drops back into yours. Pause. Hellaine scores a point. The score is: You - 2 Hellaine - 4 FAN, PIE, KNIFE, QUIT, HELP >fan You both push a button. A pole rises from your box with a fan mounted on the top. Hellaine's box opens and a small catapult sends a cream pie hurtling in your direction. Just as it reaches the fan, the force of the air flips it over and sends it back at Hellaine hitting her square in the face! Pause. You scream with laughter as Hellaine calmly wipes the pie from her eyes. Her catapult folds back into her box as your fan lowers back down into yours. Pause. You score a point. The score is: You - 3 Hellaine - 4 FAN, PIE, KNIFE, QUIT, HELP >fan You both press a button. A pole rises from your box with a fan mounted on the top. At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion and comes towards your fan. Pause. Your fan, as strong as it is, has no real effect on the knife which slices your fan to pieces. Hellaine squeals in delight as her victorious knife goes back to her box and your tattered remains of a fan drops back into yours. Pause. Hellaine scores a point. Which is her 5th point - not to put too fine a point on it. Hellaine raises her hands in victory, and starts stepping around the room chanting, "I win...you lose...I soooo win...you soooo lose...you're a loser...I'm a winner...ha ha ha ha ha....HA! Pause. Hellaine takes your apron, puts the boxes away, removes her own apron and goes back to playing with her toys, snickering under her breath. >let's play Hellaine looks very excited and says, "Ohh, a game! Let's see...you choose! 1 - First To 100 2 - Fan Pie Knife >2 Hellaine gets a crazed look and says, "Ah, Fan Pie Knife! A gamer's game of non-transitive relations! Don't take this personally, but in this game - I'm a pack of dogs and you're a three-legged cat." She grins maliciously. Pause. Hellaine reaches under the table saying, "Here, you'll need this..." Pause. She produces a pink apron with bunny ears at the top and a large double-C printed in the middle. She ties it on you and then ties an apron onto herself. Pause. If you win, you'll receive an official CogCo Industries token of prize-winning gratification! Pause. Hellaine motions you over to a table where you stand on opposite sides. She pulls out a box and puts it in front of you. She then grabs another identical- looking box and places it in front of her. Each box has three buttons Pause. The first button has a picture of a fan. The second button has a picture of a pie. The third button has a picture of a knife. FAN, PIE, KNIFE, QUIT, HELP >fan You both make your selection. A pole rises from your box with a fan mounted on the top. The same thing happens with Hellaine's box. You're both staring at fans and both of your hairdos are getting messed up. Pause. Hellaine rolls her eyes and says, "Let's go again." The fans retreat back into the boxes. Pause. No one scores. The score is: You - 0 Hellaine - 0 FAN, PIE, KNIFE, QUIT, HELP >knife You both press a button. Your box opens and from within appears a pole with a knife mounted on the end by a hinge. The knife begins turning rapidly on the hinge in a vicious slicing motion. At Hellaine's box, a small catapult appears which determinedly launches a cream pie in your direction! Your knife hits the pie dead center but, you know, it's knife (and a sharp one at that), and the knife simply slices neatly through the pie without slowing it down in the slightest. Pause. Hellaine's pie crashes into your face in an extremely humorous manner judging by Hellaine's reaction which includes much guffawing, foot stomping and finger pointing. You wipe your face and your boxes reset. Pause. Hellaine scores a point. The score is: You - 0 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >knife You both push a button. Your box opens, and out comes a pole with a knife mounted at the end on a hinge! The knife slices viciously up and down towards Helliane! However, at the same time, Hellaine's box opens and a knife of her own appears! The knives meet in the middle, slice at each other but do no damage. Pause. The knives instead exchange greetings and email address and head back to their respective boxes. You and Hellaine just shrug at each other and prepare for the next round. Pause. No one scores. The score is: You - 0 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELPThat's not a verb I recognise. >pie You both press a button. Your box opens, mechanisms within start to mechanism, and suddenly and fiercely a cream pie is launched from your box! At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion. Pause. The pie zooms right past Hellaine's knife and smacks her right on the face! You perform the snarkiest dance you know as she wipes the pie off her face and her knife sullenly withdraws back into her box. Pause. You score a point. The score is: You - 1 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >fan You both push a button. A pole rises from your box with a fan mounted on the top. Hellaine's box opens and a small catapult sends a cream pie hurtling in your direction. Just as it reaches the fan, the force of the air flips it over and sends it back at Hellaine hitting her square in the face! Pause. You scream with laughter as Hellaine calmly wipes the pie from her eyes. Her catapult folds back into her box as your fan lowers back down into yours. Pause. You score a point. The score is: You - 2 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >fan You both make your selection. A pole rises from your box with a fan mounted on the top. The same thing happens with Hellaine's box. You're both staring at fans and both of your hairdos are getting messed up. Pause. Hellaine rolls her eyes and says, "Let's go again." The fans retreat back into the boxes. Pause. No one scores. The score is: You - 2 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >knife You both push a button. Your box opens, and out comes a pole with a knife mounted at the end on a hinge! The knife slices viciously up and down towards Helliane! However, at the same time, Hellaine's box opens and a knife of her own appears! The knives meet in the middle, slice at each other but do no damage. Pause. The knives instead exchange greetings and email address and head back to their respective boxes. You and Hellaine just shrug at each other and prepare for the next round. Pause. No one scores. The score is: You - 2 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELPThat's not a verb I recognise. >pie You both push a button. Your box opens, some machinery chinks and chunks inside and a cream pie suddenly launches forth towards Hellaine! At the same time, Hellaine's box opens and a small catapult fires off a cream pie of her own in your direction! The pies meet in the air and burst apart. Pause. You shrug, Hellaine narrows her eyes, both your boxes close and you steel yourself for the next round. Pause. No one scores. The score is: You - 2 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELPThat's not a verb I recognise. >pie You both press a button. Your box opens, mechanisms within start to mechanism, and suddenly and fiercely a cream pie is launched from your box! At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion. Pause. The pie zooms right past Hellaine's knife and smacks her right on the face! You perform the snarkiest dance you know as she wipes the pie off her face and her knife sullenly withdraws back into her box. Pause. You score a point. The score is: You - 3 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >fan You both make your selection. A pole rises from your box with a fan mounted on the top. The same thing happens with Hellaine's box. You're both staring at fans and both of your hairdos are getting messed up. Pause. Hellaine rolls her eyes and says, "Let's go again." The fans retreat back into the boxes. Pause. No one scores. The score is: You - 3 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >knife You both make your selection. Your box opens and out comes a pole with a knife mounted on the end by a hinge. The knife moves in vicious up and down movements on the hinge and it's heading towards Hellaine! Out of Hellaine's box rises a pole on which there's a fan mounted on the top. Hellaine's fan moves as much air as it can but the knife continues unabated and slices her fan to pieces! Pause. Hellaine tries to remain calm as her fan limps back to her box and your knife victoriously takes a well deserved rest. Pause. You score a point. The score is: You - 4 Hellaine - 1 FAN, PIE, KNIFE, QUIT, HELP >pie You both press a button. Your box opens, mechanisms within start to mechanism, and suddenly and fiercely a cream pie is launched from your box! At Hellaine's box, a wooden pole pops out with a knife attached to it by a hinge. The knife turns up and down on the hinge in a vicious slicing motion. Pause. The pie zooms right past Hellaine's knife and smacks her right on the face! You perform the snarkiest dance you know as she wipes the pie off her face and her knife sullenly withdraws back into her box. Pause. You score a point. You point both of your fingers in Hellaine's face as she grimaces and turns away. "5 points! I got 5! You sooooo got SCHOOLED!!!" Pause. Hellaine nods her head in defeat and pull a round package from underneath a chair. "And for your victory, CogCo Industries is proud to award you this token of prize-winning gratification!" She hands you the round package and takes your apron. >open package You carefully begin to open the round package. Inside the package you catch a glimpse of a round object of some sort. Pause. You grab the object to remove it from the package when suddenly *POOF* - the package disappears sending poofy dust into your breathing orifaces. Pause. You cough. Pause. You sneeze. Pause. You wheeze. Pause. You are now holding a plate. >x plate This is an iron plate. Pause. A rather large iron plate. Pause. And there's none of that sissy flowery decoration around the edge or farm-land picture scenes in the center. Pause. This plate is all business. Pause. You think to yourself, "What a great plate." >x plate This is an iron plate. Pause. A rather large iron plate. Pause. And there's none of that sissy flowery decoration around the edge or farm-land picture scenes in the center. Pause. This plate is all business. Pause. You think to yourself, "What a great plate." >i You are carrying: a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >look Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. You can see Hellaine here. >*4:30 PM now. 50 minutes playing so far, I think. [Comment recorded.] >save Ok. >look Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. You can see Hellaine here. >e Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >let's play Not right now. >n This door is closed, thwarting your forward motion. >open door north Which do you mean, the western door, the northern door, the eastern door or the stone door? >nortern You can't see any such thing. >open northern door You open the northern door. >n You pass through the door and the first thing you notice is a tall, lanky warrior behind a podium smoking a cigar and looking into space. He notices you and, visibly startled, produces a spasmodic motion that comes close to knocking over his podium in his rush to take out his cigar. He frantically starts looking for somewhere to put out his cigar and, not finding anything, puts both hands behind his back. Pause. He stands there at attention for a moment when you start to smell something... Pause. Something....cooking. Pause. The warrior's face slowly starts to turn from happy smiling into a forced effort, then it disintegrates into pure pain. He lets out a howl, slings the cigar across the room and jumps around for a moment holding his hand. Pause. And this time he does knock over his podium, sending a notebook and pen and ink flying. Pause. Seeing what he's done, the warrior turbulently starts picking everything up. He grabs the podium and starts to lift it up and at the same time grabs for the notebook and pen and ink. The pen slips from his hand and as he goes to retrieve it he drops the podium. Pause. He lifts the podium halfway again and stretches to grab the notebook which has fallen just out of reach. He kicks out his foot and starts dragging the notebook closer to him. When it's in reach he shoves the notebook in his mouth, dives for the pen and ink, holding the podium up with his foot. Pause. Grabbing the pen with one hand and the ink with the other he pushes himself off the ground with his hands, one foot on the ground the other still holding up the podium. Using his hands, he starts backing up until the podium is upright. Pause. He stands up, puts all his items back on his podium, runs over to where his cigar landed, deposits it in his pocket, runs back to his podium, runs a hand through his hair and smiles crookedly. "Welcome! I'm Greymyrrh the seating attendant!" Pause. He leans over across the podium and says in a lower voice, "Well, actually, I'm just here until I get enough money to make the trip back to my home, Nexdoorior. As soon as I get enough money...PFFFT!", he makes a quick hand motion showing how fast he'll be gone. Pause. Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. > *Okay -- sometimes "Nexdoorior" without a T, and sometimes "Nextdoorior" (with a T)....? [Comment recorded.] >*Which is correct? [Comment recorded.] >n Greymyrrh steps in your way, looks you over and, not finding whatever he's looking for, grabs you by the shoulders, turns you around and inspects your behind. Still not finding what he's after he releases you and says, "Oh, I can't let you go in there looking like that." >x me As good-looking as ever. >i You are carrying: a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears white fuzzy bunny tail >wear ears You put on white fuzzy bunny ears. >wear ail You can't see any such thing. >wear tail You put on white fuzzy bunny tail. >n Greymyrrh steps in your way, looks you over and, not finding whatever he's looking for, grabs you by the shoulders, turns you around and inspects your behind. Still not finding what he's after he releases you and says, "Oh, I can't let you go in there looking like that." >look Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >x warrior This is a tall, lanky warrior with slightly unkempt hair and spastic body movements. His armor is a bit askew, his boots are different colors and his tunic buttons are misaligned by one button. >let's play Not right now. >kill warrior Violence isn't the answer to this one. >fight warrior Violence isn't the answer to this one. >e You can't go that way. >w You can't go that way. >look Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >sit What do you want to sit on? >chair You can't see any such thing. >x podium This is a podium, about chest-high, made out of polished cherry wood with a round marble surface on the top. >get podium That's fixed in place. >move podium It is fixed in place. >look Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >s Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >n Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >x doorway You can't see any such thing. >talk to warrior That's not a verb I recognise. >i You are carrying: a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears (being worn) white fuzzy bunny tail (being worn) >e You can't go that way. >w You can't go that way. >e You can't go that way. >s Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >e You can't, since the eastern door is in the way. >unlock eastern Which do you mean, the eastern door or the eastern sign? >open eastern Which do you mean, the eastern door or the eastern sign? >read eastern sign Exit >e You can't, since the eastern door is in the way. >look Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >*It's the way out? [Comment recorded.] >talk to matron That's not a verb I recognise. >leave You'll have to say which compass direction to go in. >e You can't, since the eastern door is in the way. >*What did she tell me to say to get out, though? I forget.... [Comment recorded.] >look Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >read northern sign (Words burned into a wooden food tray, surrounded by utensils) Food And Cheer >w Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. You can see Hellaine here. >e Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >read western sign Fun And Games >w Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. You can see Hellaine here. >w Launchpad This is an absolutely enormously high and long room that runs north into darkness. You can faintly make out some small amount of light coming from high up off in the distance. A fence bars any further movement to the north. Just beyond the fence is a massive chasm of which you cannot see the other side. Nothing but darkness past the fence. A slide from somewhere out of the darkness to the north runs across the chasm and ends here. In the middle of the room is some large contraption made of gears, bellows, pulleys and many other mechanical devices. On the top is a large wooden pole laying horizontally, south to north. On the north end of the pole it is attached to some wheels and gears of the contraption, and on the south end there's some kind of basket. The only way out of here is to the east. You can see a contraption and Chorjh The World Collider here. >get in basket You get into the basket. In the basket you can see a small white sign, a rope sign and a jump rope. >read sign Which do you mean, the small white sign or the rope sign? >white Bunnychucker One >*ha [Comment recorded.] >get rope Which do you mean, the rope sign or the jump rope? >jump You start jumping and, for a time, you are a wonder of spasmodic, gravity- defying repetition. I mean you hop with a mission. You REALLY do the name of beta-test-bunnies proud. Pause. But....it really doesn't accomplish anything. Pause. Well, nothing except amusing those of us who are watching. Pause. And we're laughing. Pause. Hard. Pause. At you. >look Launchpad (in the basket) This is an absolutely enormously high and long room that runs north into darkness. You can faintly make out some small amount of light coming from high up off in the distance. A fence bars any further movement to the north. Just beyond the fence is a massive chasm of which you cannot see the other side. Nothing but darkness past the fence. A slide from somewhere out of the darkness to the north runs across the chasm and ends here. In the middle of the room is some large contraption made of gears, bellows, pulleys and many other mechanical devices. On the top is a large wooden pole laying horizontally, south to north. On the north end of the pole it is attached to some wheels and gears of the contraption, and on the south end there's some kind of basket. The only way out of here is to the east. You can see a bunnychucker and Chorjh The World Collider here. In the basket you can see a small white sign, a rope sign and a jump rope. >x sign Which do you mean, the small white sign or the rope sign? >rope sign Jump Rope - do not pull. Ok, pull if you want. >x white sign Bunnychucker One >look Launchpad (in the basket) This is an absolutely enormously high and long room that runs north into darkness. You can faintly make out some small amount of light coming from high up off in the distance. A fence bars any further movement to the north. Just beyond the fence is a massive chasm of which you cannot see the other side. Nothing but darkness past the fence. A slide from somewhere out of the darkness to the north runs across the chasm and ends here. In the middle of the room is some large contraption made of gears, bellows, pulleys and many other mechanical devices. On the top is a large wooden pole laying horizontally, south to north. On the north end of the pole it is attached to some wheels and gears of the contraption, and on the south end there's some kind of basket. The only way out of here is to the east. You can see a bunnychucker and Chorjh The World Collider here. In the basket you can see a small white sign, a rope sign and a jump rope. >jump rope I only understood you as far as wanting to jump. >jump rope I only understood you as far as wanting to jump. >*ooooh, that would have been interesting, since it was suggested. [Comment recorded.] >pull rope Which do you mean, the rope sign or the jump rope? >jump You've already been laughed at once for your jumping. And believe me, once is enough. >pull jump rope You grab hold of the rope and give it a yank. Various mechanisms can be heard and felt mechanisming within the bunnychucker. They churn and bump and rumble and click louder and louder, shaking and shaking, building up to a crisis point and then... Pause. All the commotion stops and you're just sitting there. Pause. Like a doofus. Pause. So you sit and you sit. You begin thinking what an anti-climactic moment in history this is becoming, and that's the moment you hear a really, really, really big CHUNK and the bunnychucker leaps into action. Pause. It seems that you've been sitting on something that had a lot of potential energy built up under it due to Chorjh's exertions. And it seems that by pulling on the jump rope you've put into action a series of events whereby said potential energy has become kinetic energy. Pause. And it has become kinetic energy all at once. Pause. Which is to say, it also seems you've been sitting on a catapultic device and you just set it off. Pause. You are currently travelling through the air at the speed of scream. Pause. You can rhythmically see the bunnychucker receding into the distance as you somersault away from the ground. Pause. Fast. Pause. You can see Chorjh jumping excitedly, laughing and waving his arms. He screams, "Tell "em Chorjhy sent ya! Ha ha!" Pause. So, before we continue any further into your explorations of ballistic theory, it is at this point in our adventure that the folks from the CogCo Industrial Council On Malapropos Situational Ruminations would like to somberly reflect on the current state-of-affairs. They state the following: Pause. "They" say the only inevitable things are death and taxes. Well, we here at the CCICOMSR wish to point out that "they" forgot one other inevitable thing... Pause. Gravity. Pause. And you're about to prove it. Thank you The members of the CCICOMSR. Pause. We now take you back to your regularly scheduled apopleptic episode. Pause. You reach the apex of your launch cycle and begin hurtling back towards the ground at an earbending rate. Pause. You'd start to panic right now if it wasn't for the fact that you've passed panic, jumped over hysteria and are now hob-nobbing with terrified. Pause. But Chorjh is indeed a professional and he has placed a safety device in the perfect place to enable you to land softly and comfortably. The net result of this? Pause. A net. Pause. In which you've just landed. Pause. Landing Pad You're lying on your back in a bouncy net made of interconnected strands of rope. Darkness is all around you, but there seems to be some kind of light below you. The only way out of the net is down. You can see a blue patch here. >*Okay, I think I know what's wrong here. [Comment recorded.] > *This kind of comedy works when it's set it an otherwise boring and realistic setting. [Comment recorded.] >*Such as the Monty Python sketches and movies. [Comment recorded.] > *The whole thing isn't unreal or surreal -- just the slapstick bits thrust into it. [Comment recorded.] >*But here, everything is all unreal and unbelievable. [Comment recorded.] >*And I think that cheapens the comedy -- or makes it stand out less. [Comment recorded.] >*If that makes sense. [Comment recorded.] >look Landing Pad You're lying on your back in a bouncy net made of interconnected strands of rope. Darkness is all around you, but there seems to be some kind of light below you. The only way out of the net is down. You can see a blue patch here. >u You can't go that way. >get patch Taken. >x patch This is a blue cloth patch with yellow embroidery which proudly proclaims, "I SURVIVED THE BUNNYCHUCKER!" >d Box of bunny tails You find yourself in a box supported by high wooden poles many lengths above the ground. Well, you only assume that you're many lengths above the ground since only darkness is below you - you can't see the ground. And you can't see the walls or ceiling for that matter. Torches mounted in each of the four corners of the box give off the only light, all else is darkness. With you in the box are a bunch of fluffy white bunny tails just like the one you were given upon become a CogCo Virtual World beta tester. There is, however, one fluffy bunny tail that catches your attention. You also see a slide attached to one side of the box that descends south into the darkness. You can see a golden bunny tail here. >get golden Taken. >x golden You see nothing special about the golden bunny tail. >e You can't go that way. >w You can't go that way. >n You can't go that way. >look Box of bunny tails You find yourself in a box supported by high wooden poles many lengths above the ground. Well, you only assume that you're many lengths above the ground since only darkness is below you - you can't see the ground. And you can't see the walls or ceiling for that matter. Torches mounted in each of the four corners of the box give off the only light, all else is darkness. With you in the box are a bunch of fluffy white bunny tails just like the one you were given upon become a CogCo Virtual World beta tester. There is, however, one fluffy bunny tail that catches your attention. You also see a slide attached to one side of the box that descends south into the darkness. >x torches These torches are nothing special, just sticks of wood with flammable material at the end that are currently, um....flammable-ing. They provide just enough light to see the immediate space within the box. All else around you is dark. >wear golden Your backside will only accomodate one tail at a time, and you're already taking up said space with your standard-issue white fuzzy bunny tail. >remove tail Which do you mean, the golden bunny tail or white fuzzy bunny tail? >white You take off white fuzzy bunny tail. >wear golden You put on the golden bunny tail. >s You can't go that way. >look Box of bunny tails You find yourself in a box supported by high wooden poles many lengths above the ground. Well, you only assume that you're many lengths above the ground since only darkness is below you - you can't see the ground. And you can't see the walls or ceiling for that matter. Torches mounted in each of the four corners of the box give off the only light, all else is darkness. With you in the box are a bunch of fluffy white bunny tails just like the one you were given upon become a CogCo Virtual World beta tester. There is, however, one fluffy bunny tail that catches your attention. You also see a slide attached to one side of the box that descends south into the darkness. >w You can't go that way. >e You can't go that way. >s You can't go that way. >get on slide You get on the slide and push yourself downwards. In true bunny fashion, this slide is not simply functional, it's one of those twisty-turny jobs. You scream and have a great time speeding down the slide until you are deposited unceremoniously onto the ground at the bottom of the slide. Pause. Launchpad This is an absolutely enormously high and long room that runs north into darkness. You can faintly make out some small amount of light coming from high up off in the distance. A fence bars any further movement to the north. Just beyond the fence is a massive chasm of which you cannot see the other side. Nothing but darkness past the fence. A slide from somewhere out of the darkness to the north runs across the chasm and ends here. In the middle of the room is some large contraption made of gears, bellows, pulleys and many other mechanical devices. On the top is a large wooden pole laying horizontally, south to north. On the north end of the pole it is attached to some wheels and gears of the contraption, and on the south end there's some kind of basket. The only way out of here is to the east. You can see a bunnychucker and Chorjh The World Collider here. >e Fun N Games Room This is a relatively small room but it is very well-decorated with nicely carved wooden cabinets and tables. The stone floor that runs throughout the rest of the guild hall has been replaced by a dark wood parquay. Several hanging brass lanterns light the room. The exit to the east leads you back to the lobby. There's also a corridor that runs off to the west. You can see Hellaine here. >e Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >n Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >save Ok. >n Greymyrrh leans over to look at your backside, shakes his finger and nods his head spasmodically, opens the door, motions you to enter and says, "Table for one." Pause. As you pass through the doorway, Greymyrrh tries to follow you through but he's a bit too early and you both end up stuck, shoulder-to-shoulder, in the doorway. Pause. You both try wrenching yourselves out to no avail. Greymyrrh starts to spasm until he finally bursts free with such energy that he flings himself into the room knocking over a table and several chairs. Pause. He begins to get up, tripping over the chairs several more times, then finally makes it to his feet looking a bit bewildered as he looks around the room to see if anyone was watching. He tries to look nonchalant as he leads you to a vacant table. Pause. "Now...the, uh, nosh pit is to the northeast over there, and you'll find something to drink over there to the southeast. On behalf of CogCo Food Services, thank you for joining us and have a great time!" Pause. Greymyrrh turns and heads for the door but trips on the leg of your table sending him sprawling to the floor. Without stopping his forward motion his arms and legs keep propelling him forward, flailing towards the door. He crashes through the door but the corner of his tunic gets caught when the door closes. You hear him recoil with a yelp on the other side as he's caught short, then you hear a grunt accompanied by a ripping sound...then quiet. Pause. Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see a round table and a dining chair here. > I beg your pardon? >undo Seating Room [Previous turn undone.] >n Greymyrrh leans over to look at your backside, shakes his finger and nods his head spasmodically, opens the door, motions you to enter and says, "Table for one." Pause. As you pass through the doorway, Greymyrrh tries to follow you through but he's a bit too early and you both end up stuck, shoulder-to-shoulder, in the doorway. Pause. You both try wrenching yourselves out to no avail. Greymyrrh starts to spasm until he finally bursts free with such energy that he flings himself into the room knocking over a table and several chairs. Pause. He begins to get up, tripping over the chairs several more times, then finally makes it to his feet looking a bit bewildered as he looks around the room to see if anyone was watching. He tries to look nonchalant as he leads you to a vacant table. Pause. "Now...the, uh, nosh pit is to the northeast over there, and you'll find something to drink over there to the southeast. On behalf of CogCo Food Services, thank you for joining us and have a great time!" Pause. Greymyrrh turns and heads for the door but trips on the leg of your table sending him sprawling to the floor. Without stopping his forward motion his arms and legs keep propelling him forward, flailing towards the door. He crashes through the door but the corner of his tunic gets caught when the door closes. You hear him recoil with a yelp on the other side as he's caught short, then you hear a grunt accompanied by a ripping sound...then quiet. Pause. Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see a round table and a dining chair here. >*Hm.... definitely slapstick. [Comment recorded.] >sit What do you want to sit on? >chair You take a seat at the table and get comfortable. As you begin to relax you notice a tuxedo-wearing man carrying out a silver platter with a silver dome covering the platter. Pause. The man walks to the center of the stage and, facing the audience, takes off the dome. Pause. Sitting on the silver platter is a disembodied head. A small sign beside the head reads "Bob - Missed His Deadline" Pause. Suddenly the head's eyes pop open and he smiles. "Hello everyone!" Pause. The head shifts his eyes left and right to see the crowd. "The Virtual Properties Entertainment Division of Cogo Industries, Incorporated would like to welcome you to the Dinner Theater of their Toybox! My name is Bob and do we have a great show for you!" Pause. Our featured performer tonight has played such notable places as the IT morning mixer, the Human Resources monthly covered-dish lunch, Break-room West, and he's just coming off a very successful extended engagement at the weeklong budget meeting! Ladies and gentlemen, the management of CogCo Industries, Incorporated is proud to present.... Pause. Jorry - The Funny Bunny! Pause. The crowd begins to applaud as the man covers Bob with the silver dome and walks off-stage. Pause. Suddenly a thin man with sparkly rabbit ears comes hopping onto the stage. Pause. "Thank you! Thank you! Oh, it's wonderful to be here tonight! Actually, to tell you the truth, after playing budget week, it's good to be anywhere! Pause. "I'm saying! If your joke dies at budget week - so does your funding!" Pause. "New meaning to a tough room over there. Whole new meaning." >laugh (Jorry The Funny Bunny) "I'm not into this whole "training" thing. I'm just not into it. My motto is "No pain....no pain." Pause. That's not a verb I recognise. >*Heh [Comment recorded.] >save (Jorry The Funny Bunny) "I always said I wanted to be somebody. I just guess I should have been more specific." Pause. Ok. >x me (Jorry The Funny Bunny) "It can be a rough place here in the CogCo Virtual Properties. I have six locks on my door, all in a row. When I go out, I lock every other one. I figure no matter how long somebody stands there picking the locks,they are always locking three." Pause. As good-looking as ever. > *It's odd that my response comes *after* the daemon or auto-text of the comedian. [Comment recorded.] >look (Jorry The Funny Bunny) "Great place this Toybox, huh? I mean this is one great building. But...why do they call it a building? Why isn't this a "built"? Pause. Dinner Theater (on the dining chair) This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry and a round table here. >x jorry (Jorry The Funny Bunny) "My friend Matron Dee is a procrastinator. She didn't get her birth mark until she was eight years old." Pause. Jorry is a big name in the CogCo Industries human services department, but he's small in stature. Shorter than average and slight of build, he uses CogCo virtual properties as his personal playground where he can ply his stand-up comedy trade. >*So it's a real dude? [Comment recorded.] >*not AI? [Comment recorded.] >w (Jorry The Funny Bunny) "My wife asked me how long I was going to be gone on this tour. I said "the whole time." Pause. You'll have to get off the dining chair first. >get up (Jorry The Funny Bunny) "Today I...........No, that wasn't me." Pause. You get off the dining chair. Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >ne (Jorry The Funny Bunny) "In my house, on the ceilings I have paintings of the rooms above...so I never have to go upstairs." Pause. nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and nosh pit attendant here. >read sign Your helpful food-dude for today is Jhyp Ring bell for service Pause. You look around for a bell but can't seem to find one. Jhyp looks oblivious to your plight. Happy, but oblivious. >ring bell You can't see any such thing. >s Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Mammoth-sized bartender here. >read sign Your friendly ale-male for today is Dayhle Wave mug for service >wave mug Dayhle sees you waving your mug and lumbers over happily. He raises his fists, each holding a tube which he has stopped with his thumbs. "What'll it be then?" he asks, "Some straight Accounting Ale (coded from a recipe from the new guy in Accounting), some Budget Brew (thus named for the stuff imbibed at budget time), or some, uh..." he rolls his eyes and suppresses a giggle, "or some lemonade?" 1 - Ale 2 - Brew 3 - Lemonade >2 Dayhle winks and nods knowingly. "Ahhh, I see with have a conna...um, a connis...um....someone who knows their drink!" Pause. He raises his right fist and carefully positions it over your mug. "Mustn't lose a drop..." Pause. He carefully lifts his thumb and fills your mug. When finished he stops the tube with his thumb once again and grins. Pause. "Enjoy!" he says as he turns to help other customers. >drink brew You take a long draught. The wooden mug is now half-full. >drink brew You take a long draught. The wooden mug is now empty. >wave mug Dayhle sees you waving your mug and lumbers over happily. He raises his fists, each holding a tube which he has stopped with his thumbs. "What'll it be then?" he asks, "Some straight Accounting Ale (coded from a recipe from the new guy in Accounting), some Budget Brew (thus named for the stuff imbibed at budget time), or some, uh..." he rolls his eyes and suppresses a giggle, "or some lemonade?" 1 - Ale 2 - Brew 3 - Lemonade >1 Dayhle smiles and says "Accounting Ale it is!" Pause. He lifts his left fist as you hold out your mug. He removes his thumb from the tube and out pours a wonderful looking ale. Pause. Your mug filled, Dayhle stops the tube again with his thumb, looks very satisfied and turns to help someone else. >drink ale (the wooden mug (full)) You take a long draught. The wooden mug is now half-full. >drink ale (the wooden mug (half-full)) You take a long draught. The wooden mug is now empty. >wave mug Dayhle sees you waving your mug and lumbers over happily. He raises his fists, each holding a tube which he has stopped with his thumbs. "What'll it be then?" he asks, "Some straight Accounting Ale (coded from a recipe from the new guy in Accounting), some Budget Brew (thus named for the stuff imbibed at budget time), or some, uh..." he rolls his eyes and suppresses a giggle, "or some lemonade?" 1 - Ale 2 - Brew 3 - Lemonade >3 Dayhle rolls his eye and slowly looks around the bar. Pause. He rubs the side of his face, shakes his head and says "OK" Pause. He turns around and from the bottom of the small cask you see a small tap has been installed. You turn on the tap, fill your mug and turn it off again. Pause. Dayhle turns back around, nods at you and walks off to help other customers. "Who wants a REAL drink?" you hear him calling as he lumbers away. >drink lemonade You take a long draught. The wooden mug is now half-full. >g You take a long draught. The wooden mug is now empty. >i You are carrying: a golden bunny tail (being worn) a blue patch a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears (being worn) white fuzzy bunny tail >look Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Dayhle the Ale Male here. >wave mug Dayhle sees you waving your mug and lumbers over happily. He raises his fists, each holding a tube which he has stopped with his thumbs. "What'll it be then?" he asks, "Some straight Accounting Ale (coded from a recipe from the new guy in Accounting), some Budget Brew (thus named for the stuff imbibed at budget time), or some, uh..." he rolls his eyes and suppresses a giggle, "or some lemonade?" 1 - Ale 2 - Brew 3 - Lemonade >4 Dayhle simply shakes his head and turn to help another customer. >n nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >i You are carrying: a golden bunny tail (being worn) a blue patch a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears (being worn) white fuzzy bunny tail >put plate on foody-go-round Putting things on the foody-go-round would achieve nothing. >look nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >x windows You can't see any such thing. >x strap You can't see any such thing. >*Hmmm.... [Comment recorded.] >look nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >xyzzy *POOF* Someone who looks a LOT like Lord Dimwit Flathead, ruler of Quendor, The Great Underground Empire, appears in the room with a silly grin on his face. Pause. He extends his arm towards you, taps you on your nose and says "Old School!" Pause. *POOF* He's gone. Pause. The folks in Legal would again like to re-iterate that the person that appeared and touched you on the nose was NOT Lord Dimwit Flathead, ruler of Quendor. Pause. So know now, for a fact, that Lord Dimwit Flathead, ruler of Quendor, has NOT made an appearance in this game. >look nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >w You can't go that way. >sw Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >z (Jorry The Funny Bunny) "I woke up one morning and looked around the room. Something wasn't right. I realized that someone had broken in the night before and replaced everything in my apartment with an exact replica. I couldn't believe it...I got my roommate and showed him. I said, "Look at this-- everything's been replaced with an exact replica!" He said, "Do I know you?" Pause. Time passes. >*LOL [Comment recorded.] >z Jorry The Funny Bunny wiggles his ears at the crowd and waves. "Thanks everyone! You've been a great bunch tonight! Thank you!" Jorry The Funny Bunny walks off to a round of applause Time passes. >z Time passes. >z Time passes. >z Time passes. >look Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see a round table and a dining chair here. >sit on chair >sit on chair But you're already on the dining chair. >*No response the first time. [Comment recorded.] >get up You get off the dining chair. Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >sit on chair >get up You get off the dining chair. Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >*I thought Jorry left? [Comment recorded.] >x jorry Jorry is a big name in the CogCo Industries human services department, but he's small in stature. Shorter than average and slight of build, he uses CogCo virtual properties as his personal playground where he can ply his stand-up comedy trade. >look Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >ne nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >*I need a bell? [Comment recorded.] >i You are carrying: a golden bunny tail (being worn) a blue patch a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears (being worn) white fuzzy bunny tail >hit plate Violence isn't the answer to this one. >ring plate >ring plate >ring plate >ring plate >ring plate >*More blank responses... Needed maybe more testing? [Comment recorded.] >look nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >hit plate with key I only understood you as far as wanting to hit the Great Plate. >i You are carrying: a golden bunny tail (being worn) a blue patch a Great Plate a wooden mug (empty) a smooth wooden box (open but empty) a yellow note a small purple box (open but empty) a yellow tube a CogCo Omniuseful Adventuring Key a bunny-eared backpack (being worn and open but empty) white fuzzy bunny ears (being worn) white fuzzy bunny tail >read yellow Which do you mean, the yellow note or the yellow tube? >note The yellow note reads, "Thank you for travelling CogCo Industries Inter-Spatial Riftways! We hope that you enjoyed your trip and that you will choose us as your transportation of choice for all your travelling needs! Have a great day!" Pause. "Please note: You may experience a sudden thought of bananas upon the completion of your journey. We consulted our R&D department (who recently received their third straight "Swirly" award for vortex engineering excellence) about this fruity phenomenon and were presented with the following answer:" Pause. "We just don't know." Pause. "But we can't find any living person who seems to be detrimentally affected by this and besides, bananas are really a nice thought, so we're ignoring it." Pause. As soon as you finish reading the note the stone door to your north smoothly slides open. > I beg your pardon? >eat note That's plainly inedible. >e You can't go that way. >s Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Dayhle the Ale Male here. >walkthru The lights dim, the music quiets and an expectant hush falls over the audience... Pause. You hear a voice... Pause. "The bard of our age, Douglas Adams once remarked... Pause. "I may not have gone where I intended to go, but I think I have ended up where I needed to be." Pause. You, however, seem to need some help - so, without further ado...um, adieu...no, ado... here it is..." Pause. "Ahem..." Pause. "LADIES AND GENTLEMEN! You did not come here to wander around aimlessly! You came here to find something! Now, I want ya to pay particular attention, because CogCo Virtual Properties, a subsidiary of CogCo Industries, Incorporated has entrusted who? -- me! -- to show you! -- the handiest and the dandiest walkthrough you've ever seen, and don't ya wanna know how it works!" Pause. Alrighty then! This virtual property is called "Beta Tester" and it's basically a "walk-around-and-find-and-do-things" kind of game without any real purpose or goal like "winning." Pause. But, that being said, there are puzzles and whatnot spread throughout, so here's a quick rundown. Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >7 Riding the Foody-Go-Round requires two steps. First you'll need to win the Great Plate from Hellaine the Game Dame by defeating her in a game of fan-pie- knife. Then, bring your plate to the nosh pit and ask Jhyp about the bell. Pause. Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >0 Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >8 Now, back to our show! >look Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Dayhle the Ale Male here. >*since "talk" didn't work, I never thought about "ask" [Comment recorded.] >n nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a foody-go-round, an iron sign post and Jhyp the food dude here. >show plate to jhyp Jhyp the food dude is unimpressed. >talk to jhyp That's not a verb I recognise. >ask jhyp about bell Jhyp smiles and replies, "The bell! Just ring the bell for service!" Pause. You motion to the whole room and ask, "What bell?" Pause. Jhyp grins and points to the sign, "Why THAT bell hanging on the.........oh." Pause. He sees that there's no bell, grins sheepishly and says, "Oops, um....he he he - yeah, sorry 'bout that. The coders like to come here at night and play something involving cookies and a bell and...well, you know coders." He rolls his eyes at this and suddenly whistles loudly... Pause. *POOF* Matron Dee appears. Pause. Jhyp motions with his head to the sign. Matron Dee, upon realizing that the bell is missing, looks uncharacteristically flustered. She makes one of those elegant spell-casting motions with her arm... Pause. *POOF* A bell with cookie crumbs on it suddenly appears on the sign. Matron Dee quickly wipes off the crumbs, looks and says, "Oh, so sorry. Um....carry- on!" Pause. *POOF* She's gone. Pause. You cough. Pause. You sneeze. Pause. You wheeze. >ring bell You give the dinner bell a little ring and Jhyp suddenly stands at attention. Pause. Jhyp sees that you're holding an empty Great Plate and smiles. He starts walking forward, putting his bronzed, oiled, well-toned muscles to work. Pause. The foody-go-round starts to turn... Pause. Jhyp has rotated the foody-go-round by 180 degrees. Now the hungry-bunny chair is right in front of you. >get in chair You sit in the hungry-bunny chair and Jhyp starts to rotate the foody-go-round. Pause. The room slowly rotates past you until you're brought around to face the first window sitting in the curved wall. Pause. The window opens and a perky, beautiful blonde with a name tag reading "Grissy" leans out the window and tries to put something on your plate. She rolls her eyes when she realizes she has forgotten the food. Pause. She disappears back inside then reappears with a ladle. Pause. But it's empty. Eyes roll again. She disappears inside again. Pause. This time she appears with a ladel containing CogCo Industries pure gelatin food-stuff. She dumps it on your plate, grins and disappears for a third time. Pause. She closes the window and the foody-go-round starts to turn again. Pause. You're rotated around to the next window. It opens and all you can see are a pair of battered bunny-ears attached to someone shorter than the window. Pause. You hear her mumble something about getting her box. You then hear something getting scooted across the floor. Pause. The battered ears then rise up and attached to them is a dark-haired lady, not a knock-out like Grissy but pretty nontheless, with a name tag reading "Shanet". Pause. She begins to lean out of the window when her box slips out from under her and she quickly disappears from view. Pause. All is quiet for a moment. Eventually, a hand appears out of the window with a ladle-full of CogCo Industries potable stew chunks and dumps it onto your plate. Pause. The window closes and Jhyp rotates the foody-go-round some more. Pause. You stop in front of a third window which opens and reveals a man in a chef outfit looking in the direction of the previous window. His name tag reads "Zhack." Pause. He sees you sitting there and leans out with a gourmet burger and places it on your plate. Pause. He sighs deeply, grabs a mop and starts off towards the previous window. Pause. The foody-go-round rotates until you're brought back to where you started. Pause. You hear Jhyp saying, "Thanks for visiting the Nosh Pit! Come back soon!" Pause. You exit the chair with your plate of food and Jhyp turns the bunny-go-round once more until the chair is on the other side. > *So really I only needed the WT one time, for "ask" -- which I'd never have gotten since "talk" was [Comment recorded.] > *a no-go. Other than that, kinda buggy in spots, but not a hard game for the most part. [Comment recorded.] >walkthru The lights dim, the music quiets and an expectant hush falls over the audience... Pause. You hear a voice... Pause. "The bard of our age, Douglas Adams once remarked... Pause. "I may not have gone where I intended to go, but I think I have ended up where I needed to be." Pause. You, however, seem to need some help - so, without further ado...um, adieu...no, ado... here it is..." Pause. "Ahem..." Pause. "LADIES AND GENTLEMEN! You did not come here to wander around aimlessly! You came here to find something! Now, I want ya to pay particular attention, because CogCo Virtual Properties, a subsidiary of CogCo Industries, Incorporated has entrusted who? -- me! -- to show you! -- the handiest and the dandiest walkthrough you've ever seen, and don't ya wanna know how it works!" Pause. Alrighty then! This virtual property is called "Beta Tester" and it's basically a "walk-around-and-find-and-do-things" kind of game without any real purpose or goal like "winning." Pause. But, that being said, there are puzzles and whatnot spread throughout, so here's a quick rundown. Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >3 To exit the game, find Matron Dee in the Lobby north of the Reception Room. Then - Ask Matron about leaving. A door will open to the east. Go east and enter the vortex you find there. Pause. Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >6 To enter the Dinner Theater, you'll need to ride the Bunnychucker which will deposit you into a net. Upon leaving the net you'll come to a room of Bunny Tails. In there you'll find the Golden Bunny Tail. Take it, remove the regular white tail you're wearing, put on the golden tail then go to the Dinner Theater and enter. Pause. Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >5 The Bunnychucker is a device that hurls beta testers a great distance. To operate the chucker, get into the basket and pull the rope. When you land, you'll eventually come to a room of Bunny Tails. There's a golden tail there you'll want to take with you. You'll need it to get into the Dinner Theater. Pause. Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >4 To start playing a game with Hellaine, type "let's play". Hellaine's games are played against the computer. There's a dice game called 1 to 100 and a version of rock-paper-scissors which has been changed into fan-pie-knife. In 1 to 100, the dice rolls are completely random and Hellaine will decide on her actions based on certain percentages according to her point level. You just have to play her until you win. Upon winning, however, you'll receive the wooden mug. In fan-pie-knife, Hellaine's actions are completely random and, again, you'll just have to defeat her. Upon winning, you'll receive the Great Plate. Pause. Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >0 Select an area for which you want walkthru info, please... Which area are you interested in? 1 - The Entrance (ringing the bell) 2 - Transport Room/Reception Room 3 - Exiting The Game 4 - Hellaine's Games 5 - The Bunnychucker 6 - Entering The Dinner Theater 7 - Foody-Go-Round in the Nosh Pit 8 - quit and back to the game >8 Now, back to our show! >What you need is Rock, Paper, Scissors, Lizard, Spock. You seem to want to talk to someone, but I can't see whom. >*ha ha. [Comment recorded.] > *So that's it? I'm done. Well. hmm. It's 1 minute till 5. so that was what... 1 hour 20 minutes? [Comment recorded.] >*I need to add it up [Comment recorded.] > *maybe if I'd remember "ask about leaving" I'd have thought to ask about the bell. [Comment recorded.] >s Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Dayhle the Ale Male here. >w You can't go that way. >n nosh pit In this room you see a large wood and metal contraption with the words "Foody- Go-Round" burned into its large wooden post mounted in the middle of the room. On the opposite side of the center-post is a pole that's mounted horizontally into the side of the post. On the end of that pole is situated a chair with a label on it that says "hungry-bunny chair". On the side of the center-post nearest you is another horizontally-mounted pole with an iron ring at the end. A leather strap is tied to the ring at one end, with the other end of the strap attached to a belt that is currently situated around a tall, bronzed, oiled and well-muscled warrior. He's smiling at you. The wall behind the foody-go-round is curved with several closed windows mounted in it. There's an iron sign post in front of the warrior. Doorways are to the southwest and the south. You can see a dinner bell, a foody-go-round, an iron sign post and Jhyp the food dude here. >s Bar Here's a room with some true CogCo Industries, Incorporated decor! Heads of various CogCo Industires departments are mounted on the walls with their corresponding title and years-of-service framed beneath. People are coming and going from the far end of the room where there stands a mammoth-sized man with an unbelievably large ale cask strapped to his back with thick leather belts. A smaller cask is attached to the larger one. A copper sign stands by the door. You can see exits to the north and northwest. You can see Dayhle the Ale Male here. >w You can't go that way. >nw Dinner Theater This is a dark smoky room with tables throughout, each lit by an overhead hanging lantern. Most tables seem occupied by people who are in various stages of eating, drinking or smoking, but it is too dark to make out faces. On the west side of the room is a small raised stage lit by torches hanging from overhead. There are doors to the south, northeast and southeast. You can see Jorry, a round table and a dining chair here. >s Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >s Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >save Ok. >ask matron about leaving (Matron Dee about that) Matron smiles and intones, "Ready to leave? Well, on behalf of the Virtual Properties Division of CogCo Industries, Incorporated, I hope that you had a truly good time." She raises her arm in another one of those elegant motions and snaps her fingers. A pulse of energy thumps from her hand and the eastern door silently slides open. >look Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >n Seating Room This is a small, darkly lit room designed for waiting to be seated. There's a podium manned by Greymyrrh, the Warrior from Nextdoorior positioned strategically by the shimmery doorway to the north. The only exits are to the north and south. You can see a reservations podium and Greymyrrh the Warrior from Nexdoorior here. >s Lobby This wide, spacious lobby area serves as the jumping-off point for all the fun places in the Toybox. Bushy plants cut into the shape of the iconic double-C's line the walls. A thick red carpet with gold trim and black double-C's covers all but the very edges of the floor. I mean this carpet is really something. There are exits to the north and west as well as a door to the east. There's a sign above each doorway. You can see Matron Dee here. >save Ok. >e Exit Room This is a grey stone room with another one of those angry swirling vortexes in it. You can see an exit vortex (empty) here. >enter vortex You close your eyes, hold your nose (you can't help it), and fall into the vortex. Pause. You have that hot/cold/falling sensation then find yourself stepping out onto firm land as the vortex collapses neatly upon itself behind you. Finishing Room Pause. You see a woman wearing bunny ears and a lab coat with a name tag reading "CogCo Coder ID 133t. She sees you step out of the vortex and grins. Pause. She smiles, "I know...bananas, right? Strange, huh? I'm working on that..." She giggles and stands up on the table. Pause. "Well, that's the Toybox! The new virtual property from CogCo Industries, Incorporated! More changes may be in the works, but for now, it is what it is. Let me know if you have any problems or suggestions and thanks for testing! Pause. *** All paperwork is expected in triplicate by 6am tomorrow morning. *** In that game you scored 0 out of a possible 0, in 370 turns. Would you like to RESTART, RESTORE a saved game or QUIT? > *5:00 PM Please give one of the answers above. > quit