C:\GAMES\IMPRO\SOH> soh (N)ew game, or (C)ontinue? C Dismal Field You find yourself in the middle of a cold, tree-lined field. The grasses here are clearly wild, rising almost to your waist in some spots, and ripple in a chill breeze. The scenery is illuminated by the moon above, its pale light draining all the color from the landscape. A faint path leads off to the southeast. There is a tombstone here. >LOOK AT TOMBSTONE Okayama Keigo Born - June 16, 1981 Died - July 7, 2000 Beloved son and brother You confirm the fact that you are still dead. >VERSION = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SPIRITS OF HOPE An Improtext Adventure Lead Programmer: Brian Stricklin Programmer: Sean Givan Version 1.2 - Teamwork = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = >INVENTORY You are carrying: a silver pendant (worn) pocky >LOOK AT PENDANT This silver pendant, given to you by your grandfather, glows with a faint purple light and is inscribed with three linked circles in a row, all of them bisected by a single thick line. >SE You walk down the path, which turns and eventually climbs to the top of a hill. Hilltop Vista Standing atop this wide hillock, you're treated to an impressive view of the surrounding terrain. To the north you can see the field where you woke up, and to the east and south there seems to be a large, foreboding forest. To the west, however, is a huge walled city, of a type you've never seen before; its buildings vary in design, being mostly of a Victorian style but with a few Japanese-style structures as well. A wide river sits next to the city, intersecting it briefly on the town's northern side then splitting off to the west and northeast. The nearby path leads back to the field to the northwest, and continues on toward the city to the southwest. >SW Stumbling slightly over loose rocks, you follow the path down toward the city. City Gates You stand before a huge pair of foot-thick wooden doors, which serve as the entrance to this city. The doors are set in a protective stone wall fourty feet high, and you can see the occasional guard walking the battlements. Just from casual observation, though, you guess this is more out of basic security than due to preparations for war - the guards seem too relaxed to be expecting any real trouble. You can hear the sounds of the city through the doors, which are currently wide open but guarded. A path leads northeast toward a hilltop, and a wide road leads south; the city gates are to the west. >W "Oy, guv'ner!" The smaller guard at the gate recognizes you, and waves at you with nervous cheer. "Right nice to see y'again. Nigel, let him through." "Roight." Nigel nods, and lifts the barricade for you to enter, allowing you to skip the line. >W Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. Despite the fact that it's the middle of the night, the street is filled with hundreds of... well, call them people, for lack of a better word. Gas lights provide extra illumination, though the moon is still shining down from directly above, and a light blazes in almost every window you can see. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >LOOK AT CITY The eastern section of the city, into which you entered, is apparently the downtown market area. Farther to the west, you can see Victorian residential blocks. They are currently shrouded in shadow, not having the benefit of streetlights. West of the residential blocks are apparently where the upper class reside. On a hill that rises up out of the rows of buildings, you see larger houses and mansions - on the very top of the hill rests the huge pagoda where Lord Despise resides. >W You can't go that way. >SW Trimble & Maltain You are at the intersection of Trimble Way and Maltain Avenue. The crowds are even thicker here, and you are hard- pressed to keep your position, rather than be moved along with the crowd. You can barely hear yourself think - it's terribly noisy here, and sounds even louder to the south and west. Most of the buildings here are residential, and not of much interest to you. Trimble Way extends to the south and northeast of here, and Maltain heads off northwest. >NW Market Square Here, at the intersection of Maltain Avenue and Crabtree Lane, you find a large and busy bazaar of sorts taking place. The various booths and stalls are well out of the way of possible carriage traffic, but otherwise are packed into every available square inch. The merchants seem to vie with each other to see who can shout the loudest, and you are entreated on all sides to come buy their wares. This is a shame since, of course, you don't have any money. There seems to be a tavern to the east, Maltain leads from the southeast to the northwest, and Crabtree runs northeast to southwest. >NW Northeast Residences This area of the city leaves the market behind and gives way to rows upon rows of houses and flats. This area of the city is silent and dark - not too surprising, considering the time of day. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the southwest. To the southeast, you see the glow of lamps welcoming you back to Market Square. The residences have many streets and blocks, but tend in a westerly direction. One empty lot has been changed into a small playground, not currently being used at this time of night. There is a small leather ball resting on the ground, beneath what seems to be a basketball hoop, made out of a pole and fruit basket. >LOOK AT HOUSES Mostly made of wood, with thatch roofs. They are either individual houses one floor in height, or flats two floors in height and somewhat wider. Lack of light inside most of them indicates that the part of the city not currently milling around in the markets to the east are asleep. >LOOK AT BALL It's about a foot wide. The outer shell is sewn together from pieces of scrap leather, and as you prod it, it feels like it might be stuffed with cloth. >OPEN BALL You don't really want to vandalize something that isn't yours. >GET BALL Taken. >THROW BALL AT HOOP You miss. >W North Residences You are wandering among the darkened streets and houses of the residential district. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the south. On the northern side of the street stands a building made out of gray stone, unlike the wooden constructs surrounding you. Etched above the doors is a sign declaring it to be 'WAYPOINT PUBLIC WORKS'. The residences continue to the southwest and to the east. On the porch of the building, a very large guard sleeps in a rickety chair. >LOOK AT GUARD Waypoint City chooses its guards well - much like the others you've seen, this one stands a good seven feet tall. His skin in tinted a faint orange, and is textured much like one as well. His arms are massively oversized, overall making him one more person in this city you should mind not to cross. He snores as he sleeps leans back in his chair, rocking slightly with his arms crossed over his chest. Dangling from his belt, making faint jingling sounds, is a dingy brass key ring holding a pair of keys. >OPEN DOOR The door to the Public Works building is locked and won't budge. >GET KEYS You tug at the keyring. However, the ring is attached securely to his belt, and the keys jangle loudly as you slide the ring about, trying to unhook it. With a snort, the guard awakens. He spots you with your hand on his keys and with impressive speed, swats you away with a large hand. You sprawl down the porch steps and land in an embarassed heap on the street. The guard fixes you with a baleful eye before snorting and settling back into his nap. >LOOK AT KEYS The keyring contains two ordinary iron keys. It is currently hooked to the belt of the sleeping guard - it might be possible to remove them without awakening him, but it would take more stealth and patience than you think you have. >SW West Residences You are wandering among the darkened streets and houses of the residential district. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the east. The residences continue to the southeast and northeast. Against a low brick wall are plastered a series of identical posters, many of which have become worn and torn. >LOOK AT POSTERS The mess of identical posters apparently have covered a greater variety of older ones. Either the person placing them has been inconsiderate, or it must be about something important. >READ POSTERS "NOTE:" "Due to the large number of recent disappearances of Waypoint folk in this area, a CURFEW of nine o'clock has been placed on the residences until further notice." "Violators of the curfew will be jailed and questioned." >TIME You don't know what time it is. >GET POSTER The posters have been here so long, the glue has fused them together as one huge papery mass. >GET POSTERS You have no need for a huge papery mass right now. >SE South Residences You are wandering among the darkened streets and houses of the residential district. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the north. A nearby streetsign announces itself as Crabtree Lane, which continues to the northeast. The residences have many blocks and streets, but tend to the northwest. >NE Market Square >NE North Crabtree You are on Crabtree Lane, a wide and busy street filled with a throng of people. The shops here are of a nautical persuasion, selling ropes, barrels, and whatnot - the reason for this is likely the river docks nearby. There doesn't seem to be much traffic to and from the docks at the moment, though, as there aren't any boats that you can see. The docks are to the northwest, accessible through a small gate in the city wall, and Crabtree leads from the east to the southwest. >E Trimble & Crabtree You have arrived at the northeast corner of the city. This seems to be a relatively out-of-the-way location - most of the buildings are either residential in nature, or 'specialty shops', like the antique shop to the east. Though it is currently closed, you can see all manner of rare and interesting items in the (heavily barred) window. Trimble leads off to the south, and Crabtree Lane leads west. >E Pawner's Corner This dead end street narrows considerably, ending at the front of a (currently closed) antique shop, which by the sign above it is titled "Pawner's Corner". In the barred window, you see many interesting antiques, artifacts, and knick-knacks. The door to the east leads in. >E The shop is closed at the moment. >LOOK AT ANTIQUES There are many interesting objects in the windows. As you look at them, you realize that the idea of this establishment being an 'antique shop' might be your mistake; many of these items could well be still in general use, though they might seem antique from your more modern point of view. As you look over the various pens, watches, and jewellery being featured, you vaguely feel an arm brushing against your pants pocket. >GRAB ARM You quickly reach behind yourself and seize the wayward arm, spinning around to face the person attempting to pickpocket you. The thief is a young green-skinned girl in ragged white clothing, who stares at you in shock. With no small surprise of your own, you recognize her as being the girl you helped through the gates when you first arrived at Waypoint City. >LOOK AT GIRL Like most of the people you've met, she is human with a few key differences. Her skin is colored with perhaps the single shade of green that could manage to look attractive on a humanoid. Her hair is white and tightly curled, and two little horns, equally curled against the side of her head, give her a ram-like appearance. Her stature is very short, with the top of her head coming up to the middle of your chest. The girl blanches (you think), and the look of shock in her eyes doubles as she apparently realizes just who she was stealing from. She manages to shake her arm free from your grip, and begings to fretfully curtsy. "Begging pardon! Begging your pardon, sirrah! If I knew who you were, I wouldn't never!" >ASK GIRL ABOUT NAME The girl stops curtsying, surprised about how neutrally you seem to be taking the situation. "My name? It's Hash. Hash O'Madrey, guv'nor." >ASK HASH ABOUT MOTHER "Oh!" Hash's eyes flit to the side for a moment, and she scratches the back of her head. "She.. she's turned out fine, she did, nothing to worry about." >ASK HASH ABOUT MOTHER After further probing, Hash drops the ruse and a sheepish expression (ha ha) crawls over her face. "Okay, I lied. I don't have a mother here." She frowns. "Don't have a mother anywhere. I just came here 'cause the last city I was in had a crackdown on thieves 'n' rogues.." Her expression darkens further. "But the pickings here are even worse. Gonna dry up and float away in a few weeks, I am." >HASH, FOLLOW ME Hash blinks. "You ain't turning me in?" She brightens up considerably. "Hey, you're a good man, guv'nor!" The girl pumps a spirited fist in the air. "Keep me around, and I'll do whatever you want!" [You have gained 1 point!] >W Trimble & Crabtree Hash arrives from the east. >W North Crabtree Hash arrives from the east. >SW Market Square Hash arrives from the northeast. >NW Northeast Residences. There is a small leather ball and a basketball hoop here. Hash arrives from the southeast. >GET BALL Taken. >THROW BALL AT HOOP You miss. Hash picks up the ball. >WAIT Hash throws the ball at the basket. It goes in. "Ha!" she cheers. >ASK HASH ABOUT DESPISE Hash blinks in confusion. "Who?" >W North Residences The Public Works building is here. On the porch of the building, a very large guard sleeps in a rickety chair. Hash arrives from the east. >HASH, GET KEYS "Hmm.." Hash nods, and tiptoes up to the sleeping guard. First spreading her small fingers between the keys to keep them from clinking together, she skillfully and carefully inches the keyring to the front of the guard's belt. Untying the belt, she slips off the keyring and silently hands it to you. The guard sleeps through the entire incident. [You have gained 1 point!] >UNLOCK DOOR WITH KEYS You unlock the heavy stone doors of the Works building with a faint click. The guard snorts and shifts in his sleep. >OPEN DOOR The door slings smoothly on well-oiled hinges. >N Public Works Building Instantly upon entering, you learn that 'Public Works' is a euphemism for 'sewer'. It is humid and almost pitch black in this tiny building, and noxious fumes billow upwards from the room's lone feature, a stone staircase leading downwards into darkness. Hash arrives from the south. >DOWN You descend down the staircase into the sewer tunnels of Waypoint City. *** MORE *** The staircase goes down a fair distance, yet is not completely dark - you pass several lamps along the way, each carrying a mysterious luminescent glow in its bulb that could not come from any flame. Hash faithfully follows behind. "Say, guv'nor?" She asks. "Are you a thief, too? I got nothing to say against it if y'are, but I don't think there's anything to be had down here." Lord Despise's mansion proved strangely difficult to reach in the maze of streets above, as if the layout of Waypoint City was itself one of the pagoda's defenses. However, it might be possible to reach Despise from below; travelling through the sewers are likely to be unpleasant, but you are bound to locate a connection to the mansion, if only by trail and error. And then.. ..What? To be honest, you have no idea. Suzume has been mysterious and cryptic in all the times you've seen her, and everything you've seen has offered questions, instead of answers or direction. But with your death in the world you've previous lived, you have no purpose of your own. And rescuing an obviously unhappy woman from her enslaver seems as good a task as any.. "Guv'nor? Okayama!" Hash presses. "If you don't want to answer me.." You recap your thoughts to Hash. "Huh." She remains silent for a while. "So that's it. I hope you're as smart as you are brave, guv'nor." You reach the bottom of the steps. *** MORE *** Sewer Entrance You are standing at one of the ends of the maze of tunnels criss-crossing the underground of Waypoint City. Lamps line the circular walls at regular intervals, glowing with a strange flameless light that faintly illuminates the paths. It stinks terribly in here of methane and other gases, and a river of filthy liquid runs through the tunnel's middle. Fortunately, raised walkways on the tunnel sides prevent you from having to wade through the junk as you travel. A set of stairs leads out of the sewer to the Public Works building. A tunnel leads south. Hash is here. >S Sewer Tunnels You are travelling through the sewers underneath Waypoint City. The tunnels split in a T-junction, leading west, south, and north. Hash arrives from the north. >W Sewer Tunnels You are travelling through the sewers underneath Waypoint City. This tunnel leads to a dead end - you can return to the east. Hash arrives from the east. >E Sewer Tunnels Exits are west, south, and north. Hash arrives from the west. >S Sewer Tunnels You are travelling through the sewers underneath Waypoint City. The tunnel curves here, from the north to the east. Hash arrives from the north. >E Sewer Tunnels You are travelling through the sewers underneath Waypoint City. The tunnel splits into a T-junction, with tunnels leading north, west, and south. Hash arrives from the west. >S Sewer Tunnels You are travelling through the sewers underneath Waypoint City. The tunnel splits into a T-junction, with tunnels leading north, west, and east. Hash arrives from the north. >E Sewer Tunnels You are travelling through the sewers underneath Waypoint City. This tunnel leads to a dead end - you can return to the west. A somewhat bored Hash arrives from the west. >W Sewer Tunnels Exits are north, west, and east. A somewhat bored Hash arrives from the east. >W Sewer Tunnels You are travelling through the sewers underneath Waypoint City. This tunnel curves, from the south to the east. A somewhat bored Hash arrives from the east. >S Sewer Tunnels You are travelling through the sewers underneath Waypoint City. This tunnel curves, from the north to the east. A somewhat bored Hash arrives from the north. "Hey, guv'nor, you have anything to eat?" Hash asks. >HASH, CALL ME OKAYAMA "Huh?" Hash says. "I don't understand." >GIVE POCKY TO HASH You remove a piece of the stick candy from its box and hand it to Hash. "Thanks.. I guess." Hash says, frowning slightly at the slender candy. >E Main Sewer Tunnels (West) The sewer tunnels open up considerably here as you walk into what appears to be an underground chamber. The stream of filth is a veritable river here, and the ceiling is high enough overhead to disappear into the gloom. A wooden door rests against the northern wall here, and the tunnel continues eastwards. Hash arrives from the west. [You have gained 1 point!] >N You open the door and enter. Unused Workshop The room here is filled with debris and settled dust. Some broken tables and furniture indicate that the place was once used as a workplace; however, the collapse of the ceiling above has ended the lifespan of this place's usefulness. At the far end of the room, you see a glint of metal that you recognize as a small knife. Hash arrives from the south. >GET KNIFE The knife is at the far end of the room, and there is too much debris in your way to reach it. >HASH, GET KNIFE Hash cocks her head at the debris in her way. "I can't get around it all." >LOOK AT DEBRIS What has fallen from the ceiling consists of four obstacles - three logs and one large stone block. The bottom log rests horizontally across the room, and is too large to clamber over. On it rests two logs, both pointed towards you. The left log has the near end resting on top of the bottom log; its far end rests on the floor. On top of the far end of the left log rests one end of the stone block; the other end rests on the floor, and the knife is hidden under the block. The right log has its far end resting on the low end of the block; it also rests on the bottom log, but the near end is lower than the near end of the left log. [You may wish to simulate the arrangement of the debris by using three pens and an eraser.] >SAVE GAME Game saved. >MOVE LEFT LOG You roll the left log to the side; however, you jostle the stone block resting on top of it, causing it to slam down upon the knife with a loud booming noise. >RESTORE GAME Game restored. >MOVE BOTTOM LOG Since the bottom log is resting horizontally, the only way to move it is to roll it towards you and then curving to the side, so that it could be walked around. With both the left and right log on it, the bottom log cannot budge. >MOVE RIGHT LOG The right hand log is fairly heavy. After about a minute of effort, you push it to the side, out of the way. >MOVE BOTTOM LOG Since the bottom log is resting horizontally, the only way to move it is to roll it towards you and then curving to the side, so that it can be walked around. Rolling the bottom log, however, causes the left log itself to roll. It rolls out from under the stone block, causing it to slam down upon the knife with a loud booming noise. >RESTORE GAME Game restore. >MOVE RIGHT LOG The right hand log is fairly heavy. After about a minute of effort, you push it to the side, out of the way. >HASH, HOLD LEFT LOG Hash hesitantly places her shoulder under the near end of the left log, and braces her body in order to keep it in place. >MOVE BOTTOM LOG Since the bottom log is resting horizontally, the only way to move it is to roll it towards you and then curving to the side, so that it can be walked around. As the bottom log is moved out of the way, the weight of the log and stone block is placed on Hash's shoulders. She bravely manages to hold it up for all of three seconds, before her tiny body crashes to the ground, the log bouncing painfully off of her. The stone block is jostled by this, and crashes down upon the knife with a loud booming noise. Hash wails, apparently in serious pain. >RESTORE GAME Game restored. >MOVE RIGHT LOG The right hand log is fairly heavy. After about a minute of effort, you push it to the side, out of the way. >HOLD LEFT LOG You place your shoulder under the near end of the left log, and brace your body to keep it in place. >HASH, MOVE BOTTOM LOG Since the bottom log is resting horizontally, the only way to move it is to roll it towards you and then curving to the side, so that it can be walked around. Hash rolls the bottom log, slowly and with difficulty, while you strain to keep the weight the left log and the stone block on your shoulders. Finally, the bottom log is sufficiently rolled to the side to walk around. You lower the left log carefully to the ground, making sure it still props up the stone block. >GET KNIFE You walk up, reach under the stone block, and take your prize. [You have gained 1 point!] >LOOK AT KNIFE The knife isn't much of a weapon - it's small, has a dull point and edge, and appears more to be a dinner knife than anything else. It's made of a shiny bright metal, and is slightly dirty. >CLEAN KNIFE You polish the knife on your shirt, but don't improve it very much. >SHOW KNIFE TO HASH She shakes her head. "Silverware's not worth much 'nless it's part of a set." >KILL HASH WITH KNIFE Only a cruel person would do that for no reason. Besides, the point's too dull. >S Main Sewer Tunnels (West) Hash arrives from the north. >E Main Sewer Tunnels (Centre) This large chamber is apparently a pooling point for several other minor tunnels. There is a wooden door set in the northern wall here, and the tunnel continues to both the west and east. >N You open the door and enter. Nightmare Lab It's darker than usual in here, and it takes a while to make out the details of this room- Oh, Good God. This small room is cramped with the dead corpses of people of Waypoint City. They all hang against the wall, suspended by large meathooks, and appear to have been partially dissected in varying fashions. There are so many here, that they threaten to crowd out the rest of the furniture. A large wooden table, marked with bloodstains, is prominent in the middle of the room, and iron manacles jutting out from the wood confirm that this was the place on which the dead were so horribly worked on. Hash arrives from the south, and gasps at the sight that greets her. >LOOK AT CORPSES These are apparently the people that were reported missing up above in those posters you saw. Each of them has been partially dissected in a different area of their body - I'll spare you the details, but you can trust that it's a grisly sight to look at. Hash stares at the dead people in horror, a low keening sound rising from in her throat. >LOOK AT TABLE The table is very plainly made. Iron manacles jut out of the wood at either end, presumably to hold people in place while being operated on. There are several old bloodstains darkening the woodgrain. Hash stares at the dead people in horror, a low keening sound rising from in her throat. >S Main Sewer Tunnels (Centre) Hash arrives from the north. >E Main Sewer Tunnels (East) This large chamber is apparently a pooling point for several other minor tunnels. There is a wooden door set in the northern wall here, and the tunnel continues to the west. To the east, the tunnel narrows and resumes its normal winding and turning. Hash arrives from the west. >N "I'm not going in there!" Hash fearfully exclaims, and you steel yourself before opening the door and entering. Alchemy Lab This room is completely unlike the sewers you've been travelling in so far. The first thing you notice is the smell of clean air; the second, how tidy and well-kept this room is. This laboratory contains tables with well-organized chemical equipment - beakers and tubes, mostly empty and clean. A red valve is built into the wall next to the tables. Benches with velvet cushions line the walls, and a bookshelf stuffed with old tomes sits side-by-side with a pantry shelf and cupboard, imparting the sense that this room is not merely for working in. A shiny black rock in the middle of the room adds a sense of artistic elegance to this very livable laboratory. Above, flameless luminescent lamps hang from angled rafters, their color much warmer than the ghostly light in the tunnels outside. >LOOK AT ROCK The shiny black rock is about three feet in height and seems to have been sculpted into its acorn-like shape by taking a strong knife to it. There are many, many little curved cuts in it, much like how an stone arrowhead is carved. >LOOK AT VALVE It's colored red. It is currently turned closed. >TURN ON VALVE As you turn the valve, a hissing noise comes from it. You start to smell the distinct odor of the sewers outdoors. >TURN OFF VALVE You turn the valve shut again, and the hissing subsides. The odor fades after a short while. >HASH, TURN ON VALVE Hash is not here. >S You are about to leave, when without warning, iron shutters slide out from slots in front of the door and clang together, preventing your exit. >OPEN SHUTTERS They won't open. >KNOCK ON SHUTTERS You knock on the shutters, but get no response from the other side. If Hash is still out in the tunnels, then they must be soundproof. The sound of low cackling fills the laboratory from above. You look upwards, to see a small portal open up in the middle of the roof, and a barely humanoid figure descend from it. He appears to be a human only from the waist up. The bottom half is hard to classify, resembling a spider's body, but with a lobster's claws in the front. A silky rope shoots out from the figure's rear, allowing it to slowly descend from above. The half-man is clad in an immaculate white coat, and a pair of black-rimmed spectacles reinforce the image that this is a scientist of some sort, and the owner of the laboratory. *** MORE *** "Why, you must be the human boy Lord Despise spoke of!" The scientist says, in an extremely loud and nasal voice. "Surprising to see that you're still alive." >ASK SCIENTIST ABOUT CORPSES "Yes, they are mine." He admits. "But my projects are far too complex and subtle to try and explain to a stupid boy like you. Suffice it to say we haven't quite found what we're looking for." >ASK SCIENTIST ABOUT DESPISE "Yes, now that you've stumbled across this scandal, I'm sure Despise now has a second reason to be rid of you. In fact.." The scientist crawls sideways, to where the valve on the wall is placed, "I think I shall do the honors." >INVENTORY You are carrying: a silver pendant (worn) pocky Public Works keys a dinner knife >SAVE GAME Game saved. >KILL SCIENTIST You whip out your dinner knife and bravely launch yourself against the scientist. As you fly at him, a contemptous smile tugs at the corner of his mouth; he then casually plucks you out of your charge with his lobster claws, and snaps your neck without much further ado. *** You have died. *** Quit, Restore, or Undo? UNDO >WAIT The scientist turns the valve, causing a loud hissing noise to fill the room. You think you see the air shimmer near the valve - in fact, this turns out to be the shimmering of some kind of gas, which fills up a quarter of the room and slowly advances towards you. From within the cloud, the scientist laughs. "This is deeply concentrated sewer gas. In just a few minutes, the room will be flooded, choking out your poor human lungs!" >WAIT The gas cloud is now engulfing half the room. >THROW KNIFE AT ROCK You whip out your dinner knife and hurl it headlong at the decorative stone in the middle of the room. It flies straight and true, and skims the rock neatly across the top. This produces a spark. With a loud explosion that throws you to the ground and sends chips of wood and glass showering over your body, the half of the room containing the gas cloud explodes. When the smoke clears, the laboratory is totalled. The scientist, charred and blackened, yet still alive, staggers around and coughs. "Curses! Foiled." He croaks, and shoots a web strand up to the hole in the ceiling. He rises upward, gathering his string as he goes, and exits out the top. [You have gained 1 point!] *** MORE *** You have proven victorious. However.. You are currently in a bit of a fix. Though you have gained another clue as to what Despise intends with Waypoint City, and perhaps Suzume as well, you are trapped in a trashed laboratory, deep underground in the sewers, and separated from Hash. Add to that the fact that the escaped scientist will surely report the incident to Lord Despise, and you become certain that you will be in deep trouble very soon. >DIAGNOSE You are in good health, and feel awake. You are a bit hungry. You are a bit thirsty. >GET KNIFE What knife? Oh, you mean the twisted, half-melted piece of metal. >GET TWISTED METAL No, don't bother. >SCORE You have gained 13 points out of a possible 2000. This earns you the rank of: Restless Shade. >SAVE Game saved. >QUIT C:\GAMES\IMPRO\SOH> = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Author's Notes: To future authors - read those details carefully! I had to hum and haw over a few details in this story - such as where the player would first meet Hash - because I hadn't read all the room descriptions carefully enough. Unlike other stories, where you can gloss over the little things ("I'll just have Okayama hit some poor part of town to meet the girl..") the text adventure format defines everything, including the street map and spatial relationships. ("Okay, um, east of Trimble and Crabtree? That's a new location.. oh, wait, the description says there's an antique shop there. How about west/east of Trimble and Oakleaf? No, that's practically a highway, it's too public a place.. I already defined west of Market Square as a large residential area, that's no place for a pickpocket.. oh, hell, east of Trimble and Crabtree it is. I'll just say that east takes you to the shop's front.") A special note about Hash: You might have noticed that having an NPC that hangs around can be a nuisance to write for ("Hash arrives from the..".) An ever-present NPC is a terrible nuisance for adventure game programmers, so I had her get separated in the final scenes as a nod to realism. She can be located again when the plot needs her. -Sean Givan