C:\GAMES\IMPRO\SOH> soh (N)ew game, or (C)ontinue? C Northern Wall: Ground Floor You stand on the lower level of the northern outer wall of the prison. Shouts of alarm can be heard, as well as the sounds of running feet above you. Rojanosh is here. > VERSION = = = = = = = = = = = = = = = = = = = = = = = = = = = = SPIRITS OF HOPE An Improtext Adventure Lead Programmer: Brian Stricklin Module Programmer: Scott Schimmel Version 1.5 - Escape = = = = = = = = = = = = = = = = = = = = = = = = = = = = > DIAGNOSE You are in good health, and feel totally awake. You aren't at all hungry. You aren't at all thirsty. > INVENTORY You are carrying: a silver pendant (worn) a piece of chalk a gold amulet (wrapped around the wrist) a dagger > LOOK AT PENDANT This 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. > LOOK AT CHALK The piece of chalk feels rather heavy in your hand. It's about two inches long. You notice a distinct lack of a faint green glow around the chalk. > LOOK AT AMULET It appears to be a teardrop-shaped bulb of gold hanging from a short chain of the same material. The chain is so short, in fact, that the amulet wouldn't fit around your neck. The amulet feels slightly warm to the touch. > LOOK AT DAGGER A nine-inch bit of metal with a flat, nearly triangular blade. It's quite sharp and, although you're no weapons expert, you think it's in pretty good condition. > N Northeast Prison Tower: Ground Floor You stand in a bare, functional round room. A steep stairway spirals upwards along the walls; you notice there is no railing. High overhead, slightly above the second floor level, there is a small window in the north wall of the tower. On the ground level, corridors stretch west and south. You hear shouts of alarm and approaching footsteps. They're very near now. Rojanosh enters from the south. He casts a nervous glance at the stairway and mutters something under his breath. > LOOK AT STAIRS The stairs are bare slabs of stone. They are cunningly constructed and almost appear, at first glance, to have been carved out of the walls. The stairs are rather steep, and there is no railing. > LOOK AT WINDOW There is a small window on the north side of the tower, set at about the level of the second floor. It just might be big enough for you to squeeze through. Unfortunately, it's at least ten feet above the stairway at that point, and there appears to be no better access from the second floor. Through the window, you can see a sliver of the night sky. > ASK ROJANOSH ABOUT WINDOW Rojanosh looks at you in stark disbelief. "Are you mad? The guards'll be here real soon..." > ASK ROJANOSH ABOUT GUARDS He shakes his head. "Maybe we could handle two or three of them, but there're at least five up there." In fact, those shouts and footsteps sound very close now. Was that sound a door opening on the floor above you? > LISTEN Yep, that was a door all right. And now you can hear the sound of several guards starting down the stairs. > KILL GUARDS How do you propose to do that? > KILL GUARDS WITH DAGGER A fine plan, but not one you're really capable of carrying out. > W As you cross the room, there is a renewed shouting from the guards on the stairs. They've seen you now. *** MORE *** North Hallway You are standing in a long corridor which appears to run straight between two of the prison's towers. It is decorated in the same manner as the other corridor, with rather threadbare tapestries breaking the monotony of the stone at reasonably regular intervals. You hear shouts and various other sounds of pursuit very close to the east. Rojanosh hurries in from the east. > LOOK AT TAPESTRIES You don't have time to make a detailed inspection, but there doesn't seem to be anything out of the ordinary about them. "Come on," Rojanosh cajoles. > W North Hallway You are about halfway along a straight corridor which connects two of the prison's towers. A few threadbare tapestries hang on the walls at intervals; they are the only sign of decoration here. You hear shouts and various other sounds of pursuit very close to the east. There are similar sounds to your west, though those are more distant. > HIDE That would be a wonderful idea. Unfortunately, you can't turn invisible (at least not as far as you know), and there's no cover. > RESTORE Game restored. > S Armored Hallway You enter a room filled with various pieces of armor hanging from the walls. Several tapestries add color to the room. One of them has been pulled off the wall and now lies crumpled in a heap on the floor. Various racks of weaponry dominate one wall. Doors lead north and south. You hear some shouts to the west. Rojanosh enters from the north. > TAKE ALL tapestry: That's too heavy for you to carry. a sword: You briefly consider the swords before realizing that you'd probably hurt yourself more than your enemy if you tried using one. a spear: Taken. arrows: Taken. a dagger: At the last minute, you decide that the one you already have is enough. The shouts from the west seem rather close now. You think you also hear something to the north. > LOOK AT SPEAR A wooden pole over seven feet in length with a metallic head. It's not just pointy but also cruelly barbed. It feels a bit unwieldy in your grasp. > LOOK AT ARROWS A quiver of arrows. Each shaft is fletched with colorful feathers, and no two are alike. The arrowheads are unremarkable steel. The quiver contains five arrows: white, red, yellow, green, and black. > TAKE BOW You don't see that here. > S Storeroom You find yourself inside what appears to be a storeroom for the prison. Uneven stacks of wooden crates litter the floor, reaching nearly to the ceiling in the corners. There appears to be only one exit from the room. You can hear muffled shouts to the north. Rojanosh enters from the north. > SAVE Game saved. > LOOK AT CRATE The crates are standard boxes of roughly cut wood, nailed together with enthusiasm if not with skill. Most of them seem to be between two and three feet long on each side. > LOOK INSIDE CRATE You don't see any open crates nearby. > OPEN CRATE You give the nearest crate a few tugs, but it seems to be nailed on tight. > BREAK CRATE You wind up and give the nearest crate a good kick. Unfortunately, while the crates may not be the finest examples of carpentry, they're still too sturdy for you to break that easily. The shouts from the north are getting louder. > INVENTORY You are carrying: a silver pendant (worn) a piece of chalk a gold amulet (wrapped around the wrist) a dagger a spear arrows > OPEN CRATE WITH SPEAR You manage to slide the spear blade in between the slats. You push down, using it as a lever, and you think the nails may be loosening a little bit, or perhaps the slats are bending slightly. > ROJANOSH, HELP ME OPEN CRATE Rojanosh gives you an uncomprehending look, but he shrugs and takes up the end of the spear, adding his own considerable strength to yours. You can definitely feel the wood beginning to give until finally, with a sharp cracking sound, one of the slats breaks. [You have gained 1 point!] > LOOK INSIDE CRATE The crate appears to be stuffed with dull brown cloth. > TAKE CLOTH You pull one of the pieces of cloth out of the crate and discover that it's a rectangle of homespun wool. Blankets for the prisoners, perhaps? Or, considering the way prisoners seem to be treated here, perhaps they're for the guards. Either way, this one is yours now. You roll it up to a manageable size. a blanket: Taken. You feel a little awkward carrying this much, but you can handle it. > LISTEN You hear shouts and other noises from the north. They sound disconcertingly close. > HIDE Where do you want to hide? > HIDE INSIDE CRATE Even if you could squeeze between the slats, it would be a very tight fit at best. Besides, even the largest crate here wouldn't hold Rojanosh. > HIDE BEHIND CRATES You lead Rojanosh toward the back of the room, carefully threading your way between the crates so as not to knock them over. "They'll search the room eventually," Rojanosh notes fatalistically. You realize he's probably right, but you don't intend to just stand and wait for the guards to find you. It would appear that Rojanosh feels the same way, because he doesn't stop following you. *** MORE *** You finally manage to squeeze your way into the southeast corner of the room, behind the tallest of the mounds of boxes. The boxes highest overhead seem to be swaying precariously, but you're sure that's just an optical illusion. Well, almost sure. You nearly stumble on the slick ground underfoot, but you manage to catch yourself with Rojanosh's help. [You have gained 1 point!] > LOOK AT CRATES They're stacked almost to the ceiling, and the pile doesn't seem that steady. However, you confirm that you are in no immediate danger from falling objects. > LOOK AT GROUND The stone floor back in this corner is slick with moisture. You have no idea where it came from, but perhaps that's the reason why the boxes aren't pushed back against the wall. Near the corner of the room, a metal grate set into the floor allows the water to drain away rather than flooding the rest of the room. > LOOK AT GRATE A rusted piece of metal with a few holes in it to allow water to pass through it. Crumbling mortar affixes it to the stone floor. You can't see what lies beyond the grate; it's too dark below. > OPEN GRATE [Lift the grate] Your muscles just aren't up to the task. > ROJANOSH, LIFT GRATE Rojanosh's eyes gleam as he bends to take hold of the metal. Unfortunately, no matter how he strains, the grate doesn't seem to want to budge. Finally, with a deep sigh, he lets go. "I'm sorry, my friend. I can't move it." > SAVE [Game saved.] > LOOK AT MORTAR The mortar that holds the grate in place is ancient and crumbling. > REMOVE MORTAR How will you do that? > USE DAGGER The brittle mortar begins to flake away as you pick and scrape with your knife, whose flat shape lends itself well to the work. Even so, it's slow going, and you can't help but notice the sounds of the guards are much louder than they were a minute ago. [You have gained 1 point!] > ROJANOSH, USE SWORD ON MORTAR With a nod and a slight grimace, Rojanosh sets to work with the point of his sword. Despite his greater strength, his work is slower than yours; the bulkier sword doesn't work as well as the practically-flat dagger. Between the two of you, the work is quickly finished. > ROJANOSH, LIFT GRATE Your companion bends again to grasp the grate, muscles straining as he lifts with all his power. For a minute, it looks as though no progress will be made, but then there is the protesting squeal of rusted metal against stone as Rojanosh wrenches the grate out of the floor. [You have gained 2 points!] On the other side of the crates, and across the room, the door opens. > LOOK DOWN [inside the grate] It's too dark to make much out, but it doesn't seem to be too much of a drop. > D You jump down into the hole. *** MORE *** Tunnel Chill water sloshes around your ankles. The floor below is slick with algae in spots, making the footing somewhat treacherous. It also seems to be sloped very gently toward the south, because the water is sluggishly flowing in that direction. The tunnel continues to the north and south, but it's too dark to see very far in either direction. The only illumination down here is the very dim light which spills through a hole in the ceiling above. You can hear some indistinct noises from above. Rojanosh jumps down from above with a splash. > S It is dark. You can make out a faint light to the north, though, so you're not completely lost yet. > AVOID GRUE Sorry, wrong game. > N Tunnel You can hear some shouts overhead. Almost directly overhead, in fact. Rojanosh enters from the south, looking disoriented. > S It is dark. > LOOK AT MEDALLION You can't make out any details in this darkness. The medallion's faint purple glow is visible enough, but it's not nearly enough light to see by. To be seen by, on the other hand... > HIDE MEDALLION You slip the medallion beneath your shirt. It feels slightly cool against your skin. > LOOK AT AMULET You can't make out any details in this darkness. > ROJANOSH, ARE YOU HERE? Before you can say two words, the equinoid hushes you. "We're too close to the prison, and sound echoes in places like this," he whispers. "Don't talk, or they'll hear." > S Do you really want to walk blindly into the darkness? > LIGHT FIRE How do you plan to do that? > HINT Obviously, you can't depend on your sight. > TOUCH WALL Which one, the west wall or the east wall? > EAST You grope blindly until your right hand encounters the rough stone wall. > FOLLOW WALL S You stumble blindly along, one hand constantly in contact with the wall. It is dark. > FOLLOW WALL S You stumble blindly along, one hand constantly in contact with the wall. > LOOK N You glance over your shoulder, but you can't see anything in this darkness. > FOLLOW WALL S You stumble blindly along, one hand constantly in contact with the wall. > XYZZY Unfortunately, you're in the wrong game for that, but we'll give you points for nostalgia. [You have gained 1 point!] > XYZZY You're still in the wrong game for that, and don't get greedy. > FOLLOW WALL S You stumble blindly along, one hand constantly in contact with the wall. You notice the water is nearly to your knees now, and it seems to be flowing a little faster. > AGAIN You stumble blindly along, one hand constantly in contact with the wall. > AGAIN You stumble blindly along, one hand constantly in contact with the wall. Until suddenly the wall isn't there any more. You fall over sideways into the water. > STAND You stand up, soaked from head to toe, but otherwise fine. > TOUCH RIGHT WALL You flail your arm around until it comes into contact with rough stone. You can only hope that this is the same wall you were following earlier. > FOLLOW WALL S You're not sure which direction is south. Do you want to go forward, or back? > FORWARD You stumble blindly along, one hand constantly in contact with the wall. You're careful not to go too quickly, though, in case there's another sudden fork or twist. You can hear something up ahead. > LISTEN It sounds like a constant splashing sound... too constant to be made by a living thing, you think. > FORWARD [following the wall] You stumble blindly along, one hand constantly in contact with the wall. You're careful not to go too quickly, though, in case there's another sudden fork or twist. The water is nearly up to your waist here. You hear a splashing sound ahead of you. > IGNORE SOUND Ok. > FORWARD [following the wall] You stumble blindly along, one hand constantly in contact with the wall. You're careful not to go too quickly, though, in case there's another sudden fork or twist. > AGAIN You stumble blindly along, one hand constantly in contact with the wall. You're careful not to go too quickly, though, in case there's another sudden fork or twist. Which there is, in a manner of speaking, except this time it's underfoot. You find yourself plummeting through the air. Mercifully, you black out before experiencing the landing. *** MORE *** Dead End You are traveling through the sewers underneath Waypoint City. This particular branch is a dead end. A cascade of water (surprisingly, not the typical sewer sludge) tumbles down the north wall, flowing away toward the south. It looks like you might be missing a few things. They must have been swept away. Rojanosh is nowhere to be seen. > DIAGNOSE You are in good health (surprisingly), and feel totally awake (now). You aren't at all hungry. You aren't at all thirsty. > INVENTORY You are carrying: a silver pendant (worn) a piece of chalk a gold amulet (wrapped around the wrist) arrows a blanket > CALL ROJANOSH You yell his name, but there is no answer. > WAIT Time passes. > WAIT Time passes. > CALL ROJANOSH There's still no answer. It looks like you must have gotten separated in the darkness. > S Sewer Tunnels You are traveling through the sewers underneath Waypoint City. The tunnel splits into a T-junction, with tunnels leading north, east, and south. Sewer Tunnels You are traveling through the sewers underneath Waypoint City. The tunnel splits into a T-junction, with tunnels leading north, west, and south. You notice that the stream flowing from the north seems to be clear water. Not exactly what you'd expect. > W Sewer Tunnels You are traveling through the sewers underneath Waypoint City. The tunnel curves here, from the north to the east. > N You are traveling through the sewers underneath Waypoint City. The tunnels split in a T-junction, leading west, south, and north. > N 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. > U Public Works Building 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. > S 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 grey 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. > 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. You see pocky here. > TAKE POCKY Taken. > LOOK AT POCKY You must have dropped it during that earlier incident with the patrol. Lucky for you it was still there. Pocky! Small, stick-like pieces of candy. This particular box of pocky is strawberry and coconut flavored. Yum. The box has been opened. There is quite a lot of pocky left inside. > SCORE You have gained 29 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: Not much to say here, except that moving back to school can really cut down on your writing time. Tempest, wish granted, maybe, if you look closely. Pocky, can't forget the pocky. ^_^ And good luck with the next chapter, Ked. Thanks to Calc for uploading the fixed draft. ^_^;