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. Doctor Scarabbus is here. Aoi is here. Rojanosh is here. Scarabbus gazes at you evenly. "Well, my dear Keigo? Will you join me or will you watch your friend die a short two hours from now? Decide quickly, my time is short." >VERSION = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SPIRITS OF HOPE An Improtext Adventure Lead Programmer: Brian Stricklin Module Programmer: Sharyna Tran / Paradox Version 1.94 -- Daybreak = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = >DIAGNOSE You are healthy. You are not hungry. You are not thirsty. Scarabbus looks agitated. "Your answer, Keigo?" >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, soaked (worn) pocky a brown leather purse, soaked (jingles when shaken) a tattered map, soaked a tension bar a metal cup a black-painted keyring and key Scarabbus looks agitated. "Please, one way or the other, answer me now." You notice a slight change in the light illuminating the field. >LOOK UP You gaze upward through the branches of the surrounding trees and your suspicions are confirmed. The first few rays of sunlight are chasing away the pale illumination from the moon. A hint of color is already begining to creep into your dismal surroundings. Scarabbus glares at you, growing more impatient. The Hellhound lets out a low growl. "Yes, the sun is coming up, and Despise will be back momentarily," the now-familiar nasal voice grinds out. "I thought we had already covered that. Your answer, now!" >STALL I don't know the word "STALL". >WAIT Scarabbus lets out a disappointed sigh. "Fine, 'No' it is. Please come to my lab if you change your mind. Remember, you have two hours." Scarabbus disappears to the southeast, the Hellhound following reluctantly behind. ***MORE*** You look around. In the light of the rising sun, the field, although not cheerful by any means, somehow does not seem as forbidding as it had in the moonlight. Colors appear, their brightness accentuated by the long night. Here and there, small flowers peek out from under the grass. >PICK UP ROJANOSH You reach for your fallen friend, but before you can pick him up, Aoi lunges at your hand and knocks it away from him. Aoi mews loudly, peering up at you expectantly. >PICK UP ROJANOSH Aoi refuses to move out of your way. The kitten seems to be trying to get your attention. >LOOK AT AOI The kitten's appearance does not seem to have changed, but as you stare at it, you notice that the grass beneath it is pressed completely to the ground. >PICK UP AOI You reach for Aoi, but your hand runs into something solid inches away from the kitten's head. Funny, you don't remember having trouble with this before. In what almost seems like a response to your puzzled expression, Aoi mews again and nods her head upward. >LOOK UP You raise your head skyward and immediately have to shield your eyes. The sun's rays have now fully emerged, flooding the once-dismal field. >PICK UP ROJANOSH Apparently convinced that you understand, Aoi moves out of your way. Your hands again run into something solid and unseen, inches away from Rojanosh. >THROW TENSION BAR AT ROJANOSH Being a little vicious for a test case, aren't we? >THROW POCKY AT ROJANOSH You pull out a stick of candy and toss it towards Rojanosh. It shatters inches from his face and the pieces bounce harmlessly away. It seems Aoi's "shield" can be extended to protect others. [You have gained 3 points!] >SE Aoi brushes against your leg, reassuring you that it's alright to leave them at the field. You pet her briefly, then head down the path. 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 forty feet high, and you can see the occasional guard walking the battlements. With the rising of the sun, the city seems to be more at ease; only one guard stands before the gates. 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 The solitary guard waves you through, too busy with the other folk at the gate to give you a second glance, or barely even a first. Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >N 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. A blue-skinned woman with a crying baby sits in a corner, trying to hush her squalling child. >LOOK AT WOMAN The woman seems fairly typical of the folk of Waypoint. Her face is rather haggard, though, and she seems quite preoccupied with trying to calm her baby. >LOOK AT BABY The baby is almost entirely wrapped in its swaddling cloth, but it seems very young, certainly no more than a week old. Its sex is indeterminate, and its voice is very piercing. The mother watches you. "Don't be too 'ard on 'er, sir, I birthed 'er now't earlier than yesterday, and this's the first time she's ever seen the sun. Poor dear must be frightened out of 'er wits." >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, soaked (worn) pocky a brown leather purse, soaked (jingles when shaken) a tattered map, soaked a tension bar a metal cup a black-painted keyring and key >GIVE POCKY TO BABY The child fiddles with the stick of candy, quiet for a moment. Both you and her mother watch her apprehensively, a glint of hope beginning to rise in the mother's eyes. That hope is dashed to pieces, however, as the baby tosses the pocky away and resumes her wailing. [You have gained 1 point!] Her mother sighs and turns to you. "Well, thanks to you for tryin', sir." She stands up, holding the child close. "I'd better be gettin' back t'work. M'name's Nadara Kerr, and this littl'un's Shija. And y'are?" >INTRODUCE SELF "I'm Okayama Keigo, and pleased to meet you," you hear yourself reply politely. Nadara looks puzzled for a moment, as if the name sounds familiar, but shrugs it off and smiles at you. "Anyways, I work at th'apothecary." She makes a vague gesture to the southwest. "It's quite a ways off, so I'd better get started." >ASK NADARA ABOUT APOTHECARY "Oh, we're not openin' for a few hours yet, but I should really get back and 'elp with th'inventory," Nadara tells you. >ASK NADARA ABOUT ANTIDOTES Nadara blinks. "We've summat of that around, aye. Why d'you ask, sir? Y'seem to be a bit pale, but nothin' t'the point where I'd think y'd been poisoned or suchlike." [You have gained 1 point!] >ASK NADARA ABOUT ANTIDOTE FOR SILKA'S POISON A frown crosses Nadara's face. "An antidote for what? Sorry sir, I've no idea what you're talkin' about. But you might want to check out th'library, they might 'ave summat about it. They'll probably open early t'day, on account it's been night for so long." >THANK NADARA "Oh, it's no problem sir," she smiles, and leaves, Shija's wails trailing along behind them. >S Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >SW Trimble and Maltain You are at the intersection of Trimble Way and Maltain Avenue. For some reason, it is not as loud or crowded as it was the first time you saw it, although there is still an impressive number of people about. The noise, still loud, now seems to be concentrated more to the northwest now than anywhere else. 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. >S Trimble and Oakleaf You are standing on the south end of Trimble Way, where it intersects with Oakleaf Road. Oakleaf seems to be a main thoroughfare - there is heavy commercial traffic heading east and west, and the cobblestones here are particularly worn down by wheels and hooves. The sidewalk vendors are out in force hawking their wares, and the shops lining the street are full of items. Trimble leads off north, and Oakleaf runs from the east to the west. >W Oakleaf Road The main thoroughfare of Waypoint City, Oakleaf Road, runs east and west. It's wide and its cobblestones are well-worn. Some amount of traffic flows both ways, but little stops here. On the south side of Oakleaf is a bar, looking more high class than the Haunted Keg further to the northeast. The sign above the door proclaims the bar to be The Grape and Melon. A short, prim-looking woman stands next to the door, looking suspiciously at everyone. The buildings to the north are residential and completely uninteresting. >W Oakleaf & Ferngrove Oakleaf Road runs to the west and east, and Ferngrove Way is a smaller road (but not by much) leading off to the south. >W Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. >N Kenilsworth Way Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are a mix of the higher and lower class, shading towards the lower as the road continues to the northwest, and to the more opulent and gaudy as the road runs to the south. Lord Despise's pagoda seems to be particularly close here, overshadowing everything from the north. >NW Southwest Residences This area of the city gives way to rows upon rows of houses and flats, most small and not very showy. The area , while silent and dark at night, is now full of people going about their morning routine, the result being a general busyness spread over the area. The trend of the residences is to the north and to the east. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the northeast. There is a large building here, with the words "Waypoint Library" written on a sign above the door. At first glance, it seems closed, but as you grow closer, it becomes apparent that there are people moving around inside. >LOOK AT LIBRARY It is a large three floor brick building, painted a nice shade of cream and white, and there are trees planted around it. There is a stairway up to the glass doors that is the entrance to the building. A sign on the doors announces that the library is open to the public during standard hours. >ENTER LIBRARY As you enter the library, you notice the scent of cinnamon that seems to permeate the clean, quiet atmosphere. A young, vaguely feline girl dressed in butter-yellow walks up to you. "Welcome to the Waypoint Library, sir," she greets you politely. "Are you interested in finding anything in particular?" >ASK GIRL ABOUT ANTIDOTES "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >ASK GIRL ABOUT POISONS "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >ASK GIRL ABOUT ANYTHING "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >SCREAM That's usually frowned upon in a library. >HINT Rojanosh doesn't have all that much time left in this world. Shouldn't you try to find a way to extend it? >ASK GIRL ABOUT TIME The girl's face brightens. "Why yes, we have quite a selection of books about that! Let me show you the way!" The girl leads you to a room stacked from floor to rafters with books. There's no way you could possibly sort through all of these books even in two lifetimes! >ASK GIRL ABOUT EXTENDING TIME The girl frowns cutely. "I think we may have a book on that somewhere...wait here. I'll go and check." You barely have time to look around before she returns. "Here you go! Be careful with it though, it's very old." She hands you a large, leather-bound red book, the title emblazoned on it with delicate gold lettering. [You have gained 2 points!] >TAKE BOOK Taken. >THANK GIRL The girl smiles. "You're quite welcome, sir." How polite. Such manners are worthy of a point. [You have gained 1 point!] >READ TITLE The title of the book reads, "Delaying Methods and Tactics; 2nd Edition". >READ BOOK As you quickly flip through the book, it becomes evident that many of the things the book speaks of aren't relevant for you at this time. Just as you are about to give up and ask the girl for another book, three words jump out at you; "Delaying Body Processes." You read through the section, realizing that although there is not too much information, the book does mention an odd item...an old watch that is believed to have the power to "slow down" whatever it touches when wound. However, this antique watch has long been lost. >LEAVE LIBRARY The girl steps in front of you with surprising speed. "May I see your library card, sir?" >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, soaked (worn) pocky a brown leather purse, soaked (jingles when shaken) a tattered map, soaked a tension bar a metal cup a black-painted keyring and key >SHOW PENDANT TO GIRL The girl doesn't seem to be in the market for a piece of jewelry, no matter how magical it may be. >SHOW MAP TO GIRL The girl wrinkles her nose. "Please don't drip any of that on the floor." >SHOW POCKY TO GIRL A look of alarm crosses the girl's face. "I'm afraid we don't allow food in here. Please, if you don't have a library card, just return the book to me." >GIVE BOOK BACK TO GIRL The girl takes the book, a smile once again crossing her face. "Thank you. Is there anything else I can help you with?" >LEAVE LIBRARY As you walk out of the library's pleasantly quiet atmosphere, the sounds of Waypoint in the day flood back into your ears. Southwest Residences This area of the city gives way to rows upon rows of houses and flats, most small and not very showy. The area , while silent and dark at night, is now full of people going about their morning routine, the result being a general busyness spread over the area. The trend of the residences is to the north and to the east. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the northeast. There is a large building here, with the words "Waypoint Library" written on a sign above the door. At first glance, it seems closed, but as you grow closer, it becomes apparent that there are people moving around inside. >SE Kenilsworth Way Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are a mix of the higher and lower class, shading towards the lower as the road continues to the northwest, and to the more opulent and gaudy as the road runs to the south. Lord Despise's pagoda seems to be particularly close here, overshadowing everything from the north. >S Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. >E Oakleaf & Ferngrove Oakleaf Road runs to the west and east, and Ferngrove Way is a smaller road (but not by much) leading off to the south. >E Oakleaf Road The main thoroughfare of Waypoint City, Oakleaf Road, runs east and west. It's wide and its cobblestones are well-worn. Some amount of traffic flows both ways, but little stops here. The buildings to the north are residential and completely uninteresting. >E Trimble and Oakleaf You are standing on the south end of Trimble Way, where it intersects with Oakleaf Road. Oakleaf seems to be a main thoroughfare - there is heavy commercial traffic heading east and west, and the cobblestones here are particularly worn down by wheels and hooves. The sidewalk vendors are out in force hawking their wares, and the shops lining the street are full of items. Trimble leads off north, and Oakleaf runs from the east to the west. >N Trimble and Maltain You are at the intersection of Trimble Way and Maltain Avenue. For some reason, it is not as loud or crowded as it was the first time you saw it, although there is still an impressive number of people about. The noise, still loud, now seems to be concentrated more to the northwest now than anywhere else. 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. >NE Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >N 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. [You have gained 2 points!] >E The shop is closed at the moment. >LOOK 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. Behind the items you can barely make out a short man setting up the store. Apparently the shop will be opening soon. >OPEN DOOR The door is locked. As you try the doorknob you notice the shopkeeper has stopped his preparations and is moving towards the entance. >WAIT The shopkeeper stops at the window and shouts through it. "I'm not open yet! Come back in a couple hours!" >WAIT You remain standing in the doorway. After staring at you for several minutes, the shopkeeper comes around to the door and opens it just enough to speak to you, keeping his body in position to prevent your entry. While he stands around three feet tall and appears elderly (although the dark purple skin makes it hard to tell) you don't think you can force your way in. "You deaf? Go away!" >GIVE COINS TO SHOPKEEPER [Taking them out of purse first] You try to hand him the little money you have, but he shakes his head. "No charity! No bribes! Go away!" [You return the coins to the purse] >OPEN DOOR The shopkeeper blocks you. "I said leave! You'll do no business with me!" >SAY PLEASE I'm sorry, that is not today's magic word. >HINT You must search within yourself for the answer. >LOOK AT ME You turn towards the shop window and stare at the faint reflection, but notice nothing new. >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, soaked (worn) pocky a brown leather purse, soaked (jingles when shaken) a tattered map, soaked a tension bar a metal cup a black-painted keyring and key >DIAGNOSE You are healthy You are not hungry. You are not thirsty. You have the power of persuasion. >PERSUADE SHOPKEEPER The shopkeeper tries to slam the door again. You refuse to move and block the door with your foot. You speak softly, but firmly. "Just one item sir, then I'll be on my way. I really can't wait and it won't cause you much trouble." For a moment he looks as if he's preparing to tell you off for good, but his glare softens. "Fine," he says suspiciously. "Just one, and be quick. Follow me." [You have gained 5 points!] The door swings open with a loud squeak. Apparently they don't get many customers. The shopkeeper walks back over to his counter. >E Inside Pawner's Corner From inside, the shop seems little different than it did before. The interior is filled from top to bottom with assorted oddities. In a corner, barely noticeable, a small gold watch lies, covered in dust. The shopkeeper stands before you impatiently. "So what'd'ya want? Hurry it along." >ASK FOR WATCH The shopkeeper frowns. "D'you have any idea how many watches I have in this place? Be more specific!" >ASK FOR WATCH IN CORNER "Oh, this thing? What d'you want with that?" >TAKE WATCH You pick up the watch. Nothing seems to happen. >ASK SHOPKEEPER ABOUT WATCH He looks your way through narrow eyes, apparently rethinking the decision to let you stay. "There's something strange about it, that's all I know. In all the time I've had it, you're the first person ever to pick it up." >EXAMINE WATCH The watch looks unremarkable, save the seven hands on its face. The watch face is set in a dull golden metal whose texture you don't quite recognize, and has a foot long chain of the same material attached to the top. The hinges on the opposite side as the winding knob indicate it once had a cover for the face. The hands are not moving. >SAVE Game saved. >THROW WATCH You smash the watch on the ground by your feet. It glows briefly as it breaks. As you gaze at the remains of the watch, the shopkeeper seems to have disappeared. Almost immediately, you see him return with Despise and a group of guards. You only see this for an instant, as they are all moving at super-human speeds. Now, less than one second after your broke the watch, everything goes black. *** You have died. *** Quit, Restore, or Undo? RESTORE Restore successful. >LOOK From inside, the shop seems little different than it did before. The interior is filled from top to bottom with assorted oddities. In a corner, barely noticeable, a small gold watch lies, covered in dust. You hear a loud ticking noise from the watch in front of you. >EXAMINE WATCH The watch looks unremarkable, save the seven hands on it's face. The watch face is set in a dull golden metal whose texture you don't quite recognize, and has a foot long chain of the same material attached to the top. The hinges on the opposite side as the winding knob indicate it once had a cover for the face. The hands are not moving. >EXAMINE HANDS The seven hands of the watch are not moving. Come to think of it, what kind of watch ticks when it isn't wound? >ASK SHOPKEEPER ABOUT TICKING He looks as if you just asked him about breathing. "Watches tick, why are you bothering me with stupid questions?! You've got what you wanted, begone!" >WIND WATCH You grasp the winding knob and begin to turn it. You have barely moved the knob when you notice that the ticking has stopped and the hands have begun to move, all seven moving at different speeds. A movement off to your side catches your eye. The shopkeeper appears to be coming towards you very quickly. >LOOK AT SHOPKEEPER He closes the distance between you faster than you thought possible. You try to concentrate on the continous stream of requests he is making of you, but he is speaking far to quickly to be comprehensible. >WAIT As the shopkeeper continues to rant at you, you feel a slight disorientation and hear the watch begin to tick again. "...out of your mind, is what you are!" The shopkeeper is once again understandable. "Using something like that out in the open! Get out of here before he finds you and wrecks my shop and wrings my neck!" >W You hear a sigh of relief from the shopkeeper as you exit the shop. The door clicks as it is locked behind you. Pawner's Corner The shopkeeper's paranoia seems to be contagious, as you glance around looking for any sign of Despise or his goons. You relax slightly since you see no indication of trouble. >W 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. >S Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >E City Gates You stand before a huge pair of foot-thick wooden doors, which serve as the entrance and exit to this city. The doors are set in a protective stone wall forty feet high, and you can see the occasional guard walking the battlements. With the rising of the sun, the city seems to be more at ease; only one guard stands before the gates. To the northeast lies the hilltop and the field where you were "born," to the west lies Trimble Way and the rest of Waypoint. The solitary guard waves you through, too busy with the other folk at the gate to give you a second glance, or barely even a first. >NE 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. >NW 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. In the light of the rising sun, the field, although not cheerful by any means, somehow does not seem as forbidding as it had in the moonlight. Colors appear, their brightness accentuated by the long night. Here and there, small flowers peek out from under the grass. A faint path leads off to the southeast. There is a tombstone here. Aoi is here. Rojanosh is here. >GIVE WATCH TO ROJANOSH With the application of the watch, Rojanosh's condition seems to have stabilized. However, you know you'll have to find a permanent cure eventually, because you have no idea how long the watch's effect will last. [You have gained 7 points!] Beside you, Aoi mews softly; a subtle reminder that you need to do something before the sun goes down and Rojanosh is left unprotected. >SCORE You have gained 121 points out of a possible 2000. This earns you the rank of: Determined Spectre. >SAVE Game saved. >QUIT C:\GAMES\IMPRO\SOH>_ *** Authors' Notes: Sharyna says: *collapses* HUGE thanks to Calc, who gave Paradox and I a longer-than-usual extension, since we were both on va-cay for too long to finish the part in the usual time. Huggles and huge thanks to Paradox, without whom this part would be...less than a tenth of what it is. We finally pulled it off, huh? ^_- Look how much almost 24 cumulative hours of planning on chat can do! Thanks to NDebugger for pre-reading, we appreciate your staying up the extra time for us. ^-^ Thanks to Starfire for helping us brainstorm to come up with Keigo's new rank. He's been an Unenlightened Neophyte for over 5 parts, after all, and though Determined Spectre might not be all that much, it's a heck of a lot better than the original "Confused Questioner," ne? Paradox says: Well, this was my first attempt at an impro-part - hopefully it came out ok. First, I'll add my thanks to those Sharyna mentioned who helped us get this tied up. Then, MASSIVE thanx go out to Sharyna ^_^ Co-writing this was a blast, and I probably never would've signed up solo. I can't believe we got it done... C&C welcome (Paradox-7@excite.com). Time for collapsing.