"Colonists" by Andrew Fuller The story description is "You signed up for the United Space Exploration Federation in the hopes that you would be one of the proud few chosen to head a colonization mission to Alpha Centauri Six. When the rosters were announced and your name was on it for crewman aboard the U.S.E.F. Intrepid, you did not think even the cryogenic sleep chambers would calm you down. You are about to embark on a life a excitement and adventure!" Release along with an interpreter, cover art, a website, source text, the introductory booklet, a file of "Cover" called "Cover.jpg", a file of "Visual Map of Game" called "map.jpg". Include Patrollers by Michael Callaghan. Include Questions by Michael Callaghan. Use no scoring. A secret door is a kind of door. A secret door can be revealed or unrevealed. A secret door is unrevealed. A secret door is scenery. A secret door is closed. A secret switch is a kind of thing. A secret switch can be revealed or unrevealed. A secret switch is unrevealed. A secret switch is scenery. A secret key is a kind of thing. A secret key can be revealed or unrevealed. A secret key is unrevealed. A weapon is a kind of thing. MacGuyver's Flamethrower is a weapon. The Beast is a patroller. The printed name of The Beast is "echos of the Beast". The description is "You can hear the shuffling of the beast nearby". When play begins: Move beast to corridor 5; activate the Beast. The Beast is Aimless. The Drive of the Beast is 90. The OpeningCapability of the Beast is UnlockedOnly. When Play begins: Now Reporting is Individual. The Turn Frequency of the Beast is 2. To decide if The Cryogenic Chamber Room is off-limits to The Beast: decide no. To decide if Ventilation Duct 1 is off-limits to The Beast: decide no. To decide if Ventilation Duct 2 is off-limits to The Beast: decide no. [An every turn rule: if the location of the beast is the location of the player, say "The Beast is near."] An every turn rule: if the location of the beast is the location of the player for two turns, say "The beast has found you." An every turn rule: if the location of the beast is the location of the player for two turns: move the player to the Clutches of the Beast; move the beast to the Clutches of the Beast; deactivate the beast. Before casting xyzzy: If the location of the beast is the location of the player: continue the action; otherwise: say "you're yelling"; stop the action. Instead of casting xyzzy: move Tension to location of player. Understand "yell Marquet" as casting xyzzy. Casting xyzzy is an action applying to nothing. Table of quiz questions Qn Options Correct "The Beast is stunned as if you had punched him in the face. He blinks, and looks you up and down. [line break] 'Who are you...Whats happening?' He reaches up and gently touches the pulsing tumor on the back of his neck.[line break][line break]Type Option 1 or Option 2 for your response. [line break]'You killed the ship Pistrix! Your a monster!! ' [line break]'Something has gotten into you Marquet. You're sick![line break]" { "Option One", "Option Two" } 2 The expected answer is a number that varies. Every turn when the location of the player is the location of the Tension(this is the pub rule): choose a random row in the table of quiz questions; now current question is the Qn entry; now current question menu is the Options entry; now expected answer is the correct entry; blank out the whole row; ask a closed question, in menu mode. A menu question rule (this is the pub answer rule): if the number understood is the expected answer: if the table of quiz questions is not empty: say "Well done. You have survived to the next round."; otherwise: end the story finally saying "Pistrix's face wrinkles up, as if he were trying to fight something inside his head. He slinks back, but draws a pistol from behind his belt loop. Pointing the pistol at you he yells, 'You couldnt understand what what I've seen, what I've done, what the voices tell me to do! The pistol shakes in his hand with his finger on the trigger. For a split second it appears as if he is about to shoot you when suddenly he whips the pistol back and points it at the parasitic lump behind his neck. A piercing shriek is emitted even before Marquet pulls the trigger and obliterates the alien parasite attached to him. Whatever was inside the tumorous lump must have been acidic because the frail form of Marquet begins to dissolve while the parasites linger clutches still quiver within his body. [line break] [line break] [line break]You are finally free of the terror of the beast and can leave the ship peacefully. You should probably stay away from the water though..."; remove the beast from play; otherwise: end the story finally saying "Pistrix's eyes glaze over and he tilts his head to the side, as if listening to a voice. 'You're the monster! You're a demon! The voice says to devour you!' Pistrix shouts, reverting back into the beast. He lunges at you, grabbing you with a strength not apparent to his starved frame. Two mandible like projections emerge from the parasitic lump from behind the Beasts neck. The last thing you see are the alien appendages swinging down towards your face.[line break] [line break] [line break] You did not survive the ordeal... try again...." Before attacking the beast: if the player is carrying MacGuyver's Flamethrower: move goo to location of player; [stop attacking the beast;] end the story finally saying "The Beast goes up in flames, writihing around pitifully. You can see a parasitic lump attached to the back of its neck flailing out crab-like mandibles in agony. After a painful amount of time, the Beast collapses into a pile of tarry goo.[line break] [line break] [line break]You are finally free of the terror of the beast and can leave the ship peacefully. You should probably stay away from the water though..." Before attacking the beast: if the player is not carrying MacGuyver's Flamethrower: end the story finally saying "Your pitiful attempt at subduing the Beast has failed. The Beast knocks you to the ground and you can see terrifying mandible like protrusions sticking out from behind the Beasts guant figure. The Beast tears you to pieces, the last thing you hear is the disgusting chewing of the Beast.[line break] [line break] [line break] You did not survive the ordeal... try again...." Understand "Pistrix", "Marquet", "Marquet de Pistrix" as the beast. Understand "monster", "man" as the beast. Understand "burn", "Flame" as attacking. [An every turn rule: if the location of the beast is the location of the player for two turns and the player says "the Beast" say "The Beast is stunned as if you had punched him in the face. He blinks, and looks you up and down. [line break] 'Who are you...Whats happening?' He reaches up and gently touches the pulsing tumor on the back of his neck.[line break][line break][line break] Type Option 1 or Option 2 for your response. [line break]Option 1 - 'You killed the ship Pistrix! Your a monster!! ' [line break]Option 2 - 'Something has gotten into you Marquet. You're sick!'"] [An every turn rule: Before attacking beast: If the player carries Macguyver's Flamethrower: move goo to location of player; remove the beast from play; If the player is not carrying Macguyver's Flamethrower: end the story.] [Before attacking Marquet; If the player is carrying MacGuyver's Flamethrower: say "The Beast goes up in flames, writihing around. You can see a parasitic lump attached to the back of its neck flailing out crab-like mandibles in agony. After a painful amount of time the Beast collapses into a pile of tarry goo." Move Marquet to Your Cryogenic Chamber; Move Goo to location of player. If the player is not carrying MacGuyver's Flamethrower: say "Your pitiful attempt at subduing the Beast has failed. The Beast knocks you to the ground and you can see terrifying mandible like protrusions sticking out from behind the Beasts guant figure. The Beast tears you to pieces, the last thing you hear is the disgusting chewing of the Beast." end the story. Yell Marquet de Pistrix. Understand "Marquet", "Pistrix", as Marquet de Pistrix. "The Beast is stunned as if you had punched him in the face. He blinks, and looks you up and down. [line break] Who are you...Whats happening? He reaches up and gently touches the pulsing tumor on the back of his neck." Option 1 - 'You killed the ship Pistrix! Your a monster!! ' "Pistrix's eyes glaze over and he tilts his head to the side, as if listening to a voice. 'You're the monster! You're a demon! The voice says to devour you!' Pistrix shouts, reverting back into the beast. He lunges at you, grabbing you with a strength not apparent to his starved frame. Two mandible like projections emerge from the parasitic lump from behind the Beasts neck. The last thing you see are the alien appendages swinging down towards your face." Player is dead Option 2 - 'Something has gotten into you Marquet. You're sick!' "Pistrix's face wrinkles up, as if he were trying to fight something inside his head. He slinks back, but draws a pistol from behind his belt loop. Pointing the pistol at you he yells, 'You couldnt understand what what I've seen, what I've done, what the voices tell me to do! The pistol shakes in his hand with his finger on the trigger. For a split second it appears as if he is about to shoot you when suddenly he whips the pistol back and points it at the parasitic lump behind his neck. A piercing shriek is emitted even before Marquet pulls the trigger and obliterates the alien parasite attached to him. Whatever was inside the tumorous lump must have been acidic because the frail form of Marquet begins to dissolve while the parasites linger clutches still quiver within his body." Beast is dead end if] Your Cryogenic Chamber is a room. "You awaken inside your cryogenic chamber, cold and alone. You can see through a foggy glass door facing north in the Cryogenic Chamber Room. The room outside is pitch black except for a blinking red dot across from your chamber." The glass door is a openable and locked door. The glass door is north of Your Cryogenic Chamber. The button is fixed in place in Your cryogenic Chamber. Button is a device. The description is "It opens your chamber." Instead of pushing the button for the first time: Now the glass door is unlocked; Say "You hear a pop as the glass door unlocks." The Cryogenic Chamber Room is north of the glass door. "The Cryogenic Chamber room lights flicker on, seeming to stuggle with a faltering power supply. The room is eerily lit by the dying lights. [line break]A broken up computer voice says 'Good mor...ing pioneer 612... welcome to ... new colony planet. Refreshers are .... the east....cryogenic illness sh.... pass shortly. When y... are ready .... head... cargo bay....debriefing by... ' [line break]The message cuts off. You see a bathroom to the East and a door to the North." South of the Cryogenic Chamber Room is nowhere. other cryogenic chambers are enterable supporters in the Cryogenic Chamber Room. The description is "All the other chambers have smashed windows and are broken. Blood is smeared across a few of them. Yours appears to be the last one intact." Your Cryogenic Berth is an enterable container inside the Cryogenic Chamber Room. It is fixed in place. the description is "It looks strangely inviting" Every turn when the player is in the Berth: say "Your Cryogenic Chamber re-initiates its cryosleep program. Somewhere in your deep sleep consciencness you have the sense that something has smashed in your chamber and is devouring your internal organs. [line break] [line break] [line break] You did not survive the ordeal... try again...."; An every turn rule: if the player is in the berth, end the story. The blinking red light is a supporter in the Cryogenic Chamber Room. The description is "The blinking light appears to be on a control panel mounted to the wall. The panel seems to monitor the cryogenic chambers." The panel is scenery. The description is "None of the controls are functioning, only the incessant blinking of the light." The blood is scenery. The description is "It's crusty." The smash windows are scenery. The description is "They are thoroughly broken." The Bathroom is east of the Cryogenic Chamber Room."A small compartment off of the Cryogenic Chamber. There is a large showering area past a row of lockers on one side and wash basins with mirrors on the other." The shower are enterable containers in the bathroom. The description is "They are dimly lit by a single row of halogen lights. It appears that no one has ever utilized the showers. You see two vents high up in the ceiling." Instead of switching on shower: say "You hear the groaning of pipes, but no water emerges." The halogen lights are scenery. "There light casts an unhealthy pall over the area." Instead of switching on halogen lights: say "There's no apparent light switch." The Vents are scenery in the bathroom. "They are too high up to be reachable." The mirror is scenery in the Bathroom. The description is "Your naked body is pale and shivering. Your lips have a slight blue tinge to them. Dont worry, these are normal signs after release from cryogenic sleep." Before examining the mirror: If the player is wearing the uniform: change the description of the mirror to "You're looking good in that uniform." The basins are scenery in the Bathroom. "Water basins used to wash up with mirrors above them. They are dry as a bone". Understand "wash basins" and "basin" as basins. The lockers are scenery in the Bathroom. "The lockers have been smashed open. One has its door hanging on by a hinge." The uniform is in the lockers. The uniform is wearable. The description is "It is smeared with something you hope is dirt". Corridor 1 is north of The Cryogenic Chamber Room. The printed name of Corridor 1 is "South Corridor". "The corridor runs East to West with the door to the Cryo Chamber to the South. It is dimly lit and has discarded trash littering its corners. Dust has settled on the walls and floor but it appears something has swept a path in the center by walking. A message is written on the North wall." The Message is scenery in Corridor 1. "Someone has smeared a dark substance on the wall with thier hand. It reads: 'Avoid the Beast!'" Trash is scenery in Corridor 1. "Broken equipment, discarded boxes, and torn uniforms. Nothing useful." The path is scenery in Corridor 1. "Whatever has been walking these halls seems bipedal." The broken equipment is scenery. The description is "Nothing useful." Understand "discarded boxes", and "torn uniforms" as broken equipment. The substance is scenery in Corridor 1. "Probably shouldn't touch it." Corridor 2 is east of Corridor 1. . The printed name of Corridor 2 is "SouthEast Corridor". "The corridor banks ninety degrees, causing it to run West to North. The lights are flickering and there is quite a large pile of refuse in the corner. There is a door on the south wall of the corridor with a plaque above it marked Engine Room 2." The plaque is scenery in Corridor 2. "It has Engine Room 2 engraved in it." The Refuse is scenery in Corridor 2. The note is secret key. The description is "(In hastily written scrawl) Sometimes I just wait... and it goes the other way....". Instead of examining the refuse for the first time: now the note is revealed; move the note to Corridor 2; say "You see a crumpled note sitting on top of the trash." The Mechanical Corridor 2 is south of Corridor 2. "Pipes, valves, and air ducts clutter the walls and ceiling of the corridor. You can see the dull glow of a terminal through a layer of soot covering its screen. To the south lies the Engine Room." The pipes are scenery in Mechanical Corridor 2. "They are pipes." The air ducts are scenery in Mechanical Corridor 2. "They are air ducts." The valves are scenery in Mechanical Corridor 2. "They are rusted tight." Engine Room 2 is south of Mechanical Corridor 2. The description of Engine Room 2 is "The Heinlein Quantum Drive that powers deep space colony ships fills the majority of the room. It appears a fire broke out in here some time ago as the drive is powered down and scorch marks cover three quarters of the room. You can feel a draft blowing from the far corner behind the burnt-out drive." The scorch marks are scenery in Engine Room 2. The description is "The drive must have caught fire." The vent is scenery. "You could probably fit in there." The passage door is a secret door. The passage door is west of the Engine Room 2 and east of the Ventilation Duct 1. The broken drive is fixed in place in Engine Room 2. Instead of examining the broken drive: now the passage door is revealed; now the passage door is open; say "As you inspect the Heinlein Drive you see a narrow path leading to a vent heading west. You may be able to squeeze in - but it's doubtful you could get back out." the Bathroom is west of Ventilation Duct 1. The Ventilation Duct 1 is a room. The printed name of Ventilation Duct 1 is "Ventilation Duct". The description is "You can see a light to the west." East of the Bathroom is nowhere. Terminal 1 is fixed in place in Mechanical Corridor 2. The printed name of Terminal 1 is "Active Terminal". Understand "Read Terminal", "Read Active Terminal" as examining. The description of terminal 1 is "The faintly lit screen glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]Day 1: This is Co-Pilot Marquet de Pistrix. The United Space Exploration Federation starship Intrepid came out of it's quantum leap heavily damaged. When I awoke Captain Roger's cryochamber was on fire, alarms indicated fires in both engine rooms, and our H2O tanks had been peppered with puncture holes. I sent out an S.O.S to the USEF Serenity and Normandy but they were already in a landing orbit of our destination planet. I tried to pilot our ship as best I could...we must have crashed several leaugues off course from the colonizing destination. I will attempt to keep a record of my actions on these terminals for an after action report. I'm so sorry I could not land her more gently..." Corridor 3 is north of Corridor 2. The printed name of Corridor 3 is "East Corridor". "The corridor runs North to South with a door on the western wall. A plaque above the door says Kitchen. Flickering overhead lights illuminate claw marks gouged into the eastern wall of the corridor." Claw Marks are scenery in Corridor 3. "Deep gouges in the metal wall, whatever did this was strong." The kitchen plaque is scenery in Corridor 3. The Keycard is secret key. The keycard unlocks the bridge door. The description is "Its the keycard to the ship's bridge". Instead of examining kitchen plaque for the first time: now the Keycard is revealed; move the keycard to Corridor 3; say "You feel a keycard resting on the top of the plaque." Test keycard with "x plaque / x keycard " in corridor 3. The Eatery is west of Corridor 3. The printed name of eatery is "Kitchen". "The kitchen looks as if a tornado has blown through it. All the cabinets have been opened, food stuffs have been consumed and the boxes torn to shreds and scattered through the room. A refrigerator lays on its side in one corner. The oven appears to be the only appliance that was too heavy to be moved. On the wall across from the kitchenette area is a terminal. Doors are on both the East and West wall." The oven is an openable container inside the eatery. It is fixed in place. It is closed. The description is "The oven is scratched up with claw marks but its door is closed". The pilot light is a secret key. the description is "A means of making fire... could be useful." Instead of examining oven for the first time: now the oven is open; now the pilot light is revealed; move the pilot light to oven; say "You can see a pilot light inside. " The refrigerator is an openable container inside the eatery. It is fixed in place. It is closed. the description is "A horrid smell is wafting from inside. It sounds as if something is moving inside." The Six Legged Rat Creature is a secret key. Understand "fridge" as refrigerator. Instead of opening the refrigerator for the first time: now the refrigerator is open; now the Six Legged Rat Creature is revealed; move the Six Legged Rat Creature to refrigerator; say "Two unblinking pairs of blood red eyes stare up at you. It appears some sort of six legged rat creature has been making its home in the fridge." Instead of examining Six Legged Rat Creature for the first time: move the Six Legged Rat Creature to Your Cryogenic Chamber; say "The creature hisses at you and bolts from the kitchen." Instead of taking Six Legged Rat Creature for the first time: move the Six Legged Rat Creature to Your Cryogenic Chamber; say "The creature hisses at you and bolts from the kitchen." Boxes are scenery in the eatery. "All the food is gone from inside them. Most are torn asunder." Kitchenette is scenery in the eatery. "Standard colony ship kitchen area complete with refrigerator, oven, sink, nuke box, and hydrator." Sink is scenery in the eatery. "Like all the other water dispenseries on the ship it is bone dry." Nuke box is scenery in the eatery. "It is smashed up pretty bad, nothing looks salvagable." Hydrator is scenery in the eatery. "It is smashed up pretty bad, hope it was working when whatever raided the kitchen ate all the freeze dried meals or they will be hurting later." The cabinets are an openable container inside the eatery. It is open. The description is "They have been ravaged." Terminal 2 is fixed in place in the eatery. The printed name of Terminal 2 is "Active Terminal". The description of terminal 2 is "The faintly lit screen glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]Day 4: This is Co-Pilot Marquet de Pistrix. All the water in our tanks is gone... it must have depressurized while we were in space. I have drank the few cannisters of water in the kitchen, but I will have to find some more soon. I think I saw a swamp outside... maybe I can filter some of that water. Thankfully there is still plenty of food in the kitchen. I still have not been able to get enough power from the ship to send out a distress beacon to the other colonists or to wake up the crew. I'll keep trying. [line break]Day 7: It's been a week and this log is the only communication I have, even if it's fairly one sided. Two of the three water filters on the ship were duds and the third seems to struggle with that swamp water. When we get out of this remind me to send a scathing letter back to the requisition officer in charge of this expedition. [line break]Day 8: The third filter is caput. I dont think it was doing much anyways. I woke up today with a pounding headache." Corridor 4 is north of Corridor 3. The printed name of Corridor 4 is "NorthEast Corridor". The description is "The corridor banks ninety degrees from South to West. Surprisingly the lights are maintaining their power levels. Unfortunately they are providing good lighting for a rotting human carcass propped up in the corner." Rotting Human Carcass is in Corridor 4. The description is "It's been here a while. Half of the body is missing. The other half looks gnawed upon by something.... bigger than a rat." Understand "Rotting", "Human", and "Carcass" as Rotting Human Carcass. Instead of taking the Rotting Human Carcass: say "Why would you do that?". Instead of pushing the Rotting Human Carcass: say "Gross". Corridor 5 is west of Corridor 4. The printed name is "North Corridor". The description is " The corridor goes East to West. The North side of the corridor is a stairway with stairs leading both up and down. A plaque labels the stairs direction. A large painting of the three colony ships sent out is mounted on the southern bulkhead." The painting is in Corridor 5. The description is "Three beautifully rendered colonist interstellar crafts are flying in formation through deep space. A bronze engraved plate on the bottom reads 'The Serenity, the Normandy, and the Intrepid: God Speed On Your Journey To Alpha Centauri Six.'" Instead of taking the painting: say "It is securely fastened to the bulkhead". The bronze engraved plate is scenery in Corridor 5. "The Serenity, the Normandy, and the Intrepid: God Speed On Your Journey To Alpha Centauri Six." The Stairs Plaque is scenery in Corridor 5. The description is "Ships Bridge: Up. Cargo Hold: Down.". Corridor 6 is west of Corridor 5. The printed name of Corridor 6 is "NorthWest Corridor". The description is "The corridor banks ninety degrees from South to East. An unhappy face has been drawn on the wall in a crusty reddish brown substance." The unhappy face is scenery in Corridor 6. "Someone has a sick sense of humor." Corridor 7 is south of Corridor 6. It is west of the eatery. The printed name of Corridor 7 is "West Corridor". The description is "The corridor runs North to South. The lights out in this corridor and shadows lie heavily in all the corners. Light spills in from the adjoining corridors and play upon a shadowed door on the eastern wall and a ladder well on the western wall." The ladder is scenery in Corridor 7. "The ladder has rusted spots but seems sturdy enough. Its too dark to see down but you can see a faint glow somewhere up above." Ladder Well is down from Corridor 7. the description is "Debris clutters the lower rungs. You cant go any further". Debris is scenery. "Its in the way". Corridor 8 is up from Corridor 7. The printed name is "Level 2". "The corridor on this level runs North to South but both directions have collapsed in. The ladder well is on the western wall. An active terminal is glowing on the eastern wall." Terminal 3 is fixed in place in Corridor 8. The printed name is "Active Terminal". The description of terminal 3 is "The faintly lit screen glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]Day 10: This is Marquet de Pistrix. All the food in the kitchen is gone, the other levels of the ship have collapsed so I can't get to the storage there. Every day my head pounds like im standing next to a Heinlein drive with no sound barrier. What little food was left in the kitchen was stolen by some small animal. Something akin to a rat I think...maybe if I could catch it... [line break]Day 11: I hear voices. I think its the crew calling out from their cryo sleep....They wont stop screaming. I know its my fault! I know I crashed the ship! Something on the back of my neck has started to grow....SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP SHUT UP!!!!!!!!! !!!! !!!!!!!!! " Corridor 9 is west of Corridor 1. It is south of corridor 7. The printed name of Corridor 9 is "SouthWest Corridor". "The corridor banks ninety degrees, causing it to run East to North. The lights are flickering and there is quite a large pile of garbage in the corner. There is a door on the south wall of the corridor with a plaque above it marked Engine Room 1." The engine room plaque is scenery in Corridor 9. "It has Engine Room 1 engraved in it." The corner is scenery in Corridor 9. The description is "It's where two walls meet." The garbage is scenery in Corridor 9. The description is "Just a bunch of junk." The junk is scenery in Corridor 9. The description is "The junk consists of a few tin cans." The tin cans are scenery in corridor 9. the description is "..." Understand "can", "cans", and "tin can" as tin cans. The Easter Egg is a secret key. the description is "Congratulations." Instead of examining tin cans for the first time: now the Easter egg is revealed; move the Easter Egg to Corridor 9; say "Don't you have a monster to avoid?[line break] (an Easter Egg falls out)" The Mechanical Corridor 1 is south of Corridor 9. "Tubes, levers, and fittings clutter the walls and ceiling of the corridor. You can see the dull glow of a terminal through a layer of soot covering its screen. To the south lies the Engine Room." Terminal 6 is fixed in place in Mechanical Corridor 1. The printed name is "Inactive Terminal". The description is "The bottom of the terminal has been smashed in and its power source torn out. Gore has been smeared all around the base of it. The screen is black." Before examining terminal 6: If the player has the Battery Pack: move Battery Pack to Your Cryogenic Chamber; change the description of terminal 6 to "The screen comes to life and glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]This is Cadet Peter Mayhew of the U.S.E.F Intrepid. To anyone who reads this BEWARE! Co-Pilot Marquet de Pistrix has been infected with some sort of parasite. He has killed most of the crew and... eaten them. He is not right in the mind. I have run into him once before and I yelled out his name. It seemed to stun him...to bring him out of whatever monstrous thought pattern has engulfed his mind. If you're reading this get out of the ship! Try to avoid him! If you cannot, maybe you can reason with him...but I doubt it. Im going to try and escape...I hear him coming! God be with whoever finds this entry." The tubes are scenery in Mechanical Corridor 1. "They are tubes." The fittings are scenery in Mechanical Corridor 1. "They are fittings." The levers are scenery in Mechanical Corridor 1. "They are air rusted tight." The gore is scenery in Mechanical Corridor 1. The description is "Yup, it's blood." Engine Room 1 is south of Mechanical Corridor 1. The description of Engine Room 1 is "The Heinlein Quantum Drive that powers deep space colony ships fills the majority of the room. It appears a fire broke out in here some time ago as the drive is powered down and scorch marks cover three quarters of the room. You can feel a draft blowing from the far corner behind the burnt-out drive." The passage door 2 is a secret door. The passage door 2 is east of the Engine Room 1 and west of the Ventilation Duct 2. The burnt drive is fixed in place in Engine Room 1. Instead of examining the burnt drive: now the passage door 2 is revealed; now the passage door 2 is open; say "As you inspect the Heinlein Drive you see a narrow path leading to a vent heading east. You may be able to squeeze in - but it's doubtful you could get back out." the Bathroom is east of Ventilation Duct 2. The Ventilation Duct 2 is a room. The printed name of Ventilation Duct 2 is "Ventilation Duct". The description is "You can see a light to the east." The Conference Room is up from corridor 5. "You see a large round room with a long conference table surrounded by chairs. A long cracked window runs along the western wall. A historic painting is mounted across the room from the window on the eastern wall. North of the room is a door with a plaque labeled 'Ship's Bridge'" The conference table is a supporter in the conference room. The description is "A long conference table made of some shiny alloy. Nothing is on it." The cracked window is scenery in the conference room. The description is "The ship looks like it crash landed on a planet. You can see thick foliage growing up around the ship. Mountains run across the skyline, maybe you're in a valley?" Understand "break" as attacking. Instead of attacking the window: say "Your attempts are futile. Even cracked it is meant to withstand the pressures of deep space." Chairs are a supporter in the conference room. The description is "They are chairs." Instead of taking the chairs: say "They are fastened to the floor". Instead of entering the chairs: say "Now is not the time to be lolligagging." Instead of entering the conference table: say "Get off of that." Understand "sit" as entering. The historic painting is in the conference room. The description is "The painting is a Japanese print of a large blue wave sweeping across the scene. The wave is here much more than a mere oceanic circumstance. It's a monster, a giant leviathan threatening with its fangs the agile and audacious ships that cross, flexible, the Japanese seas. The terrible ocean's claw is so powerful that it seems to threaten to devour even the sacred Mount Fuji, presented at the background as another victim of the evil wave. [line break]The placard beneath it reads: KATSUSHIKA HOKUSAI 'The Wave', c.1830". Instead of taking the historic painting: say "It is securely fastened to the bulkhead". The bridge plaque is scenery in the conference room. The description is "It says 'Ship's Bridge'". The bridge door is a lockable and locked door. It is north of Conference Room. The bridge door has a matching key the Keycard key. The Ship's Bridge is north of the bridge door. "A large cockpit window is straight ahead from the door. Two piloting couches are in front of a control board under the window. On both the Eastern and Western Walls are cryochambers. Next to the door sits a glowing terminal." The cockpit window is scenery in the Ship's Bridge. The description is "Through the spiderweb of cracks you can see a boggy lake and field of tall grass. Off to the west the field of grass is butted up against a thick forest. Mountains run across the skyline, you must be in a valley." Piloting couches are a supporter in the Ship's bridge. The description is "Crossing seatbelts help to keep the pilot secure while the ship is in the free fall of space." The crossing seatbelts are scenery in the Ship's Bridge. The description is "They are seatbelts. They go click". The control board is scenery in the Ship's Bridge. The description is "There are so many screens, flipswitches, and dials here you wouldnt know where to start. Half of the board is burned out anyways." Understand "screens", "flipswitches", and "dials" as control board. The Cargo Hold Release is scenery in the Ship's Bridge. Instead of examining the Cargo Hold Release: now the Cargo Hold Door is unlocked; now the Cargo Hold Door is open; say "After pushing the door release you feel the ship shudder and hear a grinding noise from somewhere down below". Understand "auxillary", "release", "auxillary release", and "auxillary controls" as Cargo Hold Release. The Eastern Cryochamber is scenery in the Ship's Bridge. The description is "Above the chamber is labeled 'Captain Rogers, Steven'. The chamber itself is a burnt out husk. The scorched remains of a skeleton are still slumped inside." The scorched skeleton is scenery in the Ship's Bridge. The description is "The blackened remains of Captain Rogers smell faintly like crispy chicken." Understand "Captain Rogers", "Captain", "Rogers" as scorched skeleton. The Western Cryochamber is a container in the Ship's Bridge. It is fixed in place. The description is "Above the chamber is labeled 'Co-Pilot Pistrix, Marquet de'. It looks like the chamber survived the crash unscathed." Terminal 5 is fixed in place in the Ship's Bridge. The printed name is "Active Terminal". The description of terminal 5 is "The faintly lit screen glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]Day 17: I couldnt take it anymore. The crew...sleeping in their chambers wouldn't stop screaming in my head. I killed them. I killed all the ones who accused me with thier eyes, may god have mercy on my soul. But I... I was so hungry... something is wrong with me... maybe it was the water, maybe... This bulge on my neck wont stop growing. It feels like it's shooting tendrils through my body... and the dreams! [line break]Day 20: I'm in hell. I crashed the ship and this is hell. The nightmares that plague me last into my waking hours. The Captain is my own personal tormentor...mocking me from his throne. I'm locking the bridge...I dont want the Captain to follow me...." The Cargo Bay is down from Corridor 5. The description is "The ships cargo bay is a wide open room capable of housing multiple pieces of heavy equipment necessary to colonize a planet. It appears the bull dozer that was loaded inside broke its holding chains during the crash and split the double doors sealing the Northern wall from the loading dock. The control panel for the cargo bay doors is off to the side of the dozer. A broken fork lift is off to one side of the hold. Debris and equipment is scattered across the hold. An active terminal sits next to the stairwell." Debris is scenery in the Cargo Bay. The Gas Tank is a secret key. The description is "A cannister filled with a highly flammable substance". Instead of examining debris for the first time: now the Gas Tank is revealed; move the Gas Tank to Cargo Bay; say "The Gas Tank looks salvageable. If you could find a lighter you may be able to COMBINE it with the gas tank to jury rig something." Understand "equipment" as debris. Terminal 4 is fixed in place in the Cargo Bay. The printed name is "Active Terminal". The description of terminal 4 is "The faintly lit screen glows an eeiry green. The screen reads:[line break] ---U.S.E.F. INTREPID TERMINAL LOG--- [line break]Day 22: This is.. I'm not sure anymore. The tumor on my neck has stopped throbbing but I can feel something squirming inside....growing I think. The screams of the crew have stopped but... the things I have done... I wont go back to the bridge... The captain just stares at me... accuses me.... I hid my keycard above some room plaque...I dont remember which one... I dont want to... [line break]Day 25: The screams were replaced... I am not Marquet anymore...I am powerful... but hungry... always hungry....the voice agrees with me.... keep feeding.... [line break]Day 28: I found a demon walking the corridors. He wore a uniform I should remember, but my bodiless benefactor..the voice in my head told me what to do with this trespasser. He hid for a while but I found him, typing on a terminal like I am. Ha! Demons can't spell! I blacked out but when I came to he was disemboweled....like all demons should be. I smashed his terminal in case he was trying to summon more devils. The voice agrees...the voice agrees..." The bull dozer is fixed in place in the Cargo Bay. The description is "It is firmly wedged in the double doors. You can see through the back and front windshield into the loading bay and on to the outside world." The windshield is scenery in the cargo Bay. The description is "Steel mesh protects the windshield from anything that could break it". The chains are scenery in the cargo Bay. The description is "They are bolted to a steel plate welded to the floor". The broken fork lift is fixed in place in the cargo Bay. The description is "The pilot's seat is crushed by its protective frame and a metal bar is jammed into its controls. The compartment in the rear looks undamaged." The compartment is scenery in the Cargo Bay. The Battery Pack is secret key. The description is "Its a universal battery pack". Instead of examining compartment for the first time: now the Battery Pack is revealed; move the Battery Pack to Cargo Bay; say "The battery pack in its rear looks salvageable." The control panel is fixed in place in the cargo bay. The description is "The control panel for cargo bay doors has deep rents slashed across the top of it. Crusted blood is smeared along its side. This panel is inoperable, but it reminds you that there are auxillary controls for the door in the Ship's Bridge." The Cargo Hold Door is a locked and closed door. It is north of Cargo Bay. North of the Cargo Hold Door is the Loading Dock. The Loading Dock is north of the Cargo Hold Door. The description is "The Bay door is down and you can see the vast open spaces of this uncolonised world. Are you ready to step north, out into the sunlight, and escape this nightmare?" Planet Side is north of Loading Dock. An every turn rule: if the player is in Planet Side: If the player is wearing uniform: end the story finally saying "Your first few tentative steps on this alien planet are cut short by shouts of alarm from a distance away. Looking out across the grassy field between the jungle line and the bog you see a rescue party of colonists from the other two ships galloping towards you. After they arrive and dismount, your frantic attempts to warn them about the beast are cut off by a hypo-shot sedative injected by the medic of thier party. Your last drowsy vision as they strap you to a horse is of the beast watching from the shadows of the loading dock.[line break] [line break] [line break] You survived the ordeal of the ship, but what will become of the other colonists... Victory??? "; otherwise: end the story finally saying "Your first few tentative steps on this alien planet are cut short by shouts of alarm from a distance away. Looking out across the grassy field between the jungle line and the bog you see a rescue party of colonists from the other two ships galloping towards you. After they arrive and dismount, they are surprised by your nakedness. The Beast uses this moment of surprise to lunge from the loading dock and tear apart the small rescue party. You flee from the carnage into the boggy swamp waters, wondering why you never looked for a uniform on the ship.[line break] [line break] [line break] You survived the ordeal of the ship, but your fate will most likely end up the same as the Beast... Victory??? ". Understand "combine [something] with [something]" as combining it with. Combining it with is an action applying to two carried things. Understand the command "connect" as "combine". Understand the command "attach" as something new. Understand "attach [something] to [something]" as combining it with. The combining it with action has an object called the item built. Setting action variables for combining something with something: let X be a list of objects; add the noun to X; add the second noun to X; sort X; repeat through the Table of Outcome Objects: let Y be the component list entry; sort Y; if X is Y: now the item built is the result entry. Check combining it with: if the item built is nothing or the item built is not in limbo, say "You can't combine [the noun] and [the second noun] into anything useful." instead. Carry out combining it with: move the item built to the holder of the noun; remove the noun from play; remove the second noun from play. Report combining it with: say "You now have [an item built]." Limbo is a container. Limbo contains MacGuyver's Flamethrower. Limbo contains Flaming Egg. Limbo contains Gassy Egg. Limbo contains Easter Fiery Gas Tornado Giga Bot!. Goo is in Limbo. The description is "The smoking remains of the Beast." Before examining or taking the goo: remove the beast from play; say "The smoking remains of the Beast." Tension is in limbo. The description is "It's palpable". The description of MacGuyver's Flamethrower is "Dear MacGuyver, enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog." Clutches of the Beast is a room. "A pale gaunt man in the shredded ruins of what must have once been the ship's uniform stands in front of you. Choose your next move carefully...it may be your last. You can't run!" An every turn rule: If the location of the beast is the location of the player for seven turns, end the story finally saying "The Beast has toyed with you enough. The Beast's eyes glaze over and he tilts his head to the side, as if listening to a voice. 'You're the monster! You're a demon! The voice says to devour you!' The Beast growls. He lunges at you, grabbing you with a strength not apparent to his starved frame. Two mandible like projections emerge from the parasitic lump from behind the Beasts neck. The last thing you see are the alien appendages swinging down towards your face.[line break] [line break] [line break] You did not survive the ordeal... try again....". Instead of examining the Easter Fiery Gas Tornado Giga Bot! for the first time, end the story finally saying "The Easter Fiery Gas Tornado Giga Bot! formed from your genius mind springs to life in a swirling, flaming splendor never before concieved by man. You jump inside and smash through the puny Earth vessel, not a care in the world as you soar godlike across the horizon. All your foes shall be smote, all your desires fulfilled, such is the magnificence of the Easter Fiery Gas Tornado Giga Bot!.[line break] [line break] [line break] Congratulations! You found the super secret Easter Egg Ending. You are the smartest of all your friends...". Table of Outcome Objects component list result {Pilot Light, Gas Tank} MacGuyver's Flamethrower {Gas Tank, Pilot Light} MacGuyver's Flamethrower {Easter Egg, Pilot Light} Flaming Egg {Pilot Light, Easter Egg} Flaming Egg {Easter Egg, Gas Tank} Gassy Egg {Gas Tank, Easter Egg} Gassy Egg {Gassy Egg, Pilot Light} Easter Fiery Gas Tornado Giga Bot! {Pilot Light, Gassy Egg} Easter Fiery Gas Tornado Giga Bot! {Gas Tank, Flaming Egg} Easter Fiery Gas Tornado Giga Bot! {Flaming Egg, Gas Tank} Easter Fiery Gas Tornado Giga Bot!