"Bronze" by Emily Short. The story genre is "Fairy Tale". The release number is 13. The story headline is "A fractured fairy tale". The story description is "When the seventh day comes and it is time for you to return to the castle in the forest, your sisters cling to your sleeves. 'Don't go back,' they say, and 'When will we ever see you again?' But you imagine they will find consolation somewhere. Your father hangs back, silent and moody. He has spent the week as far from you as possible, working until late at night. Now he speaks only to ask whether the Beast treated you 'properly.' Since he obviously has his own ideas about what must have taken place over the past few years, you do not reply beyond a shrug. You breathe more easily once you're back in the forest, alone. Bronze is a puzzle-oriented adaptation of Beauty and the Beast with an expansive geography for the inveterate explorer. Features help for novice players, a detailed adaptive hint system to assist players who get lost, and a number of features to make navigating a large space more pleasant." The story creation year is 2006. Release along with a solution, source text, a website, cover art, a file of "Manual" called "Bronze Manual.pdf", a file of "Complete (Spoilerful) Map" called "map.pdf", a file of "Walkthrough" called "solution.txt", a file of "Making of..." called "Overview.html". Index map with room-shape set to "square" and room-size set to 60 and room-name-size set to 9 and room-name-length set to 13 and route-thickness set to 15 and room-outline set to off and map-outline set to off and route-colour set to "White" and room-colour set to "White" and font set to "Trebuchet-MS-Regular" and EPS file. Include Locksmith by Emily Short. Use full-length room descriptions, American dialect, no scoring, and the serial comma. Use memory economy. Use MAX_SYMBOLS of 7000. Part 1 - Adjustments to the World Model Chapter 1 - Modifying Existing Kinds [Because the style of this game is one of very light implementation with a lot of rooms, there may be some objects we forget to give detailed descriptions. But we'd still rather not see the default Inform message about undescribed objects ("you see nothing special about the {whatever}"). So here we apply a more game-specific version of that answer:] Include Plurality by Emily Short. The description of a thing is usually "The appearance of [the noun] has not changed significantly since you left." The description of a container is usually "[The noun] [if the noun is open]contains [the list of things in the noun][end if][if the noun is closed][is-are] closed[end if][if the noun is locked] and locked[end if][if the noun is closed and the noun is transparent]. Inside [is-are the list of things in the noun][end if]." Section 1 - Doors The initial appearance of a door is usually "Nearby [an item described] leads [item described direction]." The description of a door is usually "[if open]It stands open[otherwise]It is closed[end if][if locked] and locked[otherwise] and unlocked[end if]." To say (item - a thing) direction: let place be a random room; let the place be the other side of the item; if the place is visited, say "[way through the item] to [the place in lower case]"; otherwise say "[way through the item]". Instead of attacking a closed door: say "[The noun] reverberates but does not open." Understand "knock on [something]" or "knock [something]" as attacking. Understand the commands "bang" and "tap" and "rap" as "knock". Before printing the name of an open door (called target) when looking or going: if the target is a staircase, do nothing; otherwise say "open ". To decide what direction is the way through (threshold - a door): let far side be the other side of threshold; let way be the best route from the location to the far side, using even locked doors; if way is a direction, decide on the way; decide on inside. Instead of looking under something which is carried by the player: say "Since you are holding [the noun], it stands to reason that nothing of interest could be concealed beneath." Instead of looking under something which is worn by the player: say "Underneath there is only yourself." Instead of looking under a door: say "[The noun] meets the floor with very little space to spare." Section 2 - Smells A thing has some text called scent. The scent of a thing is usually "nothing". The block smelling rule is not listed in any rulebook. Carry out smelling something: say "From [the noun] you smell [scent of the noun]." Instead of smelling a room: if a scented thing can be touched by the player, say "You smell [the list of scented things which can be touched by the player]."; otherwise say "The place is blissfully odorless." Definition: a thing is scented if the scent of it is not "nothing". Before printing the name of something scented while smelling a room: say "[scent] from the " Section 3 - Sounds A thing has some text called sound. The sound of a thing is usually "silence". The block listening rule is not listed in any rulebook. Carry out listening to something: if in darkness, say "The [sound of the noun] sounds like [a noun]."; otherwise say "From [the noun] you hear [the sound of the noun]." Definition: a thing is audible if the sound of it is not "silence". Echolocating is an activity. Before printing the name of something audible (called target) while echolocating: if the target is not the player, say "[sound] from [if the target is not the player]the [end if]" Rule for printing the name of the player while echolocating: if the player is not audible, say "yourself"; otherwise say "your own [sound of the player]" Rule for printing the name of something (called target) which is not visible while echolocating: say "[roman type]"; if the target is the player begin; say "yourself"; rule succeeds; end if; let place be the holder of the target; let way be the best route from the location to the place; if way is a direction, say "[way]"; otherwise say "[if the target is in location]immediate vicinity[otherwise]middle distance[end if]". Chapter 2 - New Kinds A display is a kind of thing. A display is always scenery. [* A kind mostly used for the paintings, with special behavior to handle what happens when the player tries to look behind one.] A reminder is a kind of thing. A reminder has some text called a memory. Carry out examining an unexamined reminder: say "[memory of the noun][paragraph break]You reacquaint yourself with its appearance: [run paragraph on]". A floor is a kind of thing. Before putting something on a floor: try dropping the noun instead. Before facing down in the presence of a floor (called target): try examining the target instead. A floor is always scenery. Instead of looking under a floor: say "Nice idea if you can figure out how." Understand "floor" or "ground" as a floor. Some generic surroundings are backdrop. It is everywhere. Understand "walls" or "wall" or "ceiling" or "ground" or "area" or "room" or "here" as the generic surroundings. Understand "floor" or "floorboard" or "floorboards" as the generic surroundings when the location is not floored. Before putting something on the generic surroundings: try dropping the noun instead. Instead of examining the generic surroundings: say "You take another look around."; try looking. Instead of touching the generic surroundings: say "You encounter nothing extraordinary." Instead of touching the generic surroundings when in darkness: say "You try feeling your way around, but the space you are in is too large to allow you to navigate by touch." Definition: a room is floored if it contains a floor. After deciding the scope of the player: place the generic surroundings in scope; repeat with item running through handled things in the location begin; place item in scope; end repeat; if the location contains a floor (called the current floor), place the current floor in scope. Before touching a direction, try touching the generic surroundings instead. Before pushing or pulling a direction, try pushing the generic surroundings instead. Instead of smelling the generic surroundings, try smelling the location. Instead of listening to the generic surroundings, try listening to the location. Rule for supplying a missing noun while searching: change the noun to the generic surroundings. Instead of searching the generic surroundings: try hinting roomily about the location. Instead of hinting about the generic surroundings: try hinting roomily about the location. Understand "search" as searching. A bed is a kind of supporter. A bed is always enterable. A bed is usually scenery. The description of a bed is usually "Unrumpled: the service keeps them neat and tidy." Understand "sheets" or "sheet" or "pillow" or "pillows" as the bed. Instead of looking under a bed, say "It is clean beneath as above." The scent of a bed is "faint lavender". A view is a kind of backdrop. The view has some text called refusal. The refusal of a view is usually "You are too far from [the noun] to do anything but look." Instead of doing something other than examining to a view: if listening to the noun and the noun is audible, continue the action; if smelling the noun and the noun is scented, continue the action; say "[refusal of the noun]". A staircase is a kind of door. A staircase is usually open. A staircase is seldom openable. Understand "stairs" or "stair" or "staircase" as a staircase. Understand "upstairs" or "downstairs" as a staircase. The description of a staircase is usually "[The item described] leads [item described direction]." Instead of climbing a staircase: try entering the noun. Understand the commands "ascend" and "descend" as climb. Understand "go down [staircase]" as climbing. Understand "go up [staircase]" as climbing. A fluid container is a kind of thing. A fluid container can be empty or full. After printing the name of a full fluid container while listing contents: say " (full)". After printing the name of an empty fluid container while listing contents: say " (empty)". A ringer is a kind of thing. A ringer has a room called the target locale. Instead of attacking a ringer: say "The clapper is resentfully mute. The servants have fulfilled their contract for the day, and cannot be commanded again until tomorrow comes." Instead of attacking a ringer when location is not the target locale of the noun: if the noun is the gong, continue the action; if the player can see the mirrors, continue the action; say "You ring the bell, but those who might hear and heed it are not close enough." Instead of attacking the tambourine when the location is not the target locale of the noun: if the player can see the mirrors, continue the action; say "You strike the tambourine, but the shoemaker doesn't materialize[if Lucrezia's study is visited]. And now you think about it, didn't that image in Lucrezia's study show where she was being fitted? Hm[end if]." Part 2 - The World Instead of examining the player: now the player is examined; say "You are nontrivially the worse for your journey -- hungry, dirty, and tired. But all that can be seen to later[if the player wears something]. You are wearing [a list of things worn by the player][end if]." Instead of rubbing the player: say "There will be time to clean up later, when the situation here is not so dire." Instead of searching the player, try taking inventory. Chapter 1 - Outside the Castle The Drawbridge is a room. "[if the Drawbridge is unvisited]Even in your short absence, [the castle] has come to look strange to you again. When you came here first, you stood a long while on the drawbridge, unready to cross [the moat], for fear of the spells that might bind you if you did. This time it is too late to worry about such things[end if][if the Drawbridge is visited]There is little enough purpose in loitering outside: He and his servants never come out here, and whatever you must do, you will have to do within[end if]." The castle exterior is scenery in the drawbridge. The printed name of the castle exterior is "castle". Understand "tower" or "tower" or "drawbridge" or "bridge" as the castle exterior. The description is "The drawbridge looks longer than it actually is; the towers are so high that the tops are lost in cloud, and looking east or west, you cannot see the furthest extent of the walls. An optical illusion: it is smaller inside. Probably." The iron-barred gate is a door. "An iron-barred gate leads [gate direction]." It is north of the Drawbridge and south of the Entrance Hall. It is closed and openable. Before entering the castle, try entering the gate instead. Before going inside in the Drawbridge, try going north instead. Understand "door" as the gate. After opening the gate: say "You shouldn't be able to open it, heavy as it is, but it swings aside lightly at your touch. The Beast said that it knows friend from enemy; and the castle, at least, still regards you as friend." The description of the Entrance Hall is "There is no fire in the big [fireplace][if the Entrance Hall is unvisited], and no one is waiting for you here[end if]; the air is very cold. Over the gate, the old familiar [warning sign] is painted. Various passages lead deeper into the castle: north towards the central courtyard, southwest to the guard tower, east and west into the libraries, the offices, the galleries. [if beast is seen]And no wonder he was not here to meet you.[otherwise]Somewhere in this maze, he waits; and he should be told as soon as possible that you did return.[end if]" Before going outside in the Entrance Hall, try going south instead. The fireplace is scenery in the Entrance Hall. The description is "Unlit, vacant[if Search is happening]. It is almost as though you are not expected[end if]." The sound of the fireplace is "whistling wind". Understand "fire" or "whistling" or "wind" as the fireplace. Instead of burning the fireplace: say "There is no fuel prepared for a fire." The warning sign is scenery in the Entrance Hall. The description of the warning sign is "You know the words by heart, having heard them first from your father, and then studied them yourself on many more recent occasions." The printing of the sign is "Those who seek to leave the castle depart at peril of their lives and souls, unless another servant be provided in exchange, or a fixed term of absence be granted by their master." Understand "old" or "familiar" as the sign. Chapter 2 - East Wing The Scarlet Gallery is east of the Entrance Hall. The description of the Scarlet Gallery is "You do not often come this way, into the older part of the castle, which is narrow and has a low roof. The walls, and the ceiling too, are deep scarlet, the color of the old king and queen that ruled here two hundred fifty years ago, when there was still a kingdom." The Scarlet Tower is southeast of the Scarlet Gallery. "A little hexagonal room, from whose [narrow window] you can see the moat, the lawn, and the beginning of the forest outside." The narrow window is scenery in the Scarlet Tower. The outdoors is scenery in the Scarlet Tower. Understand "moat" and "lawn" and "forest" as the outdoors. The description of the outdoors is "Beyond a short stretch of clear ground, the forest grows thick and uninhabited for many miles." Instead of searching the narrow window, try examining the outdoors. The description of the narrow window is "It gives a view of the forest beyond: the way you came from, in fact." The helmet is a wearable thing in the Scarlet Tower. "On the windowsill, [a helmet] waits, for the use of the sentry." Understand "very old helmet" or "writing" or "helm" or "lines" or "lines of writing" as the helmet. The description of the helmet is "A very old helmet that you have seen the Beast wear (and quite foolish it looked, perched on a head it no longer fits: it would suit your head better). He told you once that the helmet was for night watchmen, scouts, and guards, to increase their vigilance and strengthen their hearing." The printing of the helmet is "I call upon you, I summon you, I bind you, daemon of the small bone of the left ear: make my hearing strong. I call upon, summon, and bind you, daemon of the small bone of the right ear: make my hearing stronger yet. I call upon, I summon, I bind you, daemon of air-that-moves, carry sound swiftly to my ears. I call upon, summon, bind you, daemon of earth-that-shakes, relay noises rapidly to me. If you daemons do not do this, I will bind you under the earth in darkness and make the worms to crawl upon your head." [* Originally I just had the description, but so many players wanted to know what exactly the helmet said that I introduced a separate text and distinguished READ from EXAMINE. The text itself owes a thing or two to John Gager's work in Curse Tablets and Binding Spells of the Ancient World.] Carry out wearing the helmet: repeat with item running through people begin; change the sound of the item to "steady breathing"; end repeat. Carry out taking off the helmet: repeat with item running through people begin; change the sound of the item to "silence"; end repeat. After wearing the helmet: say "You settle the helmet over your head, and there is a roaring in your ears at first[if the player can touch the rain], both from your heartbeat and from the raindrops on metal[end if]. But then the sharpened hearing begins to feel natural again." After taking off the helmet: say "You lift the helmet from your head, and the sudden quiet feels like going deaf." Before listening to something when the player wears the helmet: say "Even your own breathing is magnified when you wear the helmet, so you must concentrate past it..." Understand "breathing" as yourself when the player wears the helmet. Understand "hold breath" or "hold my breath" as a mistake ("You briefly hold your breath, but this doesn't allow you to hear anything you couldn't already, really, so you resume breathing normally."). The Gallery of Historical Paintings is east of the Scarlet Gallery. "Here on the north wall and the south are paintings of historical events from times past: the [assassination of King Elzibad] in 1248; the [arrival of Princess Lucrezia] from the Italian State of Medici-Credenza in 1545. The gallery goes on, echoing, both east and west." The assassination of King Elzibad is a display in the Gallery of Historical Paintings. The description is "You see his pointy-slippered attendants wringing their hands, his wife wiping her eyes on an ermine muff, peasants grieving. Of Elzibad himself, there is only a pair of blackened feet, sticking out from under the elephant." Understand "assassination" or "portraits" or "portrait" or "elephant" or "painting" or "paintings" or "picture" or "pictures" or "art" or "artwork" as king elzibad. Understand "look behind [something]" as looking under. Instead of looking under a display: say "Bare wall; nothing else." The arrival of Princess Lucrezia is a display in the Gallery of Historical Paintings. The description is "Lucrezia wears silk the pale blue of the morning sky, and her eyes are little currants of malice." Understand "portraits" or "portrait" or "painting" or "paintings" or "picture" or "pictures" or "art" or "artwork" as arrival of princess Lucrezia. The Treasure Room is northeast of the Scarlet Gallery. "[if the iron cage is locked]Locked[otherwise]Kept[end if] in [an iron cage] are the house treasures not in use: the collection consists of [a list of things in the iron cage], at present[if something is in the cage] -- he showed them to you one rainy day, telling you their many histories[end if]." The iron cage is an enterable closed openable container in the Treasure Room. The cage is scenery. It is lockable and locked. It is transparent. Understand "bars" or "metal" or "broad" or "strap-like" or "bars of metal" or "marks" or "treasures" or "treasure" or "house treasures" as the cage. The description is "Made of broad strap-like bars of metal, as thick as a man's belt, and heavily reinforced. Here and there are marks where someone would seem to have made an attempt to break in[if the cage contains something]. In the cage [is-are the list of things in the cage][end if]." In the cage is a sceptre and a jagged piece. The sceptre is a reminder. The description of the sceptre is "Studded with measly turquoises and semi-precious stones." The memory of the sceptre is "Formerly belonging to Queen Ingratitudina the First (so he said), only slightly bent where she used it to strike King Cophetua." The printed name of the jagged piece is "puzzle piece". Understand "puzzle piece" as the jagged piece. Understand "scepter" as the sceptre. The description of the jagged piece is "Something shiny has been painted on the piece." The pair of cloven shoes is a thing in the iron cage. The description is "Made for something with cloven hoofs[if the shoes are wearable], but so large that you could wear them as a kind of awkward sandal[end if]. They bear evidence of having been adjusted to their current size by a shoemaker, and perhaps (therefore) could be again." Instead of wearing the shoes when the shoes are not wearable: say "They emphatically do not fit. You will have to find someone to adjust them, evidently." After wearing the shoes: say "You slip your feet into the shoes, and feel less alone. Mere sentiment, you think; but then there is the brush of a thought other than your own. [italic type]The crypt. Under the Law Library. There are sources of power there which even I have never understood[roman type]." The pair of shoes is ambiguously plural. [* 'Ambiguously plural' is defined in the Plurality extension, and it applies to items that the player might equally call 'it' (as a pair of shoes is an it) or 'them' (as shoes generically are them). This causes both pronouns to be updated.] Understand the command "adjust" as something new. Understand "adjust [something]" as fitting. Fitting is an action applying to one thing. Carry out fitting something: say "There's no useful way for you to adjust [the noun]." Instead of fitting the shoes, say "You need a skilled shoemaker for this job." Instead of fitting the helmet, say "An armorer you are not, but fortunately none is needed." Instead of fitting a wearable thing, say "You've never considered yourself an expert at fitting any kind of clothing." The Maze Room is east of the Gallery of Historical Paintings. The description of the Maze Room is "A [labyrinth] of black and white, like that of cathedrals, as protection against the spite of the undead: which protection might often have been needed, by those that dwelt here in former times. The way down is at the center of the maze." The printed name of the Maze Room is "Room with the Labyrinth Floor". The labyrinth is a floor in the maze room. Understand "maze" or "mosaic" or "tiles" or "tiled" as the labyrinth. Understand "floor" as the labyrinth when the location is the Maze Room. The description of the labyrinth is "The maze doesn't look uncrossable by you. You step forward and look down into the room below[if the candle is in the Bear Corridor], and get the dim impression of light and carved animals[otherwise], but it is too dark to see much[end if]." The printed name of the labyrinth is "mosaic floor". Instead of solving the maze, say "It is not a difficult maze at all: a simple inward spiral with a few doublings-back. Spirits must be exceptionally unintelligent." Before entering the labyrinth, try going down instead. The Bear Corridor is below the Maze. The Corridor is dark. "Less couth and cultivated than any other part of the castle, and you have been forbidden to visit this place before now. The walls press close to you on either side. The floor slopes down. Bears with sharp claws are carved into the rock, but they remind you of Him, and you are not frightened." The carved bears are scenery in the bear corridor. Understand "bear" as the carved bears. The description of the bears is "Almost a ceremonial bear procession, if bears had liturgies and rituals." Instead of going down in Bear Corridor, try going northwest. The Zoo is northwest of the Bear Corridor. The Zoo is dark. "A resting place for an animal: warm but rough. There is little to suggest, from this environment, that he thinks of himself as a man at all, though he is capable of walking upright and eating with utensils, of reading books and even of writing a legible hand. The only distinguishing mark is [a miniature] hung on the wall, like a devotional object, or perhaps a reminder[if the royal portrait is seen]. Something about the sole image in an otherwise bare room reminds you of the royal portrait in the Green Bedroom[end if]." The miniature is scenery in the Zoo. The description is "The tiny image of a lady in a green girdle. But it isn't Lucrezia." Instead of taking or pushing or pulling or turning the miniature: say "It fails to move even a little, but clings to its place tenaciously -- in the way you associate with the stone gargoyle, upstairs." The poison vial is a reminder in the Zoo. The description is "It has mostly dried up now; the apothecary who sold it to you did not say anything about whether it would keep its efficacy for long." The memory of the poison vial is "You brought it with you; he confiscated it the first night. 'It was a good thought,' he said, plucking it from your fingers with a delicacy that should be impossible in one his size. 'But if I could be killed by poison -- or by violence, or starving, or leaping from towers, by drowning or by suffocation or by fire, I assure you, I would have found the way by now. That leaves only yourself as a victim, and I did not bring you here to die.' And so you didn't." Instead of hinting about a reminder, say "[memory of the noun] But it is only a token of things past, for which you can come up with no present use." Instead of eating or drinking the poison vial, say "That urge, if you ever had it, is gone." Chapter 3 - Center The Central Courtyard is north of the Entrance Hall. "Open to a grey sky, from which a light [rain] falls. You have never seen the courtyard otherwise: it rains in every season, winter or summer, no matter what lies beyond the moat. [if the Courtyard is unvisited]It was here that you first laid eyes on the Beast: emerging from the State Rooms, snarling. He seemed angry at you for coming, even though you had had no choice. Or perhaps (you thought) he was simply violent. You did not run. [end if]The castle proper opens both north and south, and to the east a helical [staircase view] ascends to the roof." The staircase view is a view in the Courtyard. The description is "A handsome staircase designed by an Italian engineer in the 16th century." The printed name of staircase view is "staircase". Instead of facing east in the Courtyard, try examining the staircase view. The Ground Floor Helical Staircase is east of the Courtyard. "The [steps] rise from here towards the upper rooms, and open out onto the bare courtyard." [The courtyard view is a view in the Ground Floor. Understand "bare" as the courtyard view. The description is "[if something is in the courtyard]You can see that some things have been left there, but would have to go closer to look at them[otherwise]It's pretty empty, all right[end if]." The printed name of the courtyard view is "courtyard".] The obscene gargoyle is a reminder in the Ground Floor Helical Staircase. It is fixed in place. "An [obscene gargoyle] sits where the finial of the banister should be." The description is "Not too large, but stunningly ugly: a stone about the size of an apple, carved into a monster with outsized ears and eyes -- not to mention outsized attributes elsewhere." The memory of the obscene gargoyle is "He came up while you were bent over the gargoyle, trying to lift it. 'Taking that back to your room?' he asked slyly. 'It won't work, but if you're lacking companionship I could find an appropriate servant to see to your needs.' You felt yourself blush. 'It's ugly,' you said. 'I wanted to move it.' 'Oh. You can't.' He frowned at it. 'It is a remnant, left here by an angry soul who managed to take some revenge despite his enslavement. There are a few others around, mostly in the crypt. They're immovable, but harmless.'" Instead of taking or pushing or pulling or turning the gargoyle: say "It still doesn't budge, and -- you rather think -- it never will." The Upstairs Helical Staircase is above the steps. "[if the location is unvisited]In this spot, you fell and almost broke your leg -- or some other more valuable part of you -- except that He caught you. But you are alone now, and therefore cautious[otherwise]A dizzying prospect, the spiral of [steps] down to the ground[end if]." Some steps are above Ground Floor Helical Staircase. The steps are scenery. Understand "banister" as the steps. The steps are a staircase. The description of the steps is "Too narrow for comfort near the axis; too broad for speed, along the outer edge; and at the center, where they have just the right breadth, they have been worn down by the passage of hundreds of feet, and made almost into a ramp." Chapter 4 - State Rooms Instead of going to a room which is in the State Rooms when the windchimes are in the Rose Garden: now the windchimes are seen; say "You find your way blocked by a phantom guard. Somewhere nearby you hear chimes. As soon as you back up, he disperses into smoke again." Instead of going to a room which is in the State Rooms when the windchimes are in the Rose Garden for the second time: say "Again the sound of chimes, and the phantom guard that blocks your path. Somewhere there must be a ringer summoning him, protecting the State Rooms. You have never known the Beast to put up guards before. It has always been enough for him to guard the rooms himself." Instead of going to a room which is in the State Rooms when the windchimes are in the Rose Garden for the third time: say "The chime summons the phantom guard again, preventing you from making any progress[if the Rose Garden is not visited]. If you cannot find and silence it, you will not be able to get into the State Rooms; it must be around somewhere[end if]." Section 1 - Rotunda The State Rotunda is northeast of the Law Library. It is north of the Courtyard. "Built for the bureaucratic offices of the palace. Inlaid in the floor is the [map] of all the lands that once this palace commanded[if the candle is in location]: you have set up a candle in its accustomed place to shed light over the map[otherwise]; and from the stains and driblets of wax, it is clear to you that someone at some time thought it useful to set a candle at the map's center, and observe the result[end if]." The map is a floor in the State Rotunda. Understand "emirate" and "malta" and "essex" and "argos" and "writing" as the map. The description is "Since the lands of the Kingdom were once quite dispersed the cartographer has, from indolence, fancy, or an urge to flatter, omitted all the territories that intervened, so that here floating in a cherry-wood sea are the State of Medici-Credenza; the Emirate of Elzibad; the Equine Protectorate of Argos; a goodly portion of Essex; and Malta, the only true island of the lot[if the candle is in the location]. Of these, the candle's light glows with particular strength only in Italy and Malta; it seems that the power of the Kingdom has waned a good deal[end if]." The printing of the map is "Here there be Daemons." [* Originally the map was ordinary scenery and the candle had no effect on it, but one or two testers got stuck not realizing that the summoned candle was portable. This seemed like a way to nudge players to try moving the candle -- and perhaps then to make the leap that they could also take it down into the dark rooms.] Before putting something on the map: try dropping the noun instead. Instead of reading the map when the candle is not in the Rotunda: say "There is writing around the map's edge, not legible in this light." The Lower Bulb is west of the State Rotunda. It is north of the Law Library. "[if the Upper Bulb is not visited]In this very tall room, like a silo, is a glass of running sand: not an hourglass, or even a dayglass, but a timer whose duration you do not know. A whole Sahara has poured into its lower chamber, but the trickle from above continues, very fine[otherwise]In the lower chamber, you find, there is almost as much sand as there is above; it must have been flowing a very long time[end if]. Around the outside of this contraption ascends a wooden staircase." The wooden staircase is a staircase. It is above the Lower Bulb and below the Upper Bulb. It is scenery. The description is "Grown somewhat rickety with age." The description of the Upper Bulb is "[if the Lower Bulb is not visited]In this very tall room, like a silo, is a glass of running sand: not an hourglass, or even a dayglass, but a timer whose duration you do not know. A whole Sahara remains in its upper chamber, but it is running steadily down into the room below you[otherwise]In the upper chamber, you find, there is almost as much sand as there is below; indeed for all you can tell the flow might be eternal[end if]." The sand is a view. It is in the Lower Bulb and the Upper Bulb . The sound of the sand is "dry trickling". Understand "hourglass" or "dayglass" or "bulb" or "glass" or "timer" as the sand. The description is "[if in the Hourglass]No human glassblower could have made this thing, that much is certain[otherwise]No more than a sporadic sprinkle from above[end if]." Instead of wearing the helmet in the Hourglass: say "The roar is so loud that you cannot bear it: this cannot be the flow of sand magnified. It is more as though you are hearing the rumbling destruction caused by the passage of time; in any case, you take the helmet off again, to save your hearing." The ivory door is southwest of the Upper Bulb. The Smoke-Damaged Chamber is southwest of the ivory door. The description is "Though not actually burnt, the walls are stained with smoke, especially at the south end. This mess has partly obliterated what was once a detailed [mural] on the west wall." The mural is scenery in Smoke-Damaged Chamber. The description is "Though some of the detail is gone, the mural shows the path through the forest to the castle. At the castle gate, a smiling king with horns has just finished laying down a trail of silver coins leading into his domain; at the other end of the path, a crowd of astonished and eager peasants is collecting them. It is clear enough that in a few minutes they will get to the drawbridge and all be enslaved." Understand "king" and "horns" and "path" and "forest" and "Castle" and "gate" and "silver" and "coins" and "domain" and "crowd" and "peasants" as the mural. The Burnt Frame is south of the Smoke-Damaged Chamber. "A corner tower severely damaged by fire, so that there is only [framework] between you and the sky." The framework is scenery in Burnt Frame. The scent of the framework is "old smoke". The description of the framework is "A conical roof, stripped down to the skeleton." Understand "conical" and "roof" and "skeleton" as the framework. Section 2 - Records Room and History The Records Room is west of the Upper Bulb. "Where all the [papers] and histories are kept, not only for the royal family, but for kin in every kind and direction." Understand "record room" as the records room. The papers are scenery in the Records Room. Understand "histories" or "history" or "records" or "record" as the papers. The description is "Neatly filed: he told you he'd spent twenty years or so on them, having no other way to occupy his time. Anything you wanted to look up, you should be able to discover easily." Instead of consulting the papers about a topic listed in the Table of History: say "[reply entry][paragraph break]". Table of History topic reply "ink/inkpot" "You rifle through the papers for some discussion of Lucrezia's inkpot, but can find no explanation of its purpose or present whereabouts." "doctor/Cantherius/duke/gargoyle/gargoyles/impotence" or "duke Cantherius" "Among the records there is a large section on the various failed romantic business of the kings and queens and their brothers and sisters, so that you might almost suspect this to be part of the castle's curse. In this collection, you find the history of Duke Cantherius: married at 59 to a lissome wife of 17, he 'urgently desired to enjoy her company', but found himself unable. He consulted a young Parisian doctor, who contracted that through his services the Duchess would be delivered of a child within the year. Alas, medicine brought no relief; not even that most reliable method, an ointment of honey, crow's egg, and the gall of an electric eel. The Duchess began to hint that she meant to have the marriage annulled; the Duke grew abusive. Seeing no solution through medical arts, the doctor was compelled by his contract to seduce the Duchess. When the young woman was delivered of triplets, the Duke kept two of the boys and raised them as his own; the third he strangled, together with the doctor himself, as a punishment to his erring wife. Whereupon the ugly gargoyle appeared on the stair, and could never be budged." "yvette/girdle" "It takes some searching, but you find it eventually. The king in these parts was accustomed to bring young ladies to the castle when his wooing of them was unsuccessful, whereupon they were under contract and unable to resist him. This he did for many years, snatching away men's brides; until one day he stole Yvette. She was only a humble milkmaid, but so beautiful she was betrothed to a lord, etc., etc., and moreover her great-great-grandmother had been Lucrezia the Enchantress (oh dear), so she possessed a magical girdle of surpassing power. When she discovered what was about to happen to her, while she was still on the drawbridge of the castle, she cursed the king to become a mere beast, so that the spell would never be lifted until someone loved him who was not under magical contract. What was more, this person would need the power of that same magical girdle... There is even a small woodcut of the grieving Yvette, carrying a [cow bell] and looking downtrodden." "me/myself" "You are the merest interloper here." "crypt" "About the crypt and burial grounds, the records are elliptical. It does not seem that they can contain the physical remains of everyone who has been associated with or enslaved to the castle, but it seems that they do have some hold over the most important, the most wretched, or the most dangerous of the castle's affiliated spirits." "him/beast/king" "You have never known his true name, and can only guess that he must be the last of the line of kings." "elephant/elzibad/demon/djinn" "An entertaining story tells how Elzibad, worse than all the other kings of this palace that had previously been seen, was defeated by one of his own demons in elephant form, when someone who was not contracted to him gained command of the demon. Command of his slaves then passed to his son. From that day on the castle was so built that no one could even enter into it without becoming contracted to its king, for the protection of the royal family." "pen/quill/mephistopheles/athanasius/devil/satan/lucifer" "A very old scroll narrates how King Athanasius, first of his line, entered a wager with Mephistopheles, and won the pen that the Devil used to sign contracts for men's souls. The King retired to this castle, overjoyed with his success, but the Devil flew away laughing." "ingratitudina/cophetua" "You had long suspected that he made that whole tale up, to distract you from the gloom of an especially lonely day. But no, here it is: Ingratitudina the First, so named by her mother-in-law, after King Cophetua married her and brought her to the castle." "lucrezia/medici-credenza/treasures" "You quickly skim the unpleasant history of Lucrezia of Medici-Credenza, how she brought odd magical treasures with her, introduced new methods of binding and contracting that were previously unknown even to this castle, and maintained a room for her studies in the basement below the rose garden. From this room everyone including her husband was banned. There are some suggestions that she was the daughter of the Devil himself, sent to the castle to tempt the kings into further folly and destruction. But who knows?" "roses/rose/garden" or "rose garden" "The roses, according to record, were planted from a cutting brought by Lucrezia herself, and are the variety that grow in her father's palace. Wherever that might be." "Yggdram" "Of King Yggdram the Piscine, there remain only many hundreds of lines of scurrilous verse, hinting but never quite daring to specify the true nature of his particular perversion." The Parliamentary Chambers are east of the State Rotunda. "Despite its grand name, this is one of the smaller chambers of the castle, because the kings were never inclined to brook too much advice. On each side of the room are two neat [oak benches], seating for perhaps thirty men -- and, more rarely, women, and a few characters who could not be called by either term." Some oak benches are enterable supporters in the Parliamentary Chambers. The benches are scenery. Understand "bench" as the benches. Section 3 - The Law Library and Contract Book The Law Library is north of the Great Dining Hall. "Many [books of precedent] line these walls, containing every kind of contract that can be made to bind every kind of soul. A hole in the floor descends to the other, less savory portion of this place." Some books are scenery in the Law Library. Understand "shelves" and "books" and "contracts" as the books. The description is "It is not as though you would understand the language in which they are written." The great contract book is a thing in the Law Library. Understand "contracts" as the contract book. The description of the great contract book is "A book many thousands of pages long, and on each page is a name, a birthdate, a term of service, all the contracts that bind the castle's ghosts and servitors and Powers: ostlers and fighting-men, bishops and whores." The books of precedent are scenery in the law library. The description is "There are too many for you to read even if you took a long time at it, and most are written in unfamiliar languages." Instead of attacking or cutting the contract book: say "It proves most resistant to any physical assault. Stands to reason it wouldn't be that easy, of course." Instead of burning the contract book when the player carries the candle: say "You hold the candle to the book; the flame licks the pages cheerily and gleams on the gilding of the marginal illuminations -- some of those early contracts are quite fancy. But the fire does not harm the parchment at all, or even darken it." Instead of consulting the great contract book about a topic listed in the Table of Contracts List: if the player is not in the Translation Room, continue the action; if the player cannot see the candle, continue the action; say "[reply entry][paragraph break]". After printing the name of a ringer (called target): if the target is in Storage begin; if the number of ringers in storage is greater than 3 and the Bellroom is visited, say " (come to think of it, haven't you seen that...?)"; move the target to the Bellroom; end if. Table of Contracts List topic reply "steward/pullcord/cord" "The contract you uncover here is written in such a technical language of necromancy and chthonic ritual that you cannot uncover the gist of it, but describes a steward of special guarding powers, owing a debt to Lucrezia and not necessarily to the others of her house." "shoemaker/cobbler/tambourine/shoes/shoe" or "leather tambourine" "You find a contract for a shoemaker: longer than the average contract, because it seems to have enslaved the man almost without limit, to serve Lucrezia's constant need: she had very very bad feet. [if the image is unexamined]To your irritation, it omits a description of the shoemaker's summons; but perhaps if you could find more about the woman, there would be some mention of the matter[otherwise]It omits the usual information about the summons and the usual location of action, but the image in Lucrezia's study is more helpful -- perhaps, again, an intentional precaution on her part[end if]." "library/librarian/glass" or "glass bell" "The contract records that the librarian -- a relatively recent innovation at the castle -- is controlled by a [glass bell]. " "lamplighter/silver/bell/silver" or "silver bell" "To live as a thin spirit, having no volition, and lighting the lamps whenever the silver bell is rung." "me/myself/self" or "my contract" "You search, search, search -- and here is the page with your name at the top. But the contract below, which stipulates your eternal imprisonment here, has been amended with a permission to leave and return within seven days. Then: 'Guarantor of this exchange: the king of the castle and all his rights and servants.' Which means that if you had not returned, the Beast would have been forfeit and all the servants as well." "father/papa/dad/daddy/shackle/shackles" or "my father" "Your father's contract is just before your own: a lifetime (and deathtime) of service in this castle, as the immediate result of setting foot herein. From comparison to some of the other contracts, you see that it would have been easy service indeed, no manual labor but only companionship to the king, and no command-bell to make him come or go. But the contract has been amended in a small neat hand that says: 'Voided in voluntary exchange for his daughter's service.' That would be where you come in. And: 'Guarantor of this exchange: the king of the castle and all his rights and servants.'" "beast/him/king" "Even if you knew his name, he wouldn't be listed here, of course. The master is not contracted, only the servants." "virgins/maidens/maiden/virgin" "Here you are: two thousand virgins, contracted to sew and hem and embroider until the end of time. This would certainly account for the quantity of bed-linen to be found in the castle." "Lucrezia" "The mistress is not contracted, only the servants. She had no contract, while she lived, and was allowed, therefore, to die." "Elzibad/Yggdram/Athanasius" "The kings you will not find contracted here, though there might be some history in the papers of the records room." "chef/chefs/cooks/cook" or "gold dinner bell" or "gold bell" or "gold" "Dozens of cooks were placed under contract, at different times, new ones being brought on as the old ones were unable to keep up with the current fashions in cuisine; and these are controlled in turn by the gold dinner bell." "bishop/bishops" "You find just one bishop, actually -- men of the church having been, on the whole, more wary than the average person about coming into any contact with this castle and its inhabitants. He appears to have been an Ethiopian, and the terms of his service abstruse and theological. A backhanded attempt to save one or two of the royal souls, perhaps." "ostler/ostlers" "To judge by this, the castle once had many hundreds of horses. No way of guessing what they do now, the horses having passed a plain animal lifespan and died." "whore/whores/prostitute/prostitutes" "Well. This explains the dreams one has in certain bedrooms." "fighting-men/fighters/knights/knight/fighter/fighting-man/chimes/windchimes" or "fighting man/men" "The windchimes bind the usual array of guards and armsmen; from the large number so bound, and the terms of the contracts, you get the sense that even the undead are not entirely proof against destruction in battle, so that new ones had to be taken on with great frequency." "worked bronze gong" or "bronze gong" or "worked gong" or "gong" or "harness" or "elephant harness" or "elephant" "A [worked bronze gong], according to this, controls a shape-shifting djinn of considerable size and destructive power, which resents the terms of its enslavement and would be overjoyed to take revenge. This djinn has taken many forms in the past, but most frequently disguises itself as an elephant. " "gamesman/chess/chessplayer/player" "You search for the spirit that plays chess, but find nothing. It must have been recorded under a proper name, but you do not know what that might be." "miniature/girdle/Yvette" or "green girdle" "With some effort, you find the contract, which turns to be one of a large number of contracts involving young women. These all occur towards the end of the book, shortly before your own. In fact, this is the very last contract recorded before your father's and yours: a young woman named Yvette, brought to the castle -- though she was betrothed to a lord already -- to 'serve' the king. You have the impression that the contract book is leaving out a good deal, such as why Yvette was associated with the girdle, and what she was doing here. Perhaps in the papers there will be something." "gargoyle/gargoyles/doctor" "After some researches you succeed in finding a reference, to a young doctor who was contracted to the castle to relieve the impotence of the king's brother, Duke Cantherius." "Duke Cantherius" or "duke/Cantherius" "The Duke was not under contract, being a member of the king's own family." Understand "consult" or "look up" or "read" as "[search term]". After reading a command: if the player's command includes "[search term]" begin; while the player's command includes "the", cut the matched text; end if. Instead of consulting or examining the great contract book when the player is not in the Translation Room: say "The runes are unfamiliar to you, but you know what the book is: a record of all the contracts of all the souls enslaved to the king of this castle[if the contract book is unexamined]. You caught him staring at you once. 'Your clothing is wearing out. I'll look up a seamstress in the contract book for you.' You plucked the erring sleeve back into place. 'You needn't,' you said. 'I don't mind.' 'Yes, but I do,' he snapped. 'I was once a -- the polite term would be a connoisseur of ladies -- and it is not a taste that goes away. So for everyone's sanity it would be best if you went about fully clothed.' You avoided him for three days, after that incident. But your gowns were all replaced[end if]."; now the contract book is examined; Instead of consulting or examining the great contract book when the location is the Translation Room and the player cannot see the candle: say "You lean close to the pages, squinting at their probably-more-comprehensible lettering, but still cannot get the sense of them without a proper light." The Translation Room is west of the Lower Bulb. "Endowed with a deep power that dissolves into ready vernacular even the most ancient and secret scripts of the Law Library[if the candle is not visible]. Usually blazing with the captured light of many thousands of candles, but it has been let to go out, and everything is dim[end if]." The ordinary quill pen is a thing in the Translation Room. The description of the ordinary quill pen is "You notice -- can't help noticing -- that the feather is blacker and sleeker and longer than should come from any ordinary bird. As if pulled from the wing of a black angel. The stain on the tip is red." Understand "mephistopheles" or "stain" or "tip" or "feather" as the quill. The scent of the quill is "sharp bitterness like myrrh". Rule for printing the name of the examined quill pen: say "quill of Mephistopheles". Instead of examining the quill pen for the first time: say "Made of a black feather, to be sure, but there is nothing else at all strange about it, or valuable, or in the least bit unusual. Nothing to make you look twice." Instead of taking the quill, say "It is too heavy for you to lift." Instead of taking the unexamined quill: say "It doesn't look heavy at all, but you can't lift it." Instead of doing something other than taking or examining with the quill: say "For the quill of Mephistopheles, they say, the first king made certain terrible exchanges: at any rate, you cannot use it yourself without sacrificing what you dare not. It is not for anyone but the Kings to use, and they only at their own peril." Section 4 - The Black Gallery The Black Gallery is east of the Burnt Frame. The description of the Black Gallery is "[if the number of things in the Black Gallery is less than 3]Rather bare compared with its former glory[otherwise]Lined with [neat rows] of inscrutable -- one might almost say pointless -- objects[end if]." The inkpot is a fluid container in the Black Gallery. It is empty. Instead of examining the inkpot for the first time, say "A [very]curious object.". The description is "An inkpot of dark material. [if the inkpot is empty]Inside there remains only a red-black crust of dried ink[otherwise]It is full almost to the brim with red-black ink[end if]." Before printing the name of the examined inkpot: say "infernal ". [The Black Gallery is a different take on the Bellroom situation. In the Bellroom, we tell the player there are a variety of objects present, but move specific ones in only as he finds out about their existence. In the Black Gallery, we put all the objects in together, hinting strongly that they are all (or almost all) red herrings, and let him pick out the one that is actually useful. To prevent it from being too obvious which the player wants, we need the inkpot to fall at a random place in the description (not necessarily the beginning or the end); and for added fun we will a) discourage examination of every single object individually; and b) randomize the arrangement of items in the room description to make it harder to work through them in order.] The Black Gallery contains a white apple, a stuffed boar, a preserved goat, a cane, a glass leaf, a silver buckle, a copper snake, a homunculus, a parrot perch, a green cloth swatch, a dark-colored pendant, a gold ring, a broken beam. The ring and the pendant are wearable. The apple is edible. The boar, the goat, the beam, and the perch are fixed in place. [* Since we are just coming up with a supply of random strange objects, many of these things are objects from other games. The beam is a nod to the useless but heavy beam from Zork.] Understand "swordstick" and "handle" as the cane. Before turning or pulling or opening the cane: say "You don't quite have the knack to release the sword, if indeed this is a swordstick." instead. Instead of tasting the white apple: say "You lick the flavorless skin to no effect." After eating the white apple: say "A little apprehensively, you eat the white apple -- which is to all appearances harmless, but has no flavor at all; as if this had been drained away with its color." Instead of taking a fixed in place curious thing in the Black Gallery, say "[The noun] is too heavy for you to lift." A thing has some text called elaboration. The elaboration of a thing is usually "quite ordinary". The elaboration of the stuffed boar is "(looking angry)". The elaboration of the white apple is "(complete with white stem and leaf)". The elaboration of the glass leaf is "(very fragile)". The elaboration of the cane is "(probably a swordstick, by the look of the handle)". The elaboration of the goat is "(in a very large jar)". The elaboration of the buckle is "(without a mate)". The elaboration of the copper snake is "(jointed)". The elaboration of the homunculus is "(pickled)". The elaboration of the perch is "(evidently much used)". The elaboration of the swatch is "(torn from a much bigger piece)". The elaboration of the pendant is "(faceted)". The elaboration of the gold ring is "(with signet, though you do not recognize the symbol)". The elaboration of the broken beam is "(charred at each end)" When play begins: repeat with item running through things in the Black Gallery begin; if the item is not the rows, now the item is curious; if the item is not the inkpot begin; change the description of the item to "A [very]curious object."; [* We could do this individually, but this initialization is quicker to code and easier to change on the fly.] end if; end repeat. Rule for writing a paragraph about something in the Black Gallery: now the player is mentioned; now the rows are mentioned; now the surroundings are mentioned; if the Black Gallery contains at least six unmentioned things, say "There's [a random unmentioned thing in the Gallery in full] and [a random unmentioned thing in the Gallery in full]; [a random unmentioned thing in the Gallery], [a random unmentioned thing in the Gallery], [a random unmentioned thing in the Gallery]; [a list of unmentioned things in the Gallery]."; otherwise say "[The rows] have been thinned down to [the list of unmentioned things in the Gallery], thanks to your diligent action." To say (item - a thing) in full: say "[a item]"; if the elaboration of the item is not "quite ordinary", say " [elaboration of the item]". To say very: repeat with index running from 0 to the number of examined curious things begin; say "very "; end repeat; A thing can be curious or dull. A thing is usually dull. [Of course, our careful efforts will be defeated if the player can TAKE ALL. So, in this room only, we might make "all" fail. But this produces the unsatisfactory answer to TAKE ALL: There are none at all available! which is clearly not right. So we need to adjust that also. Here we frankly cheat.] Rule for deciding whether all includes something curious while in the Black Gallery: it does not. Rule for deciding whether all includes scenery: it does not. Rule for deciding whether all includes a fixed in place thing while taking: it does not. The neat rows are in the Black Gallery. [* We don't make them scenery because that would exclude them automatically from TAKE ALL.] The description is "This place has obviously been used for storage for quite a while." Instead of taking the neat rows: say "A discouraging prospect -- moving everything from this room is really work for about a dozen strong spirits from the contract book." [Now the player can take objects individually, but cannot collect them all, and would have to examine them each individually to get their descriptions.] The Armory is south of the Black Gallery. "From the looks of things, immediately above the Guard Tower. An [assortment of weapons], most of them hundreds of years old and no longer useful, are collected here, though from the gory appearance at least a few of the daggers have been sharpened and tried in the relatively recent past." The assortment of weapons is scenery in the Armory. Understand "gun" or "musket" or "dagger" or "daggers" or "sword" or "swords" or "weapon" as the assortment. The description of the assortment is "Swords, daggers, the odd musket. Nothing that would pose much of a threat to an army of current technology, but still enough to do some damage in a hand-to-hand conflict." Instead of taking the assortment: say "You have learned that the Beast cannot be killed so directly -- though to judge by the evidence he did try here. And in general physical violence has never been much use against the castle's more spiritual powers." Instead of attacking something: say "Time was when you thought the castle and its inhabitants could be taken down with physical violence, but you have since learned better." Section 5 - The Lie Library [Here the player may end the game when he has the right selection of possessions, so we have a lot of material associated with the book return stand.] The Lie Library is north of the Black Gallery and east of the Smoke-Damaged Chamber. The description of the Lie Library is "Fables, fictions, and falsehoods, arranged by number by type, and containing such categories as 'In which the hero receives help from three aged figures,' 'In which the villain has a mysterious name,' and so on." The ivory door is a door. It is closed and lockable and locked. The ivory key unlocks the ivory door. The description of the ivory key is "It is not all ivory, of course, just a metal shaft with ivory in the handle." The book return stand is a supporter in the Lie Library. The description is "Carvings around the outer edge of the stand indicate how one should use it: a small tonsured figure places a book on the stand, then rings a bell; whereupon a librarian, bearing the traditional shackles and sheets of a ghost, appears to take it away." Understand "bookstand" or "carving" or "carvings" or "figure" or "librarian" or "shackles" as the stand. Before attacking a ringer when the contract book is in storage: say "All the servants of the castle are now released, and none will serve you." instead. Definition: the glass bell is unsolved if the contract book is not in storage. Definition: the Lie Library is unsolved if the contract book is not in storage. Definition: the glass bell is solved if the contract book is in storage. Definition: the Lie Library is solved if the contract book is in storage. Instead of attacking the glass bell in the Lie Library: if the contract book is on the book return stand begin; if the inkpot is on the book return stand and the inkpot is full begin; move glass bell to bellroom; move contract book to storage; say "You summon the librarian, who comes and looks at the contract book: you see this as a sort of fog. It frowns at the condition of some of the pages, then searches the front and back of the book; then, grimacing, it takes out a red seal like those used in the empire of the Chan. It inks this carefully from the inkpot, then stamps inside the front of the book:[paragraph break]"; center "PROPERTY OF THE LIE LIBRARY"; center "DO NOT REMOVE"; say "[paragraph break]...whereupon the contracts inside begin to unravel and dissolve into the merest stories."; if feast is in storage begin; say "[line break]Of course, this means that you are unable to find any food, since the kitchen staff no longer exists to prepare it. The Beast, though still alive, will not survive until you can fetch something. But perhaps that is a small price to pay for all the souls you have liberated."; end the game saying "You have made an exchange"; end if; if the Beast is in storage begin; end the game saying "You have punished the Beast for his sins and set free his slaves"; stop the action; end if; if girdle is in storage begin; say "[line break]You never do discover any final rest or cure for the Beast. But perhaps that is a small price to pay for all the souls you have liberated."; end the game saying "You have made an exchange"; end if; stop the action; otherwise; say "You summon the librarian, who comes and looks at the contract book: you see this as a sort of fog. It frowns at the condition of some of the pages, then searches the front and back of the book; then, grimacing, it takes out a red seal like those used in the empire of the Chan. It is about to mark the contract book property of the Lie Library, when it discovers that its seal ink has dried up: so the stamp has no efficacy. Disappointed, it vanishes again."; stop the action; end if; end if; if the storybook is on the book return stand begin; move the storybook to the Lie Library; say "You summon the librarian, who turns up, sees the storybook, and restores it to its place. But you could easily get it out again." instead; end if; if something is on the book return stand, say "You summon the librarian, who comes and looks at [the list of things on the book return stand]. Then it foggily shakes its head and goes away again." instead; otherwise say "You summon the librarian, who comes and looks at the empty book stand, then goes away disappointed." The storybook is a thing on the book return stand. The description of the storybook is "A collection of fanciful tales 'which were once true but are no longer'. It is stamped across the front as having been inducted into the Lie Library." The printing of the storybook is "Once upon a time, there was a young Russian girl whose mother died, leaving behind only a painted wooden clapper which made a loud noise. When the girl's father married again, the second wife was very cruel and miserly... (etc. at some length); but whenever the girl was lonely, she took the wooden clapper to the mirror in her mother's bedroom and clapped it loudly; and her mother's spirit would appear to her and advise her... (And so on, for several dozen pages of adventure, ending in marriage to the Tsar.)". Chapter 5 - Rose Cloister Section 1 - Rooms Cloister Walk is east of the Parliamentary Chambers. "A pleasant cloister overlooking the rose garden to the north. You have walked it many times, seeking to waste the excesses of time at your disposal." Walk's End is east of the Cloister Walk and southeast of Rose Garden. "Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench." The stone bench is an enterable supporter in Walk's End. It is scenery. Understand "curious" or "relief" as the bench. The description of the stone bench is "A deep seat with a curious relief carved onto the back: if you look from the right angle, it appears as though Lucrezia is lying on the bench, just like a lady on a tomb, her hands piously folded around the handle of a mirror. Scrying her own death, perhaps, or maybe communicating with someone who had already died." Instead of pushing or turning the stone bench: say "If the Beast were awake and here, you might between you be able to budge the stone bench; but as it is, you haven't much chance." Before pushing the stone bench to a direction: try pushing the stone bench instead. After entering the bench, say "You settle uneasily onto the bench, recalling its ghostly former user." On the stone bench is some discarded embroidery materials. The materials are a reminder. Understand "linen" or "basket" or "threads" or "thread" or "cloth" or "fabric" as the materials. The description of the embroidery is "The little that is already done is old-fashioned blackwork, like your grandmother's mother might have stitched." The memory of the embroidery is "A few weeks ago now, he came to you with a quick step. 'Look, it took me all morning, but I found this.' Holding out the basket of threads, the folded linen. Not in bad condition, either. 'What is that for?' You were never much for sewing things at home, even before your mother died. 'I thought -- since you're so bored here --' He lowered his arm. 'When I saw more of the world, I knew a number of young ladies who were very fond of it. My sister liked to make stories with hers.' You opened your mouth, looking for something to say. 'I see,' he answered. 'The world has changed. What do young ladies do now?' 'I don't know,' you reply. 'My father fell on hard times. We live in the country. I'm more or less a milkmaid, these days.' At the word milkmaid, his mouth twisted a little and he shrugged. 'I cannot provide any cows,' he said, after a long time." Understand "sew [text]" as a mistake ("You have never been much of a seamstress."). Understand the commands "embroider" and "stitch" as "sew". [* Another beta-tester addition.] Instead of solving embroidery: say "You can roughly guess what the rest of the pattern ought to look like, but that does not mean that you could complete it with any success." [* For the case of >FINISH EMBROIDERY.] After examining the embroidery: change the description of the embroidery to "Unfinished linen and threads." Before putting the embroidery materials on the windchimes: say "You try muffling the chimes in the cloth, but can't rig the whole arrangement so as to keep them absolutely silent -- and that is what you need to do, if you're going to avoid summoning up the spirit guards." instead. Instead of tying the materials to the windchimes: try putting the materials on the windchimes. Instead of tying the windchimes to the materials: try putting the materials on the windchimes. Understand "cover [something] with [something]" as putting it on (with nouns reversed). Understand "wrap [something] in/with [something]" as putting it on (with nouns reversed). Understand "muffle [something] in/with [something]" as putting it on (with nouns reversed). Understand "wrap [something] around [something]" as putting it on. Understand the commands "shroud" and "silence" as "muffle". [* This is a response to play-testers wanting to try muffling the chimes in embroidery -- a reasonable attempt, but one that would short-circuit the intended puzzle structure.] The Scrying Room is south of the Walk's End. "A place for consulting with the servants, summoning them by their instruments and allowing their spirits to manifest in the mirrors. But you know this only from explanation, because the mirrors and glasses have been broken or carried away to the Crystal Bedroom, when they ceased to reflect anything that gave pleasure to their master." The Scrying Room is east of the small door. The small door is east of the Treasure Room. The small door is a door. It is closed and lockable and locked. The small key is a passkey. The small key unlocks the small door. The small key unbolts the small door. [* "Unbolts" comes from the Locksmith extension, and indicates that the player *knows* that the key fits this door, so even at the beginning of the game the small key will be described in inventory as opening the small door.] The small key is in Scrying Room. "A [small key] [if the small key is not handled]hangs beside the door[otherwise]lies on the ground[end if]." The description of the small key is "The key is of the sort of delicate design intended to unlock more than one thing[if the small key is not handled and the small key is in the Scrying Room], and hangs from a peg[end if]." Understand "peg" as the small key when the small key is not handled. [* If it's still hanging up...] Instead of throwing something at the windchimes when the windchimes are in the Rose Garden: move the noun to the location; say "[The windchimes] bounce and ring; [the noun] lands on the ground." Instead of searching the mirrors: say "You look and see yourself, scratched and dirty from the long journey; and remember... He stood in the doorway, amused. 'You look displeased.' You, holding wide brocaded skirts. 'They're very rich and very beautiful and much too fancy for me.' 'And?' 'And--' You glanced down at them. 'And they would have been out of fashion on my grandmother!' 'Which is the last time the servants had a chance to practice making gowns,' he said. 'Do you mind? There is no one to see you but me, and I assure you that my knowledge of current Parisian fashion is nonexistent...'" [Instead of taking the small key when the player is not on a supporter: if the small key is handled, continue the action; otherwise say "The key is hanging from a peg too high for you too reach. (Many things are. He was always having to help you with high objects, and move shelves lower so that you could get at them.)".] Understand "scry in [something]" as scrying. Scrying is an action applying to one visible thing. Check scrying: if the noun is not the mirrors, say "No suitable surface is afforded you by [the noun]." Carry out scrying: say "You need some way to summon the spirit you want to speak with." The Rose Garden is north of the Cloister Walk. "Only one kind of [roses] grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister. In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound." The roses are scenery in the Garden. The printed name of the roses is "rose". Understand "rose" or "skull" as the roses. The description of the roses is "In the bud it is innocent; in bloom, it bears the mark of a death's-head at the heart." The scent of the roses is "sickly charnel sweetness". Understand "pick [something]" as taking. Instead of taking the roses: say "Your father did so once, at his cost. You leave them alone, though you could hardly do yourself any greater harm than has already been done." Instead of climbing the roses: say "They're both unpleasantly thorny and too weak to support your weight." After going to the Rose Garden from the Rooted Room: say "You climb into the pale light..."; continue the action. Section 2 - The Windchimes [The windchimes need to guide the player through the darkness when he wears the helmet, so we have a fairly complicated set of rules determining whether they're audible and, if so, how this is described.] Some iron windchimes are an ambiguously plural thing in the Rose Garden. Understand "guard" or "guards" or "chimes" or "chime" or "chain" or "padlock" or "small" or "lock" as the windchimes. "Strung up by a chain is a set of [iron windchimes]." The description of the windchimes is "Each chime is engraved with the staring eyes and exaggerated nostrils of a spirit warrior." The windchimes can be lockable. The windchimes can be locked. The windchimes are lockable and locked. [The windchimes have a thing called matching key.] The small key unlocks the windchimes. Instead of taking the windchimes when the windchimes are locked: say "The chimes have been locked to the chain that supports them." Instead of pulling the locked windchimes, say "They refuse to come free, having been locked in place with a small padlock." Instead of pulling the unlocked windchimes when the windchimes are in the location: try taking the noun. Understand "untie [something]" or "loosen [something]" or "free [something]" as taking. Understand "take down [something]" as taking. Loudness is a kind of value. The loudnesses are noisy, loud, melodious, muted, and almost inaudible. Windchimes have a loudness. After dropping the windchimes in the Rose Garden: say "You string the chimes again." After taking the windchimes in the Rose Garden: move windchimes to the Bellroom; change windchimes to handled; say "You take the chimes down, silencing them and muting their power. When they are entirely still, they fade from your grip and vanish." Before doing something other than hinting about or examining or listening to the windchimes when the player is not on a supporter: if the windchimes are handled, continue the action; say "You cannot reach [the windchimes] from your present position; you'd need something to stand on." instead. Instead of attacking the windchimes: say "They sound prettily only when hung up for the wind." After deciding the scope of the player while listening: if guards act, place the windchimes in scope; if in darkness begin; repeat with item running through audible things begin; if item is enclosed by an adjacent room, place the item in scope; end repeat; end if. Instead of touching an audible thing when in darkness: say "You reach for the source of the [sound of the noun] noises, and feel what seems like [a noun]." Instead of listening to a room: play sounds. A procedural rule while listening: ignore the can't reach inside rooms rule. [* This allows us to listen to the windchimes even when we are not in the same room with them.] To play sounds: begin the echolocating activity; if the player can see the windchimes begin; try listening to the windchimes; end the echolocating activity; rule succeeds; end if; if guards act begin; now the windchimes are seen; say "Windchimes ring, [loudness of windchimes],"; if in darkness begin; let way be the best route from the location to the Rose Garden; if the way is up begin; say " from somewhere above you."; end the echolocating activity; rule succeeds; end if; if the way is a direction, say " from [the way]"; otherwise say " nearby"; if an audible thing is in an adjacent room, say ", competing with [a list of audible things which are in adjacent rooms]"; say "[if an audible thing is in the location]. You can also make out [a list of audible things in the location][end if]."; otherwise; say " somewhere nearby. You cannot be quite certain of the direction[if an audible thing is visible]. You also hear [a list of audible visible things], nearer at hand[end if]."; end if; otherwise; if an audible thing is in the location begin; say "You hear [a list of audible things in the location]"; if the player wears the helmet begin; if an audible thing is in an adjacent room, say ", and [a list of audible things which are in adjacent rooms]"; end if; say "."; otherwise; if the player wears the helmet begin; if an audible thing is in an adjacent room, say "You hear [a list of audible things which are in adjacent rooms]."; otherwise say "Everything is quiet, but loudly quiet: if there were any movement at all, you would sense it."; otherwise; if in darkness and an audible thing is in an adjacent room begin; say "You hear [a list of audible things which are in adjacent rooms]."; end the echolocating activity; rule succeeds; end if; say "Nothing of note[if in darkness]. One might envy bats, at this moment[end if]."; end if; end if; end if; end the echolocating activity. To set chime strength: if the player wears the helmet, now the windchimes are noisy; otherwise now the windchimes are muted. To decide whether guards act: if the windchimes are not in the Rose Garden, no; let length be the number of moves from the location to the Rose Garden, using doors; set chime strength; let length be length - 2; repeat with N running from 0 to length begin; if windchimes are almost inaudible, no; change loudness of windchimes to the loudness after the loudness of the windchimes; end repeat; yes. Instead of listening to the windchimes: if the windchimes are in the Garden, say "The chimes sound randomly, but not unpleasantly. It is only if you listen for a long time that they begin to remind you of a warning or a threat."; otherwise say "The windchimes are silent now that they've been taken down." Chapter 6 - Crypt, and Darkness Section 1 - Darkness In General [Darkness in Bronze is a bit more complicated than average because we take into account what can be heard, and also whether there is a light source in a room that might be shining into the dark one. So we set some general rules for it here:] Rule for printing the description of a dark room: if an adjacent room (called the light source) is discernible begin; let way be the best route from the location to the light source, using doors; if way is up begin; say "Though a dim light filters down from [the light source in lower case], you can see almost nothing of the contents of your current location[if an adjacent room which is not the light source contains the candle], and a raking light across the floor from the next room[end if]."; if location is Debtor's Paradise begin; if trapdoor is not scenery begin; say "[line break]The only thing you can make out clearly is [the trapdoor].[line break]"; end if; end if; if location is Tight Passage begin; say "[line break][The inscription] stands out beautifully now."; end if; otherwise; if candle is on a supporter begin; say "The light from [way] comes in a bit above floor-level, sharply illuminating one wall but leaving the rest of your surroundings dark and unfathomable."; if location is Debtor's Paradise and trapdoor is not scenery, say "[line break]The only thing you can make out clearly is [the trapdoor].[line break]"; if location is Tight Passage, say "[line break][The inscription] stands out beautifully now."; otherwise; say "It's very dark and you can barely make out any of the room's contents, or even tell where the walls are. The only illumination is a harsh raking light across the floor, coming in from [the way]."; if location is Debtor's Paradise begin; if trapdoor is not scenery begin; say "[line break]The only thing you can make out clearly is [the trapdoor]."; otherwise; change the trapdoor to fixed in place; change the trapdoor to not scenery; say "[line break]In fact, that oddly-angled light shows an unevenness in the floor: [a trapdoor] of matched stone."; end if; end if; if location is Tight Passage begin; say "[line break][The inscription] is unfortunately just too high on the wall to be fully lit this way, though you can pick up part of it."; end if; end if; end if; otherwise; let the overview be the room up from the location; if the overview is a room and overview is not dark begin; say "Though a dim light filters down from [the overview in lower case], you can see almost nothing of the contents of your current location. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue."; otherwise; say "It's so dark in here that you have to feel your way along, and are nervous of tripping at any moment. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue."; end if; say line break; play sounds; end if; rule succeeds. Section 2 - Crypt Below the Law Library is the hole. Below the hole is the Central Crypt. The hole is an open door. The hole is not openable. The description of the hole is "Pentagonal and lined with stones." The hole is scenery. The description of the Central Crypt is "A relic-storage place for all the bits of men and women -- and creatures -- bound to the Kings over many centuries. Only brute animals are free of binding, since they have no souls; which is why there are no dogs in the castle, no horses, no songbirds." Crypt is dark. The relics are scenery in the Central Crypt. Understand "bones" as the relics. The description is "Bones are built into the walls, often no more than fragments." The Virgin's End is north of the Central Crypt. "The resting place of maidens who died before marrying those to whom they were engaged." Virgin's End is dark. Some dust is a floor in Virgin's End. The sound of the dust is "dry sifting". Understand "sandy" or "sifting" or "dry" as the dust. Understand "floor" or "sand" as the dust when the player is in Virgin's End. The Father's Regret is east of the Central Crypt and northeast of the Debtor's Paradise and southeast of Virgin's End. "The home of fathers who died before their children were born." Father's Regret is dark. Some drawers are a fixed in place container in Father's Regret. "Tokens of binding are stored here: bones and bits of hair, relics, hearts scientifically dried, and many other things, culled through the centuries by the masters of this place, in [drawers]." The description of the drawers is "The drawers are numerous, but there is only one that opens without sticking." Understand "drawer" or "tokens" or "bones" or "token" or "bit" or "bits" or "relic" or "relics" or "hearts" or "thing" as drawers. In the drawers are an ivory key and an elephant harness. The harness is fixed in place. Instead of removing the harness from something, say "The harness refuses to budge, in a way you associate with the stone gargoyle." Instead of taking or pushing or pulling or turning the harness, say "The harness refuses to budge, in a way you associate with the stone gargoyle." The ivory key is a passkey. [* A kind defined in the locksmith extension, which automatically adjusts its description when in inventory to indicate the item it was last used to unlock.] The drawers are closed and openable. The description of the elephant harness is "Torn in several places, but it was once quite a showy piece, with gems, tassels, buttons. Must be associated with quite an interesting contract, this piece." Understand "gems" and "tassels" and "buttons" as the harness. Instead of wearing the harness, say "However you may sometimes doubt this, you are human yet." The Apprentice's Workshop is west of the Central Crypt and northwest of the Debtor's Paradise and southwest of the Virgin's End. "A mausoleum for apprentices who perished before their terms of indenture were complete." Apprentice's Workshop is dark. Rocky Chamber is southeast of Father's Regret. Rocky Chamber is dark. "A tight, rocky corner among foundations of the oldest part of the castle. A slow leak in the south wall admits a little water, but not enough to be very destructive." Rocky Chamber is southwest of Zoo. The leak is a floor in the Rocky Chamber. The sound of the leak is "irregular dripping". Understand "drip" or "dripping" or "oily" or "water" as the leak. Understand "fill [something]" as filling. Filling is an action applying to one thing. Instead of filling something in the presence of the leak, say "The leak is only a drip, not enough to fill anything." The description of the leak is "The dripping moisture has the oily look of moat water." The scent of the leak is "mildewy dampness". Before inserting the leak into something: say "The leak is insufficient to fill much of anything." instead. Before inserting something into the leak: try inserting the leak into the noun instead. [* To deal with people saying things like PUT INKPOT IN THE LEAK and PUT WATER IN THE INKPOT.] Section 3 - Debtor's Paradise The Debtor's Paradise is south of the Central Crypt. "The graves of men who died before resolving their debts." Debtor's Paradise is dark. Some stones are a floor in the Paradise. Understand "floor" as stones when the player is in Paradise. The description is "Seemingly even[if trapdoor is not scenery], except where the trap door is[end if]." Instead of touching the stones when the trapdoor is scenery: say "You run your hands over the floor, but don't detect any telltale signs. You'll have to go about this another way." Instead of walking toward the stones: try jumping. [* Covers WALK OVER FLOOR and similar commands, should the player try this.] Before going from Debtor's Paradise when the trapdoor is scenery: if in darkness, continue the action; say "As you walk out of the room, you notice that your footsteps sound odd[if player wears the helmet], as though there were hollow space somewhere under the stones -- though you cannot identify a specific part of the floor that seems more vulnerable[end if]." Before going to Debtor's Paradise when the trapdoor is scenery: if in darkness, continue the action; say "The floor sounds progressively[if player wears the helmet] hollower[otherwise] stranger[end if] as you walk toward the middle of the room." Before going through the trapdoor when the trapdoor is scenery: say "You haven't found a way down." instead. Instead of jumping: say "You hop, but don't attain much height." Instead of jumping when the player is on a supporter: try exiting instead. Instead of jumping in Debtor's Paradise: say "The floor thuds hollowly under you." Instead of jumping in Debtor's Paradise when the player wears the helmet and the trapdoor is scenery: change the trapdoor to not scenery; change the trapdoor to fixed in place; say "You hop experimentally across the floor, the helmet amplifying your sensitivity to every sound, so that you are able to distinguish the exact flagstone at which the hollow thudding becomes most resonant. On a bit of investigation, this stone turns out to be loose." Instead of attacking the stones when the trapdoor is scenery: if the player is wearing the helmet begin; change the trapdoor to not scenery; change the trapdoor to fixed in place; say "You tap experimentally on the floor, listening closely through the power of the helmet, until you find a suspiciously resonant -- and loose -- stone."; otherwise; say "You tap experimentally on the floor, but lack the acuity of hearing to tell whether there are different degrees of hollowness."; end if. Instead of listening to the stones when the player wears the helmet: say "You press your ear to the ground and think you hear the distant movement of liquid -- but it's hard to be sure." The trapdoor is a door. The description is "A trapdoor -- well, really, a hinged flagstone, not much different from the rest of the floor to which it belongs." Understand "stone" or "flagstone" as the trapdoor when the trapdoor is not scenery. Instead of pushing or pulling or turning the closed trapdoor: try opening the trapdoor. Visibility rule when examining the trapdoor: if in darkness begin; if the trapdoor is not scenery begin; say "You can't see very clearly in this light, of course, but you lean close and squint..."; there is sufficient light; otherwise; there is insufficient light; end if; otherwise; there is sufficient light; end if. Understand "trap" or "door" as the trapdoor. The trapdoor is scenery. Below the trapdoor is the Dank Room. Above the trapdoor is Debtor's Paradise. Before listing nondescript items of Debtor's Paradise when the trapdoor is unseen: change the trapdoor to not marked for listing. Before doing something to the trapdoor when the trapdoor is scenery: say "You can't see any such thing." instead. Before going down in the Debtor's Paradise when the trapdoor is scenery: try going south instead. After deciding the scope of the player while in the Debtor's Paradise: if the trapdoor is not scenery, place trapdoor in scope. Section 4 - Dank Room and Fountain The Dank Room is dark. The description of the Dank Room is "The air is clammy and unpleasant, and clogs in your lungs." Instead of smelling the Dank Room: say "It is even less pleasant than Lucrezia's rose garden, and that is saying something." The Press Room is north of the Dank Room. The Press Room is dark. "Liquid squeezed from the surrounding earth here flows out through [a fountain], then soaks back into the ground below." The fountain is scenery in press room. The description of the fountain is "The liquid is sludge-black where it pours in quantity, but where it runs thin, it appears red." Understand "liquid" or "trickling" or "dull" or "ink" as the fountain. The sound of the fountain is "dull trickling". Instead of touching the fountain: say "It feels a little warmer and a little stickier than it ought." Instead of filling the vial in the presence of the fountain: say "The vial is stoppered and full of the old poison; and in any case who knows how the liquid here would interact with the apothecary's brew? Better to find some other container." Instead of filling an empty fluid container in the presence of fountain: now the noun is full; say "You fill [the noun] from [the fountain], trying to get as little as possible on yourself." Instead of filling a full fluid container: say "[The noun] is already full." Instead of smelling the fountain: say "Despite its unappealing appearance and the rankness of the air, it does not smell as vile as you expect: more bitter." The scent of the fountain is "bitterness". Instead of drinking or tasting the fountain: say "Overcoming dislike, you taste a bit of the liquid, and find it more bitter than wormwood. All anguish and regret and the knowledge that it was once in your own power to make things come out better. But perhaps it is not too late after all." Section 5 - Tight Passage and Inscription Tight Passage is northeast of Father's Regret. Tight Passage is dark. "The passage through rock ends here, and begins to tunnel through soil instead where it heads northeast." The cord is a fixed in place thing in Tight Passage. The description is "A pullcord emerges from the rock just before the walls of the passage turn to mud." Understand "pullcord" as the cord. Instead of taking the cord, try pulling the cord. Instead of pulling the cord: say "You give the cord a hard yank. Somewhere above you a very deep bell tolls."; now the Parliamentary Chambers are active; summons runs out in 7 turns from now. Instead of pulling the cord when the Parliamentary Chambers are active: say "Instead of the expected toll, there is only a muted thunk -- perhaps you cannot use the bell too many times in too short a period." Instead of pulling the cord when the sinister door is unlocked: say "No need to trouble him again." A room can be active or still. At the time when summons runs out: now the Parliamentary Chambers are still. Instead of waiting when the location is Parliamentary Chambers and Parliamentary Chambers are active and the sinister door is locked: now the sinister door is unlocked; now the sinister door is open; now the Parliamentary Chambers are still; say "There is a scuffle, and a presence unfolds itself from where it was waiting, unseen, on the benches. It comes towards you and circles you, and you have the idea -- more imagination than eyesight -- that this was once a tall, thin man of considerable power. It says a few words in the bastardized Italian of the state of Medici-Credenza, and you hear the scrape of wood and stone from somewhere below you: a door opening. Then the presence vanishes." The inscription is a fixed in place thing in Tight Passage. Understand "lettering" as the inscription. The printing of the inscription is "Pull this cord, then wait in the room directly above to speak with Lucrezia's steward. Do not let more than five minutes pass between the summons and the waiting, or he will depart again without offering aid." Instead of rubbing or touching the inscription, say "Try though you might to discover its meaning by touch, the letters are too small and numerous for you to read that way; only the capitals P, L, and D stand out. L for Lucrezia, maybe? The word does feel long enough." The description of the inscription is "There's lettering beneath the pullcord." The inscription can be unknown, partially known, or fully revealed. The inscription is unknown. After reading the inscription: now the inscription does not require the candle; now the inscription does not require the stool; continue the action. After dropping the candle in a dark room: say "You set down the candle on the ground. The room remains brightly lit, but from below, your movements casting enormous shadows on the walls and ceiling." After taking the candle in a dark room: say "You pick up the candle, restoring the lighting to a more natural angle. Immediately the place seems less unnerving." Before reading the fully revealed inscription: say "You have the words by heart now: [italic type][printing of the inscription][roman type][paragraph break]" instead. After reading the inscription: change the inscription to fully revealed; continue the action. Instead of reading the inscription when illuminated: say "Unfortunately the words are too worn for you to read. Perhaps if the light were coming in from an extreme angle, you would do better." Instead of reading the inscription when illuminated more than once: if the candle is on the stool and the stool is in the Tight Passage begin; if the inscription is partially known begin; say "The candle is at about the right height here, but you won't get the full effect unless you push the whole thing back to the northeast and get the angles right."; otherwise; say "The candle is at about the right height here to illuminate the inscription, but the angle's off; further down the corridor would be better."; end if; otherwise; if the inscription is partially known begin; say "You wave the candle around, trying to eke out the rest of the meaning, but it's not helping: what you really need is to set the candle up at the right height in the rooted room, and then come back and have a look."; otherwise; if the player carries the candle, say "You experiment with holding the candle in a variety of positions, but still "; otherwise say "Still "; say "you can't quite make the inscription out -- something about the cord, and you think the large L is for Lucrezia. But what you really need is for the light to be coming in at about the height of the inscription itself, flush with the wall, and from some distance away[if the player carries the candle]. Your arms aren't long enough to let you hold the candle in the right position while you read[end if]."; end if; end if. To decide whether illuminated: if in darkness, no; yes. Instead of reading the inscription when in darkness and the candle is not on a supporter: if the inscription is not fully revealed, change the inscription to partially known; say "The light coming in does illuminate the floor sharply, and is at a good angle, but it is a bit too low to show up the lettering halfway up the wall. All you get is the deepest capital letters -- P, L, and D -- and the last line: [italic type]or he will depart again without offering aid.[roman type][line break]" Visibility rule when examining or reading the inscription: if in darkness begin; if an adjacent room is discernible, there is sufficient light; there is insufficient light; otherwise; there is sufficient light; end if. After deciding the scope of the player while in the Tight Passage: if an adjacent room is discernible, place inscription in scope. [This puzzle turned out to be quite challenging to the first testers who tried it, and needed the addition of a lot of hints and responses to close-but-not-quite-there solutions.] After dropping the candle in the Tight Passage: say "You set the candle down immediately under the inscription -- but that's no good, you see at once, because thanks to the curvature of the wall you still can't get the thing at the right angle. Perhaps if it were lit from further off and from the side, rather than the bottom..." After deciding the scope of the player when the player is in the Rooted Room and the inscription is seen: place the inscription in scope. Before doing something to the inscription when the player is in the Rooted Room: say "You'd have to head back southwest to be close to the inscription -- you can't reach it or read the small lettering from here[if the player can see the candle], though from what you can see, this is a good direction for the light to come from[end if]." instead. [* Added to deal with the case where players take the candle to the rooted room and try to look back at the Tight Passage in order to read it.] Instead of pushing or pulling or turning the candle when the candle is in the Tight Passage: say "You try pushing the candle this way and that. The farther it gets from the wall, the less use it is; and putting it right under the inscription does no good either. But you find that the angle gets better as you push the candle northeast along the wall, until the deepest-cut letters jump out at you: P, L, D. There's a lot more to it than that, though." The candle is pushable between rooms. [* This to enable >PUSH CANDLE NE as a solution.] Instead of pushing or pulling or turning the stool when the stool supports the candle and the stool is in the Tight Passage: say "You adjust the stool in one direction and another, finding that the candlelight works best at this height, and the angle improves as you move the stool northeast." After going northeast to the Rooted Room with the stool when the candle is on the stool: say "You push the stool along the northeast wall, the candlelight shifting, until you reach a point that seems just right..."; continue the action. After going northeast to the Rooted Room with the candle: say "You continue to move the candle along the northeast wall until you reach a point where the angle seems to be improving..."; continue the action. Instead of pushing or pulling or turning the candle when the candle is in the Tight Passage for the second turn: try pushing the candle to the northeast instead. After putting the candle on the stool when in darkness: say "You set the candle down on the stool, illuminating the room from a low but tolerable angle." After putting the candle on the stool when in the Rooted Room: say "You put the candle on the stool, aligning it neatly against the wall. A harsh raking illumination is now cast along the wall, about at a height with your knees." Instead of tying something to the cord: say "You try various arrangements, but the cord is too short to be secured to anything." Instead of tying the cord to something: try tying the second noun to the cord. Instead of tying the candle to the cord: say "You spend some frustrating time trying to make a little noose of the cord and secure it around the candle, but is easier to imagine than to perform, and in the end you are forced to admit that even if you could do it, the angle of lighting on the inscription would not be the best. The light really needs to be coming in from lower and further off." Understand "near/beside/by/above/under/below/over" or "next to" or "up to" as "[by]". Understand "hold [something preferably held] [by] [something]" as juxtaposing it to. Understand "put [something preferably held] [by] [something]" as juxtaposing it to. Juxtaposing it to is an action applying to one carried thing and one visible thing. Carry out juxtaposing it to: say "This produces no interesting results." Instead of juxtaposing the candle to the inscription: try waving the candle. Before putting the candle on the inscription: say "You try holding the candle very close to the inscription, but rapidly decide that distance and angle will be more helpful." instead. Instead of waving the candle in the presence of the inscription: say "You experiment with ways to hold the candle, and find that the beginnings of letter forms suggest themselves if you put it at about knee height and some way northeast, close to the wall. Unfortunately, from that position it's impossible to look at the inscription at the same time." Carry out hinting about the unexamined inscription: say "Have you tried reading the inscription? Dropping the candle in the same room? Moving it around?"; if player consents, say "You need to light the inscription from far off, and at the right height. [more]"; otherwise stop the action; if player consents, say "In fact, it might help if the candle were in the next room. [more]"; otherwise stop the action; if player consents, say "If you put the candle in the Rooted Room and return to the Tight Passage, you find that the distance is about right but the lighting is too low, so you'll need to find a way to elevate the candle as well. [more]"; otherwise stop the action; if player consents, say "Get the stool. Put it in the Rooted Room. Put the candle on it. Return to the Tight Passage and read the inscription."; stop the action. Carry out hinting about the examined inscription when the sinister door is locked: say "Perhaps the pullcord will help you summon Lucrezia's steward and get into the chamber. [More]"; if player consents, say "You'll have to pull the cord, then within five moves go to the room which is immediately above this one; then WAIT. [more]"; otherwise stop the action; if player consents, say "From the Tight Passage you go northeast to the Rose Garden, so you want the room which is south and west from the Rose Garden. [more]"; otherwise stop the action; if player consents, say "Pull the cord. Go to the Parliamentary Chambers. Wait."; stop the action. Section 6 - Lucrezia's Study Lucrezia's Study is west of the sinister door. "Little survives here, enough to suggest that a number of books were burned and glass tools smashed. You can only guess at why, or by whom. But the dominant item is the vast [image] of Lucrezia at a wardrobe fitting of some kind." The sinister door is west of the Tight Passage. It is a door. It is locked and lockable and closed. The description of the sinister door is "The work of the hinges and handle, the color of the wood, the point of the arch: all malevolent. It does not have a keyhole at all, however, and looks far too sturdy to succumb to battering. In fact, by the looks of it, someone has had a try before." Instead of attacking a locked sinister door: say "It is just as resistant to attack as it looks." The initial appearance of the sinister door is "There is also a sinister door, leading [if the location is the Tight Passage]west[otherwise]east[end if][if the sinister door is open] -- and currently open[end if]." The pile of notes is in the study. "A single [pile of notes] remains." The description of the pile of notes is "Spiky, erratic handwriting on a variety of mystical and magical topics pertaining to the castle and the spiritual status of the inhabitants." Understand "paper" or "papers" or "note" or "paperwork" or "single" as the papers. Instead of consulting the notes about a topic listed in the Table of Notes: say "[reply entry][paragraph break]". Table of Notes topic reply "rose/roses/garden" or "rose garden" "The roses are of Lucrezia's own breeding, and you have the impression she regarded them in the nature of a practical joke." "mirrors/scrying/scry/mirror/mirror-scrying" "There are various records of the conferences Lucrezia had with various friends, family members, and servants, by ringing bells in the presence of her magical mirrors." "lucrezia" "Though the notes are of her writing, they are for the most part not about her: she was not a diarist, but an experimenter." "me/myself" "There's nothing about you here, which is no surprise, considering that the author of these pages was dead centuries before your arrival." "beast" "You can discover no specific references to the Beast; though your hazy impression from his conversation is that he never knew Lucrezia, she having been generations before him." "father" or "my father" "Your father is not mentioned, which should not surprise, since he did not arrive at the castle until a few years ago, and the papers look to be centuries old." "elzibad" "Lucrezia seems to have been quite interested in Elzibad, or rather, in what happened to the castle after Elzibad's death, when contracts were made binding upon all who entered. But there is nothing in her notes to suggest that she had access to sources beyond the papers in the records room, and therefore you are likely to be able to find out all the same yourself, if you wish." "girdle" or "green girdle" "You sift through the papers until you find a pertinent entry: that the girdle is to be in some way a device for the punishment or forgiveness of those who abuse the castle's power, 'being in the possession of the weakest of its victims'. Accompanying this are a bundle of astrological diagrams, so who knows how reliable that may be thought to be." "inkpot" "About the inkpot, the notes are their most cryptic, and the quality of the handwriting has also declined so that you suspect the author of having been either elderly or sick. 'Of this article, which my father gave me, I believe I have finally uncovered some use. For though it will not hold ink of the ordinary kind, it perfectly contains that which flows beneath the burial ground, consisting of the regret of all inhabitants...' Etc., etc." "press room" or "fountain" or "ink" "There are references to an ink of regret -- this sounds romantic, except that the notes go on at tedious length speculating on the precise combination of humors involved, and whether melancholy or blood has the greater part in it, and so on. In any case, Lucrezia seemed quite pleased to have found a source of this valuable, if rather nauseating, liquid." "helmet" "The helmet turns out to be written up at great length: an object of Lucrezia's own creation though produced with her father's assistance, it apparently it draws upon the daemons of air and sound to produce the rather mundane effect of heightened hearing, and poses no threat to the wearer, even if that wearer is merely an ordinary human. (This is underlined several times, leading you to suspect that most of Lucrezia's test subjects did not fall into that unexciting category.)" "shoe/shoes/cloven" or "cloven shoes" or "pair of shoes" or "pair of cloven shoes" "The shoes, according to these pages, symbolize their wearer's right to tread in and be master of the territory of the dead. 'For which reason I wear them always to funerals and in graveyards', remark the notes conversationally, 'the which habit has greatly offended some of the noble ladies through the cause of the shoes not being a suitable color for such occasions.' Before you can build up much sympathy, Lucrezia continues: 'Therefore in recompense I enslaved two of these ladies to my personal service and gave a third to my son to be his concubine until better manners and humility attend them all.' Some additional function for the shoes is suggested by the papers -- something about the preservation of memory or a connection to those who wore them previously -- but it seems that even Lucrezia did not understand this very well. ('And for this reason I am determined never to let them fall into the hands of another, but to have them burnt on my pyre at the moment of my death, lest those that follow after learn my secrets.') That scheme didn't work out for her, evidently." "leather tambourine" or "tambourine/shoemaker/cobbler" "The shoemaker so busily fitting Lucrezia in the portrait does not seem to have been sufficiently interesting to warrant a record in these notes, though perhaps the terms of his engagement will be found in the contract book." "devil/mephistopheles/lucifer/satan/compact/curse" "References to the devil are scattered throughout the pages, with no one portion devoted to him entirely. Somewhat to your surprise, Lucrezia does not seem to have been an ardent fan of the Old Gentleman, neither a professed witch nor a worshipper at his court; she was merely interested in a pragmatic, legalistic way in the question of whether his compact with the ruling family of this castle could ever be dissolved, with or without the damnation of all parties." "quill/pen" "About the pen there is a considerable raving: 'Many tests of fire, water, pressure, torsion, acid, and poison have failed; even gunpowder and holy water have not sufficed to ruin it; nor do I now believe that it can be destroyed, but suppose that, being plucked from the wing of the old man my father, it partakes of his same eternal nature. Therefore the arrangement must be dissolved in some other way.'" "lie library" "The Lie Library features in her writings at several points: as an ongoing project of which she sometimes has great hopes, sometimes despair; there are assorted references to experiments in bringing various books and ensconcing them there in order to see what will become of them. There are towards the end some excited speculations about the use of the inkpot in combination with the Lie Library, but it is not clear that she lived long enough to make the experiment." "contracts/contract/crypt/binding" or "book of contracts" or "contract/contracts book" or "ivory door" "Mostly some speculative notes about the possibility of voiding contracts through some loophole of demonic legalism. You don't entirely follow it. At any rate, to judge by this, she had obtained a kind of mastery over the crypt-spirits by use of her magic shoes. And there is also a reference to a room upstairs, behind the ivory door." "castle" or "royal family" or "husband" or "king" "Whenever she writes about her family or her husband, it is with a kind of weary exasperation. You have the sense that none of them were-- or seemed to be-- nearly as intelligent as Lucrezia herself, and she therefore protected and despised them." "hourglass/dayglass/sand" "From the notes you have the impression that Lucrezia understood the function of the hourglass and expected that everyone else did also; therefore, maddeningly, she did not record it. But it seems merely to be a measure of something, not a source of power or control." "sign/warning" "According to the notes, Lucrezia insisted that the sign be made more prominent, in order that no one break their contract by accident." The image is a display in the Study. Understand "lucrezia" or "tambourine" as the image. The description of the image is "Lucrezia stands, imperiously, in what is now the empty bedroom, while a gnome-like shoemaker at her feet customizes pair after pair of shoes to her misshapen-- You look away, unnerved, towards a less disturbing element, [the leather tambourine] in Lucrezia's hand." Lucrezia's Study is dark. Rooted Room is northeast of Tight Passage. "Cut as an afterthought through earth and the underside of the garden, and therefore muddy and soil-scented." Rooted Room is dark. Rooted Room is below Rose Garden. The mud is a floor in Rooted Room. Understand "floor" or "roots" or "root" as the mud when the player is in Rooted Room. The scent of the mud is "compost and soil smells". Instead of going to the Haunted Area when the player is not wearing the cloven shoes and the player encloses the candle: say "You start into the crypt, but an icy unnatural wind blows against you, as though the spirits resent the intrusion of someone with a light. And yet you have seen the Beast come down here, from time to time, bearing lanterns, torches, whatever he found handy. There must be some preliminary, a matter of spiritual etiquette perhaps, to establish yourself as the master of those below[if the player carries the feast]. The Beast would know[end if]." Instead of going to the Haunted Area with something (called pushed article): say "[The pushed article] refuses to move smoothly over the unstable flooring of the crypt." [* This to prevent a bug where the player could not carry the candle into the crypt, but could put it on the stool and push it in.] Section 7 - Bell Castings [This area was added late, and is included for two reasons. One is to be sure that someone who enters the basement with a candle does see everything available -- some testers were going down through the Bear Corridor, getting stuck entering the crypt, and not coming around to explore from the Rose Garden side, which meant they got stuck. While it might arguably be fair to make them think of that in a more difficult game, *this* one is pitched to be less challenging. So we connect up the subterranean space this way. The other reason is that I just thought the idea of the bell-making equipment evocative, and wanted to plant this idea in the player's head that this industry has been going on for a very very long time.] Bell Castings is south of the Rooted Room. "A room of [scrap] and refuse: wooden structures and clay molds from which bells might be made, scrap metal, pieces of bells now broken." The scrap is scenery in castings. Understand "refuse" or "structures" or "wooden" or "molds" or "clay" or "metal" or "pieces" or "bells" as the scrap. The description of the scrap is "By the look of it, there's not a useful, sounding instrument in the lot." Bell Castings is dark. Wax Supply is east of Bell Castings and northeast of Zoo. "A dank storage area, stacked with [bars of wax][if Bell Castings is visited] -- perhaps for some casting process? You couldn't say[end if]." Some bars of wax are scenery in Wax Supply. Understand "bar" as the bars. The scent of the bars of wax is "good beeswax-scent". The description of the bars of wax is "Far too large a supply for you to move around." Wax Supply is dark. Chapter 7 - West Wing The Great Dining Hall is west of the Entrance Hall. "[if the location is unvisited or the number of filled rows in the Table of memories is 0]Such a long hall that the soup might get cold between one end and the other. You and he used only the far west end, nearest the kitchen. Once you took to dining together at all, that is; the first few months he brought trays to your room, while you hid. But then you took to eating here; and at the end of every meal he would stand up formally and ask his question[otherwise]You allow yourself to remember another night, another request[end if].[if the number of filled rows in the Table of Memories is greater than 0][paragraph break][memory][end if]". The long table is scenery in the Great Dining Hall. It is a supporter. Instead of looking under the long table, say "There are no gnawed bones or anything of that nature." The Enormous Kitchen is west of the Great Dining Hall. "Haunted with the spirits of chefs past, generations and generations of culinary geniuses; one can never predict its whimsies[if the Bellroom is unvisited]. Unless he has moved everything, the bell to summon them into action should be in one of the rooms upstairs[end if]." The Servant Quarters are north of the Enormous Kitchen. "[if location is unvisited]You've never come here before, and now you see why. [end if]Not a room friendly to visitors, it has the air of resentful, martyred suffering. Even His most unpleasant ancestors would not have grudged this place more paint, surely, and more straw for the beds." The straw is scenery in the Quarters. "Well. There really isn't any." Instead of doing something other than examining with the straw: say "There's hardly enough straw to do anything with." The decaying ladder is a staircase. "A decaying ladder leads [if in the Quarters]down[otherwise]up[end if]." It is above the Apprentice's and below the Quarters. The Guard Tower is southwest of the Entrance Hall. "A round tower offering protection to the drawbridge[if the scarlet tower is visited]. It is less cheery and more strongly fortified than the Scarlet Tower, and offers little by way of a view[end if]." Chapter 8 - Upstairs Section 1 - Apartments and Upstairs Galleries East of the Upper Bulb is the Gallery of Still Life. The description of the Gallery of Still Life is "Natural light from the south -- coming in from the courtyard[if the player is on the stool], though you cannot see all the way down to ground level from here, even on the stool[otherwise], you suppose, though you are too short to see out[end if] -- illuminates a series of still life paintings on the north wall: one showing the [Wedding Treasure] when Lucrezia arrived from Medici-Credenza, the other rather fancifully entitled [Supper]." Wedding Treasure is a display in the Gallery of Still Life. Understand "painting" or "still life" or "table" or "girdle" or "inkpot" or "helmet" or "green" or "cloven shoes" or "paintings" as wedding treasure. The description is "A table tastefully laid with possessions of power or personal worth, brought by Lucrezia as gifts from her father: an inkpot, a helmet, a green girdle stitched with vines, a curious pair of cloven shoes." Supper is a display in the Gallery of Still Life. The printed name of Supper is "Supper with M". Understand "supper with m" or "painting" or "paintings" or "still life" or "linen" or "napkins" or "bread" or "fruit" as Supper. The description is "A table nicely laid out with white linen and napkins, bread and fruit; and a spoon with a very, very long handle." East of the Gallery of Still Life is the thick door. East of the thick door is the White Gallery. The description of the White Gallery is "Of more recent construction than many another portion of the castle, and therefore light and airy, and a pleasant place to spend a few hours." The thick door is a lockable door. The small key unlocks the thick door. The description of the thick door is "It looks thick enough to block sound." Understand "heavy" as the thick door. The printed name of the thick door is "heavy door". The mechanical chessplayer is a switched off device in the White Gallery. It is fixed in place. "Placed where it will have the most light on the board for the longest time is [a chessplayer]." The description of the mechanical chessplayer is "The chessplayer wears a turban, and in its wooden fingers grasps the head of the black bishop. Whatever move it contemplates has yet to occur. The Beast brought it out for you to play against, when other entertainment palled. You lost consistently until he came and roared at it; and afterwards began to win. The suspicion that it was throwing games made you a bit reluctant to make use of it, in the end." Understand "chessboard" or "turban" or "fingers" or "bishop" or "chess" or "player" or "board" or "pieces" or "switch" as the chessplayer. Instead of switching on the chessplayer for the first time: say "You throw the switch hopefully, but nothing happens -- in fact, the switch flops loosely back into its old position, plainly connected to nothing." Instead of switching on the chessplayer: say "The switch is just for show: it must not really work by gears, but by summoning the spirit of some dead gamesman." East of the Upstairs is the Private Parlor. The description of the Parlor is "A sitting room of the family, in old times, and familiar territory to you now as well. Your bedroom is just south; other bedrooms, mostly smaller, in other directions." A bentwood table is in the Private Parlor. A jigsaw puzzle is on the table. Understand "picture" as the jigsaw puzzle. Understand "piece" or "pieces" as the puzzle when the jagged piece is not visible. Understand "jigsaw" as the jagged piece when the jigsaw puzzle is not visible. It is fixed in place. The description of the puzzle is "His latest offering: he brings you all the most innocent toys he can find, to occupy your time and make you less miserable. This one is nearly finished, missing only one piece that neither of you could ever find." Instead of looking under the table when the jagged piece is not handled, say "[if the jigsaw puzzle is examined]You have looked, many times. The trouble is, the floorboards aren't very well-fitted, and the piece could easily have fallen through to the room below[otherwise]Nothing much appears under the table[end if]." Instead of looking under the table: say "You glance down there but find nothing of interest." Instead of reading the jigsaw puzzle: try examining the jigsaw puzzle. Instead of taking the jigsaw puzzle: say "If you took it, the pieces would fall apart." Understand "solve [something]" or "complete [something]" or "finish [something]" as solving. Understand "finish [someone]" as attacking. Solving is an action applying to one thing, requiring light. Instead of solving the jigsaw: if the jigsaw is solved, say "It's finished already." instead; say "You haven't got the final piece." Carry out solving something: say "That's not a meaningful action in this case." Before putting the jagged piece on the jigsaw: try solving the jigsaw instead. Before inserting the jagged piece into the jigsaw: try solving the jigsaw instead. Definition: the jigsaw is solved if the jagged piece is part of the jigsaw. Definition: the jigsaw is unsolved if the jagged piece is not part of the jigsaw. Instead of solving the jigsaw when the player carries the jagged piece and the jigsaw is not solved: now the jagged piece is part of the jigsaw; say "You snap the final piece into place. Nothing tremendous happens, but the picture is complete."; change the description of the jigsaw to "The table is set for two: a robed king, and the devil. Between the two of them is a quill pen, jet black, and a huge book. The dialogue of these two characters is written on tiny gilt scrolls that spool out of their mouths, and this is what you could not read before the jagged piece was found: the devil is saying, 'TIME IS ON MY SIDE,' to which the king replies, 'BUT NOT FOR LONG.'"; try examining the jigsaw. The Green Bedroom is southwest of the Private Parlor. "Having more personality than most of the bedrooms, it was decorated for someone specific and has been left that way: green and white, with a simple rustic cast unusual for the palace." The Green Bedroom contains a bed called green bed. The royal portrait is a reminder in the Green Bedroom. It is fixed in place. "The chief exception is the [royal portrait] on the wall[if the miniature is seen], hung at a height and in a position that reminds you of the miniature in the Zoo[end if]." The description is "A portrait of a young, arrogant king: not a prince, but one who inherited early and used his power from the beginning. He stares out with bitterness, perhaps even resentment." Instead of looking under the royal portrait: say "It is attached to the wall in the ordinary way, and there is nothing of interest behind." The memory of the royal portrait is "'That was me,' he told you. 'Before I was changed. Do you think I was handsome?' You shrugged. Handsome, yes, but proud, selfish, resentful, perhaps cruel. 'The painter did not do justice to your personality,' you replied. 'You're wrong,' he said. 'And I put the painting here to punish the woman who slept here. She treated me with justice, and I could not forgive her.' He refused to tell you the rest. 'You like me more than you should, and trust me less,' he said. 'If I told you the rest of this particular story, you would neither trust nor like. There, that's a warning for you.'" The Guest Bedroom is east of the Private Parlor. "Made up for the reception of a guest who will never arrive again. A [tapestry] recalls the story." The Guest Bedroom contains a bed called guest bed. The stool is a portable enterable supporter in the Guest Bedroom. It is pushable between rooms. "Still here at the center of the room is [the stool] you and the Beast used, the time he tried to teach you to dance -- not a great success, but more effective than the experiment with stilts." The description is "An ordinary three-legged stool, like the one your cat at home liked to sleep on." After entering the stool: say "You stand, a little precariously, on the stool, and are now more or less the same height as an ordinary person." After dropping the stool, say "You set the stool down next to one wall." Understand "dance [text]" as a mistake ("Despite all his lessons, you never did get the knack of it."). The tapestry is scenery in the Guest Bedroom. The description of the tapestry is "It is hard to make out the story from the faded threads, but it appears to show a very small man, almost a dwarf, who holds on a leading string a very large demon, almost a god." Understand "demon" or "dwarf" or "god" or "man" as tapestry. The Empty Bedroom is southeast of the Private Parlor. "Like a monk's chamber compared to every other part of the palace, just bare walls now. Here your father stayed, when he made his ill-fated journey to the castle. The Beast told you this, on your first visit." The shackle is in the Empty Bedroom. "On the wall, as a curio, hangs an open [shackle] -- sign of the only person ever to have escaped the power of this place." The shackle is wearable. Instead of wearing the shackle: say "You already wear a shackle of a sort." The description is "A curious object, a broken shackle. Nowhere else in the castle are there any chains or ropes or devices of torture; there has never been a need for such physical coercion..." The shackle is a reminder. The memory of the shackle is "Your father claims to have been chained up, but the Beast never made the least effort to restrain you with chains or bars. On the contrary-- but that remains a puzzle." The Crystal Bedroom is south of the Private Parlor. Understand "my bedroom" as the crystal bedroom. "A fantasia of gleaming and glittering, chandeliers and [mirrors]: all that shines or reflects has been moved here, into this room that you inhabit, which he never enters. The south end of the room is most dazzling, because of the daylight from the balcony." Some mirrors are scenery in the Crystal Bedroom. Understand "gleaming" or "chandeliers" or "mirror" or "chandelier" or "glittering" as the mirrors. The description is "You learned, long ago, that the mirrors would keep him away; and then, when you had less need to keep him at bay, you kept them anyway, so as not to disturb him by returning them to the rest of the palace." The Crystal Bedroom contains a bed called large bed. Understand "balcony" as the generic surroundings when the location is the balcony. Before going to the Balcony: say "You step out into the rain[if the player wears the helmet]; the fat droplets sound like hail on the surface of your helmet[end if]."; The Gilded Balcony is south of the Crystal Bedroom. "A ridiculous filigreed balcony that is like nothing so much as a birdcage: and from here you can see all the way across the moat, across [the forest], the plain, to the edge of [the sea], only by staring long enough in any direction[if Gilded Balcony is unvisited]. When you first came here, the balcony was full of plants in pots: poison oak, nettles, nightshade, datura. 'They grow best here,' he explained. 'Don't touch them.' And he took them away, and you have never seen them again since[end if]." Instead of facing northwest in the Gilded Balcony: say "That way is just more castle wall, of course." Instead of facing northeast in the Gilded Balcony: say "That way is just more castle wall, of course." Instead of facing south in the Gilded Balcony, try examining the forest. Instead of facing down in the presence of the moat, try examining the moat. Instead of facing southwest in the Gilded Balcony, try examining the forest. Instead of facing southeast in the Gilded Balcony, try examining the forest. Instead of facing up in the presence of the rain, try examining the rain. The forest is a view in the Gilded Balcony. Understand "branches" or "trees" or "leaves" or "leaf" or "tree" or "pasture" or "pastureland" or "plain" or "home" or "family home" as the forest. "A considerable expanse of evergreen forest -- the view sharpens under your gaze if you wish, showing you individual trees, branches, leaves; or widening out again to show you rolling miles and then the pastureland beyond. If you look exactly the right direction and squint, you can see your family home, and that is what triggered the attack of homesickness in the first place." Understand "squint" as a mistake ("You squinch your eyes, but do not substantively change what you're able to see."). The sea is a view in the Gilded Balcony. Understand "ocean" or "wave" or "ship" or "ships" as the sea. Instead of facing t