C:\GAMES\IMPRO\SOH>soh (N)ew game, or (C)ontinue? N As the heat of the afternoon gradually gives way to a refreshing evening breeze, you lounge comfortably in the shade, a glass of ice water close at hand. It's been a long time since you visited the house where you grew up, yet to your surprise nothing seems to have changed. Not that you're complaining; the peaceful summer day brings back feelings of nostalgia, and you smile in remembrance of the good times you had as a child. But... something seems wrong. Some unseen presence is calling you, beckoning to you from the old creek behind the house. You stand up and exit the porch, walking almost trance-like toward the compelling force. The creek is just as you remember it - merely a few inches deep, gurgling peacefully along with only a few insects and tiny fish to liven things up. You would barely get your ankles wet in the stream, yet you're still being urged onward. You step forward, the water lapping at your shoe... Suddenly you realize there is no surface beneath your foot. Before you can regain your balance, you have fallen into the stream, and to your horror you find that you are slowly being drawn downward, as if standing in quicksand. Desperately trying to escape, you grab hold of a nearby tree root, and almost manage to pull yourself free... but something seems to *tug* at your legs, and in one quick motion you are drawn downward into icy, suffocating darkness... You awaken with a start, drenched with sweat as if rising from a horrible nightmare. Yes... the house and the creek had to have been a dream. That's the only answer. But... it had seemed so real... How long were you asleep? You have no way of knowing - your wristwatch is gone, and the alarm clock by your bed has been replaced with a leafy shrub. Leafy shrub? As you sit up, feeling rather dizzy and tired, you notice two things. First, you have awoken not in your bedroom, but in the middle of what seems to be a desolate field, devoid of all but the faintest traces of color. A brisk wind rustles the grasses around you, yet for some reason you don't feel at all cold. The second thing you notice is the woman kneeling next to you. A frail, pale-skinned creature with hair that is a delicate grey, she watches you with soulful lavender eyes, her expression an odd mixture of relief and remorse. She wears a sky-blue kimono, elegantly embroidered with a pattern of swans. As you open your mouth to ask her a question, she quickly gets to her feet, almost fearful in manner. Before you can do the same, the young woman is gone, slipping quickly down a nearby path. Just what is going on here? *** MORE *** Dismal Field You find yourself in the middle of a cold, tree-lined field. The grasses here are clearly wild, rising almost to your waist in some spots, and ripple in a chill breeze. The scenery is illuminated by the moon above, its pale light draining all the color from the landscape. There is no evidence that you or the mysterious woman were ever here - the grasses had quickly bent back into shape, as if rejecting your presence. A faint path leads off to the southeast. >WHO AM I? You are... are... oddly enough, you don't seem to be able to answer that question. You aren't even sure that it is the *right* question. >VERSION = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SPIRITS OF HOPE An Improtext Adventure Lead Programmer: Brian Stricklin Version 1.1 - Arrival = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = >INVENTORY You are carrying: a silver pendant (worn) pocky >LOOK AT PENDANT This simple silver pendant, hanging from a pewter chain, was bequeathed to you by your late grandfather, who died nearly five years ago. It embarrasses you to remember that you had never been particularly close to him, but you're glad that you have something to remember him by. The surface of the pendant feels a bit uneven, but there's no visible pattern or design. The pendant is currently worn around your neck. >LOOK AT POCKY Pocky! Small, stick-like pieces of candy. This particular box of pocky is strawberry and coconut flavored. Yum. >DIAGNOSE You are in good health, and feel totally awake. You are a bit hungry. You aren't at all thirsty. >EAT POCKY Come to think of it, you're not really all that hungry. You put the pocky away, saving it for later. >LOOK AT ME Difficult without a mirror. >SE You walk down the path, which turns and eventually climbs to the top of a hill. Hilltop Vista Standing atop this wide hillock, you're treated to an impressive view of the surrounding terrain. To the north you can see the field where you woke up, and to the east and south there seems to be a large, foreboding forest. To the west, however, is a huge walled city, of a type you've never seen before; its buildings vary in design, being mostly of a Victorian style but with a few Japanese-style structures as well. A wide river sits next to the city, intersecting it briefly on the town's northern side then splitting off to the west and northeast. The nearby path leads back to the field to the northwest, and continues on toward the city to the southwest. There is a silk scarf here, caught on the branch of a small tree. >LOOK AT SCARF You remember seeing the mysterious woman wearing this - it must have gotten snagged as she ran down the path. It looks to be undamaged, which is fortunate, as the embroidery on the scarf is obviously quite detailed and skillfully done. >GET SCARF Taken. >WEAR SCARF Though fetching, it really doesn't suit you. >LOOK AT CITY At first glance, the city seems to be a mishmash of styles, but when you take the time to examine it, a pattern emerges. Most of the buildings are definitely Victorian in design, with numerous townhouses and small shops - you can even see a few horse-drawn carriages on the streets. In contrast to the European buildings, the Japanese structures are very few in number, but are all large and imposing. The biggest such building is the mansion-sized pagoda on the south side of town, which is all the more noticable because it is surrounded by a small orchard and garden, and has a thick stone wall of its own. Whoever lives there must like their privacy. >LOOK AT FOREST You can't see to the end of the forest. You literally can't - the moon, while unusually bright, doesn't provide enough illumination to see more than a few miles, and the forest seems to go on forever. There is one landmark, though, in the form of a staggeringly huge tree, visible even from here. It towers over the others, standing at least four times their height, but its leafless branches suggest that it's quite dead. For an instant, you think you see a light within the branches... but it winks out so quickly that you soon decide that you imagined it. >LOOK AT LIGHT I don't see that here. >SW Stumbling slightly over loose rocks, you follow the path down toward the city. City Gates You stand before a huge pair of foot-thick wooden doors, which serve as the entrance to this city. The doors are set in a protective stone wall fourty feet high, and you can see the occasional guard walking the battlements. Just from casual observation, though, you guess this is more out of basic security than due to preparations for war - the guards seem too relaxed to be expecting any real trouble. You can hear the sounds of the city through the doors, which are currently wide open but guarded. A path leads northeast toward a hilltop, and a wide road leads south; the city gates are to the west. *** MORE *** "Next!" You slow down as you approach the gates - there seems to be a line of people waiting to get in. To your astonishment, though, none of them look human! Most have pale green or blue skin, and their facial features come in a wide assortment of oddities, including elongated noses and ears, highly visible fangs, and even the occasional horn or two. No two 'people' are exactly alike in appearance, though all are wearing clothing typical of Victorian England. You hesitate, not sure if these creatures wish you harm, but after a few minutes it becomes apparent that, apart from a few curious glances, none of them have any interest in you at all. "Next!" There are two bulky humanoids standing before a simple wooden barricade, dressed in sloppy grey uniforms - they seem to be conducting an inspection of the people in line. The smaller of the two (relatively - he stands at least eight feet tall) is performing the actual inspection, though it looks like he's just confiscating anything that catches his eye. His companion, a hulking brute nine feet tall and half as broad, merely watches the proceedings with a dimwitted stare, holding a heavy club and occasionally grunting in agreement to his partner's comments. "Next!" The line is moving forward slowly but consistently, occasionally facilitated by an obvious bribe from one of the more wealthy humanoids. >W The guards stop you. "Not so fast, sunshine," the smaller one sneers. "Get in line, unless ye want Nigel ta thump ye." The one identified as Nigel nods reflexively. "Roight." >S The road is far too long and featureless to travel down - you should probably find some transportation first. >GET IN LINE You stand at the end of the line, still a bit nervous around these strange creatures. >WAIT Time passes... "Next!" The line inches forward, and a blue-skinned woman steps up, pushing a small two-wheeled cart filled with strong-smelling burlap sacks. The guard looks it over. "Tobacco, is it? Let's see 'ere... hallo, hallo! Wot's this, then?" He lifts one of the larger sacks. "This looks rather suspicious, this does. We'll 'ave to keep it for analysis." The woman bears a resigned expression as he tosses the sack onto a pile of other 'suspicious goods'. "That'll do. Nigel, let her through." "Roight." Nigel lifts the barricade, and the woman enters the city quickly. >WAIT Time passes... "Next!" A well-dressed man with prominent sideburns and (you try not to stare) a sinuous tail protruding from his evening gown casually slips the smaller guard a clinking pouch. "Right you are, guv'ner - nothing suspicious here. Nigel, let him through." "Roight." The gentleman passes under the barricade, and Nigel lowers it behind him. >WAIT Time passes... "Next!" A thin young woman in ragged clothes steps up, an extremely worried expression on her pale green face. The guard looks her over, frowning as he realizes how little she probably has. "Off with ye! We'll have no gutter trash in Waypoint City." "P-please, sir," she stutters, "my mother is quite ill, and I need to see her..." The guard sneers. "Aw, ain't that a shame. Clear off!" Rather than obey his order, the trembling girl watches him helplessly, then suddenly runs toward the barricade. The guard blinks, then grabs a billy club from his belt. "'Ere! You can't do that!" >WAIT Time passes... "Nigel, stop her!" The mountainous guard steps into the girl's path; she bounces off and falls to the ground, the wind knocked out of her. As the smaller guard stalks toward her, she seems to realize that with the city wall to either side and the heavy barricade before her, she's completely trapped. The guard smirks down at her. "Now I'll show ye what we do ta trash like you..." >HELP GIRL How do you want to help her? >FIGHT GUARD Even the smaller guard would easily defeat you. Violence doesn't seem to be the answer. >NIGEL, LET HER THROUGH "Roight." Your words seem to trigger some deep, ingrained instructions in Nigel's tiny little brain, and he automatically turns and lifts the barricade. As the smaller guard watches in disbelief, the girl sees her chance and, throwing you a smile of gratitude, slips under the barricade and enters the city, quickly vanishing in the crowded streets. [You have gained 1 point!] "Nigel, you blitherin' idiot!" The guard is beside himself with rage. "You ain't supposed ta listen ta anyone but me! You got that?" Nigel mulls this over. "Roight." "And you!" The guard stomps toward you, his skin a dark green with rage and his fist tight around his billy club. "Who the bloody 'ell do you think you are?! I 'ope you've got enough for both you *and* her!" >NIGEL, LET ME THROUGH Nigel just stands there - apparently his most recent instruction has taken hold. "Well?!" the smaller guard bellows in your face. "You better come up with somethin' good, or I'm gonna take ye to the bloody *cleaners*!" >I You are carrying: a silver pendant (worn) pocky a silk scarf >GIVE PENDANT TO GUARD Despite your mortal peril, you are intensely reluctant to remove the pendant. >GIVE POCKY TO GUARD Rather than devouring the candy with childlike glee, as you apparently hope, the guard just stares at you as if you'd just grown another head. Which might make you fit in better, but that's beside the point. >GIVE SCARF TO GUARD You're a bit unsure about giving up the mysterious woman's scarf - it's not yours, after all, and it might be the only way to get some answers if you ever see her again. However, desperate times call for desperate measures... you hold out the scarf to the guard. "Well, let's see 'ere." He takes it roughly and looks it over. "Hah! D'you think... this..." His sentence trails off and his bloodshot eyes grow wide as he inspects the scarf. Even Nigel seems to have activated a few extra brain cells, and his brow furrows. "Oi. I tink dat's-" "Shutup, shutup, shutup." The smaller guard waves frantically at his partner and carefully hands the scarf back to you. "Here ye go, m'lud. So, so sorry to 'ave inconvenienced you, I'm sure. If I'd've known you were a friend of... aheh. Go straight on through, and God bless ya." Nigel lifts the gate, leaving you staring at the two guards in confusion. [You have gained 1 point!] >W Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. Despite the fact that it's the middle of the night, the street is filled with hundreds of... well, call them people, for lack of a better word. Gas lights provide extra illumination, though the moon is still shining down from directly above, and a light blazes in almost every window you can see. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >SW Trimble & Maltain You are at the intersection of Trimble Way and Maltain Avenue. The crowds are even thicker here, and you are hard- pressed to keep your position, rather than be moved along with the crowd. You can barely hear yourself think - it's terribly noisy here, and sounds even louder to the south and west. Most of the buildings here are residential, and not of much interest to you. Trimble Way extends to the south and northeast of here, and Maltain heads off northwest. >S The press of the crowd is too great - you can't force your way through that way. >NW Market Square Here, at the intersection of Maltain Avenue and Crabtree Lane, you find a large and busy bazaar of sorts taking place. The various booths and stalls are well out of the way of possible carriage traffic, but otherwise are packed into every available square inch. The merchants seem to vie with each other to see who can shout the loudest, and you are entreated on all sides to come buy their wares. This is a shame since, of course, you don't have any money. There seems to be a tavern to the east, Maltain leads from the southeast to the northwest, and Crabtree runs northeast to southwest. *** MORE *** As you step into the square, momentarily stunned by the noises, a pack of street urchins seem to notice your arrival. They clamor around you, tugging at your clothing and holding their hands up for money. When it becomes clear that you don't have any, they break off and scamper down the street, heading northeast. With a mental shrug, you turn to the tavern, from which emerges the sound of drunken revelry. Maybe there you can find some information about the owner of the scarf... The scarf! It's gone! One of the urchins must have stolen it. As if you didn't have *enough* problems... >E No time for that now - after those kids! >NE North Crabtree You are on Crabtree Lane, a wide and busy street filled with a throng of people. The shops here are of a nautical persuasion, selling ropes, barrels, and whatnot - the reason for this is likely the river docks nearby. There doesn't seem to be much traffic to and from the docks at the moment, though, as there aren't any boats that you can see. The docks are to the northwest, accessible through a small gate in the city wall, and Crabtree leads from the east to the southwest. The pack of urchins run off to the northwest. >NW River Docks It is oddly quiet here, away from the hustle and bustle of the city. The huge stone wall provides excellent insulation against the noise of uncounted people, giving you a sense of peace for the first time since entering the city. The moon shines down on the turbulent surface of the river, its reflection shattering a million times over - in contrast, the docks themselves are set into a small cove, and the waters here are smooth and flat. The city can be re-entered to the southeast. There is a large water mill here - its door is closed, and the wheel is not moving. *** MORE *** The urchins, sensing they're trapped, decide to have some fun. One of them takes the scarf and, clambering to an upper window of the mill, tosses the garment within. They laugh at you and escape, vanishing among the crates and barrels stacked here. >ENTER MILL The door is closed and locked. >LOOK AT MILL This is a large building, standing about two stories tall. The ancient wooden wheel sits half-submerged in the river, rocking slightly against the current but otherwise motionless. The iron door to the mill is heavy and solid, though there is an open window high above the door. The door to the mill is closed and locked. >LOOK AT REFLECTION You kneel down off the dock and peer into the calm waters below. Taking a good look at your reflection, you note the casual (and somewhat wrinkled) clothing, black hair, and Asian features. So. At least you're not a monster, like the denizens of Waypoint, though so far that hasn't been much of a problem. And this seems to have awakened some of your memories - you're a student, attending a university in Tokyo, Japan. You still have no recollection of your name or your history, but at least it's a start. >KICK DOOR Ouch! Nope, it's far too solid to kick down. >SE North Crabtree >SW Market Square >E The door to the tavern is closed. >OPEN DOOR The door to the tavern opens easily. There's something wrong, though, but you can't put your finger on what it is. >E You climb the three steps to the tavern... but before you can get in, a rope tied to the doorknob is pulled taut, and the door slams in your face. Loud laughter can be heard within. >OPEN DOOR The door to the tavern opens easily. >LOOK AT DOOR An absolutely normal door, if not for the thick rope tied to the doorknob. >UNTIE ROPE The door is pulled shut before you can get down to some serious untying action. >SW The press of the crowd is too great - you can't force your way through that way. >NW The press of the crowd is too great - you can't force your way through that way. >NE North Crabtree >E Trimble & Crabtree You have arrived at the northeast corner of the city. This seems to be a relatively out-of-the-way location - most of the buildings are either residential in nature, or 'specialty shops', like the antique shop to the east. Though it is currently closed, you can see all manner of rare and interesting items in the (heavily barred) window. Trimble leads off to the south, and Crabtree Lane leads west. Teddy the Brick is here. Teddy the Brick grunts in effort, reaching into a drain. "C'mon, yew... c'mon..." >LOOK AT TEDDY Teddy the Brick is a humongous individual, making even Nigel look small by comparison. Each of his fingers are thicker than your wrist, and his dark purple skin bulges with muscles. He wears a pair of extremely large trousers and a matching vest, but hasn't bothered with shoes. Teddy is currently engaged in reaching into a small drain set in the north wall. This is proving difficult, because the grate on the drain is heavy and awkward to manage, and he can't quite get his arm in before it slams down. >LOOK IN DRAIN You can't - Teddy is in the way. >SHOW SCARF TO TEDDY "In a minnit," Teddy says, not looking up. "I gots ta get me keys." >ASK TEDDY ABOUT KEYS "Me gots keys ta ebbyting in Waypoint. Worl, almost. But me's lost 'em in dis drain, and can'ts get 'em out." >HELP TEDDY How do you want to help him? >HOLD GRATE Taking hold of the grate, you immediately start to regret your decision - it must weigh at least seventy pounds. Still, you manage to hold firm. Teddy blinks and looks up at you in surprise. "Uh, tanks." He gets back down and tries again, this time untroubled by the grate, but it quickly becomes clear that his thick arms just won't fit in the drain. "Won't work," he rumbles, deep in thought. "Okay. How's about me's hold da grate, and you's get da keys." He stands up and takes the grate, holding it up easily. >LOOK IN DRAIN You can see a thick keyring inside, gleaming with reflected light. >GET KEYS You attempt to grab the keyring, and you're almost successful. Unfortunately, it's *just* out of reach. >REACH INTO DRAIN I don't understand that sentence. >GET KEYS You still can't quite reach the keys. >LOOK AT KEYS The keyring rests within the drain, and the ring itself is upright, presenting you with a perfect circle. >I You are carrying: a silver pendant (worn) pocky >LOOK AT POCKY Pocky! Small, stick-like pieces of candy. This particular box of pocky is strawberry and coconut flavored. Yum. >USE POCKY How do you want to use the pocky? >GET KEYS WITH POCKY After several failed attempts, you finally manage to snag the keyring with a stick of pocky and pull it within reach. You discard the now-dirty candy (you still have plenty) and extract yourself from the drain. "Good job!" Teddy says with a grin. [You have gained 1 point!] >LOOK AT KEYS There's a ridiculous number of keys on this ring, even more than it seems the small hoop could hold... Teddy looks at you expectantly. >SAVE Game saved. >W "Oi!" You leave Teddy's annoyed shout behind as you head off. North Crabtree >NW River Docks >UNLOCK DOOR You search the keyring fruitlessly for a few minutes, but there are far too many keys to find the right one. >RESTORE Game restored. >GIVE KEYS TO TEDDY "Tanks dere, mate." Teddy takes the keyring and ties it to his belt - he accidentally loses one key in the process, but doesn't notice as it bounces into the nearby gutter. "You's me chum now, okay? Me's got ta go do some philosophizin' down at the Shimmy now, but if you need help from ol' Teddy, you just let me know." He peers at you. "'Ere... you better gets you somethin' ta eats. You looks 'ungry." He lumbers off, his knuckles digging furrows in the cobblestones. >GET KEY Taken. >I You are carrying: a silver pendant (worn) pocky a rusty key >LOOK AT KEY This is a rusty iron key - it doesn't look like it's been used in a while. >DIAGNOSE You are in good health, and feel totally awake. You are quite hungry. You aren't at all thirsty. >EAT POCKY As hungry as you are, you just can't seem to force yourself to eat the pocky. Funny... you used to like this stuff. >W North Crabtree >NW River Docks >UNLOCK DOOR The rusty key fits in the lock, but becomes jammed once the door is unlocked. >OPEN DOOR Opened. >ENTER MILL Water Mill You are standing in an empty, dusty building, once used as a mill but now, quite clearly, long abandoned. Despite the disuse, however, everything seems to be in good condition - somewhat rusty in places, certainly, but there's no reason to expect it wouldn't work. The machinery of the mill consists of the water wheel, two round and heavy slabs of rock, and one rusty iron lever that controls the whole setup. The only light avaible comes from a window high up in the wall, and the indirect moonlight provided is just enough to see by. The only door is in the east wall. There is a silk scarf, a heavy red chain, and a heavy blue chain here. >GET SCARF Taken. >LOOK AT SLABS Two round rocks - things are put on the bottom slab, and are ground into powder by the upright slab. Not much more to tell, really. >LOOK AT LEVER The lever, which controls the link between the slabs and the wheel, is extremely rusty - it might be difficult to move without lubrication. >LOOK AT WHEEL The water wheel is mostly out of your line of sight - only the center part, where it connects to the axle that powers the mill, is visible. The wheel is prevented from turning by a wooden wedge, stuffed between the spokes and held in place by a set of three metal brackets. >GET WEDGE The wedge is being held by the brackets, and cannot be taken. >LOOK AT BRACKETS A complicated wire arrangement connects the three metal brackets to a pair of heavy iron chains. The brackets are securely fastened to the wall, and are holding the wedge in place. All three brackets are closed. >OPEN BRACKET Which bracket do you mean? >OPEN FIRST BRACKET No matter how you strain, the bracket doesn't move. You'd guess that they're not designed to be opened manually. >LOOK AT RED CHAIN This is a heavy chain, marked with several blotches of red paint, which is connected to the brackets by a series of wires. It looks like it can be pulled. >PULL RED CHAIN With a grunt of effort, you pull the red chain. The first bracket opens. The second bracket opens. >AGAIN With a grunt of effort, you pull the red chain. The first bracket closes. The second bracket closes. >PULL BLUE CHAIN With a grunt of effort, you pull the blue chain. The second bracket opens. The third bracket opens. >PULL RED CHAIN With a grunt of effort, you pull the red chain. The first bracket opens. The second bracket closes. >PULL BLUE CHAIN With a grunt of effort, you pull the blue chain. The second bracket opens. The third bracket closes. >OPEN THIRD BRACKET No matter how you strain, the bracket doesn't move. You'd guess that they're not designed to be opened manually. >CLOSE SECOND BRACKET It's tough going, but you finally manage to close the second bracket. (Obviously, it's designed to allow them to be closed in an emergency.) >PULL BLUE CHAIN With a grunt of effort, you pull the blue chain. The second bracket opens. The third bracket opens. >GET WEDGE Taken. [You have gained 1 point!] Now able to turn freely, the water wheel begins to rotate, driven by the river's current. The slabs don't move, however, as the linking gears have been disengaged. >PULL LEVER The lever is too rusty to move. >E River Docks >SE North Crabtree >SW Market Square >OPEN DOOR The door to the tavern opens easily. >WEDGE DOOR You quickly jam the wooden wedge under the door - though large, it fits well enough to hold it open. The rope in pulled taut a few times, but the door doesn't close. [You have gained 1 point!] >E You climb the steps and enter the tavern. The Haunted Keg There's not much that can be said about this establishment that would distinguish it from your average bar or pub. There are several kegs of beer behind the counter, various stools and tables, a large assortment of shady customers, and the occasional saucy waitress... though the fact that she's a greenish-yellow in color and seems to have an extra eye tends to limit her sex appeal. The bartender nods politely to you as he polishes a few glasses. The only exit visible is to the west. *** MORE *** There are quite a few disappointed grumbles as you enter, but the bartender cuts them short. "Now, now, lads - 'e made it in fair and square. Let's give 'im a chance." The grumbles continue for a moment, then die down. "Sorry 'bout that," he says to you. "The lads like to 'ave their fun, is all. What can I get ye?" >ASK BARTENDER ABOUT WOMAN "What woman would that be?" he asks. >SHOW SCARF TO BARTENDER There's a moment of silence as you produce the scarf, then the various customers become extremely interested in their drinks. The bartender just glances around, then leans closer. "You don't want to be wavin' that around, lad. Ye never know who might be watchin'." As you put the scarf away, he motions you to sit at the counter. "That scarf belongs ta miss Suzume, up at th' mansion. She's Lord Despise's... guest." >ASK BARTENDER ABOUT DESPISE He shakes his head. "I can't tell ye much about him. Ye don't speak freely about 'is Lordship around here, not unless ye like havin' yer arms and legs broken... or worse." >ASK BARTENDER ABOUT SUZUME He cleans another glass. "Ah, miss Suzume... Poor lass. I don't envy the way she got here. Such a tragedy..." When he notices your puzzlement, his expression softens. "Ye still be new here, ain't ye? Well, ye'll realize where ye are soon enough." He produces a bottle of a thick, greasy fluid and pours you a glass. "On the house. Keep the bottle, in fact - can't give that stuff away these days." You take a sip - it's alcoholic, but extremely nasty. There's a general laugh as you make a face, then the bartender continues. "Miss Suzume lives up at th' mansion, with 'is Lordship and a few other guests. She seems to be his favorite, poor thing." He levels a stare at you. "Take my advice, lad - stay well away from that mansion. You'll regret it if you don't." You are about to respond, when a flash of white at the window catches your eye - the mysterious woman, or, rather, Suzume, just walked past! You thank the bartender for the drink and pick up the bottle, then hurry out, heedless of his advice. *** MORE *** Market Square Suzume walks off, heading southeast. >SE Trimble & Maltain Suzume walks south - the crowds part as she approaches, letting her through. >S You manage to slip through the crowd before the gap closes again. Trimble & Oakleaf You are standing on the south end of Trimble Way, where it intersects with Oakleaf Road. Oakleaf seems to be a main thoroughfare - there is heavy carriage traffic east and west, and the cobblestones here are particularly worn down by wheels and hooves. There are a few sidewalk vendors here and there, but for the most part there has been enough room left for pedestrians. Trimble leads off north, and Oakleaf runs from the east to the west. Suzume is here. >LOOK AT SUZUME This is definitely the same pale woman that you saw upon your awakening in this strange place. She hasn't noticed you yet, and is talking to a few pedestrians - she seems to be looking for something. >GIVE SCARF TO SUZUME You move forward to return her scarf... and there is suddenly a disturbance to the west. Everyone seems to be hurriedly getting out of the way of a large black coach, pulled by four huge horses with jet-black coats. Suzume's eyes widen as it pulls up next to her, looking absolutely terrifed. The door opens, and an elegantly dressed man steps out - to your astonishment, he looks quite human, the same as you and Suzume. With his long brown-black hair and slightly angular features, he projects an aura of command that is almost tangible. This could only be Lord Despise. Despise looks over the crowd for a moment, then his eyes fix on Suzume. "Haven't you found it yet?" he asks sharply. With eyes bowed and trembling in fear and... self- loathing?... Suzume shakes her head. "Clumsy girl." He steps down from the coach steps and approaches her, an ivory-tipped walking stick in hand. "How could you lose such an expensive gift?" She shakes her head again, not daring to look up at him. He raises the cane and smashes it downward - it strikes a vendor's cart, sinking deep into the wood. "There can only be one punishment for this negligence." As Suzume quails in absolute terror, Despise pulls the cane free and raises it again, this time aiming for Suzume's back... >GIVE SCARF TO SUZUME There's no time for that! >HELP SUZUME How do you want to help her? >GRAB CANE You quickly step forward and grab the cane, preventing Despise from using it on Suzume. Judging from the many shocked gasps from the spectators, you've managed to surprise a huge number of people. (You've certainly surprised yourself - you didn't think you were that foolhardy.) From his expression, Lord Despise is only briefly startled - it quickly turns into rage. "Do you have any idea what you've just done, boy?" he snarls. Suzume looks up at you, her eyes widening in recognition. >GIVE SCARF TO SUZUME You release the cane and, kneeling next to her, return Suzume's scarf to her. She takes it gratefully, then reaches up and touches the pendant around your neck. Maybe it's just a trick of the light, but both the pendant and her hand seem to glow with a faint purple light for a moment. "Never remove this." It's the first words you've heard her say, and they're so faint that you're not even positive that you heard them, but she nods slightly to you. [You have gained 2 points!] Meanwhile, Despise has apparently made a few connections, and frowns at Suzume. "What have I told you about bringing home pets, girl? Get in the coach." Suzume looks at you for a moment - hopefully? Pleadingly? - then quickly enters the coach. Despise then turns his attention to you. "And as for you, my would-be hero... what am I to do with you?" Then he smiles - it's not a nice smile. "You look hungry - why don't I give you your first meal?" He tosses the cane into the coach, then spreads his arms wide and begins to chant in some grotesque, alien language. A pair of rune-inscribed circles appear on his hands, one to each palm, and they start to glow with an unearthly light. As a sudden wind whips about you, a third circle appears, this one in the street before you. Then something appears in the third circle. It's a dog... if you can call it that. It's the size and general shape of a dog, true, but it looks as though somebody took a pit bull and bred it with Death Incarnate. From its inch-long claws to its foam-flecked jaws, this is not a happy puppy. The hellhound - no other description really fits - tries to jump for your throat, but is held in place by the glowing circle. With a smile, Despise climbs back into the coach. "Kill this," he says, "and you'll be fed. If you don't manage it, well... ashes to ashes, and dust to dust, as they say." He taps the roof of the coach, and the driver turns it around, sending it back up Oakleaf and toward the distant mansion. Two seconds later, the glowing circle vanishes. >SAVE Game saved. >KILL HELLHOUND You leap at the hellhound, ready to tear it limb from limb. It, however, is much better at it than you are, and you are quickly reduced to a bloody stain on the cobblestones. *** You have died. *** Quit, Restore, or Undo? UNDO Undo successful. >N Trimble & Maltain The hellhound erupts from the south, snarling and slavering as it chases you! >NE Trimble Way The hellhound erupts from the southwest, snarling and slavering as it chases you! >E The gates are firmly closed. >N Trimble & Crabtree The hellhound erupts from the south, snarling and slavering as it chases you! >W North Crabtree The hellhound erupts from the east, snarling and slavering as it chases you! >NW River Docks The hellhound erupts from the southeast, snarling and slavering as it chases you! >ENTER MILL You quickly enter the mill, slamming the heavy iron door shut behind you. Water Mill There is a heavy red chain and a heavy blue chain here. You hear loud snuffling just outside the door, then the creature's footsteps seem to retreat. You breath a sigh of relief... then your heart leaps in your throat as you hear a heavy impact, high over the door. It's trying to jump through the window. >I You are carrying: a silver pendant (worn) pocky a bottle of elixir (nearly full) >LOOK AT ELIXIR It's advertised as 'Dr. Nostrum's Quality Elixir', but it tastes like someone just mixed oil, soap, and rubbing alcohol together. Nasty stuff, not fit for drinking. *WHAM!* The hellhound's claws scrabble on the window's frame for a moment, then it drops back down. >POUR ELIXIR ON LEVER Using about half of the bottle, you coat the base of the lever with the slippery liquid and wiggle it a few times - it will most likely move easily now. The light is extinguished for a brief second; when it returns, you see that the hellhound has finally made it through the window, and is standing on the bottom slab of the mill. It growls at you, getting its bearings in the dim light... >PULL LEVER You pull the lever, and the slabs begin to turn. This is of little consolation, however, as they don't spin quickly enough to inconvenience the hellhound, who simply jumps off and rips your throat out. *** You have died. *** Quit, Restore, or Undo? UNDO >I You are carrying: a silver pendant (worn) pocky a bottle of elixir (half full) >THROW BOTTLE AT HELLHOUND This initially has little effect - it bounces harmlessly off the creature's skull, shattering on the slab before it. As the hellhound steps forward toward you, however, it slips on the puddle of elixir, falling on its side in confusion. >PULL LEVER You pull the lever, and the slabs begin to turn. The hellhound, still trying to regain its balance, doesn't notice its danger before it's far too late. It lays right in the path of the upright slab, and moves forward without pause... Never having been one for cruelty to animals, you look away until the pained howls are cut short. When you look back, the hellhound is quite dead. What's more, some sort of sickly yellow fog is rising from its corpse - you expect it to be foul, but it bears a sweet, attractive aroma. You can't help but want to breathe more of it in... [You have gained 2 points!] >BREATHE FOG You take a deep breath of the fog, still feeling rather uncertain about this whole thing. As you do so, the entire cloud seems to rush into your lungs in an instant, completely banishing all of your hunger pains and soothing your various aches and fatigue. At the same time, the pendant around your neck begins to glow, and this time you're sure it's no trick of the light. >LOOK AT PENDANT The pendant glows with a faint purple light, barely bright enough to see by. Something else has changed - the surface used to be blank, but it now bears a symbol: three linked circles in a row, all of them bisected by a single thick line. The pendant glows even brighter, and the world around you dissolves... *** MORE *** Dismal Field You find yourself in the same colorless plain where you first woke up in this odd, frightening world. This time, however, there are other people. Not just people... mourners. They stand around a tombstone, their cries muffled somehow, as if they were coming from a long distance away. You think you recognize them from their builds and hairstyles, but when you try to get a better look, you are startled to see that they each have totally blank faces - no features whatsoever. There is only one clue left open to you, and at this point you are almost afraid to see it: The tombstone. >LOOK AT TOMBSTONE Okayama Keigo Born - June 16, 1981 Died - July 7, 2000 Beloved son and brother Seeing the inscription only confirms your suspicions - the name shown is yours. As you come to this realization, the images fade, leaving you alone in the middle of the field. >WHO WAS I? Ah. Now, *that* is the right question. You were Okayama Keigo, a promising student working on a degree in Economics, member of a loving family... and now, quite tragically, dead. *** You have died. *** You really have. You don't know the circumstances of your demise, but it doesn't seem to matter at this point. The biggest question in your mind is how you got here - this place doesn't fit the description of any afterlife you've heard of. Your gaze turns toward Waypoint City, Lord Despise's mansion watching over it like a hungry dragon. If there are answers to be had, you realize, they'll be found in there. >SCORE You have gained 8 points out of a possible 2000. This earns you the rank of: Restless Shade. >SAVE Game saved. >QUIT C:\GAMES\IMPRO\SOH> = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Author's notes: You want experimental? You GOT experimental. I'll be the first one to admit that this might not go over too well. It's easier than standard prose in some ways, but more difficult and possibly even less satisfying as well. If it's voted in, I'll most likely write up a few thoughts on 'programming' Spirits of Hope, just to help things out. Oh, well. It's done. Here's hoping...