C:\GAMES\IMPRO\SOH> soh (N)ew game, or (C)ontinue? C Grue's Tunnel You are in a part of the tunnel that is still filled with some light. The tunnel is small, claustrophobic environment with barely enough room for you to stand and about 3 feet wide. The walls are splattered with Silka's blood. The tunnel continues off into darkness to the west. Above you is a hole which leads to the surface and is the source of the light. Aoi is here, delicately sniffing at the blood. Rojanosh is here. (time delayed) There is a pile of Grue ashes here. >VERSION = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SPIRITS OF HOPE An Improtext Adventure Lead Programmer: Brian Stricklin Module Programmer: NinjaDebugger/Cameraman Version 1.96 – Research and Development = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = >DIAGNOSE You are healthy. You are not hungry. You are not thirsty. >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, soaked (worn) pocky a brown leather purse, soaked (jingles when shaken) a tattered map, soaked a tension bar a metal cup a black-painted keyring and key a lantern (lit) >AOI, COME HERE Aoi looks at you thoughtfully, and stops sniffing the blood. She purrs and walks towards you, stopping in front of the pile of Grue ashes. Aoi paws lightly at the edge of the pile. >AOI, COME HERE Aoi looks at you thoughtfully, and continues to paw at the pile of Grue ashes. >PICK UP AOI Aoi avoids your reaching hands, and rubs against your leg, almost as if she is trying to tell you something once again. >LOOK Grue's Tunnel You are in a part of the tunnel that is still filled with some light. The tunnel is small, claustrophobic environment with barely enough room for you to stand and about 3 feet wide. The walls are splattered with Silka's blood. The tunnel continues off into darkness to the west. Above you is a hole which leads to the surface and is the source of the light. There is a pile of Grue ashes here. Aoi is here, delicately pawing at the pile of Grue ashes. Rojanosh is here. (time delayed) >LOOK AT ASHES Grue Ashes You can almost feel the heat still radiating from the remains of the burnt Grue. The pile is surprisingly small for the remains of such a large creature. >TAKE ASHES You try to hold a handful of ashes, but they slip through your fingers, leaving them a dirty gray. >PUT ASHES IN CUP You scoop most of the ashes into the metal cup. It might just be the cup absorbing some of your body heat, but the cup seems slightly hotter than it was. Aoi goes back to sniffing delicately at the pools of blood. >DROP LANTERN Dropped. >GO TO LIBRARY You are not near the library. >U Grue Tunnel Entrance You have entered a large path with a large hole to the east leading down to a tunnel below. Situated all around the entrance to the tunnel are large boulders. Trees restrict movement on the path and the only wait out besides the tunnel is to the southeast and north. >N Forested Path You are near the edge of the Spirits Forest on a path that leads to the ahead to the north and back to the south. >N Plain Forest Path You are traveling on a path near the edge of the Spirits Forest. The path leads ahead to the north and back to the south. It also seems to branch off to the northeast. >N Forest Edge You are traveling on a path near the edge of the Spirits Forest. To the north you can see the forest end as the path continues to the bottom of a large hilltop. The path also branches off deeper into the forest towards the east and northeast. >N Hilltop Vista Standing atop this wide hillock, you're treated to an impressive view of the surrounding terrain. To the north you can see the field where you woke up, and to the east and south there seems to be a large, foreboding forest. To the west, however, is a huge walled city, of a type you've never seen before; its buildings vary in design, being mostly of a Victorian style but with a few Japanese-style structures as well. A wide river sits next to the city, intersecting it briefly on the town's northern side then splitting off to the west and northeast. The nearby path leads back to the field to the northwest, and continues on toward the city to the southwest. >SW Stumbling slightly over loose rocks, you follow the path down toward the city. City Gates You stand before a huge pair of foot-thick wooden doors, which serve as the entrance to this city. The doors are set in a protective stone wall forty feet high, and you can see the occasional guard walking the battlements. With the rising of the sun, the city seems to be more at ease; only one guard stands before the gates. You can hear the sounds of the city through the doors, which are currently wide open but guarded. A path leads northeast toward a hilltop, and a wide road leads south; the city gates are to the west. >W The solitary guard waves you through, too busy with the other folk at the gate to give you a second glance, or barely even a first. Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >SW Trimble and Maltain You are at the intersection of Trimble Way and Maltain Avenue. For some reason, it is not as loud or crowded as it was the first time you saw it, although there is still an impressive number of people about. The noise, still loud, now seems to be concentrated more to the northwest now than anywhere else. Most of the buildings here are residential, and not of much interest to you. Trimble Way extends to the south and northeast of here, and Maltain heads off northwest. >S Trimble and Oakleaf You are standing on the south end of Trimble Way, where it intersects with Oakleaf Road. Oakleaf seems to be a main thoroughfare - there is heavy commercial traffic heading east and west, and the cobblestones here are particularly worn down by wheels and hooves. The sidewalk vendors are out in force hawking their wares, and the shops lining the street are full of items. Trimble leads off north, and Oakleaf runs from the east to the west. >W Oakleaf Road The main thoroughfare of Waypoint City, Oakleaf Road, runs east and west. It's wide and its cobblestones are well-worn. Some amount of traffic flows both ways, but little stops here. On the south side of Oakleaf is a bar, looking more high class than the Haunted Keg further to the northeast. The sign above the door proclaims the bar to be The Grape and Melon. A short, prim-looking woman stands next to the door, looking suspiciously at everyone. The buildings to the north are residential and completely uninteresting. >W Oakleaf & Ferngrove Oakleaf Road runs to the west and east, and Ferngrove Way is a smaller road (but not by much) leading off to the south. >W Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. You can hear a crying baby to the south. You seem to vaguely recognize the screaming child. >S South Kenilsworth Way South Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are more opulent and gaudy than they are to the north. You can hear a crying baby. You seem to vaguely recognize the screaming child. >LOOK AT APOTHECARY This is a small building, nestled in between large residential areas. You are not sure, but you think this may be the place where Nadara works. You can hear a crying baby inside. You seem to vaguely recognize the screaming child. >ENTER APOTHECARY As you enter, Nadara looks up at you from where she is trying to quiet Shija. This is a small shop, with dried herbs hanging from every possible surface. You recognize a few, but most of them are far outside your experience. Nadara is here. Shija is here crying. >LOOK You see bundles of many different types of herbs hanging wherever there is room. A small door in the back most likely leads to a storeroom, and behind the counter is Nadara, trying to quiet Shija. Nadara is here. Shija is here crying. >TALK TO NADARA What do you want to say? >SAY HELLO You say hello to Nadara. "Hello again, sir, sorry fer the noise. How kin I help ya? Nadara puts down Shija and comes to the counter. >ASK NADARA ABOUT ANTIDOTES Nadara blinks. "We've summat of that around, aye. Why d'you ask, sir? Y'seem to be a bit pale, but nothin' t'the point where I'd think y'd been poisoned or suchlike." >ASK NADARA ABOUT ANTIDOTE FOR SILKA'S POISON A frown crosses Nadara's face. "An antidote for what? Sorry sir, I've no idea what you're talkin' about. But you might want to check out th'library, they might 'ave summat about it. They'll probably open early t'day, on account it's been night for so long." >ASK NADARA ABOUT GRUE ASHES A frown crosses Nadara's face. "What kind of ashes? Sorry sir, I've no idea what you're talkin' about. But you might want to check out th'library, they might 'ave summat about it. They're probably open by now." >THANK NADARA "Oh, it's no problem sir," She turns back to Shija, who is fussing again. >LEAVE APOTHECARY South Kenilsworth Way South Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are more opulent and gaudy than they are to the north. You can hear Shija screaming. >N Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. You can hear a crying baby to the south. You seem to vaguely recognize the screaming child. >N Kenilsworth Way Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are a mix of the higher and lower class, shading towards the lower as the road continues to the northwest, and to the more opulent and gaudy as the road runs to the south. Lord Despise's pagoda seems to be particularly close here, overshadowing everything from the north. >NW Southwest Residences This area of the city gives way to rows upon rows of houses and flats, most small and not very showy. The area , while silent and dark at night, is now full of people going about their morning routine, the result being a general busyness spread over the area. The trend of the residences is to the north and to the east. The residences seem to be circling the hill on which the upper class mansions reside. Lord Despise's pagoda looms over all to the northeast. There is a large building here, with the words "Waypoint Library" written on a sign above the door. At first glance, it seems closed, but as you grow closer, it becomes apparent that there are people moving around inside. >LOOK AT LIBRARY It is a large three floor brick building, painted a nice shade of cream and white, and there are trees planted around it. There is a stairway up to the glass doors that is the entrance to the building. A sign on the doors announces that the library is open to the public during standard hours. >ENTER LIBRARY As you enter the library, you notice the scent of cinnamon that seems to permeate the clean, quiet atmosphere. A young, vaguely feline girl dressed in butter-yellow walks up to you. "Welcome to the Waypoint Library, sir, I'm Meryl!" she greets you politely. "Are you interested in finding anything in particular?" >INTRODUCE SELF "I'm Okayama Keigo, and pleased to meet you," you hear yourself reply politely. Meryl looks puzzled for a moment, as if the name sounds familiar, but shrugs it off and smiles at you. "Are you interested in finding anything in particular?" >ASK GIRL ABOUT ANTIDOTES "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >ASK GIRL ABOUT TIME "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >ASK GIRL ABOUT GRUE ASHES "I'm afraid we don't have any books on that subject that are available at this time," the girl tells you apologetically. "Please, is there anything else you might be interested in?" >HINT Why don't you try and ask about something more general? >ASK GIRL ABOUT GRUE The girl frowns cutely. "I think we may have a book on that somewhere...wait here. I'll go and check." You barely have time to look around before she returns. "Here you go! Be careful with it though, it's very old." She hands you a large, leather-bound black book, the title emblazoned on it with delicate silver lettering. >TAKE BOOK Taken. >THANK GIRL The girl smiles. "You're quite welcome, sir." How polite. Such manners are worthy of a point. Too bad you already got a point for being polite. >READ TITLE The title of the book reads, "The Care and Feeding of Grue". Why would someone want to care for and/or feed such a vile creature? >READ BOOK As you quickly flip through the book, it becomes evident that many of the things the book speaks of aren't relevant for you at this time. Just as you are about to give up and ask the girl for another book, two words jump out at you; "Grue Death" You read through the section, noting that it seems to be a short collection of second and third hand adventurer tales about slaying Grue. Most of the tales seem to have no relevance, relating to people trained in blindfighting and such, but a line near the end catches your eye. "Occasional tales have been heard of Grue incinerated by simple contact with light. There are far more tales of Grue not incinerated by light, however, and this author believes these tales are the result of Grue weakened by old age. These tales cannot simply be passed off as lies, as this writer has held the result in his hands. A handful of ashes which seem slightly warm, though not so much as to be truly noticeable. It has been speculated that these ashes may be used in any number of alchemical compounds, as Grue are, under most circumstances, nearly invulnerable." The passage ends there, and trails off into speculation on eating habits. >GIVE BOOK BACK TO MERYL As you hand the book to the Meryl, a small piece of paper, blackened around the edges, falls from between the pages. Meryl seems not to notice. Meryl takes the book, a smile once again crossing her face. "Thank you. Is there anything else I can help you with?" >TAKE PIECE OF PAPER You pick up the piece of paper, noting that there seems to be a list of some sort on one side, with a block of writing on the other. >LOOK AT PAPER The first side of the paper reads: One cup Grue Ashes 10 drops of blood from the poisonous creature Half a cup of Water from Hell's lake Tablespoon of nightshade A prayer of Hope The back of the paper reads: Grue Antidote An old mystic claimed once to have found a recipe that would cure a poison from any given creature. This 'antidote' would seem at first to be a cruel joke, as two of the five 'ingredients' are highly poisonous, one is the blood of a poisonous creature, one is nearly impossible to obtain, and the last exists only in the mind of fanatics. Supposedly, the ingredients need only be mixed together, in no particular order, save for the prayer, which must be said over the completed potion… The scrap ends here. >ASK MERYL ABOUT NIGHTSHADE The girl's face brightens. "Why yes, we have quite a selection of books about that! Let me show you the way!" The girl leads you to a wing of the library labeled Herbalism. The books are stacked from floor to rafters. There's no way you could possibly sort through all of these books even in two lifetimes! >LEAVE LIBRARY As you walk out of the library's pleasantly quiet atmosphere, the sounds of Waypoint in the day flood back into your ears. >SE Kenilsworth Way Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are a mix of the higher and lower class, shading towards the lower as the road continues to the northwest, and to the more opulent and gaudy as the road runs to the south. Lord Despise's pagoda seems to be particularly close here, overshadowing everything from the north. >S Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. >S South Kenilsworth Way South Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are more opulent and gaudy than they are to the north. >ENTER APOTHECARY This is a small shop, with dried herbs hanging from every possible surface. You recognize a few, but most of them are far outside your experience. Nadara looks up as you enter, "Back so soon?" >ASK NADARA ABOUT NIGHTSHADE Nadara blinks. "We've summat of that around, aye. Why d'you ask, sir? Why d'you want such a vile, poisonous plant?" >SAY ANTIDOTE Nadara stares at you, incredulous, "You be tryin' to make antidote usin' a poisonous plant? 'snot an unheard of technique, but damnably dangerous. I can get you some, if you're dead set on usin' it." >ASK NADARA FOR NIGHTSHADE "I suppose yer set in yer course then," she sighs. "How much d'ya be wantin'?" >SAY ONE TABLESPOON "A whole tablespoon, eh? Yer a rich one, fersure." She goes into the back room, and emerges a moment later with a tiny leather pouch. "You gonna buy this bag, or you got yer own?" >ASK NADARA HOW MUCH "Fer just the plant, or the bag and plant both?" >BUY BOTH You haggle for a moment, and settle on a price of six coins. You pay with the coins in your purse. Your purse seems to jingle quite a bit less than it originally did. >TAKE NIGHTSHADE Taken. >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, damp (worn) pocky a brown leather purse, soaked (jingles a little when shaken) a tattered map, soaked a potion recipe a tension bar a metal cup (full of Grue ashes) a black-painted keyring and key a small pouch of nightshade >ASK NADARA ABOUT PRAYER OF HOPE "Religious nonsense, that." Nadara looks disgusted, as though she would spit, were it not impolite. >LEAVE APOTHECARY South Kenilsworth Way South Kenilsworth Way is another large road servicing the large residential areas of Waypoint City. The residential buildings are more opulent and gaudy than they are to the north. >N Oakleaf Fiveways This is a large intersection, with five roads leading away from it. To the east and west is the main thoroughfare, Oakleaf Road. To the north and south is the smaller Kenilsworth Way, and to the southwest is the smaller-still Laurel Avenue. From here, you can see laurel trees lining the street. >E Oakleaf & Ferngrove Oakleaf Road runs to the west and east, and Ferngrove Way is a smaller road (but not by much) leading off to the south. >E Oakleaf Road The main thoroughfare of Waypoint City, Oakleaf Road, runs east and west. It's wide and its cobblestones are well-worn. Some amount of traffic flows both ways, but little stops here. On the south side of Oakleaf is a bar, looking more high class than the Haunted Keg further to the northeast. The sign above the door proclaims the bar to be The Grape and Melon. A short, prim-looking woman stands next to the door, looking suspiciously at everyone. The buildings to the north are residential and completely uninteresting. >E Trimble and Oakleaf You are standing on the south end of Trimble Way, where it intersects with Oakleaf Road. Oakleaf seems to be a main thoroughfare - there is heavy commercial traffic heading east and west, and the cobblestones here are particularly worn down by wheels and hooves. The sidewalk vendors are out in force hawking their wares, and the shops lining the street are full of items. Trimble leads off north, and Oakleaf runs from the east to the west. >N Trimble and Maltain You are at the intersection of Trimble Way and Maltain Avenue. For some reason, it is not as loud or crowded as it was the first time you saw it, although there is still an impressive number of people about. The noise, still loud, now seems to be concentrated more to the northwest now than anywhere else. Most of the buildings here are residential, and not of much interest to you. Trimble Way extends to the south and northeast of here, and Maltain heads off northwest. >NE Trimble Way You are standing just within the gates of what, apparently, is named Waypoint City. In the day, the city seems even more crowded than it was when you first entered. A nearby signpost advertises this as Trimble Way, which extends to the north and southwest; the city gate is to the east. >E City Gates You stand before a huge pair of foot-thick wooden doors, which serve as the entrance to this city. The doors are set in a protective stone wall forty feet high, and you can see the occasional guard walking the battlements. With the rising of the sun, the city seems to be more at ease; only one guard stands before the gates. You can hear the sounds of the city through the doors, which are currently wide open but guarded. A path leads northeast toward a hilltop, and a wide road leads south; the city gates are to the west. >NE Stumbling slightly over loose rocks, you follow the path away from the city. 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. >S Forest Edge You are traveling on a path near the edge of the Spirit's Forest. To the north you can see the forest end as the path continues to the bottom of a large hilltop. The path also branches off deeper into the forest towards the east and northeast. >S Plain Forest Path You are traveling on a path near the edge of the Spirits Forest. The path leads ahead to the north and back to the south. It also seems to branch off to the northeast. >S Forested Path You are near the edge of the Spirits Forest on a path that leads to the ahead to the north and back to the south. >S Grue Tunnel Entrance You have entered a large path with a large hole to the east leading down to a tunnel below. Situated all around the entrance to the tunnel are large boulders. Trees restrict movement on the path and the only wait out besides the tunnel is to the southeast and north. >SE Grassy Clearing The clearing is full of healthy green grass and healthy, if leafless, trees surround it. You see a path at the far edge that exits to the northwest. It is the only exit in the clearing besides the one to the south east that you just came from. >SE Lonely Path You are in the middle of the Spirits Forest. The path continues to the south, south east, west, east, and north west. >S Hell's Lake-North Edge You have come upon a lake of boiling water that stretches out for miles. There are exits both to the north and west of your current location both of which lead back into the forest. >GET WATER With What? >GET WATER WITH CUP The cup is full. >N Lonely Path You are in the middle of the Spirits Forest. The path continues to the south, south east, west, east, and north west. >NW Grassy Clearing The clearing is full of healthy green grass and healthy, if leafless, trees surround it. You see a path at the far edge that exits to the northwest. It is the only exit in the clearing besides the one to the south east that you just came from. >NW Grue Tunnel Entrance You have entered a large path with a large hole to the east leading down to a tunnel below. Situated all around the entrance to the tunnel are large boulders. Trees restrict movement on the path and the only wait out besides the tunnel is to the southeast and north. >D Grue's Tunnel >DROP ASHES Dropped. >U Grue Tunnel Entrance You have entered a large path with a large hole to the east leading down to a tunnel below. Situated all around the entrance to the tunnel are large boulders. Trees restrict movement on the path and the only wait out besides the tunnel is to the southeast and north. >SE Grassy Clearing The clearing is full of healthy green grass and healthy, if leafless, trees surround it. You see a path at the far edge that exits to the northwest. It is the only exit in the clearing besides the one to the south east that you just came from. >SE Lonely Path You are in the middle of the Spirits Forest. The path continues to the south, south east, west, east, and north west. >S Hells Lake North Edge >GET WATER WITH CUP You carefully scoop up some of the deadly water. >N Lonely Path You are in the middle of the Spirits Forest. The path continues to the south, south east, west, east, and north west. >NW Grassy Clearing The clearing is full of healthy green grass and healthy, if leafless, trees surround it. You see a path at the far edge that exits to the northwest. It is the only exit in the clearing besides the one to the south east that you just came from. >NW Grue Tunnel Entrance You have entered a large path with a large hole to the east leading down to a tunnel below. Situated all around the entrance to the tunnel are large boulders. Trees restrict movement on the path and the only wait out besides the tunnel is to the southeast and north. >D Grue's Tunnel As you jump into the tunnel all of the water spills out of the cup. The tunnel is small, claustrophobic environment with barely enough room for you to stand and about 3 feet wide. The tunnel continues off into darkness to the west. Above you is hole which leads to the surface and is the source of the light. Although you know it is dead, you can almost feel the presence of the Grue in the tunnel. >UNDO Undo successful. >JUMP DOWN TUNNEL CAREFULLY I do not understand that command. >PUT CUP DOWN You carefully put down the cup, making sure not to spill any of it. >D Grue's Tunnel The tunnel is small, claustrophobic environment with barely enough room for you to stand and about 3 feet wide. The tunnel continues off into darkness to the west. Above you is hole which leads to the surface and is the source of the light. Although you know it is dead, you can almost feel the presence of the Grue in the tunnel. >GET CUP Standing on your toes you just reach the cup. You carefully grab hold of it. >READ RECIPE The first side of the paper reads: One cup Grue Ashes 10 drops of blood from the poisonous creature Half a cup of Water from Hell's lake Tablespoon of nightshade A prayer of Hope The back of the paper reads: Grue Antidote An old mystic claimed once to have found a recipe that would cure a poison from any given creature. This 'antidote' would seem at first to be a cruel joke, as two of the five 'ingredients' are highly poisonous, one is the blood of a poisonous creature, one is nearly impossible to obtain, and the last exists only in the mind of fanatics. Supposedly, the ingredients need only be mixed together, in no particular order, save for the prayer, which must be said over the completed potion… The scrap ends here. >ADD NIGHTSHADE TO CUP [put down cup] You add all the nightshade to the cup. It turns a deep red color. >ADD BLOOD TO CUP You don't have any blood, unless you want to use your own. >GET SILKA'S BLOOD You're not sure you want to get any of the blood on your hands. How do you plan to get the blood? >GET SILKA'S BLOOD WITH TENSION BAR You roll the end of the tension bar in a nearby pool of blood. It's now dripping with blood. >STIR INTO CUP TEN DROPS OF BLOOD You add ten drops of blood to the cup. The solution seems to react to this addition. It turns a light blue color. >ADD GRUE ASHES TO CUP You use your hands to add some ashes to the cup. Most of the ashes slip through your fingers so it takes a few handfuls to fill the cup. The ashes seem to dissolve into the liquid on contact. It turns a deep black color. >SAY PRAYER OF HOPE As you open your mouth to start praying, words flow freely from your mouth. You try to remember what you are saying, but you cannot seem to recall the words. The mixture in the cup lightens as you continue speaking, eventually turning a bright, almost glowing white. [You have gained 25 bonus points!] >SAVE My, you're a brave one, aren't you? [Game saved.] >GIVE ANTIDOTE TO ROJANOSH You apply the antidote to Rojanosh's wounds carefully, unconsciously muttering a prayer as you do so. His color begins to improve noticeably, and by the time you are finished, the initial scratches disappear. Rojanosh's breathing seems easier, even slowed, and you believe that he will survive. [You have gained 10 points] >LOOK AT ROJANOSH Rojanosh looks healthy, in spite of his current, slowed condition. >LOOK AT WATCH You peer at the face of the watch, and note that it will be wearing off soon. It seems that you were just in time with the antidote. >WAIT You wait for several minutes, as the clock counts down. Finally the watch stops, and Rojanosh's breathing speeds up. You wait a while longer, and he opens his eyes slowly. "Urg, what happened?" >TELL ROJANOSH ABOUT POISON You relate the tale of Scarabbus' offer of a cure for the poison, how you accidentally slew the Grue, and the formulation of the cure for his poison. You begin to feel stronger, and you can feel a flow of power, from Rojanosh to you, and with a start you realize that you feel a spike in the flow each time his eyes grow in amazement at your exploits. Rojanosh does not seem to notice anything, and certainly does not seem weaker from the flow. You finish your tale, and for the first time since the beginning, you and Rojanosh look around the area. While you have been talking, a low mist has risen. The mist swirls around your feet, rises up around you, and slowly seeps into you. In a corner of your mind, you can feel Rojanosh's belief in you, and his hope for the future. It is not a sudden surge of power, like with the killing vision, but a small bastion of strength to draw upon. [You have gained 35 points] >TAKE LANTERN Taken. >DIAGNOSE You are healthy. You are not hungry. You are not thirsty. >INVENTORY You are carrying: a silver pendant (worn) servant's clothing, damp (worn) pocky a brown leather purse, soaked (jingles a little when shaken) a tattered map, soaked a potion recipe a tension bar ( bloody ) a metal cup a black-painted keyring and key a small pouch ( empty ) a lantern ( almost out of fuel ) Rojanosh's Hope >SCORE You have gained 200 points out of a possible 2000. This earns you the rank of: Hopeful Spectre. >SAVE Game saved. >QUIT C:\GAMES\IMPRO\SOH>_ Authors' notes: The only hard thing about writing this part was finding time to get together. Thanks to Sharyna for prereading, without her, there would have been some interesting typos. A couple notes about the end of the chapter, to explain some things Sharyna asked about... The points: The twenty five points for the drink are bonus points for a reason. Basically, We figured that this would be one place where the programmers could put an extra path or two. Killing the Grue, and then managing to formulate the antidote for it would require either the luck of fools, or a walkthrough, so we figured it was a good place to have bonus points. Also, the points are not distributed over the whole path in order to discourage people who play by the points. Points are often a good sign that you are at least near the right path, and so for the bonus paths, it would be a good idea to have one large allotment at the end, rather than letting the player know he is on a bonus path. The rank change: If it seems like a short time since the last rank change, that's because it is. The last scene constitutes a major change in status in the game. Keigo has started to gather Hope, and as such, We thought a rank convention was warranted. As such, We're hoping that people will stick to the 'Hopeful *' series of ranks until another major point comes along and it changes.