TDWTF Plays Sorcerer


  • Considered Harmful


  • 🔀

    ne
    Servants' Quarters
    This is a sparsely furnished living area for the servants of the Guild. None
    are in sight; presumably they are out doing their daily errands. You can leave
    to the southwest.

    You are now a bit thirsty.

    Servants' Quarters Score: 20 Moves: 19 >


  • Considered Harmful

    @error_bot sw
    nw


  • 🔀

    sw
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 20 >nw
    Apprentice Quarters
    This is a large hall where the Guild's young apprentices live and study as
    they strive to achieve a seat on the Circle. You think back to the days when
    you occupied these quarters. The apprentices are gone, having accompanied
    Frobar into town to shop. You can leave to the southeast.

    Apprentice Quarters Score: 20 Moves: 21 >


  • Considered Harmful

    @error_bot se
    e


  • 🔀

    se
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    You are now a bit hungry.

    Lobby Score: 20 Moves: 22 >e
    Library
    This is a study chamber for members of the Guild. Usually, there would be
    several elder Enchanters patiently training novices, but no one is here at the
    moment. The only exit is west.
    Lying open on a stand in one corner is a heavy volume, probably a copy of the
    Encyclopedia Frobizzica.
    The servants have been lax lately, for a scroll is lying among the dust in the
    corner.

    Library Score: 20 Moves: 23 >


  • Considered Harmful

    @error_bot read scroll


  • 🔀

    read scroll
    (taking the dusty scroll first)
    The scroll reads "meef spell: cause plants to wilt".

    Library Score: 30 Moves: 24 >


  • Considered Harmful

    @error_bot restore
    speedrun
    e
    s
    e
    read scroll
    gnusto meef


  • 🔀

    restore
    Insert save disk then enter file name.
    (Default is C:speedrun): speedrun
    Ok.

    Helistar's Quarters Score: 20 Moves: 14 >e
    Hallway

    Hallway Score: 20 Moves: 15 >s
    Lobby
    This is the entrance lobby of the Guild Hall. Befitting the status and wealth
    of the Guild, the lobby is finished with polished Antharian marble, inlaid
    with intricate patterns of silver leaf. To the north is a wide arch, and
    smaller openings flank the area on the eastern and western sides, as well as
    the northeastern and northwestern corners. A narrow stair leads downward.
    Through another arch to the south, you can see the entrance steps and the main
    road into town.
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 16 >e
    Library
    This is a study chamber for members of the Guild. Usually, there would be
    several elder Enchanters patiently training novices, but no one is here at the
    moment. The only exit is west.
    Lying open on a stand in one corner is a heavy volume, probably a copy of the
    Encyclopedia Frobizzica.
    The servants have been lax lately, for a scroll is lying among the dust in the
    corner.

    Library Score: 20 Moves: 17 >read scroll
    (taking the dusty scroll first)
    The scroll reads "meef spell: cause plants to wilt".

    Library Score: 30 Moves: 18 >gnusto meef
    Your spell book begins to glow softly. Slowly, ornately, the words of the meef
    spell are inscribed, glowing even more brightly than the book itself. The
    book's brightness fades, but the spell remains! However, the scroll on which
    it was written vanishes as the last word is copied.

    You are now a bit thirsty.

    Library Score: 30 Moves: 19 >


  • Considered Harmful

    @error_bot save
    speedrun
    w
    w


  • 🔀

    save
    Insert save disk then enter file name.
    (Default is C:speedrun): speedrun
    Ok.

    Library Score: 30 Moves: 19 >w
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 30 Moves: 20 >w
    Store Room
    This is a closet for storage. The only exit is east.
    Among the provisions here is a small ochre-colored vial, closed and labelled
    with tiny lettering.
    There is a calendar here (providing light).
    There is a depleted matchbook here.

    Store Room Score: 30 Moves: 21 >


  • Considered Harmful

    @error_bot take all


  • 🔀

    take all
    ochre vial: Taken.
    calendar: Taken.
    depleted matchbook: Taken.

    You are now a bit hungry.

    Store Room Score: 30 Moves: 22 >


  • Considered Harmful

    @error_bot open vial
    drink potion


  • 🔀

    open vial
    Opening the ochre vial reveals ochre potion.

    Store Room Score: 30 Moves: 23 >drink potion
    The potion was completely tasteless. You no longer feel hungry and thirsty,
    though.

    Store Room Score: 40 Moves: 24 >


  • Considered Harmful

    @error_bot save
    speedrun


  • 🔀

    save
    Insert save disk then enter file name.
    (Default is C:speedrun): speedrun
    Ok.

    Store Room Score: 40 Moves: 24 >


  • Considered Harmful

    Now what?


  • Considered Harmful

    @error_bot inspect matchbook
    inspect calendar


  • 🔀

    inspect matchbook
    The matches are all gone, but there is some printing on the inner cover.

    Store Room Score: 40 Moves: 25 >inspect calendar
    The calendar is for the current year, 957 GUE, and bears many stunning
    pictures: the marble mines of Antharia, the sand dunes of the Kovalli Desert,
    ancient Fort Griffspotter, and the giant infotater factories of Borphee. A
    legend reads "Best wishes for a leak-less year, from the Accardi Plumbers
    Guild."

    The Guild Hall doorbell chimes.

    Store Room Score: 40 Moves: 26 >


  • Considered Harmful

    @error_bot read matchbook


  • 🔀

    read matchbook
    "Amazing Vilstu Potion!

    Get by without breathing! Amaze your
    friends! Be the first person on the
    block to own some!

    Order today by dropping this in any
    mailbox. Our shipping department will
    use the latest in temporal travel
    techniques to insure that your potion
    arrives the same day you order it!
    (Orders received before noon will
    arrive the day before you order)."

    Store Room Score: 40 Moves: 27 >


  • Considered Harmful

    @error_bot restore speedrun
    e
    open receptacle
    put matchbook in receptacle


  • 🔀

    restore speedrun
    I don't know the word "speedrun".

    Store Room Score: 40 Moves: 27 >e
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 40 Moves: 28 >open receptacle
    Opening the receptacle reveals an issue of Popular Enchanting.

    Lobby Score: 40 Moves: 29 >put matchbook in receptacle
    Done.

    Lobby Score: 40 Moves: 30 >


  • Considered Harmful

    @error_bot restore
    speedrun
    e
    open receptacle
    put matchbook in receptacle


  • 🔀

    restore
    Insert save disk then enter file name.
    (Default is C:speedrun): speedrun
    Ok.

    Store Room Score: 40 Moves: 24 >e
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 40 Moves: 25 >open receptacle
    Opened.

    A member of the Messengers Guild walks up and puts something in the
    receptacle. He closes it, and rings the doorbell. Noticing you, he gives a
    friendly wave before departing.

    Lobby Score: 40 Moves: 26 >put matchbook in receptacle
    Inspection reveals that the receptacle isn't open.

    Lobby Score: 40 Moves: 27 >


  • Considered Harmful

    Don't tell me we're one turn too late.


  • Considered Harmful

    restart
    y
    run
    frotz self
    get out of bed
    w
    w
    look in desk
    take all from desk
    move wall hanging
    take key
    e
    s
    w
    read scroll
    e
    s
    w
    take all
    e
    open receptacle
    put matchbook in receptacle
    close receptacle
    w
    read scroll
    gnusto gaspar
    gnusto meef

    From memory, folks! (Let's hope I didn't fuck it up.)


  • Considered Harmful

    And I forgot the fucking mention...


  • Considered Harmful

    @error_bot restart
    y
    run
    frotz self
    get out of bed
    w
    w
    look in desk
    take all from desk
    move wall hanging
    take key
    e
    s
    w
    read scroll
    e
    s
    w
    take all
    e
    open receptacle
    put matchbook in receptacle
    close receptacle
    e
    read scroll
    gnusto gaspar
    gnusto meef


  • 🔀

    restart
    Your score is 40 of a possible 400, in 27 moves. This puts you in the class of
    Charlatan.

    Lobby Score: 40 Moves: 27 Do you wish to restart? (Y is affirmative): >y
    Restarting.

    You are in a strange location, but you cannot remember how you got here.
    Everything is hazy, as though viewed through a gauze...

    Twisted Forest
    You are on a path through a blighted forest. The trees are sickly, and there
    is no undergrowth at all. One tree here looks climbable. The path, which ends
    here, continues to the northeast.

    A hellhound is racing straight toward you, its open jaws displaying rows of
    razor-sharp teeth.

    Twisted Forest Score: 0 Moves: 0 >run
    Please use compass directions for movement.

    The hellhound reaches you and tears you apart with its powerful teeth.

    ...and a moment later you wake up in a cold sweat and realize you've been
    dreaming.

    SORCERER
    Infocom interactive fiction - a fantasy story
    Copyright (c) 1984 by Infocom, Inc. All rights reserved.
    SORCERER is a trademark of Infocom, Inc.
    Release 15 / Serial number 851108

    Your frotz spell seems to have worn off during the night, and it is now pitch
    black.

    Your Quarters Score: 5 Moves: 1 >frotz self
    You are bathed in a sickly yellow light, bright enough to read by.

    Your Quarters, in the bed
    This is your chamber in the Hall of the Guild of Enchanters, with a doorway to
    the west. A private chamber is a great privilege, especially for an Enchanter
    as young as yourself, but how many Enchanters can say they defeated the
    infamous Krill?

    Your Quarters Score: 5 Moves: 2 >get out of bed
    You are now on your feet.

    Your Quarters Score: 5 Moves: 3 >w
    Hallway
    Rooms lie to the east and west from this north-south corridor. A heavy wooden
    door, currently closed, leads north.
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 5 Moves: 4 >w
    Belboz's Quarters
    The personal chamber of Belboz, who presides over the Circle of Enchanters, is
    appointed with a beautiful woven wall hanging, an exotic morgia plant, and a
    wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the
    east.
    Pacing back and forth on a perch in the corner is Belboz's prized pet parrot,
    native to the jungles of Miznia.

    "Squawk! You should never have let down your mindshield, you doddering old
    Enchanter. Squawk!"

    Belboz's Quarters Score: 5 Moves: 5 >look in desk
    Opening the desk drawer reveals a tiny box, an infotater, and a journal.

    Belboz's Quarters Score: 5 Moves: 6 >take all from desk
    tiny box: Taken.
    infotater: Taken.
    journal: Taken.

    "Squawk! Pollibar want a cracker! Squawk!"

    Belboz's Quarters Score: 5 Moves: 7 >move wall hanging
    As you move the tapestry, a key falls out from behind it and lands on the
    floor.

    Belboz's Quarters Score: 20 Moves: 8 >take key
    Taken.

    Belboz's Quarters Score: 20 Moves: 9 >e
    Hallway
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 20 Moves: 10 >s
    Hallway
    Rooms lie to the east and west from this north-south corridor. A large marble
    archway to the south leads into an open area.

    Hallway Score: 20 Moves: 11 >w
    Helistar's Quarters
    Helistar is one of the foremost members of the Circle, and this is her private
    chamber.
    Among Helistar's possessions is a scroll, new and shiny.

    Helistar's Quarters Score: 20 Moves: 12 >read scroll
    (taking the shiny scroll first)
    The scroll reads "gaspar spell: provide for your own resurrection".

    Helistar's Quarters Score: 20 Moves: 13 >e
    Hallway

    Hallway Score: 20 Moves: 14 >s
    Lobby
    This is the entrance lobby of the Guild Hall. Befitting the status and wealth
    of the Guild, the lobby is finished with polished Antharian marble, inlaid
    with intricate patterns of silver leaf. To the north is a wide arch, and
    smaller openings flank the area on the eastern and western sides, as well as
    the northeastern and northwestern corners. A narrow stair leads downward.
    Through another arch to the south, you can see the entrance steps and the main
    road into town.
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 15 >w
    Store Room
    This is a closet for storage. The only exit is east.
    Among the provisions here is a small ochre-colored vial, closed and labelled
    with tiny lettering.
    There is a calendar here (providing light).
    There is a depleted matchbook here.

    Store Room Score: 20 Moves: 16 >take all
    ochre vial: Taken.
    calendar: Taken.
    depleted matchbook: You're holding too many things already.

    Store Room Score: 20 Moves: 17 >e
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 18 >open receptacle
    Opened.

    You are now a bit thirsty.

    Lobby Score: 20 Moves: 19 >put matchbook in receptacle
    You're not holding that!

    Lobby Score: 20 Moves: 19 >close receptacle
    Closed.

    Lobby Score: 20 Moves: 20 >e
    Library
    This is a study chamber for members of the Guild. Usually, there would be
    several elder Enchanters patiently training novices, but no one is here at the
    moment. The only exit is west.
    Lying open on a stand in one corner is a heavy volume, probably a copy of the
    Encyclopedia Frobizzica.
    The servants have been lax lately, for a scroll is lying among the dust in the
    corner.

    Library Score: 20 Moves: 21 >read scroll
    Which scroll do you mean, the dusty scroll or the shiny scroll?

    Library Score: 20 Moves: 21 >gnusto gaspar
    Your spell book begins to glow softly. Slowly, ornately, the words of the
    gaspar spell are inscribed, glowing even more brightly than the book itself.
    The book's brightness fades, but the spell remains! However, the scroll on
    which it was written vanishes as the last word is copied.

    You are now a bit hungry.

    Library Score: 20 Moves: 22 >gnusto meef
    You must have a legible spell scroll in your hands before the gnusto spell
    will work on it.

    Library Score: 20 Moves: 23 >


  • Considered Harmful

    @error_bot said in TDWTF Plays Sorcerer:

    depleted matchbook: You're holding too many things already.

    I guess the gnusto was needed first. OK fine.

    restart
    y
    run
    frotz self
    get out of bed
    w
    w
    look in desk
    take all from desk
    move wall hanging
    take key
    e
    s
    w
    read scroll
    gnusto gaspar
    e
    s
    w
    take all
    e
    open receptacle
    put matchbook in receptacle
    close receptacle
    w
    read scroll
    gnusto meef


  • 🔀

    I guess the gnusto was needed first. OK fine.
    I don't know the word "guess".

    Library Score: 20 Moves: 23 >restart
    Your score is 20 of a possible 400, in 23 moves. This puts you in the class of
    Charlatan.

    Library Score: 20 Moves: 23 Do you wish to restart? (Y is affirmative): >y
    Restarting.

    You are in a strange location, but you cannot remember how you got here.
    Everything is hazy, as though viewed through a gauze...

    Twisted Forest
    You are on a path through a blighted forest. The trees are sickly, and there
    is no undergrowth at all. One tree here looks climbable. The path, which ends
    here, continues to the northeast.

    A hellhound is racing straight toward you, its open jaws displaying rows of
    razor-sharp teeth.

    Twisted Forest Score: 0 Moves: 0 >run
    Please use compass directions for movement.

    The hellhound reaches you and tears you apart with its powerful teeth.

    ...and a moment later you wake up in a cold sweat and realize you've been
    dreaming.

    SORCERER
    Infocom interactive fiction - a fantasy story
    Copyright (c) 1984 by Infocom, Inc. All rights reserved.
    SORCERER is a trademark of Infocom, Inc.
    Release 15 / Serial number 851108

    Your frotz spell seems to have worn off during the night, and it is now pitch
    black.

    Your Quarters Score: 5 Moves: 1 >frotz self
    You are bathed in a sickly yellow light, bright enough to read by.

    Your Quarters, in the bed
    This is your chamber in the Hall of the Guild of Enchanters, with a doorway to
    the west. A private chamber is a great privilege, especially for an Enchanter
    as young as yourself, but how many Enchanters can say they defeated the
    infamous Krill?

    Your Quarters Score: 5 Moves: 2 >get out of bed
    You are now on your feet.

    Your Quarters Score: 5 Moves: 3 >w
    Hallway
    Rooms lie to the east and west from this north-south corridor. A heavy wooden
    door, currently closed, leads north.
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 5 Moves: 4 >w
    Belboz's Quarters
    The personal chamber of Belboz, who presides over the Circle of Enchanters, is
    appointed with a beautiful woven wall hanging, an exotic morgia plant, and a
    wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the
    east.
    Pacing back and forth on a perch in the corner is Belboz's prized pet parrot,
    native to the jungles of Miznia.

    Belboz's Quarters Score: 5 Moves: 5 >look in desk
    Opening the desk drawer reveals a tiny box, an infotater, and a journal.

    "Squawk! You should never have let down your mindshield, you doddering old
    Enchanter. Squawk!"

    Belboz's Quarters Score: 5 Moves: 6 >take all from desk
    tiny box: Taken.
    infotater: Taken.
    journal: Taken.

    "Squawk! You should never have let down your mindshield, you doddering old
    Enchanter. Squawk!"

    Belboz's Quarters Score: 5 Moves: 7 >move wall hanging
    As you move the tapestry, a key falls out from behind it and lands on the
    floor.

    Belboz's Quarters Score: 20 Moves: 8 >take key
    Taken.

    Belboz's Quarters Score: 20 Moves: 9 >e
    Hallway
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 20 Moves: 10 >s
    Hallway
    Rooms lie to the east and west from this north-south corridor. A large marble
    archway to the south leads into an open area.

    Hallway Score: 20 Moves: 11 >w
    Helistar's Quarters
    Helistar is one of the foremost members of the Circle, and this is her private
    chamber.
    Among Helistar's possessions is a scroll, new and shiny.

    Helistar's Quarters Score: 20 Moves: 12 >read scroll
    (taking the shiny scroll first)
    The scroll reads "gaspar spell: provide for your own resurrection".

    Helistar's Quarters Score: 20 Moves: 13 >gnusto gaspar
    Your spell book begins to glow softly. Slowly, ornately, the words of the
    gaspar spell are inscribed, glowing even more brightly than the book itself.
    The book's brightness fades, but the spell remains! However, the scroll on
    which it was written vanishes as the last word is copied.

    Helistar's Quarters Score: 20 Moves: 14 >e
    Hallway

    Hallway Score: 20 Moves: 15 >s
    Lobby
    This is the entrance lobby of the Guild Hall. Befitting the status and wealth
    of the Guild, the lobby is finished with polished Antharian marble, inlaid
    with intricate patterns of silver leaf. To the north is a wide arch, and
    smaller openings flank the area on the eastern and western sides, as well as
    the northeastern and northwestern corners. A narrow stair leads downward.
    Through another arch to the south, you can see the entrance steps and the main
    road into town.
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 16 >w
    Store Room
    This is a closet for storage. The only exit is east.
    Among the provisions here is a small ochre-colored vial, closed and labelled
    with tiny lettering.
    There is a calendar here (providing light).
    There is a depleted matchbook here.

    Store Room Score: 20 Moves: 17 >take all
    ochre vial: Taken.
    calendar: Taken.
    depleted matchbook: Taken.

    Store Room Score: 20 Moves: 18 >e
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    You are now a bit thirsty.

    Lobby Score: 20 Moves: 19 >open receptacle
    Opened.

    Lobby Score: 20 Moves: 20 >put matchbook in receptacle
    Done.

    Lobby Score: 20 Moves: 21 >close receptacle
    Closed.

    You are now a bit hungry.

    Lobby Score: 20 Moves: 22 >w
    Store Room

    Store Room Score: 20 Moves: 23 >read scroll
    You can't see any scroll here!

    Store Room Score: 20 Moves: 23 >gnusto meef
    You can't see that spell here!

    Store Room Score: 20 Moves: 24 >


  • Considered Harmful

    @error_bot restart
    y
    run
    frotz self
    get out of bed
    w
    w
    look in desk
    take all from desk
    move wall hanging
    take key
    e
    s
    w
    read scroll
    gnusto gaspar
    e
    s
    w
    take all
    e
    open receptacle
    put matchbook in receptacle
    close receptacle
    e
    read scroll
    gnusto meef
    w
    verbose


  • 🔀

    restart
    Your score is 20 of a possible 400, in 24 moves. This puts you in the class of
    Charlatan.

    Store Room Score: 20 Moves: 24 Do you wish to restart? (Y is affirmative): >y
    Restarting.

    You are in a strange location, but you cannot remember how you got here.
    Everything is hazy, as though viewed through a gauze...

    Twisted Forest
    You are on a path through a blighted forest. The trees are sickly, and there
    is no undergrowth at all. One tree here looks climbable. The path, which ends
    here, continues to the northeast.

    A hellhound is racing straight toward you, its open jaws displaying rows of
    razor-sharp teeth.

    Twisted Forest Score: 0 Moves: 0 >run
    Please use compass directions for movement.

    The hellhound reaches you and tears you apart with its powerful teeth.

    ...and a moment later you wake up in a cold sweat and realize you've been
    dreaming.

    SORCERER
    Infocom interactive fiction - a fantasy story
    Copyright (c) 1984 by Infocom, Inc. All rights reserved.
    SORCERER is a trademark of Infocom, Inc.
    Release 15 / Serial number 851108

    Your frotz spell seems to have worn off during the night, and it is now pitch
    black.

    Your Quarters Score: 5 Moves: 1 >frotz self
    You are bathed in a sickly yellow light, bright enough to read by.

    Your Quarters, in the bed
    This is your chamber in the Hall of the Guild of Enchanters, with a doorway to
    the west. A private chamber is a great privilege, especially for an Enchanter
    as young as yourself, but how many Enchanters can say they defeated the
    infamous Krill?

    Your Quarters Score: 5 Moves: 2 >get out of bed
    You are now on your feet.

    Your Quarters Score: 5 Moves: 3 >w
    Hallway
    Rooms lie to the east and west from this north-south corridor. A heavy wooden
    door, currently closed, leads north.
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 5 Moves: 4 >w
    Belboz's Quarters
    The personal chamber of Belboz, who presides over the Circle of Enchanters, is
    appointed with a beautiful woven wall hanging, an exotic morgia plant, and a
    wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the
    east.
    Pacing back and forth on a perch in the corner is Belboz's prized pet parrot,
    native to the jungles of Miznia.

    Belboz's Quarters Score: 5 Moves: 5 >look in desk
    Opening the desk drawer reveals a tiny box, an infotater, and a journal.

    Belboz's Quarters Score: 5 Moves: 6 >take all from desk
    tiny box: Taken.
    infotater: Taken.
    journal: Taken.

    Belboz's Quarters Score: 5 Moves: 7 >move wall hanging
    As you move the tapestry, a key falls out from behind it and lands on the
    floor.

    Belboz's Quarters Score: 20 Moves: 8 >take key
    Taken.

    Belboz's Quarters Score: 20 Moves: 9 >e
    Hallway
    Tacked to the doorframe of your room is a note, hurriedly scribbled on
    parchment.

    Hallway Score: 20 Moves: 10 >s
    Hallway
    Rooms lie to the east and west from this north-south corridor. A large marble
    archway to the south leads into an open area.

    Hallway Score: 20 Moves: 11 >w
    Helistar's Quarters
    Helistar is one of the foremost members of the Circle, and this is her private
    chamber.
    Among Helistar's possessions is a scroll, new and shiny.

    Helistar's Quarters Score: 20 Moves: 12 >read scroll
    (taking the shiny scroll first)
    The scroll reads "gaspar spell: provide for your own resurrection".

    Helistar's Quarters Score: 20 Moves: 13 >gnusto gaspar
    Your spell book begins to glow softly. Slowly, ornately, the words of the
    gaspar spell are inscribed, glowing even more brightly than the book itself.
    The book's brightness fades, but the spell remains! However, the scroll on
    which it was written vanishes as the last word is copied.

    Helistar's Quarters Score: 20 Moves: 14 >e
    Hallway

    Hallway Score: 20 Moves: 15 >s
    Lobby
    This is the entrance lobby of the Guild Hall. Befitting the status and wealth
    of the Guild, the lobby is finished with polished Antharian marble, inlaid
    with intricate patterns of silver leaf. To the north is a wide arch, and
    smaller openings flank the area on the eastern and western sides, as well as
    the northeastern and northwestern corners. A narrow stair leads downward.
    Through another arch to the south, you can see the entrance steps and the main
    road into town.
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 20 Moves: 16 >w
    Store Room
    This is a closet for storage. The only exit is east.
    Among the provisions here is a small ochre-colored vial, closed and labelled
    with tiny lettering.
    There is a calendar here (providing light).
    There is a depleted matchbook here.

    Store Room Score: 20 Moves: 17 >take all
    ochre vial: Taken.
    calendar: Taken.
    depleted matchbook: Taken.

    Store Room Score: 20 Moves: 18 >e
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    You are now a bit thirsty.

    Lobby Score: 20 Moves: 19 >open receptacle
    Opened.

    Lobby Score: 20 Moves: 20 >put matchbook in receptacle
    Done.

    Lobby Score: 20 Moves: 21 >close receptacle
    Closed.

    You are now a bit hungry.

    Lobby Score: 20 Moves: 22 >e
    Library
    This is a study chamber for members of the Guild. Usually, there would be
    several elder Enchanters patiently training novices, but no one is here at the
    moment. The only exit is west.
    Lying open on a stand in one corner is a heavy volume, probably a copy of the
    Encyclopedia Frobizzica.
    The servants have been lax lately, for a scroll is lying among the dust in the
    corner.

    Library Score: 20 Moves: 23 >read scroll
    (taking the dusty scroll first)
    The scroll reads "meef spell: cause plants to wilt".

    Library Score: 30 Moves: 24 >gnusto meef
    Your spell book begins to glow softly. Slowly, ornately, the words of the meef
    spell are inscribed, glowing even more brightly than the book itself. The
    book's brightness fades, but the spell remains! However, the scroll on which
    it was written vanishes as the last word is copied.

    Library Score: 30 Moves: 25 >w
    Lobby
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    A member of the Messengers Guild walks up and puts something in the
    receptacle. He closes it, and rings the doorbell. Noticing you, he gives a
    friendly wave before departing.

    Lobby Score: 30 Moves: 26 >verbose
    Maximum verbosity.

    Lobby
    This is the entrance lobby of the Guild Hall. Befitting the status and wealth
    of the Guild, the lobby is finished with polished Antharian marble, inlaid
    with intricate patterns of silver leaf. To the north is a wide arch, and
    smaller openings flank the area on the eastern and western sides, as well as
    the northeastern and northwestern corners. A narrow stair leads downward.
    Through another arch to the south, you can see the entrance steps and the main
    road into town.
    Affixed to the southern arch is an ornate brass receptacle, intended for use
    by messengers.

    Lobby Score: 30 Moves: 26 >


  • Considered Harmful

    @error_bot save speedrun2


  • 🔀

    save speedrun2
    I don't know the word "speedrun2".

    Lobby Score: 30 Moves: 26 >


  • Considered Harmful

    @error_bot save
    speedrun2
    open receptacle


  • 🔀

    save
    Insert save disk then enter file name.
    (Default is C:speedrun): speedrun2
    Ok.

    Lobby Score: 30 Moves: 26 >open receptacle
    Opening the receptacle reveals an orange vial, and an issue of Popular
    Enchanting.

    Lobby Score: 30 Moves: 27 >


  • Considered Harmful

    @error_bot take all from receptacle


  • 🔀

    take all from receptacle
    orange vial: Taken.
    issue of Popular Enchanting: You're holding too many things already.

    You are now somewhat thirsty.

    Lobby Score: 40 Moves: 28 >


  • Considered Harmful

    @error_bot read orange vial


  • 🔀

    read orange vial

       "VILSTU POTION
    

    (obviate need for breathing)"

    Lobby Score: 40 Moves: 29 >


  • Considered Harmful

    So, I thought this way of playing felt cheaty but it seems to actually be required. You have to fucking race to put that matchbook in the mailbox before the mailman arrives.


  • Considered Harmful

    @error read calendar with infotater


  • Considered Harmful

    @error_bot read calendar with infotater


  • 🔀

    read calendar with infotater
    I don't understand that sentence.

    Lobby Score: 40 Moves: 29 >


  • Considered Harmful

    @error_bot infotater calendar


  • 🔀

    infotater calendar
    I can't find a verb in that sentence!

    Lobby Score: 40 Moves: 29 >


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