TDWTF Plays Sorcerer
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@error_bot ne
-
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 >
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@error_bot sw
nw
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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 >
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@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 >
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@error_bot read scroll
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read scroll
(taking the dusty scroll first)
The scroll reads "meef spell: cause plants to wilt".Library Score: 30 Moves: 24 >
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@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
HallwayHallway 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 >
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@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 >
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@error_bot take all
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take all
ochre vial: Taken.
calendar: Taken.
depleted matchbook: Taken.You are now a bit hungry.
Store Room Score: 30 Moves: 22 >
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@error_bot open vial
drink potion
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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 >
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@error_bot save
speedrun
-
save
Insert save disk then enter file name.
(Default is C:speedrun): speedrun
Ok.Store Room Score: 40 Moves: 24 >
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Now what?
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@error_bot inspect matchbook
inspect calendar
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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 >
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@error_bot read matchbook
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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 >
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@error_bot restore speedrun
e
open receptacle
put matchbook in receptacle
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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 >
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@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 >
-
Don't tell me we're one turn too late.
-
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 meefFrom memory, folks! (Let's hope I didn't fuck it up.)
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And I forgot the fucking mention...
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@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
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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 851108Your 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
HallwayHallway 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 >
-
@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 851108Your 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
HallwayHallway 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 RoomStore 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 >
-
@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 851108Your 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
HallwayHallway 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 >
-
@error_bot save speedrun2
-
save speedrun2
I don't know the word "speedrun2".Lobby Score: 30 Moves: 26 >
-
@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 >
-
@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 >
-
@error_bot read orange vial
-
read orange vial
"VILSTU POTION
(obviate need for breathing)"
Lobby Score: 40 Moves: 29 >
-
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.
-
@error read calendar with infotater
-
@error_bot read calendar with infotater
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read calendar with infotater
I don't understand that sentence.Lobby Score: 40 Moves: 29 >
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@error_bot infotater calendar
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infotater calendar
I can't find a verb in that sentence!Lobby Score: 40 Moves: 29 >