home *** CD-ROM | disk | FTP | other *** search
- close box
- You close the metal and glass container, sealing in several of
- the hyperactive creatures.
- [Your score has just gone up by 10.]
- The creatures continue to crawl all over you and sting you.
- The venom from the creatures is building up in your body. Your
- head is spinning, you are exhausted, and your skin has taken on
- a greenish cast.
-
- s
- Rocky Area
-
- inject me
- You press the hypo against your arm and feel a sharp sting as
- the needle enters your skin. Then you hear a soft hissing sound
- as the selected drug (Antitoxin) is injected into your
- bloodstream. When you pull the hypo away, you see that the
- needle remains deployed, ready for another injection.
- The antitoxin is acting on the venom in your body. You feel
- much better, but you are still a little queasy.
-
- put rod in sphere
- As you bring the crystal rod near the glowing red sphere a
- tentacle of red energy reaches out from the sphere and makes
- contact with the rod. A feeling like a mild electric shock runs
- from the rod into you, and the rod shines briefly with an
- intense red light. Immediately afterward, the force field,
- sphere, and the rod change color from red to blue with a sizzle
- and a crackle.
- The antitoxin restores you to health.
-
- s
- You step through the force field into the obelisk room.
-
- Obelisk Room
-
- s
- Corridor
- You hear a barely audible humming sound. The crystal rod has
- changed color from blue to red.
-
- s
- Lab
- A sinister looking machine dominates the room. Attached to the
- strange device is a control unit and a rectangular platform.
-
- put box on platform
- You put the container on the platform.
-
- examine screen
- Press top button
- Press the top part of the middle button
- Press the top part of the middle button
- Press the top part of the middle button
- Press the right part of the 2nd from bottom button
- Press the top part of the middle button
- Press the top part of the middle button
- Press the right part of the 2nd from bottom button
- Press the right part of the 2nd from bottom button
- Press the bottom button
- The instant you press the button, the room fills with a low
- buzzing sound that climbs in pitch until it is a shrill
- electronic whine. A few seconds later, a section of wall behind
- the machine slides open. An articulated servo arm emerges and
- glides over to the specimen cage. The arm has two "hand"
- extensions: a two-fingered claw and a long hypodermic needle.
- The claw opens the top of the specimen cage and the needle
- randomly injects one of the creatures inside of the cage. Then
- the claw closes the cage and the arm retracts.
- Intrigued, you look inside the specimen cage. One of the
- creatures looks ill. It moves slowly and scratches feebly at
- the floor of the cage. As you watch, two more creatures seem to
- catch the same "illness." It spreads like wildfire, until all
- of the little beasties look quite sick. They aren't even eating
- their goo.
-
- examine beasties
- You look in at the creatures in the specimen cage. They
- continue to be lethargic. You look closer. After a few seconds,
- you see that they are actually ... changing! They seem to be
- mutating before your eyes! The end result of the mutation
- appears to be creatures that are gray in color, with six legs
- and bodies covered with hard chitin. Their mouthparts are
- surrounded by feelers. They have flexible whip-like tails.
- By the renewed sounds of scratching and scrabbling from inside
- the specimen cage, you deduce that the creatures have resumed
- their normal level of activity.
-
- take box
- You take the metal and glass container.
-
- n
- Corridor
-
- n
- Obelisk Room
-
- put rod in sphere
- As you bring the crystal rod near the glowing red sphere a
- tentacle of red energy reaches out from the sphere and makes
- contact with the rod. A feeling like a mild electric shock runs
- from the rod into you, and the rod shines briefly with an
- intense red light. Immediately afterward, the force field,
- sphere, and the rod change color from red to blue with a sizzle
- and a crackle.
-
- n
- You step into the shifting patterns of blue light, feeling a
- slight tingle as your body passes through the force field.
-
- Rocky Area
-
- n
- You set off in a northerly direction. After a while, a series
- of sheer rock walls funnels you into a canyon and then into
- another open area like the one you encountered upon first
- entering the zoo.
-
- Rocky Area
- You see a metal trough here.
- In the metal trough you see some green goo.
- You hear a barely audible humming sound. The crystal rod has
- changed color from blue to red.
- The ground is crawling with insect-like creatures. There seem
- to be millions of them. They immediately start crawling up your
- legs and over your body. You feel sharp pain in a dozen
- locations as the nasty little beasts bite you with their
- mandibles and stab you with the barbs at the end of their
- scorpion-like tails. The venom from the creatures is building
- up in your body. You feel a touch under the weather, a little
- light headed and tired.
-
- open box
- Multiple openings appear around the sides and the top of the
- odd metal and glass container. The container is now open.
- The creatures continue to crawl all over you and sting you.
- The venom from the creatures is building up in your body. You
- feel a touch under the weather, a little light headed and tired
- .
- The creatures inside the specimen cage make a mad rush out of
- the specimen cage and melt into the swarming hordes outside.
- You watch expectantly, and are soon rewarded with the sight of
- several creatures slowing down and moving in a feeble, erratic
- fashion. The illness spreads quickly, the effects vectoring
- into the general population with startling rapidity. The
- Heechee didn't fool around when it came to engineering
- fast-spreading, airborne viruses. Within a few moments, most of
- the creatures surrounding you have taken ill and are in the
- throes of metamorphosis.
-
- inject me
- You press the hypo against your arm and feel a sharp sting as
- the needle enters your skin. Then you hear a soft hissing sound
- as the selected drug (Antitoxin) is injected into your
- bloodstream. When you pull the hypo away, you see that the
- needle remains deployed, ready for another injection.
- A stubborn minority of the now mostly listless creatures
- continues to attack you in a somewhat desultory fashion. They
- are stinging you as if their hearts weren't in it.
- The venom from the creatures is building up in your body. You
- feel a touch under the weather, a little light headed and tired
- .
- The antitoxin restores you to health.
-
- n
- Even though most of the creatures are in the process of
- transformation, there are enough active, stinging beasties to
- ensure that you still can't make it very far without a great
- deal more antitoxin in your hypo unit.
- A stubborn minority of the now mostly listless creatures
- continues to attack you in a somewhat desultory fashion. They
- are stinging you as if their hearts weren't in it.
- The venom from the creatures is building up in your body. You
- feel a touch under the weather, a little light headed and tired
- .
- Almost all of the creatures have finished their
- transformation. The beasties are beginning to skitter about
- just as frenetically as before.
- The antitoxin restores you to health.
-
- n
- You wade through a seemingly endless number of the
- now-harmless creatures and reach a new area of the rock
- plain...
- [Your score has just gone up by 20.]
- You are forced to abandon the specimen cage during your hike
- over the parched rock plain. It is too heavy to be lugging over
- extended distances.
-
- Rock Shelf
- You are on a vast rock shelf. The area appears to be devoid of
- life, and the air above the rocks shimmers with heat. The shelf
- extends in every direction as far as you can see.
-
- n
- You stumble off in a northerly direction, the heat making you
- slightly disoriented. After a seemingly endless hike that takes
- you in a confused, weaving path through the desolate terrain,
- you see a glowing red force field portal hovering in the far
- distance. You change course and head directly for it.
-
- Rocky Area
- You are on a rocky plain that appears to extend in all
- directions without end. A double sun shines in a bright blue
- sky. To the north is a shimmering red force field portal.
-
- put rod in sphere
- As you bring the crystal rod near the glowing red sphere a
- tentacle of red energy reaches out from the sphere and makes
- contact with the rod. A feeling like a mild electric shock runs
- from the rod into you, and the rod shines briefly with an
- intense red light. Immediately afterward, the force field,
- sphere, and the rod change color from red to blue with a sizzle
- and a crackle.
-
- n
- You step through the force field into what looks like another
- obelisk room.
-
- Obelisk Room
- A dark obelisk towers over you. To the south is a shimmering
- blue force field portal. A glowing sphere, the same color as
- the force field, hangs in the air beside the portal. A corridor
- leads northwest.
-
- nw
- Corridor
- You are in one of the long, circular corridors that seem to be
- so common on board this vessel. A sensor eye hangs from the
- ceiling above you, scanning back and forth. The corridor runs
- northwest to southeast. A metal door leads west. The door is
- closed.
- You hear a barely audible humming sound. The crystal rod has
- changed color from blue to red.
-
- press button
- You lean on the button, which gives way with a satisfying
- click. You hear motors hum for a second, and then the door
- slides open a few centimeters. After another hesitation, the
- door slides all the way open.
- A section of the corridor wall irises open. You hear a strange
- click-clack, click-clack coming from inside the opening, the
- sound of metal claws on the surface of the deck. Seconds later
- an enormous, hulking robot fills the corridor. It walks in on
- eight articulated metal legs that move with a kind of fluidity
- and grace you wouldn't associate with a machine of that size.
- The monstrous alien robot turns to face you, then stops.
-
-
- w
- You step into the equipment room.
-
- Equipment Bay
- This is a vast space filled with strange equipment. There are
- Heechee earth movers and cargo transporters, scout cars with
- balloon tires, ground effect vehicles, and piles upon piles of
- complicated looking machinery. This must be where the Heechee
- stored the equipment used for building the zoo environments and
- collecting the specimens and raw material from the target
- planets. Exits lead north, east, and south.
- Hanging from the roof is one of the malevolent sensor eyes.
- One piece of machinery catches your eye. It looks like a
- particle beam gun, perhaps used for drilling or taking core
- samples. It is mounted on a heavy tripod.
- You see some heavy equipment here.
-
- examine gun
- The particle beam gun is a complicated looking device that
- vaguely resembles an old fashioned air cooled machine gun. On
- the back end of the weapon (or tool) is a grip and a trigger. A
- thick, insulated cable leads from the gun to a heavy box
- (perhaps a power source). The gun is secured on a metal tripod
- by a force clamp.
-
- examine clamp
- The particle beam gun is secured to the tripod in a vertical
- position by a force clamp, a simple ring of blue metal. The air
- above the clamp (and around the gun) shimmers in a peculiar
- way, almost as if it is refracting light differently. You
- surmise that this effect is due to the force field that holds
- the gun on the tripod. After a moment of study, you notice a
- rectangular metal key that protrudes from a small semi-circular
- module on the clamp.
- You hear the ominous click-clack, click-clack of metal claws.
- The horrible alien robot enters the equipment bay, moving
- towards you with ponderous grace. It seems to sense the
- particle beam gun and stops dead in its tracks about five
- meters away from you. It makes whirring and chirping noises as
- it evaluates the situation.
-
- turn key
- You turn the key. The blurry field around the clamp and the gun
- disappears. The gun settles onto the tripod.
- The robot seems to sense that the clamp has been released and
- retreats to a position across the room. It seems unsure of what
- to do next.
- [Your score has just gone up by 10.]
- The robot makes a scouting trip around the rest of the
- equipment bay, as if reconnoitering the area.
-
- take gun
- You take the gun from the tripod, noting that it remains
- secured to another piece of heavy equipment by a thick cable.
- The length of the cable limits your ability to move more than a
- few meters in any direction without dropping the gun.
- [Your score has just gone up by 10.]
- The robot moves forward about half a meter, as if to see what
- your reaction will be. A few seconds later it retreats to its
- previous position.
-
- shoot eye
- You aim the gun at the sensor eye and pull the trigger. After
- the gun powers up you see a beam of blinding white light lance
- out and hit the sensor. You hose the sensor down with the
- particle beam, watching as the eye droops and melts. When you
- have reduced the sensor to a cauterized stump, you release the
- trigger. The destruction of the sensor eye has an immediate
- effect on the robot. It appears to be completely blind.
- [Your score has just gone up by 20.]
- The robot trips over a piece of heavy equipment with a loud
- CLANG! and then scrambles back to its feet.
-
- shoot robot
- You aim at the robot and pull the trigger. The beam of white
- light jumps out and touches the machine, causing the blue metal
- under the beam to bubble and smoke. The desperate creature
- blindly scuttles around the room, bumping into walls and
- tripping over heavy equipment. This time the robot is blind,
- and moves slowly enough that you can follow it relentlessly
- with the particle beam, carving chunks off in a leisurely
- fashion. Eventually you reduce the machine to a collection of
- smoking, twisted metal parts.
- [Your score has just gone up by 25.]
-
- n
- You set the particle beam gun down on the deck.
-
- The corridor narrows and then ends, leaving you inside a small
- blue room. Seconds after you enter the room, the corridor
- entrance irises shut. You are stranded.
-
- Computer Room
- This is a small blue room. The air around you seems to crackle
- with electricity. The deck underfoot vibrates slightly, and you
- hear a low, resonating humming sound that gives the impression
- of great power held in check. Narrow passageways lead to the
- northeast and northwest. Immediately before you is a large
- equipment housing of some kind. An access panel on the front of
- the housing is closed.
-
- open panel
- You wrestle with the panel for a moment. Eventually it opens to
- reveal a complex matrix of crystal pathways. Nested among the
- geometric patterns, not quite flush with the surrounding
- matrix, are six rectangular crystal cores. The cores are all
- glowing softly with different colored light: you can see
- orange, red, purple, green, blue, yellow.
-
- take green core
- You tug gently on the green crystal core. You hear a soft
- click, and the crystal core begins to emerge from the matrix
- with a whine. As more of it becomes visible, the glowing light
- inside of it begins to fade. When the data core finally stops
- moving, it has extended about eight centimeters and is almost
- completely dark.
-
- nw
- Computer Room
- This is another small room. Narrow passageways lead to the
- northeast and southeast. Immediately before you is a large
- equipment housing with a closed access panel.
- The ship's computer speaks: "You must not touch anything in
- this room!"
- The pumps continue to labor, drawing air out of the computer
- rooms.
-
- open panel
- You wrestle with the panel for a moment. Eventually it opens to
- reveal a complex matrix of crystal pathways. Nested among the
- geometric patterns, not quite flush with the surrounding
- matrix, are six rectangular crystal cores. The cores are all
- glowing softly with different colored light: you can see
- orange, red, purple, green, blue, yellow.
-
- take green core
- You tug gently on the green crystal core. The crystal block
- emerges from the matrix and goes dark.
- The ship's computer speaks: "Do not cause any more damage than
- you already have!"
- The pumps continue to labor, drawing air out of the computer
- rooms.
-
- nw
- You can't go that way.
-
- ne
- Computer Room
- This is another small room. Narrow passageways lead to the
- southwest and southeast. Immediately before you is a large
- equipment housing with a closed access panel.
- The ship's computer speaks: "Human!" The voice now sounds a
- little on edge. "You must not touch anything!"
- The air is getting a little thin.
-
- open panel
- You wrestle with the panel for a moment. Eventually it opens to
- reveal a complex matrix of crystal pathways. Nested among the
- geometric patterns, not quite flush with the surrounding
- matrix, are six rectangular crystal cores. The cores are all
- glowing softly with different colored light: you can see
- orange, red, purple, green, blue, yellow.
-
- take green core
- You tug gently on the green crystal core. The crystal block
- emerges from the matrix and goes dark.
- The air is getting thinner.
-
- se
- Computer Room
- This is another small room. Narrow passageways lead to the
- northwest and southwest. Immediately before you is a large
- equipment housing with a closed access panel.
- The ship's computer speaks: "Human! Desist!"
-
- open panel
- You wrestle with the panel for a moment. Eventually it opens to
- reveal a complex matrix of crystal pathways. Nested among the
- geometric patterns, not quite flush with the surrounding
- matrix, are six rectangular crystal cores. The cores are all
- glowing softly with different colored light: you can see
- orange, red, purple, green, blue, yellow.
- Your ears pop as the air pressure continues to decline.
-
- take green core
- You tug gently on the green crystal core. The crystal block
- emerges from the matrix and goes dark.
- [Your score has just gone up by 15.]
- "14 minutes to detonation."
-
- take blue core
- You tug gently on the blue crystal core. The crystal block
- emerges from the matrix and goes dark.
- "I just detected a series of anomalies in the ship-board power
- distribution grid, the artificial gravity generators, and the
- first and third stardrive control units. I think processing for
- those systems has been shunted to back-up cores. Those systems
- feel like Engineering systems to me. You're on the right
- track."
- "13 minutes to detonation."
-
- sw
- Computer Room
- "12 minutes to detonation."
-
- take blue core
- You tug gently on the blue crystal core. The crystal block
- emerges from the matrix and goes dark.
- "Engineering systems across the ship went down for a few
- microseconds. It seems as though the processing for those
- systems just switched automatically to a backup core. You're
- definitely on the right track!"
- "11 minutes to detonation."
-
- nw
- Computer Room
- This is a small blue room. The air around you seems to crackle
- with electricity. The deck underfoot vibrates slightly, and you
- hear a low, resonating humming sound that gives the impression
- of great power held in check. Narrow passageways lead to the
- northeast and southeast. Immediately before you is a large
- equipment housing of some kind. An access panel on the front of
- the housing is open.
- "10 minutes to detonation."
-
- take blue core
- You tug gently on the blue crystal core. The crystal block
- emerges from the matrix and goes dark.
- You hear a grinding noise as the doors in the southern
- computer rooms iris open, followed by another mechanical sound
- as a new door opens in the forward computer room.
- [Your score has just gone up by 15.]
-
- se
- Computer Room
-
- s
- Equipment Bay
- You see a particle gun, a giant robot and some heavy equipment
- here.
-
- s
- Central Corridor
- You are in another central corridor that runs north to south.
- Hanging from the ceiling of the corridor is a sensor of some
- kind. It looks like a malevolent eye. A black band scans back
- and forth like a mechanical pupil.
-
- s
- Central Corridor
- A bulkhead is set into the corridor walls. A metal door in the
- bulkhead is open.
- The ghostly voice of the Oldest One reverberates through the
- ship. "In 25 minutes we will vanish into a cloud of plasma."
-
- s
- Central Corridor
- You are in another long, circular corridor that runs north to
- south, but there is something different about this one. Hanging
- from the ceiling of the corridor is a sensor of some kind. It
- looks like a malevolent eye. A black band scans back and forth
- like a mechanical pupil.
-
- s
- Central Corridor
- You are in another long, circular corridor that runs north to
- south, but there is something different about this one. Hanging
- from the ceiling of the corridor is a sensor of some kind. It
- looks like a malevolent eye. A black band scans back and forth
- like a mechanical pupil.
-
- s
- Cargo Bay
-
- e
- Corridor
-
- e
- Terminal Room
- In the receptor you see a crystal cube.
- The ghostly voice of the Oldest One reverberates through the
- ship. "In 20 minutes stardrive engines will overload. I must
- regard my mission as a failure. I hope my Masters will
- understand."
-
- take cube
- You tug on the green crystal cube. It comes loose from the jack
- in the matrix. The screens begin blinking out one by one and
- you hear a desperate wail as the alien intelligence loses its
- grip on the ship's computer systems. Then there is silence.
- You have done it! You've stopped the countdown! Now you must
- return to the forward part of the ship, find the bridge, and
- figure out how to fly the ship home...
- [Your score has just gone up by 25.]
-
- w
- Corridor
-
- w
- Cargo Bay
-
- n
- Central Corridor
-
- n
- Central Corridor
-
- n
- Central Corridor
-
- n
- You go through the bulkhead doorway.
-
- Central Corridor
-
- n
- Equipment Bay
- You see a particle gun, a giant robot and some heavy equipment
- here.
-
- n
- Computer Room
-
- nw
- Computer Room
- This is a small blue room. The air around you seems to crackle
- with electricity. The deck underfoot vibrates slightly, and you
- hear a low, resonating humming sound that gives the impression
- of great power held in check. Narrow passageways lead to the
- northeast and southeast. Immediately before you is a large
- equipment housing of some kind. An access panel on the front of
- the housing is open.
-
- ne
- Computer Room
- This is a small blue room. The air around you seems to crackle
- with electricity. The deck underfoot vibrates slightly, and you
- hear a low, resonating humming sound that gives the impression
- of great power held in check. Narrow passageways lead to the
- north, southwest, and southeast. Immediately before you is a
- large equipment housing of some kind. An access panel on the
- front of the housing is open.
- You notice that an entrance leading north has appeared where
- there was only a blank wall before.
-
- n
- Bridge
- This is a large, open room that is obviously the control
- center or bridge of the starship. The bridge is unusual in its
- construction in that it is all rectilinear lines and angles
- except for the rounded control consoles. The most surprising
- thing is a bank of huge windows looking out on the stars. The
- Heechee were never big on windows, and seemed to prefer
- enclosed spaces with curvy, organic lines suggestive of tunnels
- or caves. The only exit is to the south.
- One of the round control consoles is directly in front of you.
-
- read paper
- On the slip of paper you see the following notes and scribbles:
- Authentication: AERIE
- Combination: 31432
- The symbols from the first obelisk room (the blob zoo)
- The symbols from the second obelisk room (the ape men zoo)
- Write down the 'ape men zoo' symbols
- The symbols from the third obelisk room (the insect-thing zoo)
-
- look at console
- You examine the console. You see a control panel and course
- selection system that you recognize from your old adventures as
- a Gateway prospector. Course codes consisting of four Heechee
- number symbols identify pre-programmed destinations. You can
- enter a course code using the four little window displays, then
- engage the FTL engines by pressing the large "GO" button in the
- upper right hand corner of the panel.
- Press bottom part of Left button
- Press bottom part of 2nd button from Left
- Press bottom part of 2nd button from Left
- Press bottom part of 2nd button from Left
- Press top part of 3rd button from Left
- Press top part of 3rd button from Left
- Press top part of 3rd button from Left
- Press top part of 3rd button from Left
- Press bottom part of 4th button from Left
- Display should now look like 'ape men zoo' symbols
- Press the big button
- [Your score has just gone up by 40.]
- Landing Site
- Pale sunlight falls from an overcast sky onto a carpet of ice.
- The flat surface extends to the horizon and is broken only by
- the scar of the escape ship's impact. The ship is here, and
- remains imbedded a few meters in the torn ice. Natural paths
- wind away to the north, east, and west.
- Beyond an access panel in the ship's hull, you see the ship's
- drive mechanism.
- A squat, round metal clamp lies nearby, thrown from the escape
- ship upon its landing.
- You see a compass here.
-
-
- PART III:
-
- take all
- clamp: Taken.
- [Your score has just gone up by 5.]
- compass: Taken.
- [Your score has just gone up by 5.]
-
- wait
- Time passes...
- The pictures fade into a meaningless jumble of light and
- color. When they are gone, the creature tilts its head and
- pauses, as if waiting for you to do something. After a few
- moments, it straightens up and slides away to the east.
-
- e
- Ice Plains
- You stand in a stark, open, ice-covered plain. Around this
- area, a few projections of ice poke out of the ground, but
- generally the level scenery remains undisturbed. In the
- distance, you see ice mountains that catch the shimmering
- sunlight. Natural paths wind towards the north, and west.
- The crystalline creature notices that you are following. It
- waits for you to catch up, and then moves off towards the north
- .
-
- n
- Ice Plains
- You stand in a stark, open, ice-covered plain. Around this
- area, a few projections of ice poke out of the ground, but
- generally the level scenery remains undisturbed. In the
- distance, you see ice mountains that catch the shimmering
- sunlight. Natural paths wind towards the north, east, south,
- and west.
- The crystalline creature notices that you are following. It
- waits for you to catch up, and then moves off towards the east.
-
- e
- Village
- You are standing in the center of a bustling village where the
- shelters seem to have been carved directly out of the native
- ice. The largest of these shelters lies to the south. To the
- east, a fissure splits the ground, and a ramp slopes down into
- it. You also see an open area filled with ice sculptures off to
- the southeast.
- After staring at the creatures for a time, their similarity to
- spinal cords becomes increasingly pronounced. Because of this,
- you decide to call them 'Kords'.
- A smaller Kord, apparently a child, approaches an elder and
- displays a fuzzy picture of a stick in its head. A bud pops out
- of the larger Kord's spindly body. This bud slowly lengthens
- into a shape very similar to the stick, and then drops off.
- The child forms two small pincers. It uses them to grab the
- stick that the elder has made. Then it slithers to one side,
- happily banging the stick along the ground.
- Your guide awaits you outside the large building to the south.
- When you walk into the village, it slides inside.
-
- s
- Large Dwelling
- Other than its inhabitants, the interior of the shelter is
- completely empty. The walls slope inward and come to a point at
- the ceiling, much like a tent. They are smooth as glass and
- show no chips or scratches where they were carved from the ice.
- A very old Kord is resting against the south wall. Your guide
- sits in front of it, as an acolyte would sit before his holy
- master.
- You see your guide picting quick-moving images to the old
- Kord. The pictures in its head show your ship's arrival,
- followed by your encounter with the guide. The other Kord,
- motionless up to this time, slowly rises and approaches you.
- Images flicker and flash randomly in the old one's head. Then
- the shapes and colors settle down and begin to tell a story...
- [Your score has just gone up by 10.]
- The old Kord moves away and settles against the south wall
- again, its story done. Your guide slides out the door back into
- the village.
-
- n
- Village
- You see a child here.
- The child is holding a stick.
-
- examine child
- The young Kord's crystal body is tinged with light blue arcs of
- electricity. It is about half the size of the full-grown Kords,
- which all seem to come to about your waist. It has two small
- pincers with which it holds a white stick. It bangs the stick
- everywhere, but seems especially fond of rubbing it against its
- head, which makes the stick produce an annoying high-pitched
- whine.
-
- e
- Fissure
- The Kords have taken advantage of the natural fissure to
- create a meeting place. Many of the creatures are clustered
- around a pit, inside of which you see some white, grainy dust.
- The ramp leading out of the crevasse to the west is the only
- exit.
-
- take dust
- As you walk towards the pit, a Kord moves to intercept you. It
- doesn't seem aggressive, but it does block your forward
- progress. Irritated, you glare at the Kord. In response, it
- picts a story...
- [Your score has just gone up by 10.]
-
- w
- Village
- You see a child here.
- The child is holding a stick.
-
- se
- Ice Garden
- You stand in a garden of ice sculptures, each piece more
- beautiful than the last. The craftsmanship displayed here is
- unparalleled by anything you have seen on Earth. All of the
- statues look fragile, but some seem compact enough to lift. The
- garden is divided into two sections by a path that straggles
- from the northwest to the south.
-
- take all
- lamprey carving: Taken.
- worm carving: Taken.
- ship carving: Taken.
- gem carving: Taken.
- bowl carving: Taken.
- cutter carving: Taken.
-
- s
- Workplace
- This is a small cleared niche of the ice garden. Oddly-shaped
- blocks of ice sit and await transformation into art. A Kord
- sits here in front of a large unformed block, chipping away at
- it with a wicked looking cutting tool. The creature appears to
- be the artist who created the ice masterpieces to the north.
- The Kord notices the carving of the rough gem in your
- possession. The artist seems disturbed and draws as far away
- from the gem as it can.
-
- show gem to kord
- You hold the carving of rough crystal up for the artist's
- inspection. It stops its work and seems to ponder for a few
- moments. Then it starts to pict another story...
- [Your score has just gone up by 10.]
- As the story ends, the artist returns to its work.
- The artist takes a slice off the top of the block. The piece
- falls to the ground and shatters.
-
- show cutter to kord
- The artist stares at the carving of the cutting tool. A bud
- begins to form on its body immediately under the cutter that he
- already wields. As the bud grows, the cutter starts to come
- loose, and then it falls to the ground. You bend over to pick
- it up, and as you do so, the ice carving slips from your hand
- and shatters on the ground.
- The Kord returns to work.
- [Your score has just gone up by 10.]
-
- show bowl to kord
- You hold the ice bowl up for the artist's inspection. The Kord
- looks at the bowl, and then retreats a couple of meters.
- Suddenly a bud erupts from its body. It grows and curves into
- an exact copy of the carving. You drop the ice bowl onto the
- ground, where it shatters. Then you take the crystal bowl that
- the Kord offers.
- [Your score has just gone up by 10.]
- The artist gouges out a chunk from the center.
-