Work Text:
> run harrowquest.exe
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Harrow's Quest
START, LOAD, INTRO, HELP or CREDITS?
> load harrowhark1
Chapter 3: Secrets of the Lyctors
WESTERN HALLWAY 53/60 TN 13/15 TL 80/80 BP
Canaan house is a maze of twisty passages, all alike. Anyone who hadn't taken the effort to map it out on the first day could easily get lost, but not Harrowhark Nonagesimus. With the key Teacher gave you in hand, you make your way to the hallway which, you are certain, will lead you to THE FACILITY. There is an ELEVATOR entrance here and a JAMMED DOOR.
> inspect elevator
The screen above the elevator is dark, and the buttons don't light up when you press them. Maybe the elevator's broken, or maybe the circuit it's on is dead. Either way, you'll have to find another way down.
> open door
You try to push the door open, but it doesn't budge. You'd need someone much stronger to get it open.
> theorem skeleton construct
Taking a shard of bone you grow it into a full human skeleton. It's a serviceable construct, easily created and suitable for most purposes.
> skeleton, open door
The skeleton pushes against the door, then shoves it with all its weight, then slams into it, all to no effect. Clearly you need something with a bit more muscle to get it open.
> theorem skeleton construct
You construct another skeleton
> theorem skeleton construct
You construct another skeleton
> theorem skeleton construct
You construct another skeleton.
> theorem skeleton construct
You construct another skeleton
> skeletons, open door
Working together, the skeletons are able to shove it open, revealing a staircase heading downwards
> d
CRUMBLING PASSAGEWAY 48/60 TN 13/15 TL 70/80 BP
You climb down the staircase and come to a long passageway. Every surface is emblazoned with yellow tape with the word CAUTION written upon it. You continue regardless, pushing through the tape and ducking under a sheet of tarpaulin blocking the corridor. On the far side, the air suddenly feels much colder, and you hear the wind and waves crashing on rocks from beyond the iron door ahead.
> open iron door
CRUMBLING TERRACE 48/60 TN 13/15 TL 70/80 BP
You step out onto a terrace, much of which has already fallen into the sea far below. From here, you can see the LANDING DOCK overhead, and most of the western half of Canaan House. The terrace continues off to the south, curving around the side of the building
> s
FACILITY LOBBY 48/60 TN 13/15 TL 70/80 BP
You follow the walls of Canaan House around to find a wrought iron spiral staircase. It brings you up to an autodoor leading to a hall.
The floor is tiled with a black and white mosaic, and at the far end is a STATUE of an armless woman. Along the walls are a series of ELEVATOR DOORS, most likely as broken as the others in Canaan House. Fortunately, there is also a STAIRCASE leading downward.
> d
BOTTOM OF THE STAIRS 48/60 TN 12/15 TL 70/80 BP
The stairs end in a small concrete room, with more caution tape. You push your way through to find a metal hatch in the floor. This is what you've been looking for. Beyond that hatch surely lies THE SECRET OF LYCTORHOOD. What do you do?
> get the secret of lyctorhood
You cannot get THE SECRET OF LYCTORHOOD. It is an abstract concept and on the other side of the hatch.
> open the hatch
You cannot open the hatch, it is locked!
> unlock hatch
With what
> with the key, fool
I'm sorry, I don't see a key, fool here
> i
You have:
NO WATER
MILD HEADACHE
NECROMANCER ROBES (WORN)
GLOVES (WORN)
BONE SHARDS
CANAAN HOUSE MAP
UNASSUMING HATBOX
FACEPAINT
IRON KEYRING
On IRON KEYRING:
HATCH KEY
> unlock hatch with the hatch key
With a snap, the hatch unlocks. You open it to reveal a ladder heading down a long shaft, with a light softly glowing at the bottom.
> descend
FACILITY TUNNEL 48/60 TN 11/15 TL 70/80 BP
You climb down the ladder, slowly descending through the cramped shaft. It takes quite some time to reach the bottom, long enough for a musical interlude perhaps. Finally setting foot on solid ground, you take a moment to rest your aching shoulders and numb fingers. You find yourself in a hexagonal tunnel, the roof and floor metal grilles. Beyond them are air pumps supplying a cool breeze and a low thrumming noise. Far ahead is the entrance to THE FACILITY
> enter facility
THE FACILITY 48/60 TN 11/15 TL 70/80 BP
This is a large nonagonal chamber. The thrumming is slightly louder here, and you can see huge machines beneath the floor grille with blinking green lights. The room is empty save for a WHITEBOARD on one wall, with the word “It is Finished!” faintly written in a corner.
Several passageways lead out of the room, with signs leading towards LABORATORIES ONE through TEN, PRESSURE ROOM, PRESERVATION, MORTUARY, WORK ROOMS and SANITISER
> enter laboratory two
LABORATORY TWO 48/60 TN 11/15 TL 70/80 BP
This is a long rectangular room. One of the walls is a full length window, allowing observation of another room, likely the RESPONSE CHAMBER given the label on the door. Above it is a plaque with the word OCCUPIED and a little green light. There's another door, labelled IMAGING, with a similar plaque and a red light.
> enter response chamber
The RESPONSE CHAMBER door won't open
> enter imaging chamber
IMAGING CHAMBER 48/60 TN 11/15 TL 70/80 BP
The door opens with a *whoosh* as you approach it. This small room is crammed full of old broken down equipment. Along one wall is a desk with a clipboard, and there's a set of speakers in the roof corner. In the center of the room is a METAL PEDESTAL with a GLASS PANEL on top
> inspect glass panel
It's a flat panel of glossy looking glass, perfect save for a small black fleck in the centre. As you come close to it, it begins to buzz, and green sparks run down the pedestal. It looks about the right size for a hand.
> touch glass panel
You feel the buzz intensify through your gloves, and the sparking from the pedestal turns the room a vivid green. Whatever this thing does, it needs direct skin contact to work.
> remove glove
Glove added to inventory.
> touch glass panel
There's a *click* as the panel folds up and closes over your hand, and a *whunk* as the imaging chamber door slams shut. Looking through the plex window, you can just see that the response chamber door has opened, but it's impossible to see inside from this angle.
> release glass panel
You lift your hand away from the panel, and it retracts and flattens down again. The imaging chamber door reopens, and you see the response chamber door is once again shut.
> exit chamber
LABORATORY TWO 48/60 TN 11/15 TL 70/80 BP
> inspect response chamber
You see no changes from before. The chamber is empty, save for a few vents in the far wall and a small drainage grate on the floor.
> theorem skeleton construct
Using a small shard of bone, you create a basic skeleton construct.
> enter imaging chamber
IMAGING CHAMBER 46/60 TN 11/15 TL 68/80 BP
> touch glass panel
The panel closes over your hand, and the imaging chamber door slams shut as the response chamber opens.
> skeleton, enter response chamber
You watch the skeleton construct walks into the response chamber and disappears from your field of view. The door slams shut behind it, and the occupied light turns red. There's a light hissing noise from the speakers, and then the scraping of phalanges on stone. There's another construct in the chamber. Your skeleton tries to fight back, but within seconds you hear a sickening crunch as it's demolished into shards. A klaxon sounds, and the occupied light turns green. Whatever is in there is too much for a construct to defeat.
> exit chamber
LABORATORY TWO 46/60 TN 11/15 TL 68/80 BP
(first releasing glass panel) The imaging chamber door opens and you step outside.
> inspect response chamber
Looking through the glass you see the shattered remains of your skeleton. There's no sign of the construct in the chamber. Whatever's going on, you'll need another pair of eyeballs down here to observe it.
> theorem battle skeleton
You take a shard of bone and coax it to grow into a full skeleton. No, that's an understatement. This construct is reinforced, a brute of a thing with thicker bones, a fused ribcage, and vicious talons that could punch right through a human skull. It stands, awaiting your direction.
> enter imaging chamber
IMAGING CHAMBER 42/60 TN 11/15 TL 63/80 BP
> touch glass panel
The panel closes over your hand, and the imaging chamber door slams shut as the response chamber opens.
> battle skeleton, enter response chamber
You watch the skeleton construct enter the response chamber. It's surprisingly graceful for its size. The door slams shut behind it and the occupied light turns red. Once more you hear a hissing noise, and the approach of the laboratory construct. Your skeleton pounces at it and with a crack its left collarbone is demolished. It lands on its feet but before it can move, another blow cracks its spine and it collapses. There's crunching noises for a while, before a klaxon sounds, and the occupied light turns green. Whatever is in there is too much for a construct to defeat.
> exit chamber
LABORATORY TWO 42/60 TN 11/15 TL 63/80 BP
(first releasing glass panel) The imaging chamber door opens and you step outside.
> inspect response chamber
Looking through the glass you see the shattered remains of your skeletons. There's no sign of the other construct in the chamber. Whatever's going on, you'll need another pair of eyeballs down here to observe it.
> theorem battle skeleton
You construct another battle skeleton
> theorem battle skeleton
You construct another battle skeleton. You feel your forehead becoming damp.
> theorem battle skeleton
You construct another battle skeleton
> theorem battle skeleton
You construct another battle skeleton
> theorem battle skeleton
You construct another battle skeleton
> theorem battle skeleton
You construct another battle skeleton. You think you're starting to get a nosebleed.
> enter imaging chamber
IMAGING CHAMBER 26/60 TN 9/15 TL 28/80 BP
> look
This small room is crammed full of old broken down equipment. Along one wall is a desk with a clipboard, and there's a set of speakers in the roof corner. In the center of the room is a METAL PEDESTAL with a GLASS PANEL on top
> inspect clipboard
The clipboard holds a thin sheet of paper, which has faded into illegibility over the millennia. Maybe an expert historian could find a way to decypher it.
> touch glass panel
The panel closes over your hand, and the imaging chamber door slams shut as the response chamber opens.
> battle skeletons, enter response chamber
[In the interests of readability, 182 lines have been omitted -ed]
> theorem battle skeleton
You construct another battle skeleton. You are feeling faint. If you don't do something soon you'll pass out.
> exit laboratory
THE FACILITY 3/60 TN 1/15 TL 4/80 BP
You are feeling faint. If you don't do something soon you'll pass out!
>enter sanitiser
SANITISER 3/60 TN 1/15 TL 4/80 BP
> theorem skeleton cocoon
You grow a bone shard into a huge single calcified mass, surrounding your body. It should protect you from most harm.
The last of your energy spent, your body goes limp and you sink into unconsciousness. Utterly helpless, you can only WAIT until your cavalier comes to rescue you.
> no
You do not have to energy to no. You can only WAIT until your cavalier comes to rescue you.
> I'd rather die
Seriously? You'd die rather than admit you need Gideon's help?
> yes
OK. Fine. Whatever. You die in a bone. Great job. Everyone is super impressed with you.
GAME OVER
You scored 17 points out of a possible 900.
You have achieved the rank of
BONE EMPRESS
CREPUSCULAR QUEEN
TENEBROUS OVERLORD
GLOOM MISTRESS
PENUMBRAL LADY
MARCHIONESS OF BONES
NIGHT BOSS
HIDEOUS WITCH
PENITENT NUNLET
MIDNIGHT HAGETTE
>>> WRETCHED GOBLIN <<<
In the annals of Ninth House history your exploits will be remembered in the same breath as SISTER GLAURICA
Gideon Sez: “It's called water, numbnuts. Try drinking it once in a while.”
Restore, restart, quit?
> q
