[ me | game | room | web | wiki | boards | vote ]                                                                                                                                                                                                                                                                     
The Winchester's cellar (very brightly lit)
You can hear: Nothing.
The cellar is dank, dark and spacious. Various kegs, boxes and crates have
been stacked up against the stone walls, although they have been locked away
in a solid wire security cage - probably to flummox casual pilferers. A
computer has been set up on one of the crates, with a yellow post-it note
attached to its monitor. A set of wooden stairs leads back up to the main
bar.
There is something about this particular room that suggests commerce is
permitted, and perhaps even encouraged.
There are two obvious exits: storeroom (locked door and closed door) and up
(clear).
Old John is standing here.
A chalkboard is hanging by the stairs, a shop safe is on the floor and a
desktop computer is set up on one of the crates.
@
>
greet john
You greet Old John.
> Old John whispers to you: Hey. Trading or training?
ask john about training
You ask Old John a question about "training".
> Old John whispers to you: I may be an old man, but I know a thing or two I
could
teach. If you've earned some of my time. These days, everyone needs to
know a lot of stuff they previously didn't. A lot of
old skills.
ask john abot old skills
See "syntax ask" for the input patterns.
>
ask john about old skills
You ask Old John a question about "old skills".
> Old John whispers to you: How many people know how to bake a loaf of bread
these
days? From scratch, I mean. How many people know how to create a plank
of wood? We're going to need to relearn those
skills, and those skills will
need
practise.
list
You find on offer:
* Our very last bronze Scottish dirk ($33.74).
* Our very last brown glass beer bottle ($32.39).
* Our very last pair of plain red lace panties ($43.20).
* Our very last pair of white velvet ruffle panties ($43.20).
* Our very last pink beech baseball bat ($26.99).
* Our very last pair of blue wool underpants ($43.20).
* Our very last pair of fur-lined yellow canvas boots ($10.80).
* Our very last denim yellow pocket t-shirt ($43.20).
* Our very last blue cotton towel ($43.20).
* Our very last black cotton box pleat skirt ($43.20).
* Our very last tiny battery ($10.70).
* Our very last scrap of pink linen cloth ($3.23).
* Our very last silver straight edge razor ($26.99).
* Two black willow baseball bats ($107.99 each).
* Our very last pair of orange canvas jeans ($10.80).
* Our very last pair of orange rubber dress shoes ($43.20).
* Our very last pair of yellow back lace panties ($43.20).
* Our very last plain yellow lace bra ($43.20).
* Two cheap small batteries ($10.70 each).
>
inventory
You are slightly burdened (16%) by:
Holding : a blue beech baseball bat (left hand and right hand).
Wearing : a pair of black leather boots, a medium green leather rucksack, a
medium black leather satchel, a blue Scotland t-shirt, a pair of black denim
jeans, a radio headset, a pair of fashionable platinum glasses and a simple
gold mystical sigil ring.
(under) : a pair of black polyester ankle socks.
Carrying: a bronze meat cleaver, a cigarette, two paperclips, a tungsten
lighter, a wind up flashlight (on) and a kirby grip.
Your wallet contains: $427.32.
>
inquire
Old John whispers to you: We have no interest in buying grenades, very little
interest in buying weapons and jewellery, little interest in buying raw
resources and processed resources, some interest in buying specials and
miscellany, normal interest in buying power sources and ranged weapons, quite
a lot of interest in buying ammo and armours, lots of interest in buying
foodstuffs and medicines and huge interest in buying clothing. We currently
have $770.71 in shop funds.
You inquire about the shop's dealings.
>
up
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The Winchester's main bar (very brightly lit)
You can hear: Nothing.
While it was probably never the world's most salubrious location before the
crisis, recent events have taken their toll on this shabby, barricaded pub.
The windows have been heavily fortified with boards, bricks and corrugated
iron. The main door into the pub likewise has heavy-duty barricading, with
access permitted via the use of a set of sturdy metal bars. The room itself
is dominated by the wooden counter of the bar. Above the counter is what is
almost certainly a reproduction winchester rifle. A pool table, looking
somewhat out of place in this austere fortified position, stands off in a
corner, and a jukebox is silent in the corner. A cheap clock on the wall
behind the counter ticks off the hours of the apocalypse.
There are four obvious exits: north (closed door), south (clear), up (clear)
and
down (clear).
Liz is sitting on the jukebox and Shawn is standing here.
An information poster is hanging from a nearby wall, a clear glass whisky
bottle is on the floor and a faction donation box is fixed to the wall.
+
@
|
-*-
>
s
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Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
Alphabet Street is a thin, cobbled road that looks as if it had been forgotten
by urban planners for a century, an impression not shaken by the fact that it
seems to just exist so more interesting buildings can have a back to them.
Cobbled streets are rare in many cities, having been successively removed as a
relic of a more archaic and less efficient time. Alphabet Street, perhaps by
virtue of the fact it's too narrow to allow much in the way of vehicular
traffic, has been left with its distinctive stones. The sole feature of real
interest in the street is the brooding mass of the Winchester bar.
There is no respite to be found on this very cold autumn day - the violence of
the intense storm that rages all around has almost supernatural energy.
There are three obvious exits: east (clear), west (clear) and north (clear).
| | + | + | + + + + + +
*-$-*-$-*-*-@-$-$-*-*-$-&
\ + | + | + + + + + +
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A small girl is standing here.
An information poster is hanging from a nearby wall.
[e,w,s,n]
| + | + | + + + + + +
&-*-$-*-*-*-@-$-*-*-$-$-&
+ | + | + + + + + +
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A tom cat and a tom cat are standing here.
[e,w,n,s]
| + | + | + + + + + +
*-$-*-*-*-$-@-*-*-$-$-$-*
+ | + | + + + + + +
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
[e,w,n,s]
+ | + | + + + + + + /
&-*-*-*-$-$-@-*-$-$-$-*
| + | + + + + + + \
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
[e,w,n,s]
| + | + + + + + + /
*-*-*-$-$-*-@-$-$-$-*
+ | + + + + + + \
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A unremarkable woman is standing here.
A piece of dog skin and two lumps of dog flesh are on the ground.
[e,w,s,n]
+ | + + + + + + /
*-*-$-$-*-*-@-$-$-*
| + + + + + + \
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A tiny boy is standing here.
[e,w,s,n]
| + + + + + + /
*-$-$-*-*-$-@-$-*
+ + + + + + \
>
e
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A child zombie, a crumbling zombie and a small boy are standing here.
A chain-link fence is stretched across the street and an information poster is
hanging from a nearby wall.
[e,w]
/
+*
+ + + + + + /
&-$-*-*-$-$-@-*
+ + + + + + \
+*-
\
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A tiny boy is standing here.
[e,w,s,n]
| + + + + + + /
*-$-$-*-*-$-@-$-*
+ + + + + + \
>
n
You are unable to make any progress towards achievements while your advancement
is restricted. Check 'debuffs' to see why.
You go through the north door, opening and closing it behind you.
[ me | game | room | web | wiki | boards | vote ]
A church entrance (very brightly lit)
You can hear: Nothing.
The entrance to Saint Andrews Parish Church does not look much like a
traditional house of worship - in fact, it looks a good deal more like a civic
recreation centre, although here and there are the trappings of faith that
more precisely define its purpose. The floor is covered in a theadbare red
carpet that looks as if it hasn't seen much in the way of affection for many
years. The walls are a light blue, but are marred with smudges and smears. A
pair of large double doors in the north wall lead off into the main church,
and a smaller door to the west leads into the grounds of the church. The door
to the south leads back to the street outside.
There are three obvious exits: north (closed door), south (closed door) and
west (closed door).
A charity box is hanging by the door.
+
+@
+
> There is a creaking sound from elsewhere in the building.
n
You go through the north door, opening and closing it behind you.
[ me | game | room | web | wiki | boards | vote ]
A south end of the church hall (very brightly lit)
You can hear: Nothing.
The main hall of the church lacks the sense of splendour or grandeur so easily
associated with Catholic churches, but it does present a more welcoming
facade. There are no pews - instead, the hall is filled with wooden chairs
arranged into rows that extend from one blue wall to the next. The floor,
rather than austere tiles or forbidding wood, are covered in a thin,
threadbare red carpet. At the far north of the hall is the raised pulpit of
the church, which is flanked by two communion tables. The walls are mostly
bare, but a few samplers have been placed between the windows to reinforce
certain lessons of the church. The hall continues to the north, and a pair of
matching alcoves head off to the east and the west. The entrance of the
church can be reached to the south.
There are four obvious exits: north (clear), south (closed door), east (clear)
and
west (clear).
+$
|
&-@-O
+
>
w
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A stairwell (very brightly lit)
You can hear: Nothing.
Set off in the little alcove here are two sets of stairs, one leading up and
the other leading down - if you were of a theological bent, you might liken it
to the choice all mortals have - choose the path of righteousness and ascend,
or choose the path of sin and descend. More likely though, you'd just think
'hey, stairs'. The red carpet that decorates the floor of much of the church
extends into here, as do the light blue walls that evoke such a welcoming feel.
There are three obvious exits: east (clear), up (clear) and down (clear).
Magister Damien is standing here.
|
@-*-O
+
>
down
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A cellar (dark)
You can hear: Nothing.
Large, heavy sandbags have been placed here around the stairs - presumably to
act as some kind of barrier, or at least obstacle, to the teeming masses of
vermin that have taken up occupation in the cellar. The amount of space
available would likely render the storage constraints of those who have found
refuge in the Winchester to be largely moot - however, it looks like it would
take weeks of solid effort to clear the stone floor and stone walls of their
slimy, scurrying inhabitants.
There are six obvious exits: north (clear), south (clear), east (clear), up
(clear), northeast (clear) and southeast (clear).
The corpse of a baby boy is slumped on the ground.
$-*-*
|x|x|
@-$-^
|x|x|
&-$-$
>
s
A wee mouse arrives from the north.
The wee mouse leaves up.
[ me | game | room | web | wiki | boards | vote ]
A cellar (dark)
You can hear: Nothing.
The cellar here is large and spacious - there's enough room to store enough
supplies to last those who have allied themselves to the Winchester for
several years. Unfortunately, that will undoubtedly have to wait until the
obvious infestation problems have been dealt with. The cellar itself is
currently empty - just a vast cavern with rough stone walls that are slick
with insects. Blurgh.
There are four obvious exits: north (clear), east (clear), northeast (clear)
and
down (closed door).
A wee mouse is standing here.
The corpse of a teenage boy is slumped on the ground.
*-$-*
|x|x|
^-$-^
|x|x|
@-$-$
> Something leaves northeast.
down
You go through the hatch, opening and closing it behind you.
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A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick.
There are two obvious exits: up (closed door) and west (clear).
|
*-@
>
w
A rank sewer (dark)
You can hear: Nothing.
[n,e]
^
\
*
|
@-^
>
n
A rank sewer (dark)
You can hear: Nothing.
[nw,s]
^
\
@
|
*-
>
nw
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick. The tunnel flares off through a steel grating, and a passage leads
up to the surface above.
There are two obvious exits: up (clear) and southeast (clear).
@
\
*
|
>
up
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick.
There are two obvious exits: up (clear) and down (clear).
@
>
up
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick. There is a manhole cover in the ceiling that leads up into the
street.
There are two obvious exits: up (closed door) and down (clear).
@
>
up
You go through the manhole cover, opening and closing it behind you.
[ me | game | room | web | wiki | boards | vote ]
Brook Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
Brooks Street is notable only for the somewhat shabby condition of the houses
that border it. Even before the days of the crisis, it was considered a
somewhat insalubrious location to own a house, and widely considered to be a
local crime centre. Nowadays its boarded windows and wild, untended gardens
are in keeping with the aesthetic of a ghost city. Boarded windows abound,
and the age of the graffiti on the boards suggests they were not all put up
come the infection.
There is no respite to be found on this very cold autumn day - the violence of
the intense storm that rages all around has almost supernatural energy.
There are four obvious exits: east (clear), northwest (clear), down (closed
door) and
south (closed door).
A shambling zombie is standing here.
|
-$+
/ \ +
$
+ \ +
$
+ \ + + + + + |
@-*-*-*-*-*-*
+ + + + + +/
> The shambling zombie moves aggressively towards you!
The shambling zombie emits a lustful moan and rounds on you.
Hea: 1000 (1000) Sta: 1000 (1000) Ene: 950 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You are drawn into the current combat, and end up on the sidelines.
The shambling zombie throws her head back and moans.
The shambling zombie prepares to engage you!
You move from on the sidelines to in the scrum.
You cannot help but yield your ground to the shambling zombie's engage.
The shambling zombie tears at your head with her fingernails.
Hea: 1000 (1000) Sta: 948 (1000) Ene: 942 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You mash the shambling zombie's right leg with your blue beech baseball bat.
The shambling zombie bites at your stomach.
Hea: 1000 (1000) Sta: 900 (1000) Ene: 930 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily blocks the blow with her right hand.
smash zombie with bat
Launching a special attack is quite a lot easier because your energy levels are
high, your resolve is high and your health levels are high.
You try to prepare a powerful attack against the shambling zombie, but can't
seem to position yourself properly.
> Hea: 1000 (1000) Sta: 900 (1000) Ene: 896 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
The shambling zombie lunges at you.
The shambling zombie tears at your stomach with her fingernails.
Hea: 1000 (1000) Sta: 856 (1000) Ene: 888 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
trip zombie
Launching a special attack is quite a lot easier because your energy levels are
high, your resolve is high and your health levels are high.
You try to trip the shambling zombie, but can't seem to position yourself
properly.
> The shambling zombie tears at your right leg with her fingernails.
Hea: 1000 (1000) Sta: 808 (1000) Ene: 850 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily blocks the blow with her right hand.
Hea: 1000 (1000) Sta: 808 (1000) Ene: 846 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily dodges out of the way.
The shambling zombie tears at your right arm with her fingernails.
Hea: 1000 (1000) Sta: 773 (1000) Ene: 834 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily dodges out of the way.
kick zombie
Launching a special attack is quite a lot easier because your energy levels are
high, your resolve is high and your health levels are high.
You try to prepare a powerful attack against the shambling zombie, but can't
seem to position yourself properly.
> The shambling zombie tears at your chest with her fingernails.
Hea: 1000 (1000) Sta: 725 (1000) Ene: 792 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily dodges out of the way.
The shambling zombie tears at your left leg with her fingernails.
Hea: 1000 (1000) Sta: 688 (1000) Ene: 780 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You mash the shambling zombie's right leg with your blue beech baseball bat.
The shambling zombie bites at your right foot.
The force of the blow causes viscera to spray everywhere. You are hit with
some of the stains.
Hea: 1000 (1000) Sta: 642 (1000) Ene: 768 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily blocks the blow with her right hand.
Hea: 1000 (1000) Sta: 642 (1000) Ene: 764 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
The shambling zombie bites at your stomach.
Hea: 1000 (1000) Sta: 592 (1000) Ene: 756 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
The shambling zombie tears at your neck with her fingernails.
Hea: 1000 (1000) Sta: 543 (1000) Ene: 748 (1200) Res: 1000 (1000) Thi: 503
(1000)
Hun: 911 (1000) Oxy: 1000 (1000)
You ineptly swing at the shambling zombie with your blue beech baseball bat but
she easily blocks the blow with her left hand.
Your violence alignment has been adjusted by 20.
Your justice alignment has been adjusted by 20.
Your order alignment has been adjusted by 10.
You have gained 25 reputation in the Winchester faction.
You killed the shambling zombie.
examine corpse
This is a fresh zombie corpse.
Wearing : a pair of blue vinyl wellington boots, a black cotton drop waisted
pleated skirt and a geeky black t-shirt.
Carrying: a faded photograph.
It seems to have some money in its wallet.
>
get photograph from corpse
You get a faded photograph from the corpse of shambling zombie.
> You can now use smash again.
look photograph
This is a faded photograph of a plump man in his late fifties with his arm
companionably around the shoulder of a pretty young girl. It's a beautiful,
bright day with a background of a deep blue sky unmarred by clouds. They are
both smiling cheerfully into the camera, oblivious to the future that the
world has in store for them. She looks perhaps fifteen years old, full of
promise. His hair on the other hand was going white even back then.
It appears to have something written on it.
>
read photograph
You can now use kick again.
You read the faded photograph:
Written in neat handwriting:
Me & Dad - Loch Lomond, Mar 1982

>
down
You go through the manhole cover, opening and closing it behind you.
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A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick. There is a manhole cover in the ceiling that leads up into the
street.
There are two obvious exits: up (closed door) and down (clear).
@
>
down
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick.
There are two obvious exits: up (clear) and down (clear).
@
>
l
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick.
There are two obvious exits: up (clear) and down (clear).
@
>
down
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick. The tunnel flares off through a steel grating, and a passage leads
up to the surface above.
There are two obvious exits: up (clear) and southeast (clear).
@
\
*
|
>
se
[ me | game | room | web | wiki | boards | vote ]
A rank sewer (dark)
You can hear: Nothing.
This is down in a rank sewer line. It is a circular tunnel made of bricks and
concrete with an indentation in the ground that allows for water to flow
through. A cable runs along the western wall leading into much of the sewer's
darkness. This tunnel not the sort of place to come and have a cup of tea,
but then again for traversing through the undergrounds of the city it'll do
the trick.
There are two obvious exits: northwest (clear) and south (clear).
^
\
@
|
*-
>
s
A rank sewer (dark)
You can hear: Nothing.
[n,e]
^
\
*
|
@-^
>
e
A rank sewer (dark)
You can hear: Nothing.
[u,w]
|
*-@
>
up
You go through the cellar hatch, opening and closing it behind you.
[ me | game | room | web | wiki | boards | vote ]
A cellar (dark)
You can hear: Nothing.
The cellar here is large and spacious - there's enough room to store enough
supplies to last those who have allied themselves to the Winchester for
several years. Unfortunately, that will undoubtedly have to wait until the
obvious infestation problems have been dealt with. The cellar itself is
currently empty - just a vast cavern with rough stone walls that are slick
with insects. Blurgh.
There are four obvious exits: north (clear), east (clear), northeast (clear)
and
down (closed door).
The corpse of a teenage boy is slumped on the ground.
*-$-*
|x|x|
&-$-&
|x|x|
@-$-$
>
ne
A cellar (dark)
You can hear: Nothing.
A wee mouse, a skittering cockroach and a timorous mouse are standing here.
The corpse of a baby boy is broken and brutalised on the ground.
[n,s,w,e,ne,nw,se,sw]
*-$-*
|x|x|
&-@-&
|x|x|
v-$-$
> Something leaves north.
Something leaves east.
Something leaves north.
e
Something arrives from the southeast.
Something leaves southwest.
[ me | game | room | web | wiki | boards | vote ]
A cellar (dark)
You can hear: Nothing.
The cellar stretches off, a dark and forbidding place full of dreadful,
skittering sounds and slimy, alien insects. A set of stairs, made of plain
grey concrete, lead up to the main floor of the church. The cellar is
entirely empty, and is likely to remain so for quite some time judging by the
level of infestation. Its cold stone floor and equally cold stone walls are
slithering with vermin - anything stored here would likely be spoiled within
minutes.
There are six obvious exits: north (clear), south (clear), west (clear), up
(clear), northwest (clear) and southwest (clear).
A skittering cockroach, a timorous mouse and a chittering cockroach are
standing here.
The corpse of a young boy are slumped on the ground.
*-$-*
|x|x|
&-*-@
|x|x|
&-$-$
> Something leaves southwest.
Something leaves west.
up
Two things arrive from the south.
Something leaves northwest.
Something leaves southwest.
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A stairwell (very brightly lit)
You can hear: Nothing.
As with elsewhere in the church, this alcove has been fitted with red carpets
and blue walls. It's a stairwell more than anything else, with a set of
stairs leading up to other parts of the church, and a set of unadorned stone
steps leading down into what is presumably the cellar. The main hall of the
church lies off to the west.
There are three obvious exits: west (clear), up (clear) and down (clear).
|
&-*-@
+
>
w
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A south end of the church hall (very brightly lit)
You can hear: Nothing.
The main hall of the church lacks the sense of splendour or grandeur so easily
associated with Catholic churches, but it does present a more welcoming
facade. There are no pews - instead, the hall is filled with wooden chairs
arranged into rows that extend from one blue wall to the next. The floor,
rather than austere tiles or forbidding wood, are covered in a thin,
threadbare red carpet. At the far north of the hall is the raised pulpit of
the church, which is flanked by two communion tables. The walls are mostly
bare, but a few samplers have been placed between the windows to reinforce
certain lessons of the church. The hall continues to the north, and a pair of
matching alcoves head off to the east and the west. The entrance of the
church can be reached to the south.
There are four obvious exits: north (clear), south (closed door), east (clear)
and
west (clear).
+$
|
&-@-O
+
>
s
You go through the south door, opening and closing it behind you.
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A church entrance (very brightly lit)
You can hear: Nothing.
The entrance to Saint Andrews Parish Church does not look much like a
traditional house of worship - in fact, it looks a good deal more like a civic
recreation centre, although here and there are the trappings of faith that
more precisely define its purpose. The floor is covered in a theadbare red
carpet that looks as if it hasn't seen much in the way of affection for many
years. The walls are a light blue, but are marred with smudges and smears. A
pair of large double doors in the north wall lead off into the main church,
and a smaller door to the west leads into the grounds of the church. The door
to the south leads back to the street outside.
There are three obvious exits: north (closed door), south (closed door) and
west (closed door).
A charity box is hanging by the door.
+
+@
+
>
s
You go through the south door, opening and closing it behind you.
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Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
Alphabet Street is a thin, cobbled road that looks as if it had been forgotten
by urban planners for a century, an impression not shaken by the fact that it
seems to just exist so more interesting buildings can have a back to them.
Cobbled streets are rare in many cities, having been successively removed as a
relic of a more archaic and less efficient time. Alphabet Street, perhaps by
virtue of the fact it's too narrow to allow much in the way of vehicular
traffic, has been left with its distinctive stones. The sole feature of real
interest in the street is the brooding mass of the Winchester bar.
There is no respite to be found on this very cold autumn day - the violence of
the intense storm that rages all around has almost supernatural energy.
There are four obvious exits: east (clear), west (clear), south (closed door)
and
north (closed door).
A tiny boy is standing here.
| + + + + + + /
*-$-$-*-*-$-@-$-*
+ + + + + + \
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A unremarkable woman is standing here.
A piece of dog skin and two lumps of dog flesh are on the ground.
[e,w,s,n]
+ | + + + + + + /
*-*-$-$-*-*-@-$-$-*
| + + + + + + \
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
[e,w,n,s]
| + | + + + + + + /
*-*-*-$-$-*-@-$-$-$-*
+ | + + + + + + \
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
[e,w,n,s]
+ | + | + + + + + + /
&-*-*-*-$-$-@-*-$-$-$-*
| + | + + + + + + \
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A tom cat and a tom cat are standing here.
[e,w,n,s]
| + | + | + + + + + +
*-$-*-*-*-$-@-*-*-$-$-$-*
+ | + | + + + + + +
>
w
The unremarkable woman greets you.
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
A small girl is standing here.
An information poster is hanging from a nearby wall.
[e,w,s,n]
| + | + | + + + + + +
&-*-$-*-*-*-@-$-*-*-$-$-&
+ | + | + + + + + +
>
w
Alphabet Street (very brightly lit)
You can hear: Nothing.
In the distance you can see: Nothing.
[e,w,n]
| | + | + | + + + + + +
*-$-*-$-*-*-@-$-$-*-*-$-&
\ + | + | + + + + + +
>
n
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The Winchester's main bar (very brightly lit)
You can hear: Nothing.
While it was probably never the world's most salubrious location before the
crisis, recent events have taken their toll on this shabby, barricaded pub.
The windows have been heavily fortified with boards, bricks and corrugated
iron. The main door into the pub likewise has heavy-duty barricading, with
access permitted via the use of a set of sturdy metal bars. The room itself
is dominated by the wooden counter of the bar. Above the counter is what is
almost certainly a reproduction winchester rifle. A pool table, looking
somewhat out of place in this austere fortified position, stands off in a
corner, and a jukebox is silent in the corner. A cheap clock on the wall
behind the counter ticks off the hours of the apocalypse.
There are four obvious exits: north (closed door), south (clear), up (clear)
and
down (clear).
Liz is sitting on the jukebox and Shawn is standing here.
An information poster is hanging from a nearby wall, a clear glass whisky
bottle is on the floor and a faction donation box is fixed to the wall.
+
@
|
-*-
>
down
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The Winchester's cellar (very brightly lit)
You can hear: Nothing.
The cellar is dank, dark and spacious. Various kegs, boxes and crates have
been stacked up against the stone walls, although they have been locked away
in a solid wire security cage - probably to flummox casual pilferers. A
computer has been set up on one of the crates, with a yellow post-it note
attached to its monitor. A set of wooden stairs leads back up to the main
bar.
There is something about this particular room that suggests commerce is
permitted, and perhaps even encouraged.
There are two obvious exits: storeroom (locked door and closed door) and up
(clear).

Old John is standing here.
A chalkboard is hanging by the stairs, a shop safe is on the floor and a
desktop computer is set up on one of the crates.
@
> The small girl greets you.
give photo to john
Old John greets you.
You offer to give a faded photograph to Old John.
> You have been automatically registered for the quest "Memento".
He looks quite upset, but still glad to have the photograph.
You have completed the quest "Memento"!
You have gained 250 reputation in the Winchester faction.
Solving that quest awarded you with 24176 xp.
Solving that quest awarded you with $119.75.
Your loyalty alignment has been adjusted by 25.
Your justice alignment has been adjusted by 25.
Your order alignment has been adjusted by 25.
You give a faded photograph to Old John.
Old John stares at the photo, tears welling in his eyes.
Old John whispers to you: Ah, she was so beautiful, my daughter.
Old John he stares in silence for a moment.
Old John whispers to you: I mean, I knew. Of course I knew that she was dead. I
even suspected she had turned.
Old John whispers to you: At least now I now for sure. And I have this to
remind me...
Old John whispers to you: Of a happier time.
Old John turns away, wiping furiously at his eyes.
Old John whispers to you: Thank you.