ACCESSING THE SWISS ARMY KNIFE IN THE CURRENT TIME MESA (by the downward slope) >wait Time passes... Martin takes the kitten in his arms and stands up. The darkness of his earlier mood has completely disappeared. He heads northeast towards the waterfall. >ne MESA (by the waterfall) Martin stands at the waterfall, petting the tiger- striped kitten that he holds in his arms. The kitten purrs. >wait Time passes... Martin stands at the waterfall, petting the tiger- striped kitten that he holds in his arms. The kitten purrs. >wait Time passes... Martin heads southeast. >se RAVINE PATH Martin heads southeast. >se RAVINE (across from the sycamore grove) Martin heads southwest. >sw STRAIGHT PATHWAY Martin heads southwest. >sw BY THE FLAT ROCK Martin heads southeast. >se BY THE RASPBERRY BUSH Martin heads south. >s OUTSIDE THE BACK DOOR Martin says "Mellon" to the stone door. The stone door opens. >w KITCHEN Martin enters from the east though the stone door carrying the kitten. Out of the corner of your eye you see something small fluttering into the kitchen just above Martin's head. Must be a moth, you think. But it quickly disappears from sight and you're not sure where it went. >w LAUNDRY ROOM >put can on washer Upon leaving your possession, the fake can of spam increases its substance and visibility. The fake can of spam then begins to glow, undergoing a change that completely transforms it. After a while the glow fades and you sense that the fake can of spam has become bound to the surroundings here. The fake can of spam is now on the washing machine. It occurs to you that the can of spam looks out of place here. Come to think of it, a can of spam would look out of place anywhere (except, of course, on a shelf in a pantry, and then only if it were closed). However, you decide to leave it where it is anyway. >put glass on shelf Upon leaving your possession, the glass of drinking water increases its substance and visibility. The glass of drinking water then begins to glow, undergoing a change that completely transforms it. After a while the glow fades and you sense that the glass of drinking water has become bound to the surroundings here. The glass of drinking water is now on the glass shelf. You hear a muffled thump coming from overhead. Then there are some faint grinding noises and then another muffled thump. Looking up you notice something odd about the ceiling. Inlaid into the west end of the ceiling is a very large fuzzy white cube. In the exact center of the fuzzy cube is a round metal depression that appears to be a sort of socket. Maybe. The fuzzy cube in the ceiling rotates a quarter turn from north to south. The side of the cube now facing you looks like a fuzzy white square with a round metal depression in the center. The fuzzy cube in the ceiling rotates a quarter turn from north to south. You see a large round hole in the side of the fuzzy cube that is now facing you. Looking though the hole you can see a little bit of the inside of the fuzzy chamber. >stand on dryer You're now standing on the dryer. >u FUZZY CHAMBER >take mouth tile As you take the mouth tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread squirt something into the air. You catch a hint of it in your mouth and it tastes quite sweet. Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be beneath you, is now to the south. You hear a thump coming from the east wall. Then you hear a grinding noise receding from the east wall, while at the same time you hear a grinding noise approaching the ceiling. This is followed by a thump coming from the ceiling. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the south, is now to the west. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the west, is now to the north. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the north, is now to the east. >e SHORT HALL >e MARTIN'S BEDROOM The bedroom is very messy. The floor is covered with piles of laundry, books, comic books, video games, papers, hangers, notebooks, and other stuff. On the west wall next to the door is a dresser. On the floor near the dresser is a small opening that looks like a laundry chute. Mounted on the north wall is a glass display case. The display case is currently closed. In the glass display case you see a golden lamp. On the bed you see a violin and a violin bow. >x piles The piles of stuff are stacked dangerously high. You suspect that if even one more thing were added onto the piles, everything would collapse into a sliding avalanche. You look through the laundry, books, comic books, video games, papers, hangers, notebooks, and other stuff. But nothing in particular seems worthy of your attention. But as you bend close to the ground, you see a glint of something that has apparently slid under the dresser. It looks shiny! >look under dresser Under the dresser you see a swiss army knife! It occurs to you that the knife has probably been lost for some time now and that Martin would be unlikely to miss it if you were to take it back to the future with you. >put screwdriver on piles Upon leaving your possession, the small Phillips screwdriver increases its substance and visibility. The small Phillips screwdriver then begins to glow, undergoing a change that completely transforms it. After a while the glow fades and you sense that the small Phillips screwdriver has become bound to the surroundings here. As the small Phillips screwdriver lands, the piles collapse into an avalanche that sends stuff sliding every which way across the floor. Some of the stuff slides under the dresser and knocks a shiny item into the laundry chute. You hear a clatter as the item falls down the chute. >w SHORT HALL >w FUZZY CHAMBER >put mouth tile in sack As you put the mouth tile into the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread squirt something into the air. You catch a hint of it in your mouth and it tastes rather sour. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the east, is now to the north. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the north, is now to the west. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the west, is now to the south. You hear a thump coming from the ceiling. Then you hear a grinding noise receding from the ceiling, while at the same time you hear a grinding noise approaching the east wall. This is followed by a thump coming from the east wall. Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be to the south, is now beneath you. You manage not to fall through the hole by keeping to the side. >take nose tile As you take the nose tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread jerk slightly and let out a small bubble. The bubble rises into the air and breaks. For a few moments you smell Chanel No. 5 perfume. Then the smell dissipates. Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be beneath you, is now to the south. You hear a thump coming from the east wall. Then you hear a grinding noise receding from the east wall, while at the same time you hear a grinding noise approaching the ceiling. This is followed by a thump coming from the ceiling. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the south, is now to the west. Suddenly the fuzzy chamber changes its orientation. You struggle to keep your footing as the floor makes a quarter turn beneath you. When the movement stops, you see that the large round hole, which used to be to the west, is now to the north. >n BALCONY >d EAST COURTYARD You see a copper key and a glass of lemonade here. >w WEST COURTYARD >w As you enter the swirling mist, your mouth fills with a taste sensation, oddly sour. You feel yourself being sucked into the essence that had previously been ripped from you. You feel whole again! Then you find yourself being pushed through to the other side, where you stumble unsteadily on your feet until you regain your balance... ------------- Press space bar to continue ----------- ------ SECRET GARDEN (near the east wall) There is something very unusual about the east wall of the garden. The center of the wall appears to be missing. You see a swirling mist there. >w You follow the yellow brick road around until you are in the center. GAZEBO There is something very unusual about the east wall of the garden. The center of the wall appears to be missing. You see a swirling mist there. You see a desk chair and a pot of gardenias here. >take pot You take the pot of gardenias. >d TUNNEL (north end) >s TUNNEL (south end) >u DANCE STUDIO You see a coat rack here. You see Agador-Spartacus in the back half of the living room. He's wagging his tail. >e LIVING ROOM (back half) On the music stand you see "Water Music". You see three empty boxes, two ordinary cans of spam, and a magic carpet (rolled) here. Agador-Spartacus leaves the back half of the living room going north, headed for the west part of the courtyard. >s LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a magic carpet (rolled) here. >e You go through the strands of beads. DINING ROOM (by the west end of the table) On the west end of the table you see a plate, a fork, a knife, and a spoon. >ne The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing "Zip-A-Dee-Doo- Dah". Then the blue birds land back on the china cabinet doors and grow still. DINING ROOM (by the china cabinet) >n KITCHEN You see a tray on the platform above the Black Box. You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a plucked daisy, a bath robe, two short white socks, a small tape recorder, a large towel, a basket, a crystal box, a whistle, an audio cassette with a yellow label, a twenty dollar bill, a fan, a brass token, a rubber duckie, and a sink stopper here. >take daisy You take the plucked daisy. >w PHONE BOOTH, in the pantry You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be transmogrified. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >drop pot, daisy pot of gardenias: The pot of gardenias is now on the floor. plucked daisy: The plucked daisy is now on the floor. You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be transmogrified. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "9" You pick up the receiver. You press "9". You hear the sound of a motor grinding and a high pitched whistle. The grinding noises continue while the voice on the phone says "Parity considerations require that there must be exactly two objects located within the phone booth at the time of transmogrification, not counting shielded telephone equipment and protective eyewear (if worn). Please stand by while the current object count is determined." Crisscrossing laser beams scan the phone booth as the voice says: "pot of gardenias 1 (on floor) plucked daisy 1 (on floor) human 1 undershorts 1 khaki trousers 1 store receipt 1 pocket watch 1 flannel shirt 1 security badge 1 lab coat 1 white tap shoes 2 headphones 1 journey belt 1 small cloth sack 1 hand tile 1 eye tile 1 ear tile 1 mouth tile 1 Scheherazade sheet music 1 nose tile 1" The voice continues. "The count of objects has been determined to be 21. Please remove 19 objects from the phone booth. Transmogrification will automatically begin when the count of objects reaches 2. Press "9" to abort transmogrification and to return to the main menu." >e You drop the receiver. KITCHEN You see a tray on the platform above the Black Box. You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a bath robe, two short white socks, a small tape recorder, a large towel, a basket, a crystal box, a whistle, an audio cassette with a yellow label, a twenty dollar bill, a fan, a brass token, a rubber duckie, and a sink stopper here. The phone booth door closes. The phone booth disappears. >w PANTRY The pantry is about the size of a phone booth. You see an ordinary can of spam and a fake can of spam on the shelves. But looking at the pantry shelves makes you feel dizzy, so you turn your eyes away without getting a good look at everything that might be there. The kitchen is to the east. On the pantry shelves you see an ordinary can of spam and a fake can of spam. >take fake can You take the fake can of spam off of one of the pantry shelves. >e KITCHEN You see a tray on the platform above the Black Box. You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a bath robe, two short white socks, a small tape recorder, a large towel, a basket, a crystal box, a whistle, an audio cassette with a yellow label, a twenty dollar bill, a fan, a brass token, a rubber duckie, and a sink stopper here. >open can The fake can of spam is now open. You notice a Swiss army knife inside the fake can of spam. But looking inside the can makes you feel dizzy, so you turn your eyes away without getting a good look at everything that might be in there.