Welcome to FINDING MARTIN (Version 1.09) DREAMING KLEIN BOTTLE YouareinsideaKleinBottle. You see some brightly colored machine tools here. > mqz7s!! mqz7s!! mqz7s!! MQZ7s!! MQZ7s!! MQZ7s!! MQZ7s!!MQZ7s!! FEEDBACKFEEDBACKFEEDBACKLOOPLOOPLOOP!! CRASH!! SMASH!! NOBOTTLENOBOTTLE!! XILEF!! ------------- 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. >n You follow the stone path around until you are near the north wall. SECRET GARDEN (near the north 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. >n STONE PATH (by the red door) >close door As your gloved hands get near the red round door, a small exchange of sparks travels between the gloves and the red round door. A connection between you and the red round door has been made! The red round door is now closed. >lock door with silver key The red round door is now locked. >n STONE PATH (by the aspen grove) Most of the fireflies seem to have gathered here. This must be one of their favorite spots. Their lights illuminate a stone path, twinkling brightly as if to imitate the stars above. >n As you walk into the grove of aspen trees, you find yourself becoming distracted. You're not sure how far you have gone since you entered the grove, but apparently you've gone far enough so that you can no longer see the stone path. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. You see fireflies here. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. CLEARING >s CURVED PATHWAY >se BY THE FLAT ROCK >ne STRAIGHT PATHWAY >ne RAVINE (across from the sycamore grove) >throw copper key in ravine Upon leaving your possession, the copper key increases its substance and visibility. The copper key falls to the bottom of the ravine and is carried away by the swiftly flowing creek. >throw silver key in ravine Upon leaving your possession, the silver key increases its substance and visibility. The silver key falls to the bottom of the ravine and is carried away by the swiftly flowing creek. >sw STRAIGHT PATHWAY >sw BY THE FLAT ROCK >s LABORATORY An intensely bright beam of light is shining westward out of the microwave box. >close window As your gloved hands get near the window, a small exchange of sparks travels between the gloves and the window. A connection between you and the window has been made! The window is now closed. >lock window As your gloved hands get near the window, a small exchange of sparks travels between the gloves and the window. A connection between you and the window has been made! The window is now locked. >push stop button You push the stop button and it pops back up. The intensely bright beam of light disappears. >open microwave door You open the microwave box door. Inside the microwave box you see a glass. >take glass As your gloved hands get near the glass, a small exchange of sparks travels between the gloves and the glass. A connection between you and the glass has been made! You take the glass out of the microwave box and find that its being in your possession causes it to decrease its substance and visibility. However, you sense that the glass has not undergone a complete transformation; It still is bound to the surroundings on this side of the mist. >close microwave door As your gloved hands get near the microwave box door, a small exchange of sparks travels between the gloves and the microwave box door. A connection between you and the microwave box door has been made! The microwave box door is now closed. >w EAST COURTYARD >close doors As your gloved hands get near the metal doors, a small exchange of sparks travels between the gloves and the metal doors. A connection between you and the metal doors has been made! The metal doors are now closed. >put chain on doors Upon leaving your possession, the shiny chain increases its substance and visibility. The shiny chain is now on the metal doors. >put padlock on chain Upon leaving your possession, the shiny padlock increases its substance and visibility. The shiny padlock is now on the shiny chain. >lock padlock As your gloved hands get near the shiny padlock, a small exchange of sparks travels between the gloves and the shiny padlock. A connection between you and the shiny padlock has been made! The shiny padlock is now closed and locked. The shiny padlock is now locked. >drop glass Upon leaving your possession, the glass increases its substance and visibility. The glass is now on the ground. >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 stone path 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 here. >d TUNNEL (north end) >s TUNNEL (south end) >u DANCE STUDIO You see a coat rack here. >e LIVING ROOM (back half) On the music stand you see "Water Music". You see three empty boxes and two ordinary cans of spam here. You see Agador-Spartacus in the front half of the living room. He's wagging his tail. >s LIVING ROOM (front half) You see three empty boxes and three ordinary cans of spam here. Agador-Spartacus stands before you, wagging his tail affably. >take off gloves You take off the gloves. They slip from your grasp and float in the air, halfway between floor and ceiling. Agador-Spartacus stands before you, wagging his tail affably. >n LIVING ROOM (back half) On the music stand you see "Water Music". You see three empty boxes and two ordinary cans of spam here. You see Agador-Spartacus in the front half of the living room. He's sitting down. >n WEST COURTYARD An intensely bright beam of light is coming out of the lens of the microwave box. It shines west through the open metal doors, cutting across the courtyard to strike the center of the west wall. The light beam seems to be interacting somehow with the red rock of the wall, causing the center of the wall to appear shimmery and insubstantial. >e EAST COURTYARD An intensely bright beam of light is coming out of the lens of the microwave box. It shines west through the open metal doors, cutting across the courtyard to strike the center of the west wall. The light beam seems to be interacting somehow with the red rock of the wall, causing the center of the wall to appear shimmery and insubstantial. You see a rusty chain here. >e LABORATORY An intensely bright beam of light is shining westward out of the microwave box. The train is stopped at the platform above the lab bench. You see a tray containing a napkin on the platform above the lab bench. You see a green candle (lit), a tray, a mug, a plate, a large piece of broccoli, a tray containing a napkin, some goggles, a small cloth sack, a nose tile, an eye tile, "Theme from Scheherazade", and a large towel here. >take sack, nose tile, eye tile small cloth sack: You take the small cloth sack. nose tile: You take the nose tile. eye tile: You take the eye tile. >put nose tile in sack As you put the nose tile into the sack, the gold thread begins to vibrate. Then you hear a somewhat offensive brrrping noise and one of the fuzzy dice turns pink. It smells like someone just farted. After a few moments the smell dissipates and the die goes back to its normal color. >put eye tile in sack As you put the eye tile into the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a brief flash of blue light. >w EAST COURTYARD An intensely bright beam of light is coming out of the lens of the microwave box. It shines west through the open metal doors, cutting across the courtyard to strike the center of the west wall. The light beam seems to be interacting somehow with the red rock of the wall, causing the center of the wall to appear shimmery and insubstantial. You see a rusty chain here. >w WEST COURTYARD An intensely bright beam of light is coming out of the lens of the microwave box. It shines west through the open metal doors, cutting across the courtyard to strike the center of the west wall. The light beam seems to be interacting somehow with the red rock of the wall, causing the center of the wall to appear shimmery and insubstantial. >s LIVING ROOM (back half) On the music stand you see "Water Music". You see three empty boxes and two ordinary cans of spam here. You see Agador-Spartacus in the front half of the living room. He's wagging his tail. >s LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a pair of gloves here. The gloves are floating halfway between the floor and ceiling. Agador-Spartacus stands before you, wagging his tail affably. >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. You see Agador-Spartacus in the front half of the living room. He's wagging his tail. >ne 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 bath robe, two short white socks, a small tape recorder, 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, a sink stopper, a Swiss army knife, and a fake can of spam here. >take fan, yellow cassette fan: You take the fan. yellow audio cassette: You take the yellow audio cassette. >w PHONE BOOTH, in the pantry You see a pot of gardenias and a plucked daisy here. 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 "4" You pick up the receiver. You press "4". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The phone booth door opens. PHONE BOOTH, by the second floor landing You see the second floor landing to the east. >e You drop the receiver. SECOND FLOOR LANDING >n SHORT HALL On the glass shelf you see a white pawn. >w FUZZY CHAMBER >take ear tile As you take the ear tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short high-pitched whistling sound. 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 south wall. This is followed by a thump coming from the south 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 east, is now beneath you. You manage not to fall through the hole by keeping to the side. 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 west. >w RACHEL'S BEDROOM On the glass shelf you see a sketchbook. >put ear tile in sack As you put the ear tile into the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short low buzzing sound. >take sketchbook You take the sketchbook off of the glass shelf. The fuzzy cube rotates a quarter turn from top to bottom. 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 rotates a quarter turn from top to bottom. You hear a muffled thump coming from the general direction of the fuzzy cube. Then there are some faint grinding noises and then another muffled thump. 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 rotates a quarter turn from left to right. The side of the cube now facing you looks like a fuzzy white square with a round metal depression in the center. ------------- Press space bar to continue ----------- ------ The fuzzy cube rotates a quarter turn from left to right. 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. The fuzzy cube rotates a quarter turn from left to right. You hear a muffled thump coming from the general direction of the fuzzy cube. Then there are some faint grinding noises and then another muffled thump. 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 rotates a quarter turn clockwise. The same side of the cube is still facing you. ------------- Press space bar to continue ----------- ------ The fuzzy cube rotates a quarter turn clockwise. The same side of the cube is still facing you. The fuzzy cube rotates a quarter turn clockwise. You hear a muffled thump coming from the general direction of the fuzzy cube. Then there are some faint grinding noises and then another muffled thump. The same side of the cube is still facing you. >turn page You turn some pages until you are in the middle of the sketchbook. >turn page You turn some more pages until you are near the end of the sketchbook. >x sketchbook Near the end of the sketchbook you see a pencil drawing of Martin sitting on an oriental rug, playing with a tiger-striped kitten. Martin looks about seventeen years old. The drawing seems to have captured something fundamental about Martin, showing you the warmth of his connection with the kitten and the gentle optimism of his spirit. >turn page You turn back to the first page. >put sketchbook on shelf The sketchbook is now on the glass shelf. You hear a muffled thump coming from the general direction of the fuzzy cube. Then there are some faint grinding noises and then another muffled thump. The fuzzy cube rotates a quarter turn counterclockwise. The same side of the cube is still facing you. The fuzzy cube rotates a quarter turn counterclockwise. The same side of the cube is still facing you. The fuzzy cube rotates a quarter turn counterclockwise. The same side of the cube is still facing you. ------------- Press space bar to continue ----------- ------ You hear a muffled thump coming from the general direction of the fuzzy cube. Then there are some faint grinding noises and then another muffled thump. The fuzzy cube rotates a quarter turn from right to left. 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. >e FUZZY CHAMBER >take ear tile As you take the ear tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short high-pitched whistling sound. 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 On the glass shelf you see a white pawn. >s SECOND FLOOR LANDING >w PHONE BOOTH, by the second floor landing You see a pot of gardenias and a plucked daisy here. 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 returned. 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, the door slams closed, and the phone booth suddenly drops very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The door opens and you see the kitchen. PHONE BOOTH, in the pantry You see the kitchen to the east. You hear the computerized voice tell you... 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. >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 basket, a crystal box, a whistle, a twenty dollar bill, a brass token, a rubber duckie, a sink stopper, a Swiss army knife, and a fake can of spam here. >s DINING ROOM (by the china cabinet) >sw 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. >w You go through the strands of beads. LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a pair of gloves here. The gloves are floating halfway between the floor and ceiling. >lie on sofa You're now lying on the sofa. >sleep Closing your eyes, you fall asleep and begin to dream... ------------- Press space bar to continue ----------- ------ DREAM You are surrounded by white mist. You see Martin in the mist some distance away from you. His arms reach out to you and his frightened eyes are pleading. He seems to be fading and falling away from you.