Moya Corridor
"Jool, we need you to go back to that magic planet and get some more granola," Aeryn says to you.
You reply, "Zork? I don't want to go back there! That place scares me! Don't you remember what happened last time?"
"Just do it, Jool. Go talk to," Aeryn pauses for a moment, "Crichton. I don't want to hear your whining anymore."
>LOOK
Moya Corridor.
You are standing in one of the twisty corridors on the Leviathan called Moya, which has become your temporary home. Exits lead east and west.
>GO EAST
You head east, down one of Moya's circular hallways. Eventually, you get to one of the refurbished prison cells. John's. The door is closed.
>OPEN CELL DOOR
You start to open it, but then realize that just barging into his room would be rude. You decide to knock on it instead.
Moments later, the cell door slides open and John greets you. "Hey, Jool. What's up?"
>TALK
You tell him what Aeryn told you. "I really don't want to go back there again," you continue. "Besides, I don't even *like* granola!"
"Stop complaining," he says. *Everyone's tense today*, you think, *so why are they all taking it out on me?*
John goes to the corner of his room and grabs an old fabric bag, with all sorts of junk in it. He hands it to you.
"This was my adventuring gear from the last time I was there. I'm sure it'll come in handy."
*One sack of adventuring tools has been added to your inventory*
>LOOK
John Crichton's Room.
You are standing in John's refurbished prison cell. It is lacking in the modern conveniences you were used to. There is a metallic bed in the back of the room, a table next to it, and a dressing blind next to that. The exit lies to the south.
>GO SOUTH
You find yourself in another of Moya's many hallways. Exits lead east and west.
>INVENTORY
You are carrying:
One (1) sack of tools containing:
One (1) spell book
More than enough Zorkmids for any adventurer
One (1) Elven sword
One (1) Frobozz Magic Flashlight w/ auto-recharging flashlight batteries
One (1) intership communicator
>EXAMINE SPELL BOOK
The spell book is an older model, which means it's not auto-gnustoing. Luckily, John gnustoed gnusto the last time he used it. Along with that very important "Add spell to spell book" spell (Gnusto), there are other spells in here, including:
Aeryn - Read minds
D'Argo - Gain immense strength for 12.5 seconds
Stark - Speak with the dead
Jool - Change metal into water
Chiana - Make self become more attractive to others
Rygel - Turn self invisible
Crichton - Instant camouflage
Transport Pod - Change air into a vehicle
>EXAMINE ZORKMIDS
The individual zorkmid is gold in color, and bears the image of Wurb Flathead. There is a date stamped on it: 883 GUE. The individual zorkmid is the lowest denomination of currency on Zork, but you have more than enough for anything you may need.
>EXAMINE ELVEN SWORD
This sword appears to be of Elven workmanship.
>EXAMINE FLASHLIGHT
The Frobozz Electric Flashlight is old and rusting. There is a glass lens at one end, and a hole where the batteries go at the other. At the top of the flashlight, the on/off switch rests. Inside the flashlight are three (3) Frobozz Electric Auto-Recharging Flashlight Batteries.
>EXAMINE COMMUNICATOR
It's a small gold pin with two buttons on either side. In the center is a speaker.
>USE COMMUNICATOR
You hit a button on the communicator, and hear the familiar sound of a transmission being started.
"Pilot?" You say.
"Yes, Joolushko?"
"I need to borrow a transport pod."
"One of Moya's transport pods?" Pilot says.
"Yes, one of Moya's."
"Are you sure. Don't you remember what happened the last time?" *So you broke one transport pod half-a-cycle ago. Can't this guy let it go already?*
"Yes, Pilot. I remember. Aeryn said I have to go back to Zork to get more granola."
After a pause, Pilot says, "Oh. I see. Very well. There's a pod in the landing bay. I have programmed the coordinates to Zork into it. All you have to do is hit the 'launch' control. Please try not to damage the pod."
"Yes, Pilot," you say.
>GO EAST
You continue further east, and eventually end up in the landing bay.
The landing bay is large and spacious. John's "Farscape" module is here, as well as D'Argo's new ship. Arrays of maintenance equipment adorn the walls. In the center of the room, a transport pod sits, it's stairs already descended.
>ENTER POD
You enter the transport pod.
>LOOK
Transport Pod, Interior.
As does everything else natural to Moya, the transport has a metallic-organic look to it. There are windows on the side, but none on the front. In the center of the pod are two chairs. You sit in the closest one.
A button on a panel in front of you is flashing.
>EXAMINE BUTTON
Your translator microbes translate the symbols on the button to "launch pod".
>PRESS BUTTON
You press the launch button. The pod flies off and out of the landing bay, and thus into the void of space.
Ah, space. You sit in the transport pod watching the stars and planets and space debris flying by the windows as the pod heads towards Zork. As the shiny, blue planet that is your destination gets near to the pod, you notice that the pod is shaking. The shaking steadily grows more intense as you realize that the pod is, in fact, getting ready to crash on the surface.
Just then, a joystick pops out of a panel in front of you, and you try to land the pod safely. Unfortunately, you don't really know how to actually fly a transport pod, so the pod ends up crashing in the woods near the edge of the continent on the eastern edge of Zork.
>LOOK
Transport Pod, Interior.
You see debris scattered about the pod. You get the feeling that the crash knocked you out, and so you don't know what time it is. The side-windows show sunlight, though. You figure it to be early morning.
There is a manual here.
>TAKE MANUAL
Taken.
>LOOK OUT WINDOW
Looking out one of the side-windows of the transport pod, you see rows and rows of bright, green trees stretching as far as your eyes can witness. In the distance, you see an enormous white structure with spires sticking out of it. You can barely make out flags attached to the spires.
>EXAMINE MANUAL
The manual bears the title: "Transport Pod: Troubleshooting Guide". You open it up and are greeted with a wholly unfamiliar language. You can actually hear the hums of the translator microbes in your brain as they struggle to make sense of this new text.
Eventually, the text is comprehended, and you read what it says. It doesn't really make all that much sense to you:
-----
Curse Day, a Farscape fanfic by 30d954A (author of The Abominable Spaceman and The Crichton Squadron)
Sequel to "Sweet Yoruk!"
Literary Division of the <--P e o p l e H u r t i n g T V s--> Institute
For more information about Zork mythology, please visit The Chronology of Quendor
click this for the monochrome version of this page
Farscape is not my copyright, and I don't claim that it is.
-----
You sit there with the manual trying to contemplate it's bizarre contents.
>EXAMINE MANUAL
You open the manual yet again, and turn to a random page in it. This time, however, you strike gold.
The page is entitled "How to repair a broken transport pod if you've been stranded on an unfamiliar planet inhabited by magical beings," and it has an introduction by Richard Manning!
The main article for the page states:
As we all know, magical beings exist in this universe. And it is not uncommon for a Leviathan inhabitant to be flying a transport pod one day, and to end up crashing on a planet inhabited by some of these magical beings. In the best case scenario, all you have to do is hit the "launch initiation" button, and the pod should take off again. If things get worse, you might have to fix it yourself using the handy pod schematics found in Appendix A. Please wait while we electronically interface with the pod's brain and determine what is wrong.
...
It seems that you are in trouble. This pod is severely damaged, and you will have to fix it yourself. To do so, here is a list of matierials you will need: Three (3) coils of 8-point wire, one (1) pick-ax, one (1) roll of tape (any kind), and some batteries.
...
I have done a scan of your person and have determined that you meet one of the requirements to repair this pod: You have batteries. If you will, please insert the batteries into the now-flashing panel before you.
A panel in front of you has just opened up, and is steadily, but slowly, flashing.
>USE BATTERIES WITH PANEL
You extract the auto-recharging batteries out of the Frobozz Electric Flashlight and insert them into the steadily flashing panel. The ship's systems hum audibly, and a portion of the ship's electronics are activated. Apparently, the wires you need connect the power source (the batteries) to the rest of the ship.
>LOOK
Transport Pod, Interior.
You are in the interior of a bio-mechanical transport pod. Approximately one-third of the pod is lit up, signifying proper working order. Behind you is a set of stairs, leading to the surface of Zork.
>CLIMB DOWN STAIRS
You slowly walk down the stairs and notice that it is early morning. You can tell this from the smell of the air. From this, you also calculate that you are facing North, in which direction a large, white castle stands.
>LOOK
Forest.
You are currently surrounded by many trees of different types. Through the trees, you can barely make out the inviting illumination of a towne. This friendly-seeming, though eerily quiet towne lies to the north-west.
>GO NW
You traverse through the dense thicket of green trees until you arrive at the towne. There is a sign here.
>READ SIGN
Welcome to the Towne of Aragain, formerly the location of the castle Flatheadia.
Population: 1000.
Now celebrating: The Annual Curse Day Festival, 7 through 14 Mum GUE.
>LOOK
Towne of Aragain.
You see the large Towne of Aragain stretching out beyond you. You are in the oil district of the towne, which is where the first settlers settled. Thus, all the buildings in this town have the same wood-wall look. You can spot more modern buildings in the distance.
Of particular interest in the Aragain Towne oil district are: the Aragain Towne Hall towards the southwest, the Aragain Tavrne to the northwest, a Frobozz Magic Pawn Shop Co. Pawn Shoppe to the east, and some sort of Inne directly north.
>GO SW
You go southwest and end up at the entrance to the Aragain Towne Hall. The Towne Hall's design matches the rustic wooden-type of the other buildings. The doors here provide a stark contrast, as they are mechanical, and slide open and closed as someone approaches. Thus, they open for you as you stand there staring.
>ENTER TOWN HALL
You enter the Towne Hall and suddenly smell old clothes. Not to say that there's a stockpile of aged garments hoarded at the Towne Hall for any apparent reason, that's just how the place smells.
>LOOK
Aragain Towne Hall.
You notice that there are three wooden desks spaced at various places in the room. One in the center, and two just scattered around. The one in the center has ornately designed bronze bars protruding from it, and climbing up to the ceiling. An old balding man with a bushy mustache stands behind the desk, ready to be of service.
>TALK TO MAN
The way you walk up to the desk can only be described as "moseying". You mosey up to the desk in such a way that the man behind the desk can't help but notice you.
"Where can I find wire and a pick-ax?" you ask.
"Why would a pretty, young lady like you need heavy tools like that for?"
"Look, I just crashed my ship in some forest out there! I'm tired and this place is really freaking me out. Where can I find some wire and a pick-ax?"
"Uh...," the man behind the desk says, startled by your outburst. "Try the pawn shop nearby."
"Thank you." You turn to leave, but the man behind the desk says something new.
"Don't bother going there today. Everything's closed?"
"What?" You almost yell. "How could everything be closed?"
"Where have you been? It's Mumberbur 12'th!"
"So?"
"It's time for the annual Curse Day Festival!"
"Oh... right. What is 'Curse Day' anyway?"
The man behind the desk takes a long breath, preparing to begin a lengthy story.
"Curse Day," he says, "is always celebrated on the 14'th of Mumberbur. You see, when Lord Dimwit Flathead the Excessive ruled over the Great Underground Empire, he had a habit of annoying people. One person in particular, the wizard Megaboz, was so greatly angered over Dimwit's desire to build a gargantuan statue in his own likeness in the Fublio Valley, where Megaboz lived. To exact revenge, he appeared in Dimwit's Great Hall during his Great Dinner and placed a Great Curse on him. Not long after that, Dimwit, and his 11 siblings died. That was in the year 789 GUE. Almost one hundred years later, on 14 Mum 883 GUE, the Flathead Empire crumbled. And that is why we hold the Curse Day Festival every year starting on 7 Mum and culminating on 14 Mum, when the current rules of the Great Underground Empire visit us to tell us why they shall not be cursed for another year."
"Oh, that's very interesting," you say.
"Yeah. After the Flathead empire fell, the rule of the Dungeon Masters began. A nameless adventurer managed to find something that let him or her travel back in time, and he or she used that to try to stop the Flathead Fall. Unfortunately, he or she was unsuccessful, obviously. However, this adventurer was named by the wizard Megaboz as the first Dungeon Master, and it became his job to watch over the Great Underground Empire. He did so rather well until the year 948 GUE, when another nameless adventurer destroyed some crazy wizard and became the second Dungeon Master. His rule, however, didn't last long. The alchemists took over that area. You know how alchemists can be, yeah? See, while all this was happening, a guy named Syovar I took over the abovegrounds and appointed himself King of Zork. Then these alchemists released an evil specter named the Nemesis, who was destroyed by yet another adventurer who may or may not be named Bivotar. For more information on this period, go to the Towne Library and check out "The Alchemical Debacle" by Lucien and Alexandria Kaine."
As interesting as this whole subject is, you don't have time to visit the library.
He continues on, "Sometime in the year 966 GUE, the second Dungeon Master fortells the future and appoints a student from GUE Tech named Dalboz of Gurth to be his successor. Syovar III succeeds Syovar II, who succeeded the first Syovar. Unfortunately for Dalboz, at around this time, a group of sorcerers have imprisoned all of the magic on Zork in the famous Coconut of Quendor, so Dalboz becomes the first Dungeon Master with no real prestige. While all this was going on, an enterprising fellow named Mir Yannick was rising to power by shamelessly knocking off all his superiors. He takes the title of Grand Inquisitor, and becomes the next ruler of Zork. On Frobuary 34 of this year, a Frobozz Electric PermaSuck salesman resuces the third Dungeon Master, destroys the Inquisition, and returns Lucy Flathead to her destiny as rightful heir to the throne. She also appoints the salesman as the fourth Dungeon Master."
"I see. Well, thanks for the information. I really should be going."
"No problem. Stop by anytime!"
You exit the Towne Hall and find yourself standing in the street in front of it. To the east lies the Frobozz Magic Pawn Shop Co. Pawn Shoppe, the Aragain Tavrne to the northwest, and an Inne to the north.
>GO E
You walk east until you stand at the entrance to the Frobozz Magic Pawn Shop Co. Pawn Shoppe.
>LOOK
You glance over the Pawn Shoppe and see nothing interesting, save for a piece of paper near the door covered almost completely by dirt.
>LOOK AT PAPER
You see that it's pink in color, but you can't make out anymore. Perhaps that has something to do with all the dirt sitting on top of the paper.
>TAKE PAPER
Taken.
>INVENTORY
You are carrying:
One (1) sack of tools containing:
One (1) spell book
More than enough Zorkmids for any adventurer
One (1) Elven sword
One (1) intership communicator
One (1) transport pod manual
One (1) claim check
>EXAMINE CLAIM CHECK
You look at the claim check. It's from the Pawn Shoppe and is supposedly for a new pick-ax. The person who this check belongs to must have dropped it. Oh well. Their loss, eh?
>ENTER PAWN SHOPPE
You stroll into the Pawn Shoppe.
>LOOK
Pawn Shoppe.
The first word that comes to your mind is: Shelves. This place is covered with shelves. Shelves on the walls, shelves on the counters, shelves on the shelves, even shelves on the ceiling! And on these shelves is junk from every walk of life imaginable. None of it seems to be of much value.
>LOOK
Pawn Shoppe.
You look across the shelves and see:
A green rock.
A fancy, shiny sword.
Disappearing ink.
A genuine Infotater.
Pepper.
A swimsuit calendar.
A Frobozz Electric PermaSeal canister.
A tourist brochure for an inn in Largoneth.
You also see a counter near the back wall with several pieces of ornate jewelry inside.
Oh, one more thing: The pawn shop is, aside from you, completely, utterly, totally, and firmly empty.
>YELL
"*HELLO? IS ANYONE THERE?*" you yell. Not getting a response, you literally scream for attention. Some of the ornate jewelry pieces behind the counter dissolve into puddles, but nobody shows up. As you realize what you did, you flee the shop in the hopes that there really was nobody around to charge you for the jewels.
>LOOK
Towne of Aragain.
You are atanding in front of the pawn shop. To the southwest lies the Aragain Towne Hall, the Aragain Tavrne to the northwest, and an Inne to the north.
>GO NORTHWEST
You stroll in the direction you entered the town from. The dirt road here turns into a concrete pathway further down, and eventually into a metal surface as you hit Aragain's water district.
Beyond the water district, further to the northwest, lies a large castle.
>LOOK
Towne of Aragain.
This is the Towne of Aragain's water district. As the oil district was very rural and unsophisticated in nature, the water district is the opposite. Everywhere you look there are either machines or magical contraptions.
The water district of Aragain was a favorite visiting place for the Grand Inquisitor, which is why all the machines are here. After his deposal, most of the machines were replaced by more efficient magical contraptions. To the east is one of the hundreds of "Everything Magick!" stores located around the Great Underground Empire.
There is an odd contraption resting on the floor in the middle of this metal street.
>TAKE CONTRAPTION
Taken.
>INVENTORY
You are carrying:
One (1) sack of tools containing:
One (1) spell book
More than enough Zorkmids for any adventurer
One (1) Elven sword
One (1) intership communicator
One (1) transport pod manual
One (1) claim check
One (1) Gederaglini
>EXAMINE GEDERAGLINI
It's the Gederaglini you found on the street in the water district of the Towne of Aragain. The Gederaglini, also known as the "Lovers Horn," was the traditional instrument of weddings. It has two intake valves, one on each side, and the bride and groom would play the Gederaglini at the same time.
>PLAY GEDERAGLINI
You inhale deeply, bring up one side of the Gederaglini to your mouth, and blow. A muted hissing sound exits from the osund chamber of the instrument, and a piece of paper pops out of the second mouthpiece. The paper floats on the air currents, but eventually lands on the metal road.
>LOOK AT PAPER
It's a spell scroll. It's covered in dirt and grime.
>TAKE SCROLL
Taken.
>GO E
You walk towards the Everything Magick! store. The store is surrounded with the strange, blue glow that accompanies magic.
>ENTER STORE
You enter the Everything Magick! store.
>LOOK
Everything Magick!
Dozens of magical apparatus, from spell books (ovr 100 different models, even some antiques!), to magic wands (Made from genuine Money Tree wood!), to potions and canisters ("Guaranteed not to melt and deform your own body until you want it to!").
A large, bizarre machine sits in the corner of the store. It is labeled "Spell Checker." All the various magic-servos and gizmos and lights on it are blinking on and off, indicating that the machine is operational. There is also a sign on the wall above the Spell Checker.
>USE SCROLL ON SPELL CHECKER
You position the scroll near the intake slot on the Spell Checker. The scroll is sucked into the guts of the magic machine. A voice from the spell checker announces, "Spell named Wungom is dirty. Cleaning spell." The spell pops out of the outtake slot and hovers between that and the intake slot. It glows green for a few microts, during which it gets noticably cleaner. The scroll, done with it's Check, floats back into your hand.
>EXAMINE SCROLL
It is a spell scroll for the spell: Wungom (Double Self, lasts for 10 minutes).
>READ SIGN
HOW TO USE MAGIC SPELLS
First, buy a spell book (on sale for Curse Day, 25 zM), then buy a Gnusto (Write Magic Spell Into Spell Book) spell and cast it on the spell you want to keep. The spell will be transmigrated into your spell book, where you can use it indefinitely.
Don't you forget to leave your tips in our Frobozz Magic Jar Co. tip jar!
>CAST GNUSTO ON WUNGOM
The Wungom (Duplicate Self, lasts 10 minutes) spell scroll in your hand glows blue for a second, and you hear a chorus sing out "Gnusto!". Then your Wungom spell stops glowing, and you look in your spell book to see that Wungom is now in there.
Not needing the scroll itself, you stick it in the Everything Magick! tip jar.