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grove_of_the_matriarchs:
narrative: >-
<< Bubba Joe Washington ^ That cockatiel >> returns, and perches on your shoulder,
"Heya," it chirps. "I know I gave you a lot of information when you started.
So here's a bit of a hint. {0} Good luck, again." It flies off.
hints:
default: >-
Look at everything. For instance, if you |glook boulder|n you
might notice something new that becomes available.
boulder_top:
narrative: >-
A squirrel, looking for nuts within the vines that cascade over the
boulder, stops what it is doing to look up at you, and says, "{0}"
hints:
default: >-
How did you get up here? Mind grabbing some of these vines and
getting them out of my way? They make quite the rope mesh making
it hard to find my food.
grotto:
narrative: >-
A << flock ^ couple >> of sparrows fly into the berrybush.
One of them, hops << next to ^ near >> you. It says,
"<< I see that expression. ^ You look confused. ^ Need some help? >>"
<< Turning its head ^ Hopping to a higher branch >>, it says, "{0}"
Soon the flock flee for other bushes.
;;
A << yellow ^ orange ^ large ^ >> butterfly lands on your shoulder.
"You look like you << could use some ^ need ^ would like some >> help,"
it says, "{0}" As it flies away, it says, "Good luck!"
;;
A <<little ^ >> goblin walks down the footpath, and starts picking berries.
"Hiya," he says. "I see ya << staring ^ gawking >>, so I'll give ya a
bit o' advice. {0}"
When finished, he says, "Hope that helps."
And retreats back down the path with his bucket of berries.
hints:
default: >-
That |Ydoor|n leads to an interesting place, but the |Yknocker|n
won't let you in without knowing the |Ysecret|n. So try to talk to it.
knocker: >-
While not good at listening, he can't talk with that |Yring|n in
his mouth.
ring: Since it has it, you will want to |gget ring from knocker|n
door: That door leads to |wDabbler's House|n.
secret: >-
If you say the secret |Ypassword|n, the |Yknocker|n will let you in.
password: >-
The |Yknocker|n knows the password, but might give you a
|Yhint|n if you ask for one.
hint: >-
The hint will be in the form of a not-so challenging |Yriddle|n.
riddle: Ask the |Yknocker|n for the riddle.
cozy_house:
narrative: {0}
wip: >-
"<< Psst. ^ Heya. ^ Over here. ^ Hey buddy. >>"
You << look down ^ look down ^ bend down >> and see a
<< tiny ^ small ^ >> << brown ^ >> worm on a bookshelf. It says,
"<< I see ya gawking. ^ You look confused. ^ Need some help? >> {0}"
He goes back between some books, and yells in its tiny voice,
"Good luck!"
;;
After a brief yawn, the << white-furred ^ wee >> beastie, << curled up ^ >>
on the << overstuffed ^ >> chair, << opens its eyes and ^ >> says,
"<< Wondering I see. ^ Curious? ^ Overwhelmed? >> {0}"
With that, it stretches and curls itself up << and resumes its nap ^ >>.
hints:
default: >-
You are in a cozy and casual place, but it has a few |Ysecrets|n.
When the |Yfire|n is out, the only light is from a |Ycandle|n.
When bright, you could get and read a |Ybook|n.
secrets: The room has a secret door, if you can find the mechanism.
fire: >-
While you can |gget wood|n and |ggive|n it to the fireplace,
the easiest way is to |gfeed fire|n.
candle: Notice the curious holder, the |Ysconce|n, for the candle.
sconce: Since the sconce has hinges, you can |gpull sconce|n.
book: >-
Each time you |glook book|n, you will see a new book.
Type |gget book|n, to put it in your |ginventory|n.
Type |gread book|n, to get a summary.
No, I did not feel like writing multiple novels for this game.
cramped_kitchen:
narrative: {0}
hints:
default: >-
Grab yourself some breakfast or an evening snack of |Yscones|n and |Ytea|n.
scones: Type |gget scone|n. Every day a new flavor arrives.
tea: >-
You can |gmake tea|n and the teapot chooses, or you can |gmake|n
your favorite kind of tea, like |wgreen|n or |wherbal|n.
Please, don't make coffee, as could alter the taste of tea.
Then after you have a |Yteacup|n, you can |gpour|n yourself a cup.
teacup: The cabinet is full of cups, so |gget teacup|n.
bedroom:
narrative: {0}
hints:
default: >-
Don't steal the slippers, as they are decoration (as even
Dabbler can keep them on his toes). The |Ywardrobe|n is
obviously interesting.
wardrobe: If you |gopen|n the |gwardrobe|n, you will find a new exit.
prairie:
narrative: {0}
hints:
default: >-
This place should have a sign that reads, |wUnder Construction|n,
as nothing much happens here now ... well, except for the gift you
received as a reward for finding this place.
frog_meadow:
narrative: >-
"<< Psst. ^ Heya. ^ Down here. ^ Ribbit... ^ Hey buddy. >>"
You << stoop ^ look down ^ bend down >> and see
a << tiny ^ small ^ >> << green ^ >> frog
with a << teeny ^ >> << gold ^ >> crown. It says,
"<< I see ya gawking. ^ You look confused. ^ Need some help? >> {0}"
And with that, he hops away.
;;
A << flock ^ couple >> of crows fly into the meadow.
One of them, hops << next to ^ near >> you.
"<< I see ya gawking. ^ You look confused. ^ Need some help? >> {0}"
;;
A cricket, sporting a nice top hat and waistcoat, eyes you curiously.
"You seem << confused ^ bewildered ^ befuddled ^ disoriented ^ perplexed >>,"
it says. "Perhaps I can help. {0}
Hope that helps. Good-bye << and good luck ^ >>."
And with a mighty jump, hops to the other side of the << meadow ^ field >>.
hints:
default: >-
The |Ybeast|n over there is << actually ^ quite >> friendly,
but scared of everything and everyone.
That's why he doesn't venture in to the forest.
That, and he loves the fizzy water from the |Ystream|n.
beast: >-
The beast doesn't like new people. Sometimes you can |Yfeed|n him
to get 'im to warm up to you. Sometimes takes a bit of food for him
to trust you.
feed: >-
|YBerries|n are good, but he loves Dabbler's |Yscones|n.
Just hard to get into his house.
berries: You'll find a bush of them to the west in the Grotto.
scones: Dabbler lives in a tree to the west, behind a red door.
stream: Yes, the fizzy water is drinkable, so you can |Ycollect|n some.
collect: To collect the water, you will need a |Ybottle|n.
bottle: You want to |gfill bottle|n to collect the water.
lair:
narrative: {0}
hints:
default: >-
This is the bedroom for the |wBig Hairy Beast|n, and little else.
Eventually, I will expand this room into something more interesting, but
at the moment, pretend there is a |wPardon our Dust|n sign or something.
mellow_marsh:
narrative: >-
The << purple ^ large ^ >> heron
<< gives you a sideways glance ^ raises a feathery eyebrow ^
stops its hunting >>, and
<< mentions ^ says >>, "{0}"
hints:
default: >-
Perhaps you can |Ylasso|n the legs, er, stilts, so they don't run off?
Then, you can |Yjump|n in.
lasso: If you don't have a rope, perhaps strong greenery, like |Yvines|n?
vines: I flew over a |Yboulder|n once. It was covered in vines.
boulder: >-
I think the boulder was north and west of here, in the forest, in
the Grove of the Matriarchs.
jump: >-
Yeah, your legs are too short, and your featherless arms can't lift you.
Perhaps you should find something to |Ylaunch|n you higher in the air?
launch: Yeah, launch, as in a |Ypole|n or something.
pole: Those reeds are pretty tall. You could possibly use them.
river: Wizards come her to |Ycollect|n the river water for use in potions.
collect: To collect the water, you will need a |Ybottle|n.
bottle: You want to |gfill bottle|n to collect the water.
# Add a Raven to the Dock so that it can give hints?
lazy_dock:
narrative:
The << black ^ large ^ >> raven
<< gives you a sideways glance ^ raises a feathery eyebrow ^
looks curiously at you >>, and
<< mentions ^ says ^ croaks >>, "{0}"
hints:
default: >-
Docks are good for |Yfishing|n and traveling by |Yboat|n.
fishing: >-
If you dare catch a |Yfish|n, use repeat the commands |gcast|n and |greel|n.
fish: You can get rid of obnoxious fish using the |gthrow|n command.
boat: A magical boat appears here, but only if you |Ycall|n it.
call: To call the boat, |gblow|n a |Yhorn|n.
horn: >-
The mystical south wind gathers the mystical mist from the sea
to create a calling horn. Trampolina's hut in the |Yswamp|n often
is a conduit for the creation of these horns. Good luck getting in
there.
swamp: I think the swamp is called |wMellow Marsh|n.