You Are Carrying
Random locations from every Infocom game ever. Reply "i" or "inventory" to find out what you're carrying.
This must be the sanitary facility for the adjacent dormitory. The fixtures are dry and dusty, the room dead and deserted. You marvel at how little the millenia and cultural gulfs have changed toilet bowl design. The only exit is south.
This laboratory conducts research into various space-related physical sciences. Gangways lead up and down, and there's a door to the north.
This room is filled with blinding light that stabs at your eyes.
This shop, with exits to the northeast and southeast, sells a variety of animals. Many a lonely spacer has discovered the joys a pet can bring, and this shop features animals of both terrestrial and alien origin. A large sign advertises this month's special.
This is a sand-filled cave whose exit is to the southwest.
This is a room which looks like an Egyptian tomb. There is an ascending staircase to the west.
This is a circular room with no floor. There are exits east and west. A crude drawing of stairsteps graces the ceiling. Downward is only darkness.
The Antharian granola mines can be entered to the east, and a major road leads west. Signs of the granola riots are everywhere. Speaking of signs, there's one next to the mine entrance.
A hall from the south ends here at the entrance to a spooky crypt.
This is the last bridge. It leads south over the moat from the last checkpoint.
As with all Martian civilization, this once-fashionable shopping center has fallen upon hard times; the only store to have endured the fifteen-millenia recession lies to the south.
This is a fairly square room, almost filled by a round conference table. To the south is a door which is closed. To the north is a small room about the size of a phone booth.
You are on Park Street, at the eastern terminus of Halley Drive. North of here, Park Street descends into a tunnel under the estates that were once Halley Park.
You have entered the Chamber of Departure Towards the Funeral Destinies, the Burial Chamber. There is a doorway leading into a small room off to the east. In the middle of the chamber, stretching almost from wall to wall, is a huge, ancient sarcophagus.
At this point, the old, rarely-used interstate crosses over Park Street. The northern suburbs lie to the west, and east of here the street climbs a hill toward a water tower.
You are in a small alcove off the Golden Room. Sitting in the middle of this small room is a roughly-hewn slab of granite, much like a legless table.
This is a tiny room with a large '1' painted on the wall. A panel contains a slot about ten centimeters wide, a beige button labelled '2' and a tan button labelled '3.'
This is where food is stored. A stair leads up, and another part of the cellar lies to the north.
You are in the captain's cabin. There is a large and comfortable-looking bunk here. The forward doorway leads to the crew's lounge.
This is a long hall stretching east and west.
This is a high north-south passage, which forks to the northeast.
This section of the hall is filled with primitive huts of various sizes. They are so close they almost form a single large warren with many entrances. The only way to continue down the corridor is through this warren. Many aliens are milling about, of all sizes and colors of fur.
This is a sprawling lawn west of the Robner house. To the west and north is the lake shore. To the northeast is a rose garden, and to the south another wide lawn.
The meeting place of the Circle of Enchanters is a large, round room with a high domed ceiling. A table occupies the center of the room. Engraved on the wall is a list of tenets, the Guild's code of honor. The only door, at the southernmost point of the perimeter, is
You are in a tight chimney of solidified lava. It extends up at least another hundred feet and down to a large room far below. A large crack opens to the south, probably the result of a shift in the rock strata.
This is a tiny beach, at the base of vine-covered cliffs. To the east, across the debris-ridden lagoon, black reefs speckle the blue endless sea. Halfway out to the ship is a skiff crowded with men; another skiff sits on the sand.
This is a large lot for the park to the east and the cinema to the west, although the sort of people who would attend that sort of cinema are hardly the sort of people who could afford to own skycars.
You are in the central lobby of the middle level of the space station. The elevator shaft and call button lie to the east, and the corridor heads around the shaft to the northeast and southeast.
This is a very long room lined with multi-tiered bunks. Flimsy partitions between the tiers may have provided a modicum of privacy. These spartan living quarters could have once housed many hundreds, but it seems quite deserted now. There are openings at the north and south ends of the room.
This is a walk-in coat closet that doesn't seem to be in use this evening.
A table and benches, built out of blond wood for six people, sit in the middle of the room. On the south wall is a swinging door that leads to the kitchen, and on the east wall a double door to the living room. Through a French door on the west wall you can see the front yard.
This is the top of the mountain. There is an imposing stone hut nearby to the west.
The pipe here is smashed from the top where a huge pillar has toppled over onto it. Cyclopean ruins are all around you. The cracks and fissures in the pipe might make it possible to climb out here. The water is fast and loud around you.
The air is chilly, the walls are covered with ice, and the floor is piled high with crystal spheres of varying sizes and colors; most are chipped or shattered. Your light reveals no visible exits, although a trickle of warm, dry air caresses you from above.
This is approximately the middle of the corridor, a convenient place for a closet full of linens. Stairs to the east and a window to the west are about equidistant. The closet, to the north, is open and rather shallow.
Outside the house, just west of a door that opens onto a long east-west hallway.
Damp walls of brick rise to a point of light far above. A black circle is visible just below the surface of the water.
You are in the heart of the administrative level of the ship, the largest level of the S.P.S. Duffy or any other Stellar Patrol ship for that matter. The corridor continues starboard and a room lies aft. Beyond the door to port lies the bulk of the Duffy. Next to the door is a slot.
The yellow corridor continues fore and aft, but a well-lit passage leads starboard.
This place is soft, warm and slightly spongy. It glistens in the light. There are passages leading east and south.
This filthy bathroom belies the existence of disinfectant. A single toilet and sink are the only fixtures. More breathable air can be found to the south.
A small room with oddly angled walls and passages in all directions.
You are in a small clearing under the western side of the house. Heavy vines creep up the wall past a second floor window, open to the night air. Southwest is an opening in the bushes.
This is a huge, dim room with exits in the northeast and southeast corners. The room is criss-crossed with catwalks and is filled with heavy equipment presumably intended to heat and ventilate this complex. Hardly any of the equipment is still operating.