Ferret: Cool Guys Don’t Watch Nuclear Explosions   62 comments

I have reached Phase 2 (Genesis).

(Click here to read all posts up to this point in chronological order.)

Data General “Dasher” display terminals, from the manual.

So I decided I was done fiddling with the door because I did technically have one thread left undone: the thermonuclear bomb.

On closer inspection, you notice a small red lever mounted on top of the device. Under the lever is a little quartz window.

A couple people had speculated about using the cellar as a method for hiding from its blast. The problem is it didn’t seem to work:

Suddenly, the whole world lights up and you are immediately flattened by an enormous pressure wave. There appears to have been a conflagration in your very immediate vicinity…
Perhaps you shouldn’t play with fireworks.

Still, I was mighty suspicious because Voltgloss observed that the bomb couldn’t be carried up a ladder or through a window to the outside. The only way to get it outside is to go through the blasted-open door, an act that netted 30 points but seemingly had no purpose (since the only thing you can find outside otherwise is some wooden oars, and those travel through the window just fine).

Also, the death message upon blowing up the nuke right next to it talks about “due to your exposed situation” so that really does suggest the cellar as well.

So: what if it was a tactical nuke, clearly strong but possible to be weakened with just a little bit more range? I tried taking it outside and setting the nuke there:

You are standing on a large tarmac circle in the grounds of a large building. It is just possible to discern a large H painted on the tarmac. There are some shattered door remains hanging in an open doorway to the west. There is a wooden stake in the ground near a small gap in a continuous high fence to the east. There is a signpost here.
Exits: NSEW ——– —
There is a thermonuclear device here
-> pull lever
The thermonuclear device ticks for a few seconds and then stops.

This gave a fairly large amount of time to hike over to the cellar and start shipping items down. The problem is that you can’t go down into darkness (which the cellar is) without tripping and dying. You can go every other direction, including up; just down means you trip and die. This is interestingly logical but not how darkness is implemented in any other game I’ve seen. Knowing the darkness behavior is helpful in a moment.

This means you have to light the candle. You only have one match, so you can’t extinguish in the middle; the candle additionally burns out fairly quickly, so you have to time things carefully. You essentially want to light it with just enough time to ship any items downstairs you want, and then close the plate just in time.

There is an enormous explosion nearby that virtually deafens you. The room becomes amazingly hot. The floor shakes incredibly and you can just about hear the thunder caused by falling concrete and steel. There is the sound of rock splitting nearby.
-> l
You are in a warm stonewalled cellar. The stairway leading up is totally blocked by fallen rubble and debris. There is a gaping hole in the north wall. The floor is slanting to the east.

The “gaping hole” is new and lets you enter a labyrinth, which is still dark, just like the cellar.

The path through the labyrinth at one point requires going up a ramp. This is important because going the other way is dark. That means if you are trying to move items through, you are limited by the time left on the candle (as, again, going down in dark is death). Wooden oars alone (which you’ll need in a second) essentially take all your carrying capacity, so you need to make at least two trips. The key is to drop the oars off immediately after the ramp (as opposed to passing all the way through the labyrinth), and then come back for any other items.

Once past the ramp it is safe to take your time in the darkness moving everything over to the next area, a beach with a boat.

You are in a cool featureless stonewalled chamber. Sunlight is pouring in through an exit to the south.
Exits: NS– ——– —
There is a small cylinder here
-> S
You are on a beautiful golden beach. The sea is to the south. There is an entrance to a cave in a sheer rock face to the north.
Exits: NSEW —-SESW —
There is a rowing boat here

The “small cylinder”, incidentally, goes in an “orifice” in the laser cannon. So in addition to the oars I brough along the laser cannon, as well as some food and a brown bottle to hold water (there’s a barrel with water on the beach as well). I’m still not sure if the food or water are useful yet.

(Maybe on MASTER difficulty? I haven’t talked about this yet, but the game is set on NORMAL mode, and there’s apparently — after you pass some threshold — a way to set it to MASTER. Maybe that enforces hunger and thirst timers? Maybe they are being enforced, but they are so long on Normal mode that nobody has noticed them yet?)

To get the boat to move I needed to PUSH OFF BOAT, a verb combo I only found due to applying the TEST command. Then you can either BOARD or EMBARK.

The result of LOOK AT BOAT. Not nearly as fancy as the ASCII art in Warp, but that game didn’t involve a rowboat; however, the rowing section that is about to follow is strongly reminiscent of that game.

Rowing just involves moving in directions; you don’t need to be holding the rows as long as they’re in the boat. (This is good, because as you’ll see shortly, you’ll lose everything you aren’t holding.)

You are in the boat.
-> S
You are in a boat. The boat is surrounded by calm seas. There is land to the
-> S
You are in a boat. The boat is in a narrow channel between reefs on the
east and west.

The first part of the sea map is relatively uncomplicated:

Anything marked red is death. The Stony Beach is a new area but I think it is a trap, that is, I believe your game might be over if you reach here:

You manage to beach the boat but, unfortunately, the stony beach tears out the bottom of the boat making it totally useless. Still ne’er mind aye!
Stony Shore
You appear to have beached on a small island. In the distance you can see a dishevelled old man playing with the pebbles and muttering something about the number of stars is the same as the number of pebbles on a beach.
Exits: —- ——SW —
There is a wrecked rowing boat here

The “FOG” points on the map teleport you to a new section (I think randomly). Here’s that portion of the map:

I know my map isn’t perfect; there’s some messiness in the lower right where I think the game connections might partially be broken. The important part is one particular spot (I have it marked in orange) where you can move the boat NW and find a beach other than the Stony one.

You are in a boat. The sea is a little choppy here due to the wind springing up. The sea to the south seems to be a little turbulent and you can see a reef to the north.
-> nw
The strong winds from the west blow your boat onto the reefs as you try to row past them. Fortunately, you are not far from the beach and you manage to wade ashore, but the boat is lost.
You are on a beautiful sheltered golden beach which is surrounded by nasty looking rock formations. To the north is a craggy outcrop of rock which you may be able to surmount.
Exits: N— —-SE– —
-> n
You manage to ascend the craggy rock face with ease, but as you reach the summit you lose your footing and slide down the glass-smooth surface of the rocks on the other side.
Rock Gully
You are in a narrow high-sided glacial rock gully. The gully widens out to the north. To the south is an inclined rockface which is as smooth as glass.
Exits: NS– ——– —

This is clearly a one-way trip, and typing SCORE now indicates you are in Phase 2 (Genesis).

Since you lose everything on the boat, any inventory you have at the moment is the only thing carried on. One of the items has to be the laser cannon, which is only working now due to the cylinder found next to the beach:

Dead End
You are surrounded by rock on three sides. There is a rock gully to the south.
Exits: -S– ——– —
-> shoot cannon
Your action vaporises a large amount of rock, revealing a hole in the east rock face.

The laser cannon is quite heavy; the only other thing I managed to carry was the brown bottle with fresh water, which I picked since the water was near the sample place at the cylinder. It is possible no new items are needed, and this is really a fresh start.

I originally was going to end the post here, but I made it a little farther and solved one extremely nasty puzzle, that does a trick I’ve only once in a puzzle game (Oxyd) and never in an adventure game. So here’s a little bit of phase 2:

After you vaporize a hole, you can go east into darkness, walking east repeatedly until arriving at an open area by a jungle. Wandering the jungle a bit (one of those mazes you can’t map because it swallows up items) lets you find a hut:

-> n
You have found a clearing in the jungle. To the north is a small hut.
-> n
You are in a small featureless mud hut. Set in one corner of the hut is a table. It would appear that the table used to contain a number of drawers, however there is only one remaining.
Exits: -S– ——– —

The drawer has a control unit (no description, no idea what it is), a plastic card, a written report, an orange pin, a torn card, and an everlasting torch.

Considering the items backwards, the everlasting torch (flashlight, remember this is British!) lets you go back in the dark tunnel and find a key.

The torn card is interesting but I haven’t used it yet:

Same for the orange pin (“The pin is approximately one centimetre long and has an orange head”). The written report gives some times…

Militech Duty Roster
Week 10
Responsible Officer Time
Benskins 00:00 - 04:00
Smithson 04:00 - 08:00
Zebadier 08:00 - 12:00
Harrison 12:00 - 16:00
Johnston 16:00 - 20:00
Jenkinson 20:00 - 24:00

…and the card is a security pass.

Notice how the name “Johnston” is on the schedule from 16:00-20:00.

Wandering the open area some more, I found a grating with a slot. Inserting my card activated the lift.

The card is consumed by the slot. After a few seconds the ground starts to vibrate softly as if ancient machinery deep in the earth is activated. The ground jolts violently and starts to lower slowly, carrying you into the bowels of the earth.

This dropped me down to a place with 8 doors I haven’t been able to open:

You are standing on an area of grass approximately 5 metres below ground level in the centre of a circular room. There are eight doors around the room.

(My score went up by 5 in the process, so I know it was “correct” to do, even if perhaps early — I might be missing an item.)

In the process of this I unkowingly solved a diabolical puzzle. You see, I was playing at about 7:30 PM local time, or 19:30. I mean the actual time, the real one on my system clock. When I tested later I had an entirely different reaction:

The card is consumed by the slot. Far off in the distance an alarm rings briefly. The card is ejected from the slot.

It took me some thought but I realized it was now 5 minutes after 8 PM in actual local time. The game keeps track of the system clock, and unless it is between 16:00-20:00, you aren’t able to solve the puzzle! You can confirm system time is used by typing TIME into the parser.

This definitely strikes me as one of those “intended for multiple players” type puzzles, like the endgame of Adventure 550 which required knowing about passwords from multiple playthroughs. I could see someone who always plays their adventures in the morning simply never resolving the puzzle, and needing someone else who coincidentally played at the right time for help.

No doubt there are other puzzles I’ll only be able to resolve with my hardy commenters, who have been an enormous help through this journey. Thanks to everyone so far!

(Perhaps you might be wondering, what happened to the door? It blew up in the nuclear explosion, right? It was, as confirmed by the authors, a red herring all along.)

Posted October 13, 2022 by Jason Dyer in Interactive Fiction, Video Games

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62 responses to “Ferret: Cool Guys Don’t Watch Nuclear Explosions

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  1. I feel like the real-time-clock puzzle turned up regularly in early computer games. I mean, once home computers had real-time clocks. :)

    I can’t remember specific examples, though. I had forgotten that Oxyd did it. Oxyd was of course the kind of game that did absolutely everything, whether it was a good idea or not.

    (Not a puzzle, but we can’t not mention it: The original version of Colossal Cave could be configured with playable and non-playable hours. “I’M TERRIBLY SORRY, BUT COLOSSAL CAVE IS CLOSED. OUR HOURS ARE…” In the faint hope that your expensive company mainframe would be usable for work during the work day.)

  2. Well done, yay for Phase 2! I fear that the real-time dependent puzzle has a potential to be very annoying if you suddenly discover you need something else from before your post-puzzle save state and the time isn’t right. :/

    Here is my sea map, total spoiler for the Phase 1 sea: https://imgur.com/a/YV1t0Nz
    The standard is that any connection from one of the 8 compass rose directions of a box on the map corresponds to the N/NE/E/SE/S/SW/W/NW direction commands.

    I think the connection problem you found there is just that the starting island is “wider” from the south than from the north.
    You will also see that there are some strange “one-way” connections from the beach, it seems a designer mishap that the SW and SE directions have been switched. Finally there is the odd NW one-way connection from choppy sea SW of the island to the sea south of the eastern part of the beach, probably another mishap.

    I think it is quite curious that we (ROT13) svaq gur fgbal fuber va gjb cynprf. I haven’t managed to do anything useful there, and think it might be another red herring or the puzzle level is much more complex than what I imagine so far.

    The “untied” little south arrow in one place on the map is an error unintentionally left in this picture.

  3. Huh, indeed I was wondering why the lift started to work all of a sudden, but I thought maybe it was because I had spent a few dozen turns walking around aimlessly (so maybe some hidden internal time had passed), but of course, it makes sense now. I managed to open the doors below the lift by <<>>

    Qvqa’g qb zhpu, vg’f nabgure jrveq enaqbz znmr.

    Fbzrguvat va gur onpx bs zl zvaq vf gryyvat zr jr arrq gb ohvyq n unaqznqr pbzcnff, jvgu gur cva naq gur jngre sebz gur ornpu. Ohg gung fbhaqf znlor gbb pbzcyvpngrq.

    • My previous comment is incomplete:
      Lbh pna bcra gur qbbef orybj gur yvsg vs lbh unir gur pbageby havg naq GHEA OYHR (gur oyhr ohggba). Gur bayl ireo gung jbexf vf “ghea”, tb svther. Gurer vf ab srrqonpx ng nyy, vg’f whfg gevny naq reebe…

      • GHEA OYHR works in the ghaary jrfg bs gur pvephyne ebbz (ol gur pnoyr pne) gbb, jurer vg yrnqf gb n irel fvzvyne glcr bs znmr. Vs lbh jnaqre nebhaq va gur ynggre, lbh’yy svaq lbhefrys va gur znmr npprffrq ol gur yvsg. V rira sbhaq zlfrys rzretvat ba gur yrqtr va gur sberfg ba bar bppnfvba.

    • I like that idea. IIRC the game recognizes MAGNET.

      • Yeah, the main reason I thought of that was that the responses down there are all variations of “I don’t know the directions down here”. I haven’t found a magnet, but we didn’t have a fixer either for developing the photo earlier (and the whole thing with the 5 parts of water… blabla) and that didn’t matter much.

      • By the way, congrats on making the hall of fame! I sent them an e-mail a couple of days ago but they seem to have missed it. Did you use “HallOfFame@jugglingsoot.com”?

      • I used that email address, yes. Didn’t get a response though, until I saw the HoF page update.

  4. By the way, any idea what to do with the [pnoyr-pne]?

  5. Just wanted to say I’m really enjoying these updates. Very intriguing!

  6. What do you think about the firing of the cannon to create the opening in the dead end? It took me some time to pass this, because the cylinder only gives five shots and nothing happened when I shot my five shots.

    Giving up on other things and returning to this I discovered that the each firing seems to have quite a low (10-20%?) chance of creating the opening, and in many READFILE runs (8/20 tries when I ran a test now) you run out of ammunition and still don’t have a way forward.

    Maybe just a sign of the design ideology of the time?

    • It worked the first time for me, I had no idea. To be honest, this game is pretty horrible in that sense. There is a growing pile of awful design decisions. I would be lightyears away from it if it wasn’t for the fact that apparently nobody solved it and we are doing it together. Many puzzles don’t give you any feedback, you’re basically just guessing and brute forcing things back and forth.

      • I had similar problems with the shovel. One place where you have to repeatedly dig four times with no real feedback – sigh. Another place where you can use the shovel to even out the debris, but only after you have first tried and failed putting up the ladder, if you try to be proactive and then put up the ladder you fail – very nasty.

        But when you have tuned into a game’s modus operandi everything becomes easier, and you adapt your strategies and it becomes (slightly) less of a nuisance.

        It is still much more player-friendly than Stuga IMO! Ferret seems more unfocused than malign (in addition to suffering from some aged inhouse humour) while Stuga seems to actively try to stop anyone ever beating the game, often being as non-intuitive and illogical as possible. :)

      • I’ll certainly not go near that one, thanks. The debris puzzle was infuriating; besides not giving any feedback, if you clean the debris then get out of the room to go pick up the ladder, when you come back you have to clean again. All this without a single change in the game’s world. Actually tbh if it wasn’t for Jason I wouldn’t have even left the first room.

      • Sounds like the debris-and-ladder room might have some wonky implementation in the background? Once I realized what was going on I never had a problem with digging the debris first and setting up the ladder after (i.e., without preemptively trying and failing to set up the ladder). But perhaps exact command use and/or sequencing can mess that up.

        I personally felt the “dig rubble multiple times to find an entrance” was fairly clued. When you put the developed photo in the slot you get a glimpse (on the monitors) of the room beyond that hidden entrance, and the description specifically says the room has “dust and rubble” in it. The *only* other location with that exact phrasing – “dust and rubble” – is the one where you need to dig multiple times, and which describes said “dust and rubble” being piles against the north wall. So, I was convinced that the phrasing was a deliberate clue and the hidden room *had* to be on the other side of that obstacle; and as a result when the first dig did nothing, it felt natural to just keep at it.

      • I don’t remember my exact train of thought — I don’t think I caught the wording was the exact same — but the monitor clue still did make me think “there has to be a room up there”. (Probably just knowing about the mere existence of a hidden room, and there not being many candidates.) Digging multiple times with a shovel I’ve done with enough 77-82 games that didn’t feel off to me.

      • Nice, you guys have a much more patient and analytical approach than I currently have. It helps to be in the right mindset for oldschool puzzles. At any rate I’m enjoying the experience and learning a lot.

    • It’s definitely Acheton-level mean. I would have kept going with the cannon just because a.) I knew about the prior precedent with the hidden room, which digs out also in a variable number of moves b.) the set-up where you get the cylinder after everything gets nuked, and the only place I got any kind of useful message was doing SHOOT CANNON while in the labyrinth (it blasts away some rock; I tested it in all the rooms) and c.) the fact you really dead end hard there, nothing else seems feasible.

      I have a suspicion you aren’t supposed to go to such extremes as increasing inventory capacity via tying rope, but there’s not enough norms set up from the game yet to be sure. If something seems to be crying out for one of the objects in part 1 I’ll be sure to test it out.

    • the Ferret authors have informed me that SHOOT CANNON AT EAST WALL will work every time.

      If you just SHOOT CANNON it picks a random direction which is why it doesn’t always succeed.

      • That’s nice to know, I tried a lot of wordings to aim my shooting but didn’t get it right before I succeeded by just shooting aimlessly (obviously). I should consider myself lucky that it was even possible to do it that way.
        (But a note that “you shoot in a random direction” would have been a nice touch.)

      • It also works if you first POINT at something then SHOOT in the next turn.

      • I have found situations where the game doesn’t understand SHOOT CANNON AT [whatever] but *has* understood FIRE CANNON AT [the same whatever]. Because of this I’m now always using the FIRE verb instead of SHOOT.

  7. I was about to crow about finding the proverbial needle in the proverbial haystack (or rather the non proverbial reef se of the non proverbial beach) when I find that like Captain Scott, others have been there before me. Oh well, never take the lead in mine clearing duties.

  8. I ran some tests (not comprehensive) and there are quite a few more items that can be carried together with the cylinder-loaded cannon. Some of them can even be combined (two or more) but I haven’t tried that systematically yet. Actually, the only ones I could not carry around together with the loaded cannon are the rope, the shovel, and the food. And of course the big stuff like the steel drums and ladder. Every other small item I tested could be carried. The crystal sphere and the bayonet might be interesting candidates.

    One other observation is that you can blow up the building’s door instead of using the key. Maybe it would pay off to save laser ammunition and use it later.

    • I was thinking about if we would ever get the opportunity to return to the Labyrinth with the Torch – then we could have a lot more items available from a Cellar stash. There were so many things in the FERRET building that we haven’t seen any use for yet.

      Though I guess the Phases design probably means that there is no going back when you have reached a higher Phase.

      • There is certainly no going back, what with the boat destroyed and the slide on the other side of the mountain as we arrive at the new island. But I wouldn’t abandon the idea that we need something else from Phase 1 other than the cannon itself. The authors of this game seem to really like the idea of optimizing load, light, movement, etc. So my thinking is, if it can be done, there is a good chance we have to.

  9. Yes I was worried about that too. I think we have all had that moment when you are a long way into a game and realise an object you need is irretrievable or back somewhere miles behind. Incidentally I think Benskins on the report card is another Anglicism – it is an old brewery which was based in North London before it was swallowed whole by another brewery, Ind Coope. There may be other Benskins but given the authors’ background I think this is the most likely etymology.

    • Interesting! The name “Militech” reminds me of Cyberpunk 2020 but the use here actually predates the publication of the RPG by a few years. Probably completely unrelated.

  10. I was so close to stumbling on the secret of the bomb myself. I even used it outside and hid in the Cellar! But silly me took the solution one step too far – I thought, “not only will I take the bomb outside, I’ll move it *even farther* from the Cellar by carrying it up two floors of the fire escape and leaving it way up there!” Which… means you die in the Cellar. The bomb apparently *has* to be specifically left at the Grounds.

    Haven’t gotten the chance to poke at Phase 2 yet – am looking forward to taking a crack at it when time permits!

  11. Yes; repeated actions may be realistic but many players (including myself) often forget this. Off the top of my head: you need to speak to the old man in Anchorhead multiple times to find some essential information; in Acheton you have to cut something twice to turn it into a Rhodium Sculpture. Turning that on its head I think in Fyleet you need to use some weights to make yourself stronger in order to manipulate an object but do it twice and the game is unwinnable!

  12. If I travel E from the Small Ledge the DOS Windows closes down.

    • Going east from the Small Ledge gives me the same “you just fell over a cliff” death that I get if I go east from the Open Area locations that mention a cliff to the east.

  13. Actually you remembering the lamp in Adventureland (the first text adventure I ever played) reminds me of a similar puzzle in Acheton. There is a Timeless Cavern which you have to enter and rub your lamp until it glow brightly. One more rub and it explodes killing you. I wonder if Scott Adams was subliminally or deliberately recalling that? Or just coincidence.

  14. Yes I have checked and it was released on 1st August 1985 for the BBC under the Acornsoft label (written between 1978 and 1980) and Adventureland was written in 1978.

  15. I made some progress in Phase 3, now I’m [gjb yriryf qbja va n cvg va gur zvqqyr bs gur sberfg. Znlor V arrq gb oybj hc nabgure jnyy ohg V’z bhg bs nzzb sbe gur ynfre.]

  16. I’ve just made it to Phase 3 myself. More back and forth through the ynolevagu to ferry all my objects though.

  17. I’m beginning to think that the whole Lift area (accessed using the plastic card, per the post) is entirely optional, at least on NORMAL mode. Perhaps it’s required on HARD mode. Extensive discussion/spoilers for my tinkering with the Lift area below; nothing in here addresses anything beyond the [pnoyr-pne].

    1. Gurer vf bar eryvnoyr anivtngvba pbzznaq va gur Yvsg nern: JNYX. Guvf pbzznaq, jura ragrerq ol vgfrys, zbirf lbh sbejneq va gur fnzr qverpgvba lbh zbfg erpragyl zbirq. Vzcbegnagyl, vg vf *abg* guebja bss ol gur jubyr “V pna’g gryy pbzcnff qverpgvbaf qbja urer” pbzcyvpngvba. V.r., lbhe *svefg* aba-JNYX zbir vf tbvat gb or enaqbzvmrq, ohg gurernsgre lbh pna whfg xrrc JNYXvat gb pbagvahr zbivat nf sne nf lbh pna tb va gung fnzr qverpgvba.

    2. Gur tnzr nyfb haqrefgnaqf YRSG, EVTUG, naq ONPX nf zbirzrag pbzznaqf, juvpu ybtvpnyyl fubhyq nyfb yrg lbh anivtngr va gur Yvsg nern jvgubhg qvssvphygl, ohg gurl trg pbashfrq naq jvaq hc nf enaqbz zbirzragf yvxr pbzcnff qverpgvbaf. V tvir 33% bqqf gung guvf vf n oht.

    3. Jvgu fpnggrevat bs vgrzf naq erylvat ba JNYX zbfg bs gur gvzr, V’ir pbapyhqrq gung gur Yvsg nern znxrf gjb pbapragevp pvepyrf jvgu gur Yvsg va gur pragre. Gurer ner gjb frgf bs “Pbeevqbe” ybpngvbaf gung “pheir[] bhg bs fvtug va obgu qverpgvbaf,” rvtug fhpu ybpngvbaf cre frg, juvpu sbez gur gjb pvepyrf. Gurer ner “Pbeevqbe” naq “Pheirq Ebbz” ybpngvbaf gung pbaarpg gur Yvsg gb gur vaarezbfg evat, naq gurer vf *rknpgyl bar* qbbe gung jbexf gb pbaarpg gur vaarezbfg Pbeevqbe evat jvgu gur bhgrezbfg Pbeevqbe evat. Naq gura gurer vf *rknpgyl* bar qbbe va gur bhgrezbfg Pbeevqbe evat juvpu pbaarpgf gb, hygvzngryl, n qvssrerag frg bs Ghaary ybpngvbaf…

    4. …juvpu frg bs ybpngvbaf bayl yrnqf gb gjb cynprf: n frpbaq Yrqtr va gur pyvss snpr (sebz juvpu lbh pna’g tb naljurer ryfr bgure guna onpx vagb gur ghaaryf) naq, hygvzngryl, *gb gur ebbz abegu bs gur pnoyr-pne* (gur ebbz sebz juvpu lbh arrq gb svqqyr jvgu gur ohggbaf gb trg gur pnoyr-pne jbexvat cebcreyl).

    5. V qvq abg svaq *nal* vgrzf naljurer va gur Yvsg znmr nern, be nal bgure orarsvg sebz tbvat guebhtu vg bgure guna nf na rkgerzryl ebhaqnobhg jnl gb trg gb gur pnoyr-pne. Ohg jul obgure hfvat gung ebhgr jura lbh pna sne zber rnfvyl hfr gur gbepu gb svaq gur xrl va gur pnirea naq haybpx gur qbbe gb gur pnoyr-pne gung jnl? Gur bayl orarsvg frrzf gb or na rkgen 5 cbvagf sebz gnxvat gur (bar-jnl) gevc qbja gur Yvsg vagb gur znmr. Zl ulcbgurfvf: va ZNFGRE zbqr, *gurer vf ab xrl* (naq creuncf gurer vfa’g rabhtu ynfre pnaaba nzzb gb oybj bcra gur qbbe rvgure), guhf *sbepvat* lbh gb tb guebhtu gur Yvsg znmr gb ernpu gur pnoyr-pne.

  18. I was planning on the phase 3 post tonight, but I have an ear infection that is painful so it might wait another day or two, sorry!

  19. Phase 4 achieved and partially tinkered with… up to 320 or 335 points now, depending on which one-way trip I take to a place I don’t yet know how to get out of. The authentic Ferret experience!

    • Oh this is interesting. I just noticed my mode changed to “Expert” somewhere partway into Phase 4. When I typed MODE I got an explanation from the game about what that means. It’s… not what I expected, let’s just leave it at that for now!

    • Nice! Can you just tell me one thing? (Yes/No):
      Vf gurer nalguvat ryfr bs vagrerfg va gur ghaary znmr nsgre gur tnyyrel bgure guna gur jvat naq gur pengr? Gung vf cbffvoyl gur jbefg znmr V’ir rire rapbhagrerq naq znccvat vg vf ABG sha.

  20. Pingback: Ferret: One Room | Renga in Blue

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