You Are Carrying
banner
youarecarrying.bsky.social
You Are Carrying
@youarecarrying.bsky.social
180 followers 0 following 330 posts
Random locations from every Infocom game ever. Reply "i" or "inventory" to find out what you're carrying.
Posts Media Videos Starter Packs
This inner corridor is between the Audience Chamber to the west, and the inner apartments of the keep to the north. A sturdy iron-barred door separates the Audience Chamber and the corridor.
The corridor widens to the east, the connection point for a Military Sub-Module. An iris hatch at the connection point is frozen open, revealing not a sub-module connector but a small, grimy connector. Next to the hatch is a slot.
This store is in good shape only relative to the other shops in the mall; for example, the last time it was vacuumed, humans were just inventing writing. The dust nearly covers the proprietor, who sits forlornly in the corner beneath a faded sign.
This is a long and narrow corridor where a long north-south passageway briefly narrows even further.
You are standing in an open field west of a white house, with a boarded front door.
This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.
Here inside the round cage you stand in a dingy indoor twilight, surrounded by a panorama of closely spaced bars. The cage door that you're still keeping an eye on is to the east. Built into the southern side of the round cage there is a square grate which is raised, revealing some sort of passage.
This is a hall with polished marble walls. It widens slightly as it turns west at its northern and southern ends.
You are on Kennedy Street near an entrance to the estates for the wealthy, built on what was formerly Halley Park, to the west. On the east side of the street is a large, abandoned car lot. Kennedy continues to the north and south.
Dimwit's mania for including every conceivable ecosystem under his roof continues here. This flat grassland ends at woods to the northeast, and at a desert to the west. A herd of unicorns is grazing nearby.
This was once the west wing of the castle, but the walls are now mostly rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits save one, eastward to the courtyard.
The gut of the trailer exposes the underside of circus life -- grungy costumes strewn about, crooked and cracked mirrors, the musty odor of fresh makeup mingled with clown sweat infusing the air.
A solitary black circle is the only break in an vaste expanse of whiteness extending to the horizon.
This is a hall with polished marble walls. It widens slightly as it turns east at its northern and southern ends.
This is a nondescript part of a coal mine.
This is a branch office of the First Galactic Bank of Nebulon. There are doors to the north and northwest.
You are standing atop a steep cliff, looking west over a vast ocean. Far below, the surf pounds at a sandy beach. To the south and east are rolling hills filled with eerie shadows. A path cut into the face of the cliff descends toward the beach.
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.
You are at the western end of the coal mine. A metal chute leads downward.
This is a large, cubical frame, open on all four sides. The elevator shaft encloses the elevator on every side except the west. There is a keypad for typing the number of the level you want to go to.
This was just the vault where Dimwit stored his trifles; his valuables were stored in a hidden vault buried seven miles under the Flathead Mountains, accessible only by a chain of sixty-three secret teleportation spells. The only exit is north.
This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light.
You are in a room whose shape is that of a perfect cube. There are two square doorways cut into the walls -- one to the south, and another to the east.
Eastbound Midland Avenue forms a T with River Street at this intersection. To the northeast is a graceful structure of marble and glass, bearing the black radar dish symbol of the Church of God's Word.
This laboratory conducts research into various space-related physical sciences. Gangways lead up and down, and there's a door to the north.