"Astronauturon" feels like the sort of word a native thinker couldn't figure out, or that we might dismiss as too odd. But it works, a portmanteau of astronaut and Adventuron, presumably. It's far less plain than "A Mission in Time." Though the execution itself isn't especially snazzy, for better or worse: you're in a dark forest with a lot of rooms, but it's not really overwhelming. You're an astronaut coming back down to Earth, which humanity fled when it was irratiated, but after a hundred years, it's relatively safe again.
Well, except for that bear chasing you around the map. I didn't get caught by it, but some red text indicated it was nearby, as I took photos of artifacts with my camera. Then I went back to the ship and uploaded them, which presented the main game puzzle: there's a time capsule hidden outside the initial rooms you can view, and since your inventory capacity is two (three, if you drop the camera,) and there are six items on the photograph which you now recognize, you need to decide what is most practical.
This part is not very taxing, but recovering the time capsule is effective, and of course, when you win, you see what's in it. The ending is a bit cute, maybe too cute for the general mood, but it wrapped things up nicely.
Astronauturon is not a crushing experience, nor an unfriendly one, and the mapping goes quickly. But it feels like there could've been more puzzles with the items you find in the house, and the camera mechanic could have been used more. I feel like I may have missed something during my quick playthrough. I quickly went from being worried the map would be too tangled to wishing there was a bit more to do. But it works, and the black and white graphics are a neat touch that help emphasize the red text without overdoing it.
I'm really impressed by how unironically good last-place games can be in Adventuron jams, and The Missing Witch is no exception. Perhaps it doesn't soar, but it clearly does more than just make up the numbers, and if you're playing through the whole jam, you won't want to miss it.
You play as a nine-year-old who wants to get into a party and have some adventures. These involve, well, a lost witch. So the beginning is largely reconnaissance. One thing you must find is in your home, and if you dawdle too long, your parents make you stay in. (There's a joke to this. I won't spoil it.) The other things you need are strewn about the scenery, and this might be a pain in Inform with the non-sparse room descriptions, but Adventuron's ability to highlight critical words makes everything easier.
Once you've got a costume for the party, the summoning really starts. I was thrown a bit because I had to remove my costume to reach one semi-hidden room, and I was worried the twins would come after me, but that was relatively trivial. Getting there involves standard item-munging. There's a crypt of sorts to explore at the end, too.
The sorcery involved is decidedly g-rated and, well, it's trivial guess-the-verb. The ending was satisfying. It's a nice balance of kids'-party and minor spoernatural creepiness. So I really recommend playing through. Even if you get stuck, there's only so much to do, and there's one NPC you may forget about that turns out, indeed, to be an obstacle later.
One tip, though: the author added AI art for the 2.0 version now on itch.io, but it's in a 1x1 ratio, meaning you can't see it unless you narrow your browser a good deal. This, however, is worth it, since the graphics do add to the experience.
The Mansion definitely recognizes it's close to cliche. It recognizes it probably isn't going to shake you out of your chair. But it's short and tidy for all that and about as light-hearted as a game about an amnesiac skeleton could be, and it's well-focused. You will immediately see what to do at the end, but that's because the author didn't try to do anything crazy.
You wake up unaware of who you are or were in a locked room, and you slowly make your way around spooky grounds. There's a diary filling in the past, along with a shovel for digging, a spooky portrait, and an empty suit of armor. Perhaps you've seen these before in other games. There are a few small jokes if you examine everything, which isn't arduous.
Given there are maybe six rooms, it's not hard to find the way through, and you may guess what one special-seeming item is for. (I never did figure what the hammer and nails were for!) The game's main challenge is navigating the inventory capacity of two, I assume because you have two hands and aren't very strong.
Every comp seems to have that one game that's very competent and says, hey, here's a bit of fun, take it or leave it. I'm not going to be profound, but I am well-constructed, and you're not going to get lost. The Mansion, down to its generic name, is that, and yet it was spooky enough, even as I was pretty sure of what I was supposed to be doing, and the end had just enough of a twist to make me look back in worry.
LDDM was, strictly speaking, too long for IFComp. But I'm glad it was in there. It was immensely demanding and rewarding, and it gave me much more to think about than the average work that assures you it is Making You Think. It managed to both place high and win the Golden Banana. Sixth is the highest place for an IFComp Banana winner, though A Paradox Between World achieved a higher percentile in 2021, being #10 of 71, versus #6 of 39.
LDDM deals with the concept of assisted suicide. You, Doctor M, are a purveyor of it, to the famous and anonymous, to the rich and poor. But the question is: are you a good person or a bad one? Throughout LDDM, you see evidence for and against it. There are awful people you please and annoy and good people you please and annoy. People argue it's done for fame, and others argue it was not. Some of your patients seemed to give full consent, and some didn't, and in some cases it may not have been so humane. Then there is the mystery of your death. I felt like LDDM did a good job of keeping things neutral while still being exciting to play through. It reminded me of the one chapter in Julian Barnes's Flaubert's Parrot where the narrator alternately blocked out events from Flaubert's life so as to make a work like Madame Bovary seem inevitable or impossible. Flaubert had all the privilege in the world, or he had all the bad luck. And, less universally, we've all had times where we felt we were obviously hard done by, but others assured us we weren't, or we've seen people balanced on the knife-edge.
So what must you, as the spirit of the recently deceased Dr. M., do? In a surreal afterlife, you need to look for closure in your own life. It's a long way off. You wind up revisiting the scene of your first euthanasia, your most famous one, and your last appointment. Along the way you meet an angel and devil. Each suggests you need to go with them. They're at a bar, and you need to fix the taps, so they each get a drink. Then there's a library, which amused me greatly--you've forgotten your own life, and in some cases, you need to look up information on people who died after you, because apparently you spent a lot of time sleeping in the afterlife. I wound up searching these people after climbing up and down a ladder to access their biographies, and the end result was a puddle of books on the floor.
This all feels like research, meaningful research, especially when paired with how you have to ask NPCs about all sorts of things, and while I hate full-blown amnesia games, the act of recovering your mortal past was quite fulfilling. I think this was also my first real exposure to abbreviated parser commands, where you could A (SUBJECT) instead of ASK ABOUT. As the years went by, I think I felt smarter and smarter that I'd figured it for myself. Oops!
When I finally visited my former patients, I actually messed up a few times. One has dementia, and I found the randomness of their response (you had to gain assent) favorably unsettling. I don't want to spoil the final one beyond saying it seems both tragic and logical, and once fame is part of the social calculus, it really sinks its teeth in and clouds moral clarity.
This isn't to say LDDM is a big long sermon. I love the surreal world it's in, with a door leading different places when unlocked with a different key. There are certain rules you find out in the afterlife, too. And there are swift dabs of humor, such as repeatedly ringing a bell to summon Death when Death's there. I love the denouements as a reward, too. It's not hard at all to figure the good, bad or neutral endings, which are effective. And in an odd way, it mirrors Cana According to Micah in that both can let you decide how good a person you feel you were.
LDDM is a long game, and I don't blame you if you pull out a walkthrough. When I replayed it, I went straight through and still slipped up, which led to some interesting sidelines. I can't even begin to discuss the morality of euthanasia, but I enjoyed the shades of grey this anything-but-grey game elicited, both when I played it in 2011 and now, when I revisited it. It was my favorite game I could vote on in IFComp 2011 (I tested Six) and I think its length may have turned some people off. But it gave a lot to think about, not just about life and death, but all those times you hoped you were doing things for the right reasons, or you wondered if someone else was, whether you liked or disliked them.
I probably wasn't ready for CATM back in 2011, the first year I really tried reviewing IFComp games. I was just trying to get through all the comp games, and this one pushed back at me, but not in the "oops, I'm broken" way. So I couldn't help I was missing something. Everything seemed a bit off to me: even the pen name, Rev. Stephen Dawson, seemed like a pedantic boor who debated endless theological points enough to scare people from church. Anna, an NPC, behaved cluelessly and almost annoyingly, yet she was trying to help. It seemed.
And there was a wedding feast, which I can only assume was the 30 AD equivalent of a cocktail party. (I don't like weddings.) This probably contributed to CATM being dinged a bit in the final standings. But I sat down and found several ways through it, such as they were, and -- well, looking back, I'm not surprised the author went on to publish a novel later, one that appears in my local library system, no less.
CATM isn't a big game. The mansion where you serve is just eight rooms, and the other bits are more straightforward. Yet it took a good deal of diligently fighting through the in-game hints to push through--they don't spoil everything, and I think they even manipulate you into trying things you otherwise wouldn't. I could complain that they don't appear or disappear when they should, but maybe it's my fault for losing faith that early. But you have to manipulate people in order to move the plot. Jesus/Joshua apparently isn't thrilled about the whole turn water-to-wine thing, and unless he has strong motivation, he's not going to. You can't convince him on your own. The whole water-to-wine thing is also subverted with an early puzzle, where you run into John, and, well, Jesus played a small trick on him. John deserved it.
Getting Joshua to perform a miracle without nagging is thus the main thrust of the story. You're sort-of aided by a young orphan named Anna (there are a lot of subtler anachronisms you may miss if just trying to solve CATM.) She causes a set of shelves to collapse, which seems awful, but it just says, okay, there's nothing at the top, so don't bother to look for a ladder. Later she becomes part of a small moral dilemma that leads to branching endings. In the main good one, Joshua lets you know that he isn't a stickler about some things, and you did right. Yet it's easy to imagine these days people with far less than Godlike powers deliberately putting subordinates into impossible positions. So that was an unexpectedly revealing moment.
It's never quite clear how far you are in the plot--you need some NPCs' help to point out other NPCs, and the upper-right, instead of "10/10," is in Bible verse format, which is sort of cute. So there's some ambiguity, but I think that's planned, because your fellow servants Amos and Martha are often sent to town to perform errands. There's a lot of personal interaction implied and required. Though the author deliberately leaves you hanging about one particularly tedious action before speeding it up drastically, as if to say, I don't want you to focus on that. It's not a miracle by any sense, but it's a benevolent way for the author himself to play God.
I missed a lot of the humor of CATM the first time through, and I'm glad I gave it another chance. Parts still feel a bit sticky years later, but I think that's more to the author's discretion. CATM doesn't let things happen too easily, and it nearly forces you to interact with the NPCs and try things to see what to ask about and gives you several chances to solve things as a decent person or as a jerk or worse. It's an interesting bit of speculative apocrypha that avoids crazy humor and asks some what-ifs within the story.
Here's an old one: A troll sleeps in front of his cave. There's treasure inside. The troll won't give up said treasure unless you're clever.
The twist? He's not hostile in the least. You need to do him a small favor. The title may spoil it. His cave isn't very big, but it's lovingly laid out, with a treasure room and clothing room and even a book.
The main puzzle, how to wake up the troll and make friends, is not hard and may partially be spoiled by the title. But no matter. It's an economical game, and the puzzle, indeed, makes emotional sense. You simply help the troll sleep better. He's remarkably generous, but perhaps he had enough treasure, anyway.
I can see why a game like this placed in the bottom half of the Adventuron CaveJam, because it's not terribly complex, and there's not a lot of tension, but with the delightfully blocky just-so graphics and surprisingly charming goal, I had myself a good time. The competition would've been less without it, and if Adventuron keeps giving people the ability to produce games like that, I'm glad to have more of them to play.
We all have games like Slasher Swamp, ones that maybe aren't terribly good, but we played them and enjoyed them for what they were. Perhaps there were better games out there, but Slasher Swamp had a simple enough premise, and the world, while big, only had so many items and so many death traps. So when, on replaying it, I stumbled into an instadeath, I could just reload and try again.
The premise is: your truck (pickup, I assume) is headed for Miami on Spring Break when it breaks down in a swamp. There are all sorts of decrepit buildings and mazes to navigate. You need a combination of good luck charms and weapons to survive. There's little clue what you need if you stumble onto a fatal obstacle, though there's plenty of gore. Then you open another area, mostly through examining stuff and finding a tripwire. This all culminates in a battle in an otherwise innocuous straw hut in the corner of the map.
Along the way you find a severed head and revolver and even some useless items like a King of Spades and Queen of Clubs in an otherwise irrelevant area, which hinted at, perhaps, a few puzzles the author could not slip in before IFComp. Perhaps it's better that way. Too big, and Slasher Swamp would've lost its fun. Looting an abandoned house and gas station is enough. There's even an outhouse and, of course, a side-warping map with non-reciprocal directions. There's a secluded shack, too, not to be confused with the hut. The whole deal is surprisingly dry-goods (find item B in area A, then D in area C since B gives you protection,) and there really is a lack of subtlety. But it is fun for all that. The descriptions seem to beg you to be scared, but I have to admit, they have variety.
Replaying Slasher Swamp years after it was a sort of cult favorite in IFComp 2014 reminds me of other TV shows I enjoyed fondly, even if they weren't good. That one cartoon. Maybe even that one commercial that, these days, makes me smile more than the show it interruopted! You can't have a steady diet, but it has an undeniable enthusiasm and willingness to throw in everything that refreshes the spirit, if not indulged too often. Perhaps I'll have a different perspective seven years from now, in 2030. Somehow, though, it's more than the sum of its parts, and unironically better than you feel a game like this should be, which makes up for more highfalutin' games which miss the mark. We need a few like this. And I guess that's partly why I wrote a walkthrough and map for it years ago, so maybe when I'd need a break from the more mindbending stuff, I could have more simple enjoyments. I did. Maybe you will too.
BR:BF is a fun game, if some of the puzzles misfire. It's a jokey retelling of Jesus feeding a crowd with bread and fish. You, as Jesus, need to actually find the bread and fish. It's a tricky prospect. There are people to be healed, and once they are, your Father above--well, he certainly lets you know what to do next. It's kind of a goofy joke I don't want to spoil, but it doesn't get old. No great theological arguments are broached.
Some of the puzzles require Biblical knowledge, and one sort of does--or you can use trial and error. It's based on the number of verses in each chapter of Mark, which seems a bit odd, and there's a bit of arithmetic too. While i like having numbers integrated into a puzzle, this felt like busy work to me, although it also gave the feel of a big, lost place, and it was sort of neat and different to put different priorities on things you needed to map. You then unsurprisingly have to do something based on a Bible verse.
This all is a bit odd and uneven. But there are neat moments of talking with the people you've healed and getting very modest favors back from them in search of your big grand meal. I am, however, glad I had David Welbourn's walkthrough as a crutch, so I could enjoy the humor scattered through the game, and I found it interesting enough to replay for what I saw in the AMUSING menu. Certainly I studied it harder than those old Bible verses.
Oh, the ending is a funny take on things. Crowds being crowds, what they do is sort of expected, and it makes for a satisfying denouement.
Though BRBF's puzzles seem forced, I did enjoy the general storytelling and world and humor involved even if it never soars. So I do quite recommend it, but keep a walkthrough handy so it's not too frustrating. Navigating the addresses in the village is an arithmetic grind.
Pascal's Wager is an odd one, for sure. But it looks into something I dared to think when I was younger: if there are a bunch of gods, we're even less likely to pick the right one. Is heaven that exclusive? Did you get part-credit if you picked the right one, sort of? Limbo, at least? So many religions had ways to X you out if you screwed up the One True Faith anyway, and the "everyone can make it" ones seemed to give a nice afterlife as a participation trophy. I admitted I sort of looked at which gave the most potential reward for the least effort, which was probably not a paradise-worthy musing.
Pascal's Wager takes a different tack. It's decidedly funny. You can ask WHO IS GOD right off the bat, and there's also an item that shows you who the real God is. This requires some trial and error, but it's the sort the game invites. Then, you have to act in accordance with the deity's wishes. The result is a game with a lot of really irrelevant-seeming items or paths through, with a core of stuff to do right and NPCs who are, somehow, grounded in what's really what. I found the Bacchus path quite funny indeed. I care not how theologically accurate it may be.
Until then, it's not terribly clear what exactly to do (maybe this is just the confusion of youth,) although there are locked doors and such that dare you to open them. You'll probably hit the (generous) time limit, at first, resulting in a lot of being sent to hell by God, who usually asks you a trappy "didn't you consider X?" question. You lose either way. As if omnipotence isn't enough, he has to make you feel helpless one last time. I have to admit, after figuring who God was, he blasted me for being all prayer and no action. Ouch! Well, at least he told me what I should have done.
The basic run-through is as follows: childhood, teenage years, and finally adulthood. Who God is each time doesn't affect the run-throughs, but some items just don't matter. Mechanically, it's more a game about sneaking around than about any deep philosophical musings. There's nothing too intimidating, especially the second time through. It's a rather fun adventure to find the name of the True God.
So there's a surprising amount of subversion built into finding the True God, and I suppose that's what spirituality is about -- controlled, sensible good questions. Even unlocking the hints is an amusing trivial exercise. Each subsequent replay feels a bit more conventional, though, and what felt like subversion turns into checking off on details just to get through and not make mistakes. Which may be a mechanical weakness, but it also brings to mind the sort of person who thought they were very, very clever questioning God's existence and not letting you question their good faith asking the question. PW even seems to poke fun at straining too hard for spirituality--two characters seem to satirize the concept of a guru very lightly.
I have to admit, on winning, I got the five other scenarios queued up for later. In other words, not right away. PW is very funny, but replaying too much too soon is a bit of a slog, and I needed to take time to sit back and enjoy having so many different paths through what seemed like a samey story on the surface.
So about two-thirds of the way through Present Quest, I was baffled as to how and why it had won the Adventuron 2020 Christmas Jam. The puzzles seemed facile and, quite bluntly, a few things didn't add up. Everything was clunky and empty. Did nice graphics really go so far? Were the busy-work puzzles more captivating than I thought? The first puzzle, I needed a hint on, and I double-checked, and yeah, it was too obscure and vague! Then they got unrealistic. And what's up with the short names? Was I off-base, or we the fifteen people who rated the game? Why did I need the food and energy gauge, when they were so easy to recharge? I mean, yeah, content warning and such, and maybe people emphasized with the author, but a pity vote seemed too much. It was a bit odd the author latched on to a meme that peaked in 2008.
Well, by the end my perspective had changed. And it forced me to reconsider certain things about my own life. It made me think about my own time-wasters and why I did them, and whether or not they really helped. My past is probably different enough from yours that you will get something very different from it. Let's just say that I read the content warning, assumed a certain incident in the game was the bit referred to, and said "okay, that's bad, but I don't feel affected by things."
What is PQ at its core? To me, it felt like Progress Quest, where you progress just by having the app open, though I think there's a better explanation for the name in the spoilers than you finding a sligtly cringey Christmas present for Pel. It certainly gave me that idea that minimal progress was inevitable, and you were going through the motions. Even though, well, you have little things to keep you excited. You, Terry, have a ho-hum job that's not well-described. Your wife, Pel, cooks breakfast and takes the car in to have snow tires put on. One day she drives you. One day you take the bus.
Everything has a small puzzle weaved in. On the first day, you need to find a password to your computer. If you want, you can call Pel for hints. It was a bit tortuous the first time, and then when I thought I had the answer, I thought, no, that's silly, it's too short. A fellow named Gord came by and talked to me. He has no effect on the story, and the game warns you against talking to him, and boy do you get an earful if you ignore the game and TALK GORD twice in a row. (I skipped the first time.) The next day, on the bus, you have a small puzzle to figure the route number you need, and the photocopier is broken. Then you have a puzzle with trivial UNIX commands to shut down George Michael's "Last Christmas" playing in the office. Work goes by.
I managed to get better at the puzzles. But I was very close to saying, geez, really? A my lousy apartment game AND a my lousy job game, with because-it-is-there puzzles on top? But PQ seemed inoffensive, much like Terry himself, so it couldn't hurt.
Then the incident happened, and things went to smash, but not in the way expected. And, well, the realization--it didn't hurt, but it tripped off a few things from my own life, of personal crutches I'd kept and thrown off. I was impressed enough by PQ that I want to spoiler-tag the critical bits, but again, I'd encourage you to play through it. As for a walkthrough? I was planning to write one for CASA, just to give Adventuron games more coverage. But since all you have to do is call Pel repeaetedly. You do feel a bit naggy, and that's the point.
(Spoiler - click to show)Hm. Okay. I don't want it to be that easy. ROT13.com will decode the next line below.
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Pdana sana okia reypkneao, pkk. Oawnydejc bkn khz huneyo wjz oknp kb ieo-naiaixanejc pdai wjz dwrejc Ckkcha pqnj pdai ql wjuswu--cnawp! Dawnejc pda okjc wcwej wjz nawhevejc E'z bknckppaj sdwp E hkkgaz ql, pdwp E oskna E'z naiaixan xaywqoa kb ykqnoa pda oejcan owez pdwp--kqyd! Xqp ep swo lnkcnaoo wjz hawnjejc. Wjz E dwz w ykskngan sdk odksaz ia w lnkfayp kb deo ej Y. Ep ykjranpaz w opnejc kb jqixano wjz klanwpkno pk w jqixan qoejc LAIZWO. E pdkqcdp E ykqhzj'p zk ep, E swoj'p jawnhu wzrwjyaz ajkqcd, wjz da owez E ykqhz, eb E ows ep necdp, wjz E dahlaz dei sepd okia kzz eilhaiajpwpekj zapweho. Da habp pda ykilwju odknphu wbpan, wjz bkn w sdeha, E skjzanaz "dks zez da zk pdwp," wjz kjya E becqnaz pdejco kqp, ep swo okiapdejc pk ck xwyg pk. Wjz ep dahlo pk pdeo zwu wo wj atanyeoa pk hawnj w jas lnkcnwiiejc hwjcqwca. Xqp ep swoj'p qjpeh E wllheaz ep pdwp ep dahlaz ia ikra bknswnz--pda ykjbezajya xkkop bnki owuejc "kd, pdwp'o dks da zez pda xwoeyo" skna kbb.
Qdt jxuhu muhu xebbem lysjehyui qbedw jxu mqo. Veh ydijqdsu, yj'i fhujjo uqio je adem xem je wuj weet qj VhuuSubb, rkj Y mekbt iehj ev huluhj je yj, qdt ulud myddydw q vum wqcui yd q hem tytd'j vuub weet. Eh jxuhu qhu/muhu fqydj-ro-dkcruhi fkppbui mxuhu Y adum jxu rqiys ijhqjuwo qdt mqid'j fkixydw vehmqht. Y cqo'lu beeaut temd ed Juhho'i vehckbqjut fkppbui, rkj Y xqt co emd.
O makyy oz'y zngz cge cozn Zkxxe, zuu. Noy jksktzog sgjk oz ngxj zu xkskshkx znotmy, gtj znay zu ju noy cuxq vxuvkxre (vkxngvy Hkxz gtj Muxj mobk nos yorre zgyqy/vaffrky yu Zkxxe jukyt'z yzxgot nosykrl cozn xkvuxzy) haz yurbotm vaffrky mgbk nos g iutlojktik huuyz ux inkkxkj nos av, atzor znke jojt'z gtj iuarjt'z, hkigayk znke ckxk zuu lgx ot znk vgyz gtj nk tkbkx subkj luxcgxj. Oz'y yigxe nuc znoy ngvvkty kbkt coznuaz jksktzog--O'bk gryu ngj se uct Muxjy gz cuxq cnu jojt'z yzuv zgrqotm, gtj ngbotm urj vxuhrksy zu irkgx se nkgj ul znkox iutbkxygzouty cuxqkj, atzor znke jojt'z. Oz'y grr bkxe ixakr kbkt ol eua jut'z ngbk jksktzog--xkgjotm urj yzall eua cxuzk, gtj cutjkxotm nuc eua znuamnz ul zngz, znuamn znk grzkxtgzobk oy "O cgyt'z znotqotm ghuaz sain, cgy O?" Yuskzosky O'bk igamnz seykrl ruuqotm gz znk Cgehgiq Sginotk lux nuc O luatj g ikxzgot vokik ul tuyzgrmog zngz O luxmuz zu huuqsgxq, gtj oz lkkry muuj zu xkzxgik gtj lomaxk znotmy uaz, gtj ekz O qtuc oz cgy zosk cgyzkj tuz lomaxotm uznkx tkgz tkc znotmy. Ux O cutjkxkj cnu zngz yammkyzkj lxoktj cgy, yuskutk O ynuarj qtuc, gtj oz noz sk g lkc jgey rgzkx. O qtuc znkxk oy yzall cuxzn rkzzotm mu ul, haz grr znk ygsk, znk lkkrotm ul ruyy oy gclar.
Ylb ugrf Rcppw'q nsxxjcq qncagdgayjjw zsgjr ypmslb fgq nyqr ylb rfgleq rfyr kyic fgk fynnw, dpmk qmkcmlc cjqc, ucjj ... wms ayl dccj fmu fgq zmyr fyq zccl qgligle dmp y ufgjc. Wms umlbcp ufyr'q lcvr. Ylb rfcl, md amspqc, Npcqclr Oscqr bmcql'r kcyl y npcqclr, zsr rfc npcqclr. Ylb ufgjc Rcppw zmsefr fgq hsqr zcdmpc rfc qfmn ajmqcb, fc lctcp emr y epgn ml rfc npcqclr. Ylb rfc rpslayrcb lykcq dgr gl ucjj ugrf fmu Rcppw ayl mljw npmacqq qm ksaf.
Mzp iuft Fqddk'e bgllxqe ebqouruomxxk nguxf mdagzp tue bmef mzp ftuzse ftmf ymwq tuy tmbbk, rday eayqazq qxeq, iqxx ... kag omz rqqx tai tue namf tme nqqz euzwuzs rad m ituxq. Kag iazpqd itmf'e zqjf. Mzp ftqz, ar oagdeq, Bdqeqzf Cgqef paqez'f yqmz m bdqeqzf, ngf ftq bdqeqzf. Mzp ituxq Fqddk nagstf tue vgef nqradq ftq etab oxaeqp, tq zqhqd saf m sdub az ftq bdqeqzf. Mzp ftq fdgzomfqp zmyqe ruf uz iqxx iuft tai Fqddk omz azxk bdaoqee ea ygot.
(Ghmx: rhn vhnew ybznkx patm mh khmtmx ur ybznkbgz patm max exmmxk B fnlm ux. Xoxg by B inm bm bg ehpxk-vtlx, rhn'w atox t tgw b tl lbgzex phkwl. Matm'l fr vhgmkbunmbhg mh max pahex insser ubm.)