street furniture · a table in the window by the stoop · mind the pins
On the pavement, by the front door
The Map
The whole street as a model in white card, standing on a cutting mat, and never finished.
HOW LOUD DO YOU WANT IT?
Starts wherever your device says. Nothing moves, flashes, or plays until you say so.
How to read it
The street runs down the middle of the board from the treeline end at the top to the far end at the bottom, with the shopfronts standing on both sides of it in the order they stand on the front page. A small building behind a big one is a room behind a room. Past the treeline, off the top of the board, is the campground’s field with its pitches, and past its wood, further off, the land of Nature’s Contribution, a field card for every place on it; past the last streetlight, off the bottom, is the road out of town with its turnings. The lift beside the stoop goes down to the caverns under the street, which are the smaller board at the foot of the model, one plate for every level. Everything standing on the mat is a link: pick one up and it takes you there.
Follow Where am I? at the foot of any page on the street and the model opens at that page, with a flag on it saying you came from there.
The model
Nature’s Contributionpast the campgrounds and through the wood, further off the board
- All Needs Met Wildlife SanctuaryWest
- Gentle Help Cannabis FarmNorth-West
- Brighter Days Solar FarmNorth
- All Together Now FarmsNorth-East, and behind All Together Now Farms:
- Wide-Spread Chaos GardensEast
- New Partington Power’s HouseSouth-East
the wood, not drawn
The Campgroundspast the treeline, off the board
Danny the Streetthe street itself
- The Stoopthe front doorThe lift downand the stair beside it
- The Mapthis tablePaper Streeta toy theatre in the windowCel Streeta cel in the windowThe Pebble BoardThe Brass Tacks BoardNow Playing
- Pink Pony Club, and behind Pink Pony Club:
- Club Chronic
- The Zine Table, and behind The Zine Table:
- Hear Queer Here
- Enid's Room, and behind Enid's Room:
- The Playhouse
- The Arcade, and behind The Arcade:
- The Latibulum
- The Jungle Room, and behind The Jungle Room:
- The Mopery, and behind The Mopery:
- The Adventurer’s Guild
a back stair up to The Healing Checkpoint, which also has its own front door
- The Feed, and behind The Feed:
- Loo With a View
- The Zibaldone
- The Rabbit Hole
- The Healing Checkpoint
- The Foundry
- Covenstead
- Dead Tired Society
- Laughingstock
- The Lightbulb Picture House
- Samefood Cafe
- The Collection Collection
- Vital Plant Living
- Champuru
- The Comfort Station
- Community Center
- Town Hall, and behind Town Hall:
- Dopamine Dress-Up Den, and behind Dopamine Dress-Up Den:
- The Bodymind Booth
- Plural Mural
- Community Library, and behind Community Library:
- Widdershins, and behind Widdershins:
- The Gardenthrough the gate in the wall, halfway down
- Cavendish Coworking, and behind Cavendish Coworking:
- Excursions, and behind Excursions:
- The Live Room
- The Broadsheet Broadside
- The Doom Scoop
- The MUD Room
- The Seaside Convenience
- Pando Calrissian
- The Fridge of Sighs
- Count Me In
- Rescue A Cat
- Rescue A Dog
- Rescue Small Animals
- The Open Notebook
- Learning Large
- Hey, Good Cookin’
- Pekoe and Purrs
- A Quiet Pint
- The Honesty Box
- The Quiet Stall
- NeuroHome
- Words, Bud, Beats
- The Sandbox
- Chimera Obscura
- Community Care
- Coping
- Pets
- Show Your Work
- Volunteers
- Breaker Breaker
- Spaceholder Saloon
- Scalable Feast Ballroom
- Your Room
- The Runwhere the buildings stop, through the gate
- Truckin’ Food Courtopen ground, next door
- The Greenopen ground, next door
- The Pileopen ground, next door
The Outskirtspast the last streetlight, off the board
Arlesglad Cavernsunder the street, down the lift by the stoop
- Big Steep FermentablesLevel B1
- Mycelium MunchiesLevel B2
- Glow Go Gee GawsLevel B3
- Buoyant BodymindsLevel B4 · not open yet
- Stay FrostyLevel B5, and behind Stay Frosty:
Why nothing on it is painted
Every room on this street is its own world, with its own light, its own colours and its own typefaces, and no two of them alike. A model that tried to paint them all would be telling you they belonged to one set. So the whole thing is one white card under one lamp, the only colour on the table is the mat and the pins, and every room is left to be itself when you get there.
Nothing on it was placed by hand, either. The shopfronts come off the front page in the order they stand, the pitches off the campground’s own board and the turnings off the road’s own signs, and the gate to the garden stands halfway down however long the street happens to be. A room cannot open on this street without going up on the model, because the build refuses until it has.
Job marker — a spare pin with a white head, stuck in the cutting mat
You have found a job marker. The Adventurer’s Guild is a shopfront on the street, and it posts jobs that send you round these rooms. Take the code below to its board and that job is done. Nothing here is scored, nothing expires, and one is a perfectly good number of jobs to do.
The job: A pin nobody has used
Before the code: The Map says nothing on the model is painted. What is the model made of? Two words.
Hint 1
It is in the line right under the page's name.
Hint 2
It is what an architect builds a model out of before anybody decides what colour anything is.
Last hint
Two words: a colour, and what the buildings are cut from.
Give me the answer
The answer is White card. Every room on the street has its own light and its own colours, and a model that painted each one would be saying they belonged to one set. So the whole model is one white card, and every room is left to be itself when you get there.
Taking the answer is a real way through this, not a lesser one. Nothing is watching and nothing is written down.
Quest code: SPAREPIN
That is the one.
Every room on the street has its own light and its own colours, and a model that painted each one would be saying they belonged to one set. So the whole model is one white card, and every room is left to be itself when you get there.
Quest code: SPAREPIN