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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

the wood, not drawn

The Campgroundspast the treeline, off the board

Danny the Streetthe street itself

  1. The Stoopthe front doorThe lift downand the stair beside it
  2. The Mapthis tablePaper Streeta toy theatre in the windowCel Streeta cel in the windowThe Pebble BoardThe Brass Tacks BoardNow Playing
  3. Pink Pony Club, and behind Pink Pony Club:
  4. Club Chronic
  5. The Zine Table, and behind The Zine Table:
  6. Hear Queer Here
  7. Enid's Room, and behind Enid's Room:
  8. The Playhouse
  9. The Arcade, and behind The Arcade:
  10. The Latibulum
  11. The Jungle Room, and behind The Jungle Room:
  12. The Mopery, and behind The Mopery:
  13. The Adventurer’s Guild

    a back stair up to The Healing Checkpoint, which also has its own front door

  14. The Feed, and behind The Feed:
  15. Loo With a View
  16. The Zibaldone
  17. The Rabbit Hole
  18. The Healing Checkpoint
  19. The Foundry
  20. Covenstead
  21. Dead Tired Society
  22. Laughingstock
  23. The Lightbulb Picture House
  24. Samefood Cafe
  25. The Collection Collection
  26. Vital Plant Living
  27. Champuru
  28. The Comfort Station
  29. Community Center
  30. Town Hall, and behind Town Hall:
  31. Dopamine Dress-Up Den, and behind Dopamine Dress-Up Den:
  32. The Bodymind Booth
  33. Plural Mural
  34. Community Library, and behind Community Library:
  35. Widdershins, and behind Widdershins:
  36. The Gardenthrough the gate in the wall, halfway down
  37. Cavendish Coworking, and behind Cavendish Coworking:
  38. Excursions, and behind Excursions:
  39. The Live Room
  40. The Broadsheet Broadside
  41. The Doom Scoop
  42. The MUD Room
  43. The Seaside Convenience
  44. Pando Calrissian
  45. The Fridge of Sighs
  46. Count Me In
  47. Rescue A Cat
  48. Rescue A Dog
  49. Rescue Small Animals
  50. The Open Notebook
  51. Learning Large
  52. Hey, Good Cookin’
  53. Pekoe and Purrs
  54. A Quiet Pint
  55. The Honesty Box
  56. The Quiet Stall
  57. NeuroHome
  58. Words, Bud, Beats
  59. The Sandbox
  60. Chimera Obscura
  61. Community Care
  62. Coping
  63. Pets
  64. Show Your Work
  65. Volunteers
  66. Breaker Breaker
  67. Spaceholder Saloon
  68. Scalable Feast Ballroom
  69. Your Room
  70. The Runwhere the buildings stop, through the gate
  71. Truckin’ Food Courtopen ground, next door
  72. The Greenopen ground, next door
  73. The Pileopen ground, next door

The Outskirtspast the last streetlight, off the board

  1. Black Leather LagoonTurning 01
  2. SithenTurning 02
  3. Looming Rocks AmphitheatreTurning 03
  4. Dance, PunksTurning 04
  5. The Small HoursTurning 05
  6. The RepeaterTurning 06
  7. Nothing For SaleTurning 07
  8. Rebellion Rave RoomTurning 08
  9. The Haunted HouseTurning 09

Arlesglad Cavernsunder the street, down the lift by the stoop

  1. Big Steep FermentablesLevel B1
  2. Mycelium MunchiesLevel B2
  3. Glow Go Gee GawsLevel B3
  4. Buoyant BodymindsLevel B4 · not open yet
  5. 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

Hand it in at the Adventurer’s Guild →