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 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; past the last streetlight, off the bottom, is the road out of town with its turnings. 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
The Campgroundspast the treeline, off the board
Danny the Streetthe street itself
- The Stoopthe front door
- The Mapthis tableThe Pebble Board
- 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
- The Gardenthrough the gate in the wall, halfway down
- The Zibaldone
- The Rabbit Hole
- The Healing Checkpoint
- The Foundry
- Covenstead
- Dead Tired Society
- Laughingstock
- The Lightbulb Picture House
- Samefood Cafe
- The Collection Collection
- Your Room
The Outskirtspast the last streetlight, off the board
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