.. epigraph::
- | *U was a usurer, a miserable elf;*
- | *V was a vintner, who drank all himself.*
+ | |CENTER| *U was a usurer, a miserable elf;*
+ | |CENTER| *V was a vintner, who drank all himself.*
.. only:: html
.. image:: /images/picV.png
:align: left
-.. raw:: latex
-
- \dropcap{v}
-
-iewed from the inside, Benny's café is warm and welcoming, and packed
-with lunchtime customers. We'll try to conjure up some appropriate
-images, but the main focus of the room isn't the decor: it's the door
-leading to the toilet -- and, perhaps, privacy?
+|V|\iewed from the inside, Benny's café is warm and welcoming, and packed
+with lunchtime customers. We'll try to conjure up some appropriate images,
+but the main focus of the room isn't the decor: it's the door leading to
+the toilet -- and, perhaps, privacy?
.. _homely-atmos:
The effect is that we manage to leave it as it was before we tampered
with it.
-Well, that's about everything about doors. Everything? Well, no, not
-really; any object can grow as complex as your imagination allows, but
-we’ll drop the subject here. If you care to see more sophisticated
-doors, check Exercises 3 and 4 in the *Inform Designer's Manual*, where
-an obliging door opens and unlocks by itself if the player simply walks
-in its direction.
+Well, that's about everything about doors. Everything? Well, no, not
+really; any object can grow as complex as your imagination allows, but
+we’ll drop the subject here. If you care to see more sophisticated doors,
+check Exercises :dm4:`3 and 4 <s6.html#ex3>` in the |DM4|, where an
+obliging door opens and unlocks by itself if the player simply walks in its
+direction.
So far, we have the player in front of a locked door leading to the
toilet. A dead end? No, the description mentions a scribbled note on its