So, on a planet just chock-full of paranoids, some of them are bound to get together. When they do, they wind up forming societies whose purpose is explicitly to "find out the conspiracy" or "infiltrate Big Brother's network" or what-have-you. Normally, in these cases on Asylum, either there's a warden in the germinal group (in which case he makes sure that it goes nowhere), or one gets invited in before too long (in which case, again, he kills the group subtly from within). However, amidst this milieu, it was sort of inevitable that, after sufficient time, such a group would arise, free of wardens, that had as its prime directive the prevention of its own infiltration by "outsiders," and only then the "infiltrate the conspiracy" directive. Naturally, these arise only rarely, and usually their methods are not adequate to detect and keep out the wardens. However, in an infinite universe, everything must happen, and even if the probability is small of such a thing arising and surviving, an entire planet is a pretty big place. It happened in Thriff. Such a society (let's call it Freemen Exterminating the L.{{Large?}} Conspiracy of Heretics) arose, and through its rules and customs {{oh, boy! How are we going to manage this? How can they distiguish a warden or warden-lackey from a normal guy, so they can keep themselves totally undetected by wardens? do wardens have different brain-scans? Perhaps metal implanted in their bodies (something no one in this society would have, due to insufficient technology)? Other ideas?}} managed to go completely undetected by the wardens. Over the years, in pursuit of their secondary goal, they have accumulated a fair mass of information about "the conspiracy," some of which actually pertains to the wardens, and some of which is random-ish. The real information they have mostly pertains to how to get in to the Wardens' complex. In order to get into the complex, one has to know the location of the entrance (in the basement of Ye Olde Gasthaus), have the key (every warden has one - note that the one held by Tinker is now in the hands of a random thief-type scavenger or whomever that person gave it to), and know the combination (every warden know this - or at least how to figure it out on a given day - it changes). FELCH has enough information between the members to determine all of this stuff, though they will have to figure out the location of the entrance (one puzzle), obtain a key (could prove difficult, so we should probably give them a lead as to who has it, or at least, who had it last...), and figure out the combination (another puzzle). **DP--Why is the information on how to figure out the combination available in the first place? Possibility: the Great Wizard (now gone), being of devious nature, decided to play one final trick on the wardens and slipped a highly obscure reference to the door combination into the W.Guild puzzle- chase. This was subtle enough so that the wardens missed it, and somehow FELCH either got or can get access to it. (Maybe one of the FELCH-ers is a wizard's guild member?) **DP--Ah, but the Freemen, being *real* paranoid, have decided that only people they know from birth and have kept track of are viable candidates. Therefore, since native wardens would have undergone a suspicious "disappearance"(which may very well be a clue FELCH has) and return, they would be removed from the picture. There are a couple of people here who qualify, although they are not being considered per se (we just casually mention that so-and-so grew up with so-and-so and have been close friends for years.) That's how they'e kept themselves warden-free this long. { Eris - from meeting 4/19: sheafs of info constitute puzzle }