> Build a trap, something so that Garth will fall into it and be unable to get out quickly.
For Garth to fall when walking into the room, there would need to be a deep pit in the solid rock floor. You discard that half-idea.
> Ponder the meaning of life
In your place on the rug you stare into the fire and ponder about the meaning of your life. You have no purpose here, and only one distinct goal. What purpose would you have elsewhere? What purpose would Garth have if you weren't here? You feel as though there should be some greater meaning to your existence, or that of Garth. Something that aught to be done or accomplished. You consider the possibility that there really isn't any point to anything, but if so, why does anyone do anything? What ultimate goal could there be, assuming that this feeling you have is true? You look over what little experience you have, and find that there hasn't been any inherent reasons to anything; every goal that exists has been one you have created. Even in the case of hunger and thirst, things based upon what you need, haven't really been required. You're the one who took those needs and set a goal to fulfill them, making that your purpose at the time. You decide that if there isn't any purpose outside this room for you; you'll make one!
Feeling vigorous after that thought path, you stand up, prepared to do whatever you need to. But this is diminished by all your assorted aches and pains.
> IF anyone comes, use tail to knock out their legs, not their head. At least if they have a helmet. And you were going to attack anyway.
Bringing your attention to the door, you remember how ineffective your tail whip was against Garth's helmet, and realize that any direct strike isn't going to harm him. (At this thought, you experience some fleeting bit of relief, without being very conscious of it.) You decide that trying to knock him over would be a better bet for incapacitation. Even though your body complains about the motion, you test to make sure you can put enough force into the strike down low.
There is now another chip in the wall to the right of the door.
You belly still feels really raw.
Your shoulder, your chin, and your jaw ache.
You have numerous minor bruises.
> Create giant electrically-powered "string" instrument through crystal chutes to the base of an oddly hanging structure surrounded by floaty rocks. Tune "instrument" to the precise three frequencies to produce resonance in crystals. Don't forget to fine tune the whole thing first.
An esoteric image of some large, curious sound producing device flashes into your mind, along with a compulsion to make it. But you note that the materials required certainly aren't here, and might not even exist.
> make a complete inventory of everything at your disposal, then systematically 'use' everything on everything else...
Your first step in getting out of here would be making a complete inventory of all your supplies. It's also something you can do without hurting yourself or anything else. You spend probably about an hour collecting almost everything (the rug, rocking chair, fire, pad, blankets, table, and bookshelf have not been moved) and laying it out in the center of the room. You stand in front of the door a look at what you have:
Your mummy-wrap clothing.
Stray bits of fabric from making your clothes.
A slightly gnarled stick with three little branches.
A half-meter rectangular tray with rounded corners.
A glass teapot with a light blue design on the side, it is partially filled with funny-smelling tea.
A glazed clay cup with an orange ring on the brown.
A a green, glazed clay bowl with a small metal spoon. They have a thin coating of dried soup.
Two vases full of colorful, non-to-slightly-precious stones. They're precious to you, anyway.
A single piece of purple quartz covered in saliva.
A vase of spicy smelling, wood shavings.
A vase of little metal cylinders, you note that their ends are of a rougher, darker, material.
A vase of more strangely smelling tea.
Fifteen small split logs.
A little iron key.
A ring of some very shiny metal. Its surface is covered in a pattern of interconnecting vines that hold a single iridescent, gray-green stone. (How did you miss this pretty thing?)
A miniature iron anchor the size of the key.
A piece of spiraling metal.
A small carpenter's clamp.
A metal cube with numbers carved into it.
A tiny, pointed, metal tube, with an inlaid spiral.
A pile of 20-odd books you haven't really looked at whatsoever.
A figurine of a frog (was being used to hold up books).
A wooden totem of some kind (was being used to hold up books).
A large quartz crystal (ditto).
A steel hat (ditto).
A figurine of a bear (ditto).
A bunch of scrap pieces of paper, some dry dye pieces, a bottle of ink, and a brush.
A corked bottle containing a ship replica that glides on sand. There are little carved figures in the boat, and little carved figures are trying to get on it.
A wooden sphere with detailed ridges, lines, and colors on it. The sphere has a stand on which it may rotate.
A 3 decimeter diameter mirror, rimmed with nondescript metal.
A small, framed painting of some neat little castle, complete with moat, road, and verdant green fields.
A small, framed painting of a furry, winged creature.
A flute, wrapped in a piece of silk.
A wooden box full of little smooth sticks and round pieces of wood.
A small wooden hammer.
A couple fingers of a steel gauntlet.
A weed-woven ball.
A small section of rusted chain mail.
Three spinning tops, in different colors.
Five wooden puzzle boxes of different makes. Two of them are solved, and one still contains a piece of waxed paper.
A small, wooden chest, with carvings of oak leaves, wildflowers, and snakes. It's locked, and something feels strange about it.
A pair of socks was under the little chest! You don't know why they made you feel so excited, it also appears you've already worn them.
A woolen hat.
A necklace of wooden beads.
A half-meter strip of leather.
A two-meter length of rope.
Four conch shells.
Half of another blanket.
A very small glass bottle filled with pale yellow goo.
And finally, a few scales, and a couple chips of stone.
While collect all this junk, you had to exert willpower to keep from getting distracted by the toys. But the quest for a purpose kept you going.
(Note that for convenience sake, I used the normal name for some of these. The character doesn't know that the clamp is used in carpentry, but can tell what it does.
This one felt very long. {And hey! This time it told me there where 79 posts I needed to review. Only needed half that, though.})