The Origin of Madame Time
Mathbrush
built-in hints Colossal Cash Prize cover art IFComp 2018 IFComp Game Inform 7 parser superhero time travel walkthrough Xyzzy Awards 2018
As an avid fan of superheroes and a harsh critic of villains, the battle over the abandoned amusement park captured your imagination. But when the nuclear airship Mephistopheles exploded above you, it seemed like all was lost--that is, until your latent powers manifested, and you became Madame Time! Explore a frozen world of unbridled power! Use the abilities of hero and villain alike to save the day!
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It all happens so fast, once you get to the abandoned theme park. There you are, surrounded by the greatest battle the world has ever seen between hero and villain, diligently taking notes for your latest research paper. That's when you spot the nuclear airship, sinking in the air and billowing smoke.

Immediately recognizing the danger of nuclear explosion, you dive into the basement of a ruined aquarium attraction. But the blast never comes, and now you hear perfect silence from outside. Something strange has happened.

This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

A dried-out old fountain pen lies on the ground.

Your extensively annotated notebook on superheroes and their powers is here.
About yourself
You are Justine Thyme. While most of your time is spent getting straight A's in high school or studying up on superheroes, you also have been conducting research on Einstein's recent breakthroughs in Time and Space.
You take the pen and the notebook
dry fountain pen: Taken.
weathered notebook: Taken.
You examine notebook
In your months of research, you've compiled notes on over a dozen superheroes and their abilities. You can LOOK UP a superhero to learn more about them.

The front page contains the following motto, underlined a dozen times: A TRUE HERO LEAVES NO ONE BEHIND.
You examine the desk
Someone must have used this basement as an office years ago. This desk is very plain, with no drawers.
You look at stool
This stool looks like the kind of stool that people leave in a corner for years, pulling out only for the worst tasks, such as changing a light bulb in the men's room.
You check what you're carrying
You are carrying:
a weathered notebook
a dry fountain pen
Go upwards
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.

It is unbelievably quiet in here. You poke your head outside, only to withdraw it again in shock and fear. It seems the world has been frozen in time!

Your only conclusion is that the trauma of the battle and explosion have awakened some sort of latent abilities deep within you. It is
up to you and you alone to save every last person in this abandoned theme park.

When you feel like everyone is safe, you can RELEASE the temporal energies in the same place that you stopped time and let the bomb fall.
Examine tank
This fish tank seems to have been caught in the process of shattering from some sort of shockwave. Tiny shards of glass fill the air in front of it.
You examine the glass
Tiny shards of glass fill the air in front of the shattered aquarium.
You go north
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

You saw this from the aquarium as you were headed down the stairs. Mister Winter was battling the Alchemist until she ran out of antifreeze. That's when he started pulling out the big symbols.

Mister Winter is surrounded by pillars of ice, one hand pointing accusingly to the snack bar to the north, and another tracing
an arcane symbol of winter in the sky.
You look up Winter
An ancient necromancer awoken by the evils of war, Mister Winter is capable of casting bone-chilling spells, incantations, and diagrams.
You look up alchemist
Once the mild-mannered Professor Molly Q. Lar, The Alchemist uses her powers of chemistry to alter the human body and mind. While she initially resisted the unscientific appellation of Alchemist, she now embraces her mystique.
You examine mister
(Mister Winter)
Mister Winter is the epitome of cold, with bulky armor made from ice. Just looking at him makes you chilled inside.
You look at the symbol
The arcane symbol of winter traces itself into your mind. You feel confident that you would be able to reproduce it on a suitable medium.
You examine ice
Which do you mean, the splash pool, the bulky ice armor or the pillars of ice?
You examine the Pool
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

Mister Winter is surrounded by pillars of ice, one hand pointing accusingly to the snack bar to the north, and another tracing
an arcane symbol of winter in the sky.
You examine the armor
Mister Winter made this armor from slabs of pure ice.
You look at the pillars
Forceful and fantastical at the same time, these pillars were raised by Mister Winter's power.
You go north
The snack bar smells horrible, and is encrusted with filth. It has changed the least of all of the attractions. The splash pool is to the south, and the gift shop occupies the space to the west.

Ah, so this is where the Alchemist ended up.

The Alchemist has stumbled over the snack bar in her haste to flee from something to the south. Her bag has spilled, sending potions of power flying everywhere.
You examine Alchemist
(the Alchemist)
The Alchemist wears a close-fitting pink helmet and a pink lab coat. She normally carries numerous potions, but they seem to have gotten away from her.
You look at the potions
There are so many potions here, it's bewildering. You'll never find anything without help.
You examine the bag
The Alchemist's bag has spilled, sending potions everywhere.
You take the bag
That's frozen in time.
You take the potions
There are hundreds of potions. You'll need to be more specific.
You examine the filth
The filth is, as might be expected, filthy.
You search Alchemist
(the Alchemist)
You find nothing of interest.
Search potions
Without help, it's impossible to distinguish them.
Go west
The ghosts of merchandise past haunt this weathered shop. An empty display table has been left here, as well as some boxes and leftover packaging. The snack bar is back to the east, and the carousel
is south.

So this is where Squid Kid ended up. Makes sense the Chef would be here, too.

Squid Kid is crouched, cowering, under the table. A puddle of ink trails behind her.

The Chef is frozen mid-stalk, clutching a massive cleaver in one hand and a carving fork in the other. She's looking for something, or someone, and she looks very, very hungry.
You examine kid
Poor Squid Kid. She's tried attending six different schools since her change, but the students invariably begin to complain about her wrecking the grade curve. But she's managed to keep her superpowers remarkably well hidden.

Squid Kid is squished into a rubbery suit with an insignia of a squid on the center.
You look up squid kid
Squid Kid was born when a mild-mannered young girl fell into a vat of squid ink at the same time that a lightning storm struck the factory. With her powerful ink shots and the ability to breathe underwater, Squid Kid is the best at submarine hide and seek!
You examine chef
The Chef is one of Evildom's most wretched beasts. Not content with feasting on endangered species, she also enjoys devouring pulp science fiction books and consuming unhealthy amounts of television and newspaper stories.
Examine boxes
The boxes and leftover packaging are completely unimportant.
You examine the ink
The ink is puddled up in a trail leading to Squid Kid.
You go south
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You stare upwards in shock. The exploding airship is directly above. A masterpiece of nuclear and robotic technology, turned to such destruction. Horrible.

is stopped..
You examine the airship
High in the sky, Rex Dashing's airship is frozen mid-explosion. Various bits are plummeting from the sky towards the center of the park.

The debris is very close to you here. You may be able to climb
up it.
You look up dashing
Rex Dashing is a playboy adventurer and superhero, current owner of Airship Mephistopheles.
Go upward
Boy, it sure is high up here. You can see the whole park. It's a lot smaller than you remember.

You are perched on a lone stair, with one hand on a steel beam. You can go back down to the carousel, further from impending doom.

Amelia Derringer, intrepid villain, hangs suspended in the air, her body stretched and elasticized as only a blobified morphivore can. She currently looks like an upside-down bowl.
You look at Amelia
(Amelia Derringer)
Amelia the villain is stretched out and blobified into a bowl shape.
You look up amelia
Catgirl, society girl, and metamorphic prodigy. She has only to eat a bite of an animal to gain its powers.
You turn amelia
(Amelia Derringer)
You don't want to knock anyone over, and so you leave them alone.
You look up the radon
Inventor, physicist, and card-carrying member of the League of Notoriety.
You examine the ship
High in the sky, Rex Dashing's airship is frozen mid-explosion. Various bits are plummeting from the sky towards the center of the park.
Go downwards
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.
You go west
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large, blank sign here.

It's quiet here. Too quiet. You're beginning to doubt yourself. Why did you have to be the one to have time-stopping powers? And why should you have to save everyone? It's a great burden.
You examine the sign
The sign must have had something on it, once. But everything is faded away, leaving it blank.
You take the sign
That's frozen in time.
Touch sign
You lay your fingers on it for a moment, but nothing happens. Not in this world where time stands still.
Go north
You wander in the corn maze for a time, but can't find the northern exit. You'll have to figure out a way to get through.
Go north
The ghosts of merchandise past haunt this weathered shop. An empty display table has been left here, as well as some boxes and leftover packaging. The snack bar is back to the east, and the carousel
is south.

Squid Kid is crouched, cowering, under the table. A puddle of ink trails behind her.

The Chef is frozen mid-stalk, clutching a massive cleaver in one hand and a carving fork in the other. She's looking for something, or someone, and she looks very, very hungry.
You fill the pen with the ink
Your sentence had too many words; you can try typing just the part where you wanted to fill the dry fountain pen.
You fill the pen
You fill the fountain pen from the ink. Most of the ink remains.
You go to the west
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large, blank sign here.
You go to the south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus. You can see the Hall of Mirrors to the east and the Corn Maze to the north.

Lupor the Wolfman rears on two furry hind legs, fangs bared. You've caught him mid-howl as he unleashes the Wolf Moon above him.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.

Beams of insidious light from Lupor's Wolf Moon strike your body. A horrible change comes upon you: your hands twist into claws, your skin erupts into fur, and your teeth sharpen into fangs! You have become a wolf.

Unable to hold more than one thing in your mouth, you drop the weathered notebook.
About you
You are Justine Thyme. While most of your time is spent getting straight A's in high school or studying up on superheroes, you also have been conducting research on Einstein's recent breakthroughs in Time and Space.

Also, you are a wolf.
You look up wonder brothers
While their main power is photogenicity, the Wonder Brothers also share the powers of teamwork, friendship, and a great work ethic.
You examine Wonder
(the Wonder Brothers)
The Wonder Brothers look astonished by the turn of events that overtook them right before the explosion.

Also, the Wonder Brothers are in wolf form.
You look at Moon
Lupor's signature ability, the Wolf Moon is a ghostly mirage in the air, the very sight of which turns viewers into wolves. Fortunately, it's in a confined area, blocked by the corn maze to the north and the house itself in the other directions.
You look up Lupor
Bitter at the world for his curse of Lycanthropy, Lupor developed a ritual to summon the Wolf Moon, so that all that behold it would suffer the same curse.
You go to the north
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large, blank sign here.

Now that Lupor's Wolf Moon is blocked from view, you feel its horrible effects leaving your body.

You revert to human form.
Inventory
You are carrying:
a filled fountain pen
You drop the pen
Dropped.
Go south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus. You can see the Hall of Mirrors to the east and the Corn Maze to the north.

Lupor the Wolfman rears on two furry hind legs, fangs bared. You've caught him mid-howl as he unleashes the Wolf Moon above him.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.

You can also see a weathered notebook here.

You have become a wolf.

You hesitate, thinking of your actions. Was going south the right thing to do?
You take the notebook
Taken.
You go north
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large, blank sign here.

You can see a filled fountain pen here.

You revert to human form.
You go south
The Hall of Mirrors is mirrorless, but it retains its former name. The hall is open to the sky, and, far above you, Rex Dashing's airship is frozen in the midst of exploding.

You remember this spot from earlier. Copy Cat had been lurking here the entire battle, fending off attacks from the Wonder Brothers and Golden Girl. She had the upper hand until the Lenswarden arrived.

You can go east to the abandoned aquarium, west to the
remains of the burnt haunted house, or north to the carousel in
the center of the park.

The Lenswarden peers fearfully through the Lens of Truth, a talisman of great power, trying to find the real Copy Cat.

Five versions of Copy Cat are frozen mid-pounce here, ready to strike the Lenswarden.
You examine Lenswarden
(the Lenswarden)
The Lenswarden wears a simple black domino mask. He projects a feeling of false confidence.
You look at Lens of the Truth
A lens through which one might look and discover the truth of all things. Some say it has a spirit of its own.
You look up Lenswarden
The Lenswarden is a warrior for justice! With his mighty Lens of Truth (rumored to have a spirit of its own), the Lenswarden can discern those things which are of the greatest import for his future! He can pick out a needle in a haystack or a ruffian in a crowd. Beware, evildoers!
You take Lens
You snatch the Lens of Truth from The Lenswarden's unwitting fingers. It came loose--perhaps the rumors about the Lens are true. In any case, its power is now yours: you can LOOK THROUGH the lens in any location you find yourself.
You look up golden
Descended from the legendary King Midas, Golden Girl has turned the ancient curse into a superpower for good. Anything that she touches once turns to gold, while anything she touches twice turns back to normal.
You look up Copy
After being thrown out of college for plagiarism, Copy Cat found work at a mimeograph factory. After finding out her boss was the mysterious Duplicator, she stole his cloning technology to become the super villain she is today!
You look up duplicator
An early hero whose powers were stolen by Copy Cat.
You look through Lens
Through the power of the Lens of Truth, you discern the real Copy Cat!
You go east
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.
You look through Lens
The mighty Lens of Truth reveals no new information to you.

You have the worrying feeling that you're forgetting something. But it might just be nerves.
You go to the north
The snack bar smells horrible, and is encrusted with filth. It has changed the least of all of the attractions. The splash pool is to the south, and the gift shop occupies the space to the west.

The Alchemist has stumbled over the snack bar in her haste to flee from something to the south. Her bag has spilled, sending potions of power flying everywhere.
You look through Lens
Sparkling lights emanate from two of the potions: a mysterious green potion and a potion of deepest purple. These have been marked out as vital for your destiny.
You examine the green potion
It has a downward-facing arrow on the label.
You examine purple potion
It has an upward-facing arrow on the label.
You take green potion
Taken.
Go upward
You are perched on a lone stair, with one hand on a steel beam. You can go back down to the carousel, further from impending doom.

Amelia Derringer, intrepid villain, hangs suspended in the air, her body stretched and elasticized as only a blobified morphivore can. She currently looks like an upside-down bowl.
Go downwards
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You feel a bit more energy now.
You look up Time
There's nothing on this page except the name Madame Time, written with a question mark. You don't remember writing this. But you like the name.
You go to the west
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large, blank sign here.
Go north
You wander in the corn maze for a time, but can't find the northern exit. You'll have to figure out a way to get through.
You take Amelia
(Amelia Derringer)
You're not big enough to do that.
You draw the symbol
You inscribe the arcane symbol of winter on the blank sign. It flashes brightly, and the temperature in this area plummets.

Frost spreads from the sign onto the corn, causing the corn to buckle under the weight until the entire maze is flattened, allowing the light of the Wolf Moon from the south to shine upon you.

You have become a wolf.

Unable to hold more than one thing in your mouth, you drop the purple potion, the green potion, the Lens of Truth and the weathered notebook.
You go to the north
This used to be the highest point of the theme park before the Small Collapse of '23 and the Big Collapse of '31. You can enter the Corn Maze to the south.

You never made it to this part of the park earlier. It certainly looks...different.

Rusty Red has rusted the roller coaster, coating the rails in rust and costing the coaster its rusticly robust role in the theme park.

Golden Girl laughs at the futile efforts of Rusty Red to corrode her gleaming armor. She is hiding under the tracks with only her hand sticking out.

Rusty Red is now a wolf.

Golden Girl is now a wolf.
You examine Red
Rusty Red was a chemistry professor before he was dismissed and became a janitor at his former school. Filled with resentment at the board of trustees, he turned to a life of crime and oxidation.

Also, Rusty Red is in wolf form.

You're struck with memories of theme parks of your youth.
You examine girl
Golden Girl is encased in pure gold, from her golden wolf helmet to her golden wolf boots. Her wolf armor is heavy, and not very functional, but her super-strength and power of flight make up for it.

Also, Golden Girl is in wolf form.
You remember the parks
No! You push past the fog of the past and focus on the here and now.
Go south
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
You look up red
Rusty Red, Golden Girl's arch-nemesis, spent years trying to find a way to recreate her powers. Instead, he discovered the means to rust any oxidizable metal. Alas, Golden Girl herself remains incorruptible.
Go south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus. You can see the Hall of Mirrors to the east and the Corn Maze to the north.

Lupor the Wolfman rears on two furry hind legs, fangs bared. You've caught him mid-howl as he unleashes the Wolf Moon above him.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.
Go north
This used to be the highest point of the theme park before the Small Collapse of '23 and the Big Collapse of '31. You can enter the Corn Maze to the south.

Rusty Red has rusted the roller coaster, coating the rails in rust and costing the coaster its rusticly robust role in the theme park.

Golden Girl laughs at the futile efforts of Rusty Red to corrode her gleaming armor. It looks like she was hiding under the tracks.

Now that she is in wolf form, though, she's been dislodged from her hiding spot.
You put Lens on Golden
(Golden Girl)
Putting things on Golden Girl would achieve nothing.
You touch Lens to Golden
(Golden Girl)
Golden Girl's power only works on the living.
You examine girl
Golden Girl is encased in pure gold, from her golden wolf helmet to her golden wolf boots. Her wolf armor is heavy, and not very functional, but her super-strength and power of flight make up for it.

Also, Golden Girl is in wolf form.
You examine the helmet
This was once leather, before Golden Girl transformed it.
You examine boots
This was once leather, before Golden Girl transformed it.

You hesitate, thinking of your actions. Was examining the golden armor the right thing to do?
After
You see Golden Girl, crouched under the roller coaster to gain advantage against Rusty Red, look up in terror as she hears the howl of Lupor the Wolfman to the south. Then all is still.
Go south
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
After
You see a sped-up sequence of images, like a cinema show, revealing the passing seasons as the corn maze grew and wilted, year after year. Graffiti appears on the sign and is scrubbed away over and over again as the years pass.
Go south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus. You can see the Hall of Mirrors to the east and the Corn Maze to the north.

Lupor the Wolfman rears on two furry hind legs, fangs bared. You've caught him mid-howl as he unleashes the Wolf Moon above him.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.
After
You see Lupor's power welling up from within him, bursting forth into the Wolf Moon. The Wonder Brothers begin to flee, trying to reach the corn maze to block the sight when a flash of light from the sky blurs the scene.
Go east
The Hall of Mirrors is mirrorless, but it retains its former name. The hall is open to the sky, and, far above you, Rex Dashing's airship is frozen in the midst of exploding.

You can go east to the abandoned aquarium, west to the
remains of the burnt haunted house, or north to the carousel in
the center of the park.

The Lenswarden peers through the--ah, the--peers through nothing, trying to find the real Copy Cat.

Five versions of Copy Cat are frozen mid-pounce here, ready to strike the Lenswarden. But you know which one is the real Copy Cat, now.

You revert to human form.
After
You see the Copy Cat snatching the Lens of Truth from the Lenswardenand gleefully looking through it. The Lenswarden looks panicked as he tries to figure out which copy is real.
You go east
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.
After
You see a burly worker carrying a heavy glass tank in the rain. It proves to be too large, and he falls to the ground, trapped under the aquarium.
Go downwards
This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

You can feel the point in space where you froze time. You can RELEASE it whenever you feel ready.
After
Several years ago, you see a great collection of people, gathered to celebrate the completion of the shelter.
After
You see Mister Winter examining his arcane symbol with great pride.

You stop for a moment. Where did you set down the weathered notebook?
After
You see the Lenswarden and the Alchemist pacing the room together, discussing their plans before the upcoming battle.
Go west
The ghosts of merchandise past haunt this weathered shop. An empty display table has been left here, as well as some boxes and leftover packaging. The snack bar is back to the east, and the carousel
is south.

Squid Kid is crouched, cowering, under the table. A puddle of ink trails behind her.

The Chef is frozen mid-stalk, clutching a massive cleaver in one hand and a carving fork in the other. She's looking for something, or someone, and she looks very, very hungry.
After
You see a clerk refilling an inkwell with a supply of India ink.
After
You see kids climbing up the carousel, jumping on the top until the operator chases them off with dirt clods.
After
You see a large falcon swoop down and grab a helpless sparrow in its talons before carrying it away.
Go west
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see a filled fountain pen, a weathered notebook, a green potion and a purple potion here.

You have become a wolf.
You drink the purple
You grow to a much larger size.
You go south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus. You can see the Hall of Mirrors to the east and the Corn Maze to the north.

Lupor the Wolfman rears on two furry hind legs, fangs bared. You've caught him mid-howl as he unleashes the Wolf Moon above him.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.

You sneeze.
You take Lupor
(Lupor the Wolfman)
You pick up Lupor the Wolfman.
You go to the north
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see the Lens of Truth, a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
Go north
This used to be the highest point of the theme park before the Small Collapse of '23 and the Big Collapse of '31. You can enter the Corn Maze to the south.

Rusty Red has rusted the roller coaster, coating the rails in rust and costing the coaster its rusticly robust role in the theme park.

Golden Girl laughs at the futile efforts of Rusty Red to corrode her gleaming armor. It looks like she was hiding under the tracks.

Now that she is in wolf form, though, she's been dislodged from her hiding spot.
You touch Lupor to golden
(Lupor the Wolfman to Golden Girl)
There is a flash of golden light, and Lupor the Wolfman is now solid gold.
You go south
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus.

The Wolf Moon has been unleashed here, shining in the air. You can see the Hall of Mirrors to the east and the Corn Maze to the
north.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.
You examine Lupor
(Lupor the Wolfman)
Lupor is half-man, half-wolf, and all rage. His bulging biceps connect his shattering shoulders to his fierce forearms, culminating in cruel claws of awesome power!

Also, Lupor the Wolfman is made of solid gold.
You get Moon
You drop Lupor the Wolfman to try and grab the Wolf Moon.

It is a ghostly image, impossible to manipulate by hand, or by paw.
You take Lens
You drop Lupor the Wolfman to try and grab the Lens of Truth.

Taken.
You cover Moon with Lens
Your sentence had too many words; you can try typing just the part where you wanted to cover the Wolf Moon.
You cover Moon
The Wolf Moon is immaterial!
You go north
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see Lupor the Wolfman, a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
You drop Lens
Dropped.
Go east
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You revert to human form.

You're struck with memories of playing with action figures as a child.
Go upward
You are perched on a lone stair, with one hand on a steel beam. You can go back down to the carousel, further from impending doom.

Amelia Derringer, intrepid villain, hangs suspended in the air, her body stretched and elasticized as only a blobified morphivore can. She currently looks like an upside-down bowl.
You take Amelia
(Amelia Derringer)
You pick up Amelia Derringer.
You go to the west
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see the Lens of Truth, Lupor the Wolfman, a filled fountain pen, a weathered notebook, a green potion and a purple potion here.

You have become a wolf.

Amelia Derringer is now a bowl-shaped wolf.
You examine Amelia
(Amelia Derringer)
Amelia the villain is stretched out and blobified into a bowl shape.

Also, Amelia Derringer is in wolf form.
Go north
This used to be the highest point of the theme park before the Small Collapse of '23 and the Big Collapse of '31. You can enter the Corn Maze to the south.

Rusty Red has rusted the roller coaster, coating the rails in rust and costing the coaster its rusticly robust role in the theme park.

Golden Girl laughs at the futile efforts of Rusty Red to corrode her gleaming armor. It looks like she was hiding under the tracks.

Now that she is in wolf form, though, she's been dislodged from her hiding spot.
You put golden in the bowl
(Golden Girl in Amelia Derringer)
Amelia may be bowl-shaped, but she's not a convenient place to store medium-sized dry goods.
You put the bowl on golden
(Golden Girl)
Putting things on Golden Girl would achieve nothing.
You touch Golden Girl with Amelia
(Amelia Derringer)
There is a flash of golden light, and Amelia Derringer is now solid gold.
You examine Amelia
(Amelia Derringer)
Amelia the villain is stretched out and blobified into a bowl shape.

Also, Amelia Derringer is in wolf form.

Also, Amelia Derringer is made of solid gold.
You cover Golden
(Golden Girl)
She isn't something you can close.
You take golden
(Golden Girl)
You feel more confident in this form, now. You should be able to carry more than one thing in your mouth.

You've got her!

Now that you've pulled Golden Girl out, you should be able to avoid her golden paw.
Go south
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see the Lens of Truth, Lupor the Wolfman, a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
You go east
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You revert to human form.

Golden Girl is no longer in wolf form.
Amelia Derringer is no longer in wolf form.

You hesitate, thinking of your actions. Was going east the right thing to do?
Go east
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

Mister Winter is surrounded by pillars of ice, one hand pointing accusingly to the snack bar to the north, and another tracing
an arcane symbol of winter in the sky.
You take Winter
(Mister Winter)
You pick up Mister Winter.
You take Chef
You pick up the Chef.
You take Kid
You pick up Squid Kid.
You take Alchemist
(the Alchemist)
You pick up the Alchemist.
You go south
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

The arcane symbol of winter continues pulsing cold throughout the area, and the snack bar is to the north.
Go downwards
Amelia is too awkwardly shaped to carry down the stairs.
You drop Amelia
(Amelia Derringer)
You try putting Amelia over the opening. She's the right shape, but she's not quite big enough to cover it.

You set Amelia to the side.
Go downwards
This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

You can feel the point in space where you froze time. You can RELEASE it whenever you feel ready.
You drop all
Alchemist: Dropped.
Squid Kid: Dropped.
Chef: Dropped.
Mister Winter: Dropped.
Golden Girl: Dropped.
You go upwards
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.

You can see Amelia Derringer here.

You stop for a moment. Where did you set down the purple potion?
Go west
The Hall of Mirrors is mirrorless, but it retains its former name. The hall is open to the sky, and, far above you, Rex Dashing's airship is frozen in the midst of exploding.

You can go east to the abandoned aquarium, west to the
remains of the burnt haunted house, or north to the carousel in
the center of the park.

The Lenswarden peers through the--ah, the--peers through nothing, trying to find the real Copy Cat.

Five versions of Copy Cat are frozen mid-pounce here, ready to strike the Lenswarden. But you know which one is the real Copy Cat, now.
You take Cat
Because of the power imparted you by the Lens of Truth, you approach the real Copy Cat easily.

You pick up Copy Cat.
You take Lenswarden
(the Lenswarden)
You pick up the Lenswarden.
Go east
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.

You can see Amelia Derringer here.
Go downwards
This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

You can see Golden Girl, Mister Winter, the Chef, Squid Kid and the Alchemist here.

You can feel the point in space where you froze time. You can RELEASE it whenever you feel ready.
You drop all
Lenswarden: Dropped.
Copy Cat: Dropped.
You go to the west
The Hall of Mirrors is mirrorless, but it retains its former name. The hall is open to the sky, and, far above you, Rex Dashing's airship is frozen in the midst of exploding.

You can go east to the abandoned aquarium, west to the
remains of the burnt haunted house, or north to the carousel in
the center of the park.
Go west
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus.

The Wolf Moon has been unleashed here, shining in the air. You can see the Hall of Mirrors to the east and the Corn Maze to the
north.

The Wonder Brothers have been reduced to the Wonder Cubs. Three dogs are caught mid-motion as they struggle out of their human clothing.

You have become a wolf.
You take Brothers
You pick up the Wonder Brothers.
You go north
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.

There is a large sign here with the symbol of Winter inscribed on it.

Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.

You can see the Lens of Truth, Lupor the Wolfman, a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
You go north
This used to be the highest point of the theme park before the Small Collapse of '23 and the Big Collapse of '31. You can enter the Corn Maze to the south.

Rusty Red has rusted the roller coaster, coating the rails in rust and costing the coaster its rusticly robust role in the theme park.
You take Red
You pick up Rusty Red.
You take Lupor
(Lupor the Wolfman)
You pick up Lupor the Wolfman.

You're beginning to get a bit tired, but you pull yourself together.
You go east
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You revert to human form.

The Wonder Brothers are no longer in wolf form.
Rusty Red is no longer in wolf form.
Go east
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

The arcane symbol of winter continues pulsing cold throughout the area, and the snack bar is to the north.
Go downward
This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

You can see Copy Cat, the Lenswarden, Golden Girl, Mister Winter, the Chef, Squid Kid and the Alchemist here.

You can feel the point in space where you froze time. You can RELEASE it whenever you feel ready.
You drop all but Lupor
Rusty Red: Dropped.
Wonder Brothers: Dropped.
You touch Lupor to golden
(Lupor the Wolfman to Golden Girl)
There is a flash of golden light, and Lupor the Wolfman is now made of living flesh again.
You drop Lupor
(Lupor the Wolfman)
Dropped.
Go west
In contrast to the other attractions, the haunted house has improved over time. It is far more frightening and dangerous now than before, especially if you factor in tetanus.

The Wolf Moon has been unleashed here, shining in the air. You can see the Hall of Mirrors to the east and the Corn Maze to the
north.

You have become a wolf.
You take all
Lens of Truth: Taken.
filled fountain pen: Taken.
weathered notebook: Taken.
green potion: Taken.
purple potion: Taken.
You go to the east
The carousel is much barer than it used to be. Your friend Teddy has a wooden ostrich in his house that he claims is from here, but you never know with Teddy.

The first bits of debris from Rex Dashing's airship have almost reached the ground here.

There are exits to the north, east, south, and
west.

You revert to human form.
You go east
Splash Pool (Frozen)
The splash pool has frozen solid, and flakes of snow surround you. A large carousel is to the west, and you can retreat to the
aquarium to the south.

The arcane symbol of winter continues pulsing cold throughout the area, and the snack bar is to the north.

You're struck with memories of reading your first comic book.
You remember the comic book
No! You push past the fog of the past and focus on the here and now.
You pour the purple on Amelia
(Amelia Derringer)
You apply the purple potion to Amelia Derringer.

Amelia Derringer grows to a much larger size.
Unfortunately, Amelia grows in the wrong place, failing to block the staircase.
You move amelia
(Amelia Derringer)
You don't want to knock anyone over, and so you leave them alone.
You pour the purple on yourself
You apply the purple potion to yourself.

You cannot go any bigger.
You move the tank
It is fixed in place.
Cover hatch
There's no way you're moving that. It's bolted down.
You pour the green on Amelia
(Amelia Derringer)
You apply the green potion to Amelia Derringer.

Amelia Derringer shrinks back to normal.
You continue
(Amelia Derringer)
You apply the green potion to Amelia Derringer.

Amelia Derringer shrinks down to a much smaller size.
You take Amelia
(Amelia Derringer)
You pick up Amelia Derringer.
Go downward
Even shrunk as far as possible, Amelia is too awkwardly shaped to carry down the stairs.
Go downwards
This lead-lined basement is insulated from all outside sights and sounds. It looks like an old fallout shelter.

You've found the most isolated room in the theme park, which, given its history, is saying a lot. A discarded desk and an old stool are the only pieces of furniture left.

You can go up to the aquarium.

You can see Lupor the Wolfman, the Wonder Brothers, Rusty Red, Copy Cat, the Lenswarden, Golden Girl, Mister Winter, the Chef, Squid Kid and the Alchemist here.

You can feel the point in space where you froze time. You can RELEASE it whenever you feel ready.
You go up
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.

An old leaden hatch is open, revealing an opening down to the basement.

You can see Amelia Derringer here.

You hesitate, thinking of your actions. Was going up the right thing to do?
You put Amelia in the tank
(Amelia Derringer in the shattered tank)
That can't contain things.
You look at Amelia
(Amelia Derringer)
You apply the purple potion to Amelia Derringer.

Amelia Derringer grows back to normal.

(Amelia Derringer)
Amelia the villain is stretched out and blobified into a bowl shape.

Also, Amelia Derringer is made of solid gold.
Go downwards
Amelia is too awkwardly shaped to carry down the stairs.
You stand on the stool
Your bottom is still sore from sitting on that thing. No thanks.
You take the stool
This furniture is old and fairly nasty. It should be left where it is.
You take Amelia
(Amelia Derringer)
You pick up Amelia Derringer.

You stop for a moment. Where did you set down Copy Cat?
You pour the purple on Amelia
(Amelia Derringer)
You apply the purple potion to Amelia Derringer.

Amelia Derringer grows to a much larger size.

Amelia settles down above you like a giant lid. The golden dome settles firmly over and around you, completely enclosing you and the opening to the basement. The entire basement is now shielded!
Release
You let go of the rigid grasp that you have on time, and it starts up with a rush. There is an immediate BOOM as the explosion hits. Superheroes topple over and smash to the ground.

Golden Girl staggers to her feet. She looks at you. You look at Lupor the Wolfman. Everyone looks at Amelia. Lupor the Wolfman says, "What just happened?"
Reveal
Amelia Derringer received a phone call almost immediately following the battle. She disappeared shortly thereafter.

Squid Kid quit the superhero business after the battle. She now runs a small crew recovering precious goods from shipwrecks. Just don't surprise her when you're wearing white.

Copy Cat was stored in six different cells during her time in prison. After her release, she expanded on her abilities and became the first one-woman cricket team to win nationals.

The Lenswarden had an identity crisis after the battle. He became in succession Magnifying Man, The Triumphant Truthseeker, Eye Guy, and The Thing that Sees.

After the battle, Lupor the Wolfman lost confidence in himself, losing the ability to summon the Wolf Moon. His journey to recovery, and his renaissance as El Lobo Maravilloso, are stories for another day.

The Wonder Brothers formed a band and toured the world before splitting up into ultimately unsuccessful solo acts.

Mister Winter took calligraphy and drawing lessons in prison, eventually becoming a renowned artist. "His work," said one noted critic, "gave me shivers."

Golden Girl, highly offended by the misuse of her powers, became a recluse in the mountains of Peru. Legend says that those with terminal illnesses can receive a boon of extended life from her, waiting in hibernation for medical skills to advance.

Rusty Red escaped prison easily by rusting through the bars. Six times, in fact. Unfortunately, the cars he stole never got far enough.

After her capture and incarceration, The Chef opened up twin businesses in rodent control and cheap meat nuggets.

After the events of the explosion, The Alchemist went on to a successful career in agriculture. Her prize pumpkin at the Tyler County fair broke every record on the books!

As for you? Well, that's a story for another time. And another time. And multiple times at once.

Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command or REVEAL where everyone ended up?