Wishbringer
Brian Moriarty
basic difficulty changing environment commercial cover art easy fantasy feelie map feelies Infocom kid-friendly kids magical stone multiple solutions parser platypi zorkian
It's an ordinary day in your ordinary little town, and you've been performing your ordinary mail clerk's duties in an altogether ordinary way. But there's something quite extraordinary in today's mail. It's a ransom note for a kidnapped cat, and it will lead you through unbelievably harrowing adventures to Wishbringer, a stone possessing undreamt-of powers. For though the note in question is addressed to someone in your ordinary little town, it's postmarked for Special Delivery to Parts Unknown. And its true destination is somewhere beyond your wildest dreams, c/o the magic of Infocom's interactive fiction.
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"Behind you!" cries the Princess. "It's a trap!"

Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of Thermofax.

Only your Magick sword can save you now. You swing it high, speak the Word and stand unhurt as the blade absorbs the searing dragon-breath.

The reptile bellows with rage and flaps its wings to fan the fire in its belly. You are advancing, sword poised to strike, when a familiar voice shatters the daydream and stays your mighty hand...

Copyright (C)1985 Infocom, Inc. All rights reserved.

You're on a hilltop overlooking the seaside village of Festeron.

To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door stands invitingly open.

Roads run down the hill to the east and west. There's a signpost nearby.

Somebody inside the Post Office is calling you.

Okay, what do you want to do now?
You examine signpost
There are two arrows on the signpost. The arrow pointing west says "To Cemetery." The east arrow is marked "To Festeron."

Somebody inside the Post Office is calling you.

What next?
You examine the lawn
You can see nothing unusual about the ground.

Somebody inside the Post Office is calling you.

What next?
You check your inventory
You're not holding anything.

Somebody inside the Post Office is calling you.

What next?
You examine yourself
You see nothing extraordinary about yourself.

Somebody inside the Post Office is calling you.

What next?
You listen
Uh-oh! The calling voice belongs to your mean old boss, Mr. Crisp!

Somebody inside the Post Office is calling you.

What next?
You enter Office
This is the lobby of the Festeron Post Office. The walls are lined with small, private mailboxes and wanted posters. A service counter runs along the entire length of the room.

Your boss, Mr. Crisp, is behind the service counter reading other people's postcards.

Mr. Crisp hides the postcards away as you enter. "Where have you been?" he barks angrily. "Daydreaming again, eh? I've been looking everywhere for you!"

(Your score just went up by 1 point! Your total score is 1 out of 100.)

What next?
Crisp examine
He's wearing a regulation Post Office uniform, which does little to hide his ugly face.

Mr. Crisp reaches under the service counter and pulls out a mysterious envelope. "We just got this Special Delivery," he snarls, tossing it onto the service counter. "I want you to drop it off right away. That means NOW!"

What next?
You eat crisp
It seems unlikely that Mr. Crisp would agree with you.

Mr. Crisp drums his fingers on the service counter impatiently. "Get moving! The Magick Shoppe closes at five o'clock!"

What next?
You look at the time
You can't see any time here!

What next?
Envelope get
Taken.

(Your score just went up by 5 points! Your total score is 6 out of 100.)

Mr. Crisp rumbles, "Quit stalling!"

What next?
You examine the envelope
(You'll find the envelope inside your Wishbringer package.)

Mr. Crisp yells, "Scram!"

(You won't see the "What next?" prompt any more.)
You go north
As you leave the Post Office, somebody slams and locks the door behind you.
You go north
You'd tumble down the hill if you went that way.
You go east
You're outside the cottage of Miss Voss, the town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.

As you approach the cottage you are greeted by the tiniest poodle you've ever seen in your entire life. It charges across the street, yapping angrily and showing its sharp little teeth.

You can smell the poodle's hot breath as it yaps.

You're outside the cottage of Miss Voss, the town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.

An angry poodle is blocking your path.

The poodle glares at you through eyes red with hatred.

It smells just like a poodle.

You can hear the poodle's sharp little teeth snapping as it nips your heels.
You look at what you're carrying with you
You're holding a mysterious envelope.

The poodle circles you warily, snarling and growling with menace.
Poodle get
The poodle might not like it if you tried that!

You can smell the poodle's hot breath as it yaps.
You kick the poodle
Are you kidding? This poodle is MEAN!

The poodle glares at you through eyes red with hatred.
You enter the cottage
The poodle won't let you near the cottage.

You can hear the poodle's sharp little teeth snapping as it nips your heels.
Go west
The poodle yaps a threat as you back away.
You go west
You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
You examine the gate
The bars of the open iron gate are 12 feet high, and closely spaced.
You open gate
It's already open.
You climb the gate
The iron gate is much too high.
You go west
The cemetery is a fearful place. Are you sure you want to go in there?
Yes
You have been warned.

You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
You examine the tombstones
The lettering is too faded to read clearly.
Go north
A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.

An old gravedigger is resting under a willow tree.

The gravedigger nods a greeting as you approach.
Hello
The gravedigger doesn't respond. He seems to be a bit hard of hearing.
Examine willow
(Presumably, you mean the willow tree.)
The droopy boughs sway eerily in the breeze.

The gravedigger notices the mysterious envelope you're holding. "That's a mighty mysterious-lookin' envelope you got there," he says. "Let's have a look at it."
You look in the grave
It's six feet deep and freshly dug. You can see an old bone inside.

"Sure would like to get a closer look at that mysterious envelope."
You give the envelope
(to the gravedigger)
The gravedigger peers at the address on the mysterious envelope. "Hmm," he mutters, handing it back to you. "Could've sworn I buried that old woman years ago."

(You are again holding the mysterious envelope.)

"Got to go," says the gravedigger, picking up his shovel. "See you soon."

The old man ambles away to the west.
You take the bone
You can't reach the old bone from here. The open grave is too deep.
You go west
The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.

There must have been a burial here recently. Somebody left their umbrella leaning up against a tombstone.

The gravedigger is locking the iron gate from the outside as you approach. "Keep out of the cemetery after Dark," he tells you with a sly wink.

You can hear him chuckling as he disappears to the north.
You examine the umbrella
The handle of the closed umbrella is carved like a parrot's head.
You take the umbrella
Taken.
You take the bone with the umbrella
(That sentence didn't make sense. Please reword it or try something else.)
You take the bone
You can't reach the old bone from here. The open grave is too deep.
You enter the grave
You're at the bottom of an open grave, surrounded by six-foot walls of dirt.

There's an old bone here.
You take the bone
Taken.

(Your score just went up by 1 point! Your total score is 7 out of 100.)
Up
With great difficulty, you manage to climb out of the open grave.
You go east
Whew! That cemetery sure is spooky.
Go east
An angry poodle is blocking your path.

The poodle circles you warily, snarling and growling with menace.
You feed the bone to the poodle
The poodle tests the old bone with its tongue, lies down and begins to gnaw on it, keeping a red eye on you.

(Your score just went up by 3 points! Your total score is 10 out of 100.)
You go to the north
The poodle yaps a threat as you back away.

This is the south side of the Festeron Rotary. A road branches south, towards Post Office Hill.

The Festeron Public Library, famous for its museum of local historic artifacts, stands proudly on the nearby corner.

Miss Voss, the town librarian, is locking the library door as you approach. "Just the person I was looking for!" she exclaims, smiling brightly.
You look at Voss
She's holding a purse and an armful of books.

Miss Voss retrieves a violet slip of paper from the depths of her purse. "Be a sweetie and give this note to your dear boss, Mr. Crisp," she coos, holding the note out to you. "I'd be ever so much obliged."
You ask Voss about the poodle
"I'm in a hurry. Let's talk later," she replies.

"This is the note I want you to take," says Miss Voss, holding it out to you.
You get the note
Taken.

(Your score just went up by 3 points! Your total score is 13 out of 100.)

Miss Voss hurries away down the street. "Thanks! Toody-loo!"
You read the note
The name "Corky" is beautifully handwritten on the outside.
You go south
An angry poodle is blocking your path.

You can smell the poodle's hot breath as it yaps.
Go south
You can't go that way.

The poodle glares at you through eyes red with hatred.
You go west
The poodle won't let you go that way.

You can hear the poodle's sharp little teeth snapping as it nips your heels.
You enter Library
The library door is closed.
You open library door
You can't do that. It's locked.
Xyzzy
A hollow voice says, "Fool!"
You examine schedule
The schedule says:

ALL SHOWS ONE GOLD COIN
You examine the marquee
The marquee shows an outline of your mean old boss, Mr. Crisp, triumphantly stepping on the face of a helpless mail clerk. Underneath are the words "Have You Delivered That Envelope Yet?" in big red letters.
Go east
You're standing near the entrance to the Pleasure Wharf, the town's most popular tourist attraction. The Wharf extends eastward into Festeron Bay, and a tidal beach curves north along the shore.

To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.

A big mailbox is nearby.
You look in the mailbox
You can see nothing extraordinary in the big mailbox.

The lid of the big mailbox squeaks and snaps shut with a clang.
You read sign
The neon sign says, "VIDEO GAMES."
You enter the building
This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are all deserted and quiet, except for one in the corner that emits a feeble "wokka-wokka" sound.

A sign on the wall says, "All Games One Token."
You look at the game
The game machine is equipped with a video screen, a joystick, a big red button and a narrow slot for tokens. A lurid logo ("LEATHER GODDESSES OF PHOBOS!") is painted on the side.
You look in the slot
It's too dark to see!
You play the game
How do you intend to do that?
Empty slot
But the slot is already empty!
You examine the screen
The video screen is dark.
You press the button
Are you sure you want to push the big red button?
Yes
You don't know what this game machine might do! You don't really want to press that big red button, do you?
Yes
(Okay, just testing you.)

Nothing exciting happens.
Go east
The sea-worn planks of the Festeron Pleasure Wharf end abruptly a few feet to the east. You're surrounded by the blue, sparkling waters of Festeron Bay.

Apparently a careless fisherman has just left the wharf, for lying on the planks is a little seahorse, its gills moving in and out with its dying gasps.

The seahorse looks at you with moist, frightened eyes.
You take seahorse
Taken.

The seahorse opens and closes its little mouth pathetically.
You put it in the ocean
Splash!

The seahorse floats without moving for a few anxious moments. Then it springs suddenly to life, circling and splashing joyfully in the waves. Before it swims away it looks up at you with an unmistakable expression of gratitude.
You examine the water
The waters of the bay twinkle merrily in the sunlight.
You enter the water
You'd probably drown in the bay if you went that way.
Go north
You're on a damp stretch of sand that extends north towards Festeron Point, and south to the Pleasure Wharf.

A large conch shell is lying in the sand at your feet.
You examine the shell
The conch shell is smooth and shiny. It'll look great on your TV set back home.
Smell shell
It smells just like a conch shell.

(It's 4:30 pm. Better hurry! The Magick Shoppe closes in less than half an hour!)
You get the shell
Taken.
You listen to the shell
A tiny voice in the conch shell that sounds just like your mean old boss, Mr. Crisp, screams, "Don't just stand there! DELIVER!"
You watch the pelican
It's a fat old bird with a droopy beak and half-closed eyes.
You get the pelican
The pelican nips you with its beak. Ouch!
You examine the lighthouse
It's really just an automated beacon, erected by the town to impress tourists. There aren't any entrances or openings.

Perched on top of the lighthouse is a pelican, watching you through half-closed eyelids.
Blow shell
The conch shell makes an embarrassing sound.
You kill the pelican
Imagine doing that to a defenseless pelican!
You go west
You're on a rocky path that runs east and west along the banks of the Festeron River. A dense, impenetrable forest borders the south edge of the path.
You examine the forest
It's almost impenetrable.
Go west
This is the south side of a covered bridge that spans the Festeron River. Paths lead off to the east and west, and a road leads south to the village.
Go north
You're on a covered bridge that spans the Festeron River. A sign hangs on an arch overhead.
You read the sign
Visit Our Fun-Filled
Pleasure Wharf
Go north
This is the north side of the Festeron Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.
Go east
You're at the bottom of a cliff that rises up from the north bank of the river. A steep trail winds upward.

A gnarled tree trunk stands nearby, a lone branch its only adornment.
You see the tree
The gnarled tree trunk is rotten to the core.
You see the branch
The dead branch is about six feet long.
You take the branch
Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud.
You take the branch
Your load is too heavy.
You go north
A cliff wall blocks your path.
Up
(The trail you're climbing is narrow and twisty. It's a good idea to draw a map as you go up.)

A steep, rocky trail winds west and downward.
You go to the north
A steep, rocky trail winds south and upward.
Up
A steep, rocky trail winds east and downward.
You go east
A steep, rocky trail winds south and west.
Go upwards
(Your score just went up by 1 point! Your total score is 14 out of 100.)

You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southwest, you can see the shadow of Post Office Hill creeping across the village as the sun sinks into a bank of clouds.

The peaceful scenery is disturbed by a tiny figure emerging from the distant Post Office. It stares in your direction for a few moments, checks its wrist and shakes a threatening little fist at you.

A little old-fashioned store stands nearby. Its brightly painted shutters and thatched roof remind you of something out of a fairy tale. A curiously painted sign over the front door reads, "Ye Olde Magick Shoppe."

"There you are, dummy!"

You wince as Mr. Crisp strides into view and grabs you by the front of your uniform.

"You good-for-nothing chowderbrain!" he bellows in your face. "I wanted you to deliver that envelope BEFORE five o'clock! Now the Magick Shoppe is closed... and you're FIRED!"

Your score is 14 points out of 100, in 120 moves.

Do you want to restart the story, restore a saved position, or quit?
Hello
"Don't talk back to me!" Mr. Crisp hollers.

What next?
You wait
Time passes.

Mr. Crisp reaches under the service counter and pulls out a mysterious envelope. "We just got this Special Delivery," he snarls, tossing it onto the service counter. "I want you to drop it off right away. That means NOW!"

What next?
You take the envelope
Taken.

(Your score just went up by 5 points! Your total score is 6 out of 100.)

Mr. Crisp drums his fingers on the service counter impatiently. "Don't just stand there, dummy! The Magick Shoppe closes at five o'clock!"

What next?
Go outside
As you leave the Post Office, somebody slams and locks the door behind you.

What next?
You go to the west
You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.

What next?
You go west
The cemetery is a spooky place. Are you sure you want to go in there?
Yes
You have been warned.

You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.

What next?
You go to the north
A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.

An old gravedigger is resting under a willow tree.

The gravedigger nods a greeting as you approach.

What next?
Greet the gravedigger
The gravedigger doesn't respond. He seems to be a bit hard of hearing.

The gravedigger notices the mysterious envelope you're holding. "That's a mighty mysterious-lookin' envelope you got there," he says. "Let's have a look at it."

What next?
You enter the grave
The gravedigger reaches into the open grave and pulls you out. "Don't go in there!" he cries. "You might get buried alive!"

"Sure would like to get a closer look at that mysterious envelope."

What next?
You go to the west
The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.

There must have been a burial here recently. Somebody left their umbrella leaning up against a tombstone.

The gravedigger follows behind you. "What's your hurry?" he complains.

Throwing a shovel over his shoulder, the gravedigger ambles through the iron gate and locks it. "Keep out of the cemetery after Dark," he tells you with a sly wink.

You can hear him chuckling as he disappears to the north.

(You won't see the "What next?" prompt any more.)
Go north
The iron gate is closed.
Go east
A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.
You go outside
With great difficulty, you manage to climb out of the open grave.

A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.
You go south
You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
You go east
Whew! That cemetery sure is spooky.

You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
You go to the east
You're on a hilltop overlooking the seaside village of Festeron.

To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door is closed.

Roads run down the hill to the east and west. There's a signpost nearby.
Go east
You're outside the cottage of Miss Voss, the town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.

As you approach the cottage you are greeted by the tiniest poodle you've ever seen in your entire life. It charges across the street, yapping angrily and showing its sharp little teeth.

You can smell the poodle's hot breath as it yaps.
You feed the dog
(What do you want to feed the dog with?)
Bone
The poodle tests the old bone with its tongue, lies down and begins to gnaw on it, keeping a red eye on you.

(Your score just went up by 3 points! Your total score is 10 out of 100.)
You go to the north
The poodle yaps a threat as you back away.

This is the south side of the Festeron Rotary. A road branches south, towards Post Office Hill.

The Festeron Public Library, famous for its museum of local historic artifacts, stands proudly on the nearby corner.

Miss Voss, the town librarian, is locking the library door as you approach. "Just the person I was looking for!" she exclaims, smiling brightly.
Hello
"I'm in a hurry. Let's talk later," she replies.
You wait for a while
Time passes.

Miss Voss retrieves a violet slip of paper from the depths of her purse. "Be a sweetie and give this note to your dear boss, Mr. Crisp," she coos, holding the note out to you. "I'd be ever so much obliged."
You take the note
Taken.

(Your score just went up by 3 points! Your total score is 13 out of 100.)

Miss Voss hurries away down the street. "Thanks! Toody-loo!"
You go north
You're standing in a circular park, surrounded by the Festeron Rotary. Walks converge from four directions on a shallow marble fountain, filled with sparkling water.

A statue stands in the middle of the fountain.
Go west
You're on the west side of the Festeron Rotary. A street branches west, towards the lake.

The Police Station stands on a nearby corner. It's a modest little building with a sign over the open entrance.
Go north
This is the northern side of the Festeron Rotary. A road leads north, towards the river.

On the corner stands a quaint village church. Its little white steeple is straight out of a country postcard. The church door stands invitingly open.
Go north
This is the south side of a covered bridge that spans the Festeron River. Paths lead off to the east and west, and a road leads south to the village.
Go upward
(Your score just went up by 1 point! Your total score is 14 out of 100.)

You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southwest, you can see the shadow of Post Office Hill creeping across the village as the sun sinks into a bank of clouds.

The peaceful scenery is disturbed by a tiny figure emerging from the distant Post Office. It stares in your direction for a few moments, checks its wrist and shakes a threatening little fist at you.

A little old-fashioned store stands nearby. Its brightly painted shutters and thatched roof remind you of something out of a fairy tale. A curiously painted sign over the front door reads, "Ye Olde Magick Shoppe."
You enter
The Magick Shoppe door is closed.
You open the door
A concealed bell tinkles merrily.

Okay, the Magick Shoppe door is now open.
You enter
You're in the front showroom of the Magick Shoppe.

Every inch of wall space is crowded with magic tricks, puzzles and mystical paraphernalia. A glass case offers a selection of obscene jokes and naughty birthday cards.

In the corner stands an ancient grandfather clock, its dial ornamented with a frowning crescent moon and other celestial symbols.

The front door of the Magick Shoppe is wide open. At the west end of the room, you can see another exit concealed by a curtain.

A sudden gust of wind slams the Magick Shoppe door closed. A concealed bell tinkles merrily.

"Just a moment!" cries a voice behind the curtain.
You read the jokes
Tsk, tsk, tsk!

The noisy tick of the grandfather clock is making you uneasy.
You examine the clock
The staring grandfather clock says it's 3:42 pm.

The curtain opens so quickly it makes you jump.

The woman standing before you is older than your oldest aunt. Her thin, pale face and bony hands make her look fragile, like a fading signature in an antique book. But her eyes remember everything they have ever seen.

You appraise one another for a long moment before she breaks the ice. "Welcome in, welcome!" she chortles. "Don't get many visitors this late in the day."

The room seems oddly quiet all of a sudden.
You listen
At the moment, you hear nothing extraordinary.

"Hope you have some mail for me," the old woman says eagerly.
You listen to the clock
At the moment, the grandfather clock makes no sound.

"It's fun to get a surprise letter."
You read the clock
The grinning grandfather clock is stopped at 3:42 pm.

"I hoped you might have some mail to give me."
You give the envelope to the woman
(Your score just went up by 5 points! Your total score is 19 out of 100.)

The old woman turns pale as she takes the mysterious envelope from you. "It's been a long, long time since I last saw this handwriting," she murmurs, turning it over in her hands. "Hoped I never would again."

She starts to open the mysterious envelope, thinks better of it and hands it back to you. "Will you open it up and read it to me?" she pleads. "I'll never find my glasses in this mess."

(You are again holding the mysterious envelope.)
You open the envelope
(You should now open the mysterious envelope in your Wishbringer package.)

Opening the mysterious envelope reveals a letter.

"Don't be bashful. Read the letter to me."
You open the envelope
It's already open.

"Read the letter to me, please."
You read it
(to the old woman)
(Your score just went up by 1 point! Your total score is 20 out of 100.)

The old woman is motionless as you read. Glancing up, you see tears of anger forming; but she turns away as your eyes meet.

"Kidnapped," she whispers after a long silence. She paces aimlessly around the room, deep in thought.

"Many seek to gain the Stone of Dreams," she mutters, mostly to herself. "Yet few can imagine the price. For years I have fought to conceal it from the Evil One and others like her. My youth, my home and family, all were forfeited for its protection. And now," her voice breaking with emotion, "now it claims my only companion."

Impulsively, the woman snatches away the letter and envelope and crumples them in her trembling hands. "No one is strong enough to guard Wishbringer alone."
You ask her about Wishbringer
"That's a long story," sighs the old woman wistfully. "Maybe later."

The old woman makes an effort to compose herself.

"Thank you for coming all this way for me," she says, reaching up to a shelf full of cheap gags. "I know I'm not supposed to tip you, but take this little trinket anyway."

The woman holds out a small metal can for you to take.
You see can
It's a round metal can with a closed lid, illustrated with a tasty-looking assortment of mixed nuts.

"Take this gift," says the old woman, holding a metal can out to you.
You take can
Taken.

(Your score just went up by 3 points! Your total score is 23 out of 100.)

"It's getting Dark outside," the old woman remarks, and you can almost hear the capital D. "Maybe you should be getting back to town."
You ask the woman about Cemetery
"Not now," sighs the old woman wistfully. "Some other time, perhaps."

The old woman hobbles over to the Magick Shoppe door and opens it. A concealed bell tinkles merrily.

"Keep a sharp eye out for my cat, won't you?" She speaks the words slowly and distinctly. "Bring her to me if you find her. She's black as night from head to tail, except for one little white spot... right HERE."

The old woman touches the middle of your forehead with her finger. The light outside dims suddenly, like a cloud passing over the sun.
You open can
Your body seems unwilling to respond.

The old woman takes away her finger. Your forehead is tingling.

"The Stone of Dreams can help you in your search. I cannot reveal the place where I have hidden it, for the Evil One would see your thoughts and take the treasure for herself. You must discover it alone, and rely on legends to instruct you in its mysteries."

As she speaks, the old woman gently leads you through the door of the Magick Shoppe. She pauses before closing the door.

"Return the cat to me, and Wishbringer shall be yours.

"Her name is Chaos."

A concealed bell tinkles merrily.

You're standing high on a rocky cliff, at the top of a steep trail leading downward.

The surrounding landscape has disappeared under a thick blanket of evening fog. All the familiar buildings and landmarks are completely hidden; only the summit of Post Office Hill is high enough to pierce the cloud, rising like a lonely island in a sea of mist...

... an island with a tower on it.

There's a TOWER where the Post Office used to be! The massive outline is hard to make out against the twilight sky. But the longer you stare, the clearer and more frightening it becomes.

The Magick Shoppe stands nearby.
You look at the tower
Its lonely outline fills you with dread.
You open can
Yow! When you open the can a real, live rattlesnake leaps out! It squirms about angrily for a few moments, turns to hiss at you and slithers out of sight.

The fog in the valley is rising towards you!
Go downwards
As you descend the trail you are immediately engulfed in...

You're lost in a thick cloud of fog.

The can rattles in your hand.
Go north
You're lost in a thick cloud of fog.
Go downwards
A sudden gust of wind dissolves the fog and clears your vision.

You're at the bottom of a cliff that rises up from the north bank of the river.

A gnarled tree trunk stands nearby, a lone branch its only adornment. A vulture perched on top is watching every move you make.
You climb the tree
Done. You're sitting on the rotten, creaking branch...

Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud. Visibly annoyed, the vulture spreads its wings and soars away over the river.

You're now sitting on the ground. Painfully.
You examine the branch
The dead branch is about six feet long.
You get the branch
Your load is too heavy.

The vulture can be seen circling high overhead.
You read the note
The name "Corky" is beautifully handwritten on the outside.
Look around
You're at the bottom of a cliff that rises up from the north bank of the river.

A dead branch is lying on the ground.

A gnarled tree trunk, stripped of all its branches, stands nearby.

The vulture appears high overhead.
You get the branch
Dropped.

Taken.
You get the umbrella
Dropped.

Your load is too heavy.
You go south
You'd probably drown in the river if you went that way.
Go west
This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.

A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the closed gate.

Standing near the toll gate is an ugly, gnomelike creature. A less original story would probably refer to it as a troll.
You look at the troll
The troll is staring back at you stupidly.
You read the sign
The childlike scrawl is hard to decipher. With a little imagination, you can make out the phrase "Toll Bridge, One Gold Coin."
You feed the troll
(What do you want to feed the troll with?)
You look at what you're carrying with you
You're holding a dead branch and a metal can.
You give the can to the troll
The metal can rattles as you hand it to the troll. "Mmm, yummy!" he exclaims, peering at the label and then greedily opening the lid...

Yow! As he opens the can a real, live rattlesnake leaps out! It squirms about angrily for a few moments, turns to hiss at the troll and slithers out of sight.

The metal can clatters to the ground.

A scream of terror echoes off the cliffs as the troll runs away across the covered bridge.

(Your score just went up by 3 points! Your total score is 26 out of 100.)
Inventory
You're holding a dead branch.
You take can
Taken.

The vulture is watching you from high overhead.
You drop can
It hits the ground with a rattle and lands at your feet.
You go to the north
Your path is blocked by a cliff wall.
Go east
You're at the bottom of a cliff that rises up from the north bank of the river.

A gnarled tree trunk, stripped of all its branches, stands nearby.

You can see a violet note and an umbrella here.
You go to the west
This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.

A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the closed gate.

There's a metal can here.
You go south
The toll gate is closed.
Go south
You're on a covered bridge that spans the Witchville River. A sign hangs on an arch overhead.
You see the sign
Violators Will Be Jailed!

You can hear the tramp of marching boots to the south.
You go to the south
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

You can hear the tramp of marching boots to the east.
Go west
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.
Go upwards
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree.

A horseshoe is lying in the grass near the stump.
You look at stump
The stump is huge, easily four feet across. Looking closely, you notice that the edge of the stump is hinged.
Open stump
Lifting the hinged top of the stump reveals a round hole leading downward into darkness.
You get the shoe
Your load is too heavy.
You continue
(What do you want to push up?)
Yourself
Pushing around yourself accomplishes nothing.

You can hear the tramp of marching boots at the bottom of the hill. It sounds as if they're coming this way!
You drop the branch
Dropped.

The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol!

You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What have we here?" he hisses. "Out after curfew? Tsk, tsk, tsk. I wonder what Sgt. MacGuffin will say about this."

You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.

Sgt. MacGuffin glares at you as the boots dump you on the floor. "What's this?" he demands impatiently.

"A nightcrawler," hisses the Tall Boot, giving you a vicious little kick. "Outside after curfew. Shall I feed it to the sharks?"

Sgt. MacGuffin shakes his head. "Later. The Tower wants all prisoners held for questioning." He turns back to his work. "Cell Three."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk against the wall with a thick blanket on it.

You can see an umbrella and a violet note here.
You drop the branch
Dropped.

You can hear the tramp of marching boots at the bottom of the hill. It sounds as if they're coming this way!
Go west
The vulture spreads its wings and soars away over your head.

This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.

A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the closed gate.

Standing near the toll gate is an ugly, gnomelike creature. A less original story would probably refer to it as a troll.
You give the can to the troll
The metal can rattles as you hand it to the troll. "Mmm, yummy!" he exclaims, peering at the label and then greedily opening the lid...

Yow! As he opens the can a real, live rattlesnake leaps out! It squirms about angrily for a few moments, turns to hiss at the troll and slithers out of sight.

The metal can clatters to the ground.

A scream of terror echoes off the cliffs as the troll runs away across the covered bridge.

(Your score just went up by 3 points! Your total score is 26 out of 100.)
You go south
The toll gate is closed.
Go south
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.
Go west
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.
Go upwards
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree.

A horseshoe is lying in the grass near the stump.
Close can
Okay, the metal can is now closed.

You hear a rattling noise in the can.
You look in the can
The metal can appears to have a false bottom. You could probably get it out by squeezing the can.
You squeeze can
The false bottom is wedged tightly into the metal can. You might be able to loosen it by squeezing harder... harder!...

Pop! A small stone drops out of the squashed can and lands at your feet.
You examine Wishbringer
The small stone is dark and cold.
You squeeze Stone
That would be a useless effort.
You take Wishbringer
Taken.

(Your score just went up by 5 points! Your total score is 31 out of 100.)

As your fingers close around the small stone it begins to glow with an eerie violet-white radiance.
Go downwards
(Do you want to go down the north side of the hill, or down into the open stump? Please type NORTH or IN.)
Enter
You're in a dirty underground chamber. Long tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
You go to the east
You're in a damp underground chamber. Long tunnels wander away to the south, east and west.
Go east
You have stumbled into the nesting place of a family of grues. Congratulations. Few indeed are the adventurers who have entered a grue's nest and lived as long as you have.

Everything is littered with rusty swords of elvish workmanship, piles of bones and other debris. A closed refrigerator stands in one corner of the nest, and something... a small, dangerous-looking little beast... is curled up in the other corner.

The only exit is to the west. Hope you survive long enough to use it.

Snoring fitfully, the little beast turns away from the light of the small stone and faces the wall.
You open the refrigerator
A light inside the refrigerator goes out as you open it.

Opening the refrigerator reveals a bottle and an earthworm.

The little beast is stirring restlessly. It looks as if it's about to wake up!
You take the worm
Taken.

(Your score just went up by 3 points! Your total score is 34 out of 100.)

The earthworm squirms with annoyance at your touch.

With a toothy yawn, the little beast opens its big red eyes and blinks at you with surprise and fear. It opens its slavering jaws and emits a hideous, plaintive wail that reminds you of a subway screeching to a halt.

A very large creature, equipped with slavering fangs and wearing a calico apron, lurks into the nest. Its mother-instinct overcomes its overwhelming fear of light long enough to devour you.

Your score is 34 points out of 100, in 74 moves.

Do you want to restart the story, restore a saved position, or quit?
You get all
The refrigerator: But the refrigerator is much too large!

With a toothy yawn, the little beast opens its big red eyes and blinks at you with surprise and fear. It opens its slavering jaws and emits a hideous, plaintive wail that reminds you of a subway screeching to a halt.

A very large creature, equipped with slavering fangs and wearing a calico apron, lurks into the nest. Its mother-instinct overcomes its overwhelming fear of light long enough to devour you.

Your score is 31 points out of 100, in 74 moves.

Do you want to restart the story, restore a saved position, or quit?
%
"Behind you!" cries the Princess. "It's a trap!"

Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of Thermofax.

Only your Magick sword can save you now. You swing it high, speak the Word and stand unhurt as the blade absorbs the searing dragon-breath.

The reptile bellows with rage and flaps its wings to fan the fire in its belly. You are advancing, sword poised to strike, when a familiar voice shatters the daydream and stays your mighty hand...

Copyright (C)1985 Infocom, Inc. All rights reserved.

You're on a hilltop overlooking the seaside village of Festeron.

To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door stands invitingly open.

Roads run down the hill to the east and west. There's a signpost nearby.

Somebody inside the Post Office is calling you.

Okay, what do you want to do now?
You describe your surroundings
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
You squeeze can
The false bottom is wedged tightly into the metal can. You might be able to loosen it by squeezing harder... harder!...

Pop! A small stone drops out of the squashed can and lands at your feet.
You get Stone
Taken.

(Your score just went up by 5 points! Your total score is 31 out of 100.)

As your fingers close around the small stone it begins to glow with an eerie violet-white radiance.
Go downwards
(Do you want to go down the north side of the hill, or down into the open stump? Please type NORTH or IN.)
You go inside
You're in a smelly underground chamber. Long, dark tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
You go to the east
You're in a dirty underground chamber. Cold tunnels wander away to the south, east and west.
You drop Stone
Dropped.

The small stone stops glowing.

It is pitch black.
You go to the east
It is pitch black. You are likely to be eaten by a grue.
Go west
It is pitch black.
Describe the surroundings
You're in a damp underground chamber. Long, dark tunnels wander away to the south, east and west.
Go south
You're in a damp underground chamber. Cold, smelly tunnels wander away to the north and west.

A dark, narrow hole is visible overhead.
You examine the hole
The hole is blocked by something overhead. It looks like the underside of a bed or bunk.
You enter the hole
You'll never get into the hole holding all that stuff!
You drop all
The small stone: Dropped.
The squashed can: Dropped.
The horseshoe: Dropped.
The violet note: Dropped.
The umbrella: Dropped.

The small stone stops glowing.
You enter the hole
With great effort, you manage to squeeze yourself into the hole.

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk in the middle of the floor with a thick blanket on it.

There's a dark, narrow hole in the floor.
You get all
The bunk: You can't be serious.
The thick blanket: Taken.

(Your score just went up by 3 points! Your total score is 34 out of 100.)
You describe your surroundings
You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk in the middle of the floor.

There's a dark, narrow hole in the floor.

You can hear wails of anguish from an adjacent cell.
Go downwards
With great effort, you manage to squeeze yourself into the hole.

You're in a dirty underground chamber. Long tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.

You can see an umbrella, a violet note, a horseshoe, a squashed can and a small stone here.
You get all
The umbrella: Taken.
The violet note: Taken.
The horseshoe: Taken.
The squashed can: Taken.
The small stone: Taken.

The small stone begins to glow again.
Go west
You're in a dark underground chamber. Long, smelly tunnels wander away to the north and east, and there's a dark hole in the south wall.
You go south
You'll never get into the hole holding all that stuff!
You drop all but Stone
The squashed can: Dropped.
The horseshoe: Dropped.
The violet note: Dropped.
The umbrella: Dropped.
The thick blanket: Dropped.
You enter hole
You're at the bottom of an open grave, surrounded by six-foot walls of dirt. A dark hole is visible in the north wall.
You go north
You're in a damp underground chamber. Cold tunnels wander away to the north and east, and there's a dark hole in the south wall.

You can see a thick blanket, an umbrella, a violet note, a horseshoe and a squashed can here.
You take all
The thick blanket: Taken.
The umbrella: Taken.
The violet note: Taken.
The horseshoe: Taken.
The squashed can: Taken.
Go east
You're in a dirty underground chamber. Long, damp tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.
Go north
You're in a dark underground chamber. Long, dirty tunnels wander away to the south, east and west.
You put the blanket on grue
Okay, the little beast is now covered with the thick blanket.

The creature stirs restlessly for an anxious moment. Then it settles into the comfortable darkness of the thick blanket, sighs gently and lies still.

(Your score just went up by 3 points! Your total score is 37 out of 100.)
You open the fridge
A light inside the refrigerator goes out as you open it.

Opening the refrigerator reveals a bottle and an earthworm.
Kiss grue
The little beast smiles in its sleep.
You take the worm
Taken.

(Your score just went up by 3 points! Your total score is 40 out of 100.)

The earthworm squirms with annoyance at your touch.
Go west
You're in a smelly underground chamber. Cold tunnels wander away to the south, east and west.
You put worm in the can
There's no room. You squashed the metal can flat when you removed the false bottom.
You put the worm in the bottle
The mouth of the bottle is too narrow.
You put the worm in the umbrella
The umbrella is closed.
You open the umbrella
Okay, the umbrella is now open.

(It's bad luck to open an umbrella indoors.)
You put the worm in umbrella
It immediately slides out and lands at your feet.
You go to the west
You're in a smelly underground chamber. Long tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
Go upward
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
Go west
You'd probably drown in the lake if you went that way.
Go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see a closed iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.
You see the Island
Misty Island has been shrouded in fog for as long as you can remember. Strange legends and mysterious rumors abound; but nobody you know has ever been there.

The vulture begins to hover high overhead.

A rusty "click!" draws your eyes to the iron gate. You watch as it slowly creaks open, all by itself!
You see pit
The pit is more than five feet deep. You can see a platypus in it.
You see the platypus
The platypus is obviously unhappy about being trapped in the pit.

You can hear the tramp of marching boots to the north.
Go east
You're on the west side of the Witchville Rotary. A street branches west, towards the lake.

The Police Station stands on a nearby corner. It's a grim little building with a sign over the open entrance.
You read the sign
The sign over the entrance says, "Witchville Police Headquarters."
Go west
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.

You can hear the tramp of marching boots to the north. It sounds as if they're coming this way!
You go east
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.
You see the statue
The statue is a heroic commemoration of a very evil-looking old woman.
Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.
You enter the church
You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.

A lighted candle is visible in a nook near the exit.
You see the candle
You see nothing special about the candle.

As you look around the empty church a big brown rat scurries across the broken glass and disappears.
You take the candle
A voice from above begins to proclaim something, but a burst of static drowns out the solemn words. Looking up, you notice a speaker in the ceiling emitting sparks.

Taken.
You see the speaker
It's burned out.
Look around
You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
Go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.
You take the platypus
You can't reach the platypus. The pit is a little too deep.
You enter the pit
You can't fit into the pit. It's too narrow.
You drop all
The candle: Dropped.
The earthworm: Dropped.
The bottle: Dropped.
The squashed can: Dropped.
The horseshoe: Dropped.
The violet note: Dropped.
The umbrella: Dropped.
The small stone: Dropped.

The small stone stops glowing.

You can hear the tramp of marching boots to the east.
You take Stone
Taken.

The small stone begins to glow again.
Go east
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

You can hear the tramp of marching boots to the south. It sounds as if they're coming this way!
Go north
You're on a covered bridge that spans the Witchville River. A sign hangs on an arch overhead.
Go north
This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.

A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the open gate.
Go east
You're at the bottom of a cliff that rises up from the north bank of the river.

A gnarled tree trunk stands nearby, a lone branch its only adornment.
You take the branch
Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud.
Go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.

You can see an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.
You put the branch in the pit
Okay, the dead branch is now standing up inside the pit.

The platypus grabs onto the bottom of the dead branch with its forepaws.
You take all
The sand: The sand slips away between your fingers.
The umbrella: Taken.
The violet note: Taken.
The horseshoe: Taken.
The squashed can: Taken.
The bottle: Taken.
The earthworm: Taken.

The earthworm squirms with annoyance at your touch.
The candle: Taken.
You take the branch
Taken.

(Your score just went up by 5 points! Your total score is 45 out of 100.)

The platypus hangs on to the dead branch as you pull it out of the pit. It lets go when the branch clears the edge and waddles joyfully around on the sand.

The little creature draws an "X" in the sand with its tail. Then it gives you an oddly dignified nod of thanks, waddles to the edge of the lake and disappears into the dark water.
Examine X
You can see an "X" drawn in the sand.

You can hear the tramp of marching boots to the north.
You wait awhile
Time passes.
Go west
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake. An "X" has been drawn in the sand next to the pit.

You can see an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.
You dig in the sand
You discovered a silver whistle in the sand under the "X"!

You can hear the tramp of marching boots to the north. It sounds as if they're coming this way!
Inventory
You're holding a dead branch and a small stone (providing light).

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
You drop the branch
Dropped.
You go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.

You can see a silver whistle, an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.

You can hear the tramp of marching boots to the east.
You get all
The sand: The sand slips away between your fingers.
The silver whistle: Taken.

(Your score just went up by 3 points! Your total score is 48 out of 100.)
The umbrella: Taken.
The violet note: Taken.
The horseshoe: Taken.
The squashed can: Taken.
The bottle: Taken.
The earthworm: Taken.

The earthworm squirms with annoyance at your touch.
The candle: Taken.
You eat the earthworm
Yuck! You've got to be kidding.
Go east
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.
You go south
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.
You watch Voss
Her once kindly features have grown hard with cynicism.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
Go south
This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
You wait
Time passes.

You can hear the tramp of marching boots to the east.
Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

You can hear the tramp of marching boots to the east.
Go north
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.
Go east
You're on a rocky path that runs east and west along the banks of the Witchville River. A shimmering trail leads south into a dense forest.
You go to the south
As you walk along the shimmering trail you feel a vague sense of disorientation, then a shock of recognition...

You are standing in an open field west of a white house, with a boarded front door.

There's a little mailbox here.
You open the mailbox
Opening the little mailbox reveals a leaflet.

The edges of the little mailbox are beginning to twinkle.
You get the leaflet
You're holding too many things already!

The little mailbox is engulfed in a sparkling aurora! Tremors of anticipation run up and down its length, and the air sings with Magick.
You drop can
Dropped.

With a gentle pop, the little mailbox pulls itself out of the ground and cavorts about the grass like a happy rabbit!
You drop all
The candle: Dropped.
The earthworm: Dropped.
The bottle: Dropped.
The horseshoe: Dropped.
The violet note: Dropped.
The umbrella: Dropped.
The silver whistle: Dropped.
The small stone: Dropped.

The little mailbox notices you and snaps its tiny lid with joy. It makes a silly "clump-clump, clump-clump" sound as it hops to your side and rubs lovingly against your sleeve.

The small stone stops glowing.
You get the leaflet
Taken.

You can hear the tramp of marching boots to the north.
Go south
Your feet seem unwilling to move in that direction.

The little mailbox cuddles up around your feet.
Go east
The front door is securely closed.

You can hear the tramp of marching boots to the north.
You read the leaflet
It seems to be a junk-mail ad for a primitive computer game. The cancelled stamp on the leaflet is too faded to read clearly.

The little mailbox hops around with excitement.
You get all
The small stone: Taken.
The silver whistle: Taken.
The umbrella: Taken.
The violet note: Taken.
The horseshoe: Taken.
The bottle: Taken.
The earthworm: Taken.

The earthworm squirms with annoyance at your touch.
The candle: Taken.
The squashed can: You're holding too many things already!

The little mailbox is watching you eagerly.

The small stone begins to glow again.
You see the stamp
(Presumably, you mean the leaflet.)
It seems to be a junk-mail ad for a primitive computer game. The cancelled stamp on the leaflet is too faded to read clearly.
You put the note in mailbox
Done.
You take the note
Taken.

The little mailbox is "clump-clumping" about happily.
Pet mailbox
The little mailbox coos with pleasure at your touch.
You see the house
This place has seen better days. Its stately colonial architecture reflects the taste and wealth of its builders. But eons of trespassing by thoughtless adventurers have left the once noble edifice in ruins.
You open the door
The front door is securely closed.
You show leaflet to the mailbox
You can't give anything to that!

The little mailbox nuzzles you lovingly.
You throw the leaflet
(What do you want to throw the leaflet at?)
Mailbox
Thrown.
You see the mailbox
It's the strangest little mailbox you've ever seen.
Go north
As the house disappears into the distance, you get the distinct feeling that, someday, you will pass this way again.

You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.
You see the lighthouse
It's really just an automated beacon, erected by the town to impress tourists. There aren't any entrances or openings.

Perched on top of the lighthouse is a pelican, watching you through half-closed eyelids.

The little mailbox "clump-clumps" to your side with a joyful snap.
You check your inventory
You're holding a violet note, a candle (providing light), an earthworm, a bottle, a horseshoe, an umbrella, a silver whistle, a small stone (providing light) and a leaflet.

The vulture hovers high overhead.
Wear whistle
You can't wear the silver whistle.

The little mailbox snaps playfully at your heels.
You feed the worm to pelican
The pelican sniffs the earthworm suspiciously, then swallows it without a word of thanks.

The little mailbox rubs your leg.

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
Go south
You can't go that way now. The tide is in.

The little mailbox rubs your leg.

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
You go inside
You can't go that way.

The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol!

You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What have we here?" he hisses. "Out after curfew? Tsk, tsk, tsk. I wonder what Sgt. MacGuffin will say about this."

You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.

Sgt. MacGuffin glares at you as the boots dump you on the floor. "What's this?" he demands impatiently.

"A nightcrawler," hisses the Tall Boot, giving you a vicious little kick. "Outside after curfew. Shall I feed it to the sharks?"

Sgt. MacGuffin shakes his head. "Later. The Tower wants all prisoners held for questioning." He turns back to his work. "Cell Three."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk in the middle of the floor.

There's a dark, narrow hole in the floor.

You can see a leaflet, a small stone (providing light), a silver whistle, an umbrella, a horseshoe, a bottle, an earthworm, a candle (providing light) and a violet note here.

The small stone stops glowing.
You put the leaflet in the hole
Okay, the leaflet disappears into the hole.
Go downwards
With great effort, you manage to squeeze yourself into the hole.

You're in a dark underground chamber. Long, dirty tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.

There's a leaflet here.
Go upward
With great effort, you manage to squeeze yourself into the hole.

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk in the middle of the floor.

There's a dark, narrow hole in the floor.

You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, an earthworm, a candle (providing light) and a violet note here.
You get all
The bunk: Don't be silly.
The small stone: Taken.
The silver whistle: Taken.
The umbrella: Taken.
The horseshoe: Taken.
The bottle: Taken.
The earthworm: Taken.

The earthworm squirms with annoyance at your touch.
The candle: Taken.
The violet note: Taken.

The small stone begins to glow again.
You put all in the hole
The violet note: Okay, the violet note disappears into the hole.
The candle: Okay, the candle disappears into the hole.
The earthworm: Okay, the earthworm disappears into the hole.
The bottle: Okay, the bottle disappears into the hole.
The horseshoe: Okay, the horseshoe disappears into the hole.
The umbrella: Okay, the umbrella disappears into the hole.
The silver whistle: Okay, the silver whistle disappears into the hole. The small stone: Okay, the small stone disappears into the hole.
Go down
With great effort, you manage to squeeze yourself into the hole.

You're in a damp underground chamber. Long, dark tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.

You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, an earthworm, a candle (providing light), a violet note and a leaflet here.
You get all
The small stone: Taken.
The silver whistle: Taken.
The umbrella: Taken.
The horseshoe: Taken.
The bottle: Taken.
The earthworm: Taken.

The earthworm squirms with annoyance at your touch.
The candle: Taken.
The violet note: Taken.
The leaflet: Taken.

The small stone begins to glow again.
You go north
You're in a damp underground chamber. Long tunnels wander away to the south, east and west.
Go west
You're in a dirty underground chamber. Long, smelly tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.

You can hear the tramp of marching boots outside.
You wait awhile
Time passes.
Go north
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.

You can hear the tramp of marching boots to the south.
Go east
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.
You go east
You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.
Go south
You can't go that way now. The tide is in.
Go south
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

You can hear the tramp of marching boots to the west.
You see the marquee
Now Playing!
THE ONE IS WATCHING!
starring
THE EVIL ONE
in
Amazing 3-D!

The little mailbox "clump-clumps" happily into view.

You can hear the tramp of marching boots to the south. It sounds as if they're coming this way!
You see the schedule
The schedule says:

OPEN ALL NIGHT!
ALL SHOWS ONE GOLD COIN

The little mailbox "clump-clumps" into view and snaps a greeting.

You can hear the tramp of marching boots to the south. It sounds as if they're coming this way!
You enter
"You won't get far without a ticket!" cries Miss Voss.

You're standing in the lobby of the movie theater. A short corridor leads north into darkness. Sound effects and music can be heard drifting down the corridor.

The gravedigger is standing near the corridor, a large cardboard carton at his feet.
You see the carton
The open carton is marked, "Free 3D Movie Glasses Here!"
You see the gravedigger
No doubt about it. He's the town gravedigger, looking stiff and uncomfortable in his new usher's uniform.

You can hear the tramp of marching boots outside.
You look in the carton
It's empty.

The gravedigger sees your disappointment, shrugs and mumbles something unkind about newfangled thingamabobs.
Go north
The gravedigger blocks your path. "Can't get in without a ticket."
You look under the carton
You see nothing unusual.

You can hear the tramp of marching boots outside.
You ask the gravedigger about the ticket
The gravedigger doesn't respond. He seems to be a bit hard of hearing.
You go east
You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.

A big mailbox is nearby.

A voice behind you growls, "Feed me. I'm HUNGRY!" You turn to face the sound, but there's nobody here except you.
You see the big mailbox
The big mailbox seems ordinary enough. Or does it?

You watch with astonishment as the lid of the big mailbox slowly opens by itself, then snaps shut with a clang.

The little mailbox "clump-clumps" into view and snaps a greeting.
You see the little mailbox
It's the strangest little mailbox you've ever seen.

The lid of the big mailbox opens again. "Mail!"

The two mailboxes freeze at the sight of one another.

The little mailbox snarls and stands protectively by your side. The big mailbox emits a frightful growl and throws its lid wide open, displaying rows of sharp little teeth. A crowd of postal meters and stamp dispensers gathers as the metal warriors circle each other with tense, snapping lids.

With a sudden rush, the little mailbox throws itself at the big mailbox and clamps onto its forefoot. The big mailbox roars with anger, bites the little mailbox viciously and tries in vain to shake it off. You stare in wonder as the fighting boxes swell to twice their normal size, then four times larger, eight times!

The big mailbox frees itself with a savage twist and bends to finish its foe. The little mailbox dodges, grips the descending lid and holds on for dear life. Locked in mortal combat, the giant boxes roll over and over, shaking the earth with the thunder of battle.

The scene disappears under a cloud of dust. You hear a terrible scream of agony, then an even more terrible silence. When the air clears, the boxes and spectators are gone.
You look
You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.
You go south
This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are crowded with half-crazed, stunted humanoids, who pay no attention to you as they satisfy their thirst for electric violence.

One machine in the corner appears to be deserted.

A sign on the wall says, "All Games One Token."
You see the humanoids
They have extraordinarily supple wrists, fast reflexes and tiny brains.
You see the machine
The game machine is equipped with a video screen, a joystick, a big red button and a narrow slot for tokens. A lurid logo ("TRANSMATTER!") is painted on the side.
You see the screen
The video screen displays a map of Witchville Village. A grid divides the map into 13 squares. The words "Insert Token To Play" are scrolling across the top of the screen.

(You'll find the map inside your Wishbringer package.)
Go east
The sea-worn planks of the Witchville Pleasure Wharf end abruptly a few feet to the east. You're surrounded by the dark, shark-infested waters of Witchville Bay.
You look in the water
You can see a brass token and a piranha in the fountain.
You see the piranha
The piranha stares back at you defiantly, its sharp little teeth gleaming in the moonlight.
You eat the piranha
You'd have to catch the piranha to do that.
You feed the piranha with the worm
It lands in the fountain with a splash.

The piranha snatches away the worm and swims to the far side of the fountain to devour it.
You get Token
Taken.

(Your score just went up by 3 points! Your total score is 51 out of 100.)

You can hear the tramp of marching boots to the west.
Go south
This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
You enter Library
The library door is closed.

The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol again!

You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What!" he cries. "I thought you were locked up with Sgt. MacGuffin. Tsk, tsk."

You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.

Sgt. MacGuffin glares at you as the boots dump you on the floor. His eyes narrow when he sees you. "Well, well. If it isn't the disappearing mail clerk." You open your mouth to reply, but a vicious little kick changes your mind. "The Tower wants a chat with this troublemaker."

"The sharks are getting restless," remarks the Tall Boot hopefully.

Sgt. MacGuffin smirks. "So is the Evil One."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk against the wall.

You can see a small stone (providing light), a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note, a leaflet and a brass token here.

The small stone stops glowing.
Go north
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.

You can hear the tramp of marching boots to the west.
Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

The vulture appears high overhead.

You can hear the tramp of marching boots to the west.
You enter the church
You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
You ask the miss voss about the key
"I don't have time for idle chatter," she replies.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You give the note to the miss voss
Miss Voss shakes her head. "I haven't any use for a violet note!" she snarls.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You give the leaflet to the miss voss
Miss Voss shakes her head. "I haven't any use for a leaflet!" she snarls.

The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol again!

You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What!" he cries. "I thought you were locked up with Sgt. MacGuffin. Tsk, tsk."

You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.

Sgt. MacGuffin glares at you as the boots dump you on the floor. His eyes narrow when he sees you. "Well, well. If it isn't the disappearing mail clerk." You open your mouth to reply, but a vicious little kick changes your mind. "The Tower wants a chat with this troublemaker."

"The sharks are getting restless," remarks the Tall Boot hopefully.

Sgt. MacGuffin smirks. "So is the Evil One."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk against the wall.

You can see a small stone (providing light), a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note, a leaflet and a brass token here.

The small stone stops glowing.
Open note
But the violet note isn't addressed to you!

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
Go south
You're outside the cottage of Miss Voss, the former town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.

As you approach the cottage you are greeted by the biggest hellhound you've ever seen in your entire life. It charges across the street, roaring angrily and showing its sharp, bloody fangs.

You can smell the hellhound's hot breath as it roars.
Enter
The hellhound won't let you near the cottage.

The hellhound glares at you through eyes red with hatred.
Go up
The hellhound won't let you go that way.

You can hear the hellhound's sharp, bloody fangs snapping as it nips your heels.
You look at what you're carrying with you
You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver whistle and a small stone (providing light).

The hellhound circles you warily, snarling and growling with menace. It looks as if it's getting ready to attack!
Blow whistle
A clear, sweet note stills the night with its beauty.

With a savage leap, the hellhound lives up to its bloodthirsty reputation.

Your score is 51 points out of 100, in 271 moves.

Do you want to restart the story, restore a saved position, or quit?
Blow whistle
A clear, sweet note stills the night with its beauty.

The hellhound circles you warily, snarling and growling with menace. It looks as if it's getting ready to attack!
You go to the north
The hellhound roars a threat as you back away.

This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the north.
Wait
Time passes.

You can hear the tramp of marching boots to the west.
You put Token in machine
The brass token disappears into the slot.

Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.

(Your score just went up by 1 point! Your total score is 52 out of 100.)

(This might be a good time to SAVE your story position.)
You see the screen
The video screen displays a map of Witchville Village. A grid divides the map into 13 squares, and a blinking star is centered over one of the squares.

(You'll find the map inside your Wishbringer package.)
You see the machine
The game machine is equipped with a video screen, a joystick, a big red button and a narrow slot for tokens. A lurid logo ("TRANSMATTER!") is painted on the side.
You press the button
Are you sure you want to push the big red button?
Yes
The stunted humanoids in the arcade snicker behind your back as your hand touches the flashing button. This might be a trap! You don't really want to press that big red button, do you?
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in an incandescent aura.

A shower of sparks erupts from the back of the game machine, and the video screen goes black.

A synthetic voice says, "Game Over. Insert Token To Play Again."

A vague electrical smell quickly fades.
Yes
The stunted humanoids in the arcade hold their breath as your hand touches the flashing button. This might be a trap! You don't really want to press that big red button, do you?
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in an incandescent aura. You can feel your molecules being taken apart one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.

You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.

A synthetic voice says, "Game Over. Insert Token To Play Again."

(Your score just went up by 5 points! Your total score is 57 out of 100.)
You see signpost
There are two arrows on the signpost. The arrow pointing west says "To Cemetery." The east arrow is marked "To Witchville."
You see the moat
The moat is 20 feet wide and filled with black, oily water.
Drink water
Better not. The water might be dirty.
You see the window
It's wide open, and located a hundred feet above the moat.
You throw the horseshoe at the window
Unfortunately, the window is too far away for you to do that.
Go north
One of the stunted humanoids eagerly takes over your game machine as you walk away.

You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.
Go east
You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You see sign
Violators Will Be Jailed!
You see Bridge
You see nothing interesting about the covered bridge.

You can hear the tramp of marching boots to the south.
You look under Bridge
The current looks swift and murky.
Swim
(Presumably, you mean in the water.)
You'd probably drown in the river if you went that way.
You search the water
The water is too deep to see much of anything.
You see the cliff
It's a sheer, featureless wall, a hundred feet high.
You go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.
You look in the pit
The pit is more than five feet deep.
Go south
The cemetery is a fearful place, especially at night. Are you sure you want to go in there?
Yes
You have been warned.

The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.

As you glance around you notice luminous ribbons of mist darting among the tombstones. The air is filled with sinister voices.
You listen
At the moment, you hear nothing special.

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
You see the mist
The eldritch vapors stare back at you with translucent curiosity.

Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.

You come to your senses empty-handed and aching all over.

You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
Look around
The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
You go east
A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.

Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.

You come to your senses empty-handed and aching all over.

The sea-worn planks of the Witchville Pleasure Wharf end abruptly a few feet to the east. You're surrounded by the dark, shark-infested waters of Witchville Bay.
You look around
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.
Go east
You're on the west side of the Witchville Rotary. A street branches west, towards the lake.

The Police Station stands on a nearby corner. It's a grim little building with a sign over the open entrance.

The vulture eyes you suspiciously from high overhead.
You see the sign
The sign over the entrance says, "Witchville Police Headquarters."

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
Go inside
You're in the front office of the Witchville Police Station. The room is lined with dimly-lit jail cells. Occasional wails of anguish suggest that many of the cells are occupied.

Sgt. MacGuffin, Witchville's finest, is glaring down at you from behind an intimidatingly high desk. You can see a wanted poster taped to the wall.

"You again!" cries Sgt. MacGuffin as you enter. Moments later you're pinned to the floor by a dozen gigantic Boots. An especially tall Boot strides into the lobby, curls its leather tongue and leaves an ugly toeprint on your nice, clean clothes.

Sgt. MacGuffin shows you his sharp little teeth. "Well, well. If it isn't the disappearing mail clerk." You open your mouth to reply, but a vicious little kick changes your mind. "The Tower wants a chat with this troublemaker."

"The sharks are getting restless," remarks the Tall Boot hopefully.

Sgt. MacGuffin smirks. "So is the Evil One."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk against the wall.

You can see a small stone (providing light), a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note and a leaflet here.

The small stone stops glowing.
You go to the north
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.

The vulture is watching you from high overhead.
You go inside
You're in a damp underground chamber. Cold tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
You go south
You're in a dark underground chamber. Cold tunnels wander away to the north and east, and there's a dark hole in the south wall.
You drop all
The leaflet: Dropped.
The violet note: Dropped.
The candle: Dropped.
The bottle: Dropped.
The horseshoe: Dropped.
The umbrella: Dropped.
The silver whistle: Dropped.
The small stone: Dropped.

The small stone stops glowing.
You get Stone
Taken.

The small stone begins to glow again.
Go upwards
With great difficulty, you manage to climb out of the open grave.

A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.

As you glance around you notice luminous ribbons of mist darting among the tombstones. The air is filled with sinister voices.
Go south
You're in a creepy corner of the Witchville Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
You go east
Clang! A sudden gust of wind blows the iron gate shut in your face.

You can hear misty voices giggling all around you, and a loud "click" as the gate locks.

Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.

You come to your senses empty-handed and aching all over.

This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.

The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol again!

You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What!" he cries. "I thought you were locked up with Sgt. MacGuffin. Tsk, tsk."

You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.

Sgt. MacGuffin glares at you as the boots dump you on the floor. His eyes narrow when he sees you. "Well, well. If it isn't the disappearing mail clerk." You open your mouth to reply, but a vicious little kick changes your mind. "The Tower wants a chat with this troublemaker."

"The sharks are getting restless," remarks the Tall Boot hopefully.

Sgt. MacGuffin smirks. "So is the Evil One."

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk against the wall.
You look at your surroundings
You're in a smelly underground chamber. Cold tunnels wander away to the north and east, and there's a dark hole in the south wall.

You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note and a leaflet here.
You see the tombstone
The tombstone next to the open grave has your name on it!

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
Go downwards
The eldritch vapors moan with disappointment as you escape their misty clutches.

You're at the bottom of an open grave, surrounded by six-foot walls of dirt. Luminous ribbons of mist are swarming overhead, and a dark hole is visible in the north wall.
Go north
You're in a dirty underground chamber. Long tunnels wander away to the north and east, and there's a dark hole in the south wall.

You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note and a leaflet here.
You get all
The small stone: Taken.
The silver whistle: Taken.
The umbrella: Taken.
The horseshoe: Taken.
The bottle: Taken.
The candle: Taken.
The violet note: Taken.
The leaflet: Taken.

The small stone begins to glow again.
Go north
You're in a dirty underground chamber. Long tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
Go upward
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
You go north
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

You can hear the tramp of marching boots to the north.
You go inside
You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
You see the nook
(If you're really stuck, maps and InvisiClues (TM) Hint Booklets are available using the order form that came inside your Wishbringer package.)

(Sorry, but the word "nook" is not in the vocabulary that you can use.)
Leave
This is the northern side of the Witchville Rotary. A road leads north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.
Go south
You're outside the cottage of Miss Voss, the former town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.

An angry hellhound is blocking your path.

You can smell the hellhound's hot breath as it roars.
You give the note to the hellhound
The hellhound tests the violet note with its tongue, drops it on the road and turns to roar at you again.

The hellhound glares at you through eyes red with hatred.
You get the note
The hellhound won't let you pick it up!

You can hear the hellhound's sharp, bloody fangs snapping as it nips your heels.
You give the whistle to the hellhound
The hellhound tests the silver whistle with its tongue, drops it on the road and turns to roar at you again.

The hellhound glares at you through eyes red with hatred.
You give the milk to the hellhound
You'll have to take grue milk out of the bottle first.

The hellhound glares at you through eyes red with hatred.
You give the bottle to the hellhound
The hellhound tests the bottle with its tongue, drops it on the road and turns to roar at you again.

The hellhound glares at you through eyes red with hatred.
You go north
The hellhound roars a threat as you back away.

This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
R.
(What do you want to r?)
You ask Voss about the tickets
You'll have to buy one from Miss Voss.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You see the schedule
The schedule says:

OPEN ALL NIGHT!
ALL SHOWS ONE GOLD COIN

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You ask Voss about Corky
(Mr. Crisp hates it when you use that name!)
You ask Voss about Crisp
"I don't have time for idle chatter," she replies.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You see whistle
The silver whistle is shaped like a platypus.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
Blow whistle
A clear, sweet note stills the night with its beauty.

The silver whistle's music echoes over the lake, rippling the water with gentle Magick. A sudden gust of wind blows through your hair. You can see the soft outline of Misty Island drawing closer as you streak across the waves...

You're standing on a fog-shrouded beach. Sheer cliff walls rise to the north and south, and the dark waters of the lake stretch eastward.

To the west stands a magnificent castle, its parapets rising high into the mist. Golden light streams invitingly through the open entrance. You can hear friendly voices and music inside.
You go to the west
You're standing in a long, high-ceilinged chamber. Hundreds of platypuses are milling about with teacups in their paws, their faces illuminated by a roaring fireplace.

At the far end of the chamber stands a mighty throne. It's occupied by a snow-white platypus with a gold crown on its head and a jeweled scepter in its paw. On the floor near the throne is another crowned platypus... the same one you rescued from the pit.

The crowd falls silent as you enter.

"Welcome, brave Adventurer," says the white platypus, rising from its throne to greet you. "I am Anatinus, King of Misty Island. My court thanks you most humbly for rescuing the life of my daughter, Princess Tasmania. Great would our sorrow have been if not for your cunning."

The crowd applauds politely, and Princess Tasmania blushes.
You see the King
(Presumably, you mean King Anatinus.)
Not unexpectedly, King Anatinus is arrayed in high platypus fashion.

"My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."

The old platypus motions you to his side. "The Tower of the Evil One is formidable," he begins in a low, serious voice. "You will never get inside unaided. Legends speak of a Magick Word that can open the gates of the Tower. But what Word it is, none can say."

The king reaches beneath his throne and takes out a small wizard's hat. "Take this," he says, holding it out to you.
You see Hat
The wizard's hat is decorated with foil stars and cheap glitter.

"I offer you this Hat," says King Anatinus, holding it out to you.
You take Hat
Taken.

(Your score just went up by 1 point! Your total score is 53 out of 100.)

"Take it to the sea," King Anatinus whispers as you turn the hat in your hands. "There you will find a creature learned in the lore of Magick. Heed him well! In his wisdom lies your only hope."
You wear Hat
But the wizard's hat is much too small!

A fanfare of trumpets breaks the silence, and the crowd falls to its knees.

"Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver us from the horror of the Evil One."

The platypuses look at you expectantly.
Blow whistle
A clear, sweet note stills the night with its beauty.

A sudden gust of wind rises out of nowhere, and Misty Island falls away beneath your feet. You feel the silver whistle slip from your hand as you streak across the lake...

You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.
You see Hat
The wizard's hat is decorated with foil stars and cheap glitter.
Go east
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You wait a while
Time passes.

You can hear the tramp of marching boots to the north.
You go to the north
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.

You can hear the tramp of marching boots to the west.
You give Hat to the pelican
The pelican sniffs the wizard's hat suspiciously. Its eyes open wide with interest, and the wizard's hat quickly finds a place on the pelican's head. Then the old bird gives you a sly, knowledgeable wink.

All at once the lighthouse blazes to life! Its shining beacon whirls like a gyroscope, and a pencil-thin beam of light pierces the sky and traces a word on a passing cloud: SORKIN.

The pelican spreads its wings and soars away over the bay. As the beam of the lighthouse fades, a voice in your head whispers, "Good luck, brave Adventurer!"

(Your score just went up by 5 points! Your total score is 58 out of 100.)
You ask Voss about ticket
You'll have to buy one from Miss Voss.
You ask the gravedigger about the ticket
The gravedigger doesn't respond. He seems to be a bit hard of hearing.

You can hear the tramp of marching boots outside.
You ask gravedigger about the vapors
The gravedigger doesn't respond. He seems to be a bit hard of hearing.
You enter the carton
That's impossible.
Inventory
You're holding a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone (providing light).

You can hear the tramp of marching boots outside.
You go to the north
The gravedigger blocks your path. "No ticket, no movie."
You drink the milk
You'd have to open the bottle to do that.
You give the note to the gravedigger
"No, thanks," he says, shaking his head. "Got enough junk already."
You look around
You're standing in the lobby of the movie theater. A short corridor leads north into darkness. Sound effects and music can be heard drifting down the corridor.

The gravedigger is standing near the corridor, a large cardboard carton at his feet.
You look in the carton
It's empty.
Crawl
(Do you have any particular direction in mind?)
You crawl north
The gravedigger blocks your path. "Ticket, please."

You can hear the tramp of marching boots outside.
You look in the water
You can see a piranha in the fountain.
You go to the north
This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.

(It's 12:00 am. Better hurry! You've only got 6 hours before the moon sets!)
Go inside
You're in a smelly underground chamber. Cold, damp tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
Go east
You're in a dark underground chamber. Cold tunnels wander away to the south, east and west.
Go south
You're in a smelly underground chamber. Cold tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.
You drop all
The leaflet: Dropped.
The violet note: Dropped.
The candle: Dropped.
The bottle: Dropped.
The horseshoe: Dropped.
The umbrella: Dropped.
The small stone: Dropped.

The small stone stops glowing.
Go upward
With great effort, you manage to squeeze yourself into the hole.

You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.

The only furnishing is a hard bunk in the middle of the floor.

There's a dark, narrow hole in the floor.
You see the door
The lock on the cell door is very secure.
Search bunk
The bunk doesn't look very sanitary.

You can hear somebody howling with pain from the corridor outside.
You look out
(What do you want to look out?)
Bars
The lock on the cell door is very secure.

You can hear an agonized cry from the corridor outside.
You open the door
It seems unlikely that Sgt. MacGuffin would lend you the key.
You listen
You can hear sounds of violence from the corridor outside.

You can hear evil voices down the corridor.
You hit the door
The lock on the cell door is very secure.

You can hear sounds of violence from the corridor outside.
You check what you're carrying
You're not holding anything.

The evil voices down the corridor laugh among themselves.
Go down
With great effort, you manage to squeeze yourself into the hole.

You're in a damp underground chamber. Cold tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.

You can see a small stone, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note and a leaflet here.
You take all
The small stone: Taken.
The umbrella: Taken.
The horseshoe: Taken.
The bottle: Taken.
The candle: Taken.
The violet note: Taken.
The leaflet: Taken.

The small stone begins to glow again.
You read the leaflet
It seems to be a junk-mail ad for a primitive computer game. The cancelled stamp on the leaflet is too faded to read clearly.
You squeeze Stone
That would be a pointless thing to do.
Yes
Talking to yourself is said to be a sign of impending mental collapse.
You take the stamp
(Presumably, you mean the leaflet.)
You're already holding it.
You remove the stamp
(Presumably, you mean the leaflet.)
You aren't wearing that!
Smell milk
The fumes make you queasy.
Close milk
How can you do that to grue milk?
You describe your surroundings
You're in a dirty underground chamber. Cold tunnels wander away to the north and west.

Faint light is streaming in from a narrow hole overhead.
Go north
You're in a dark underground chamber. Cold tunnels wander away to the south, east and west.
Go west
You're in a dark underground chamber. Cold, damp tunnels wander away to the south and east.

The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
Go upward
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
You see the Village
The village is too far away to make out much detail.

The vulture is circling high overhead.
You see the vulture
Its steady gaze makes you uneasy.
You pour the milk on the gravedigger
The grue milk splashes all over the place.
You drink the milk
Slurp! All gone.

You can feel little icky things sliding down your throat.
You wait
Time passes.

(The grue milk is lurking in your stomach. If you want to make a wish, you'd better make it snappy!)
You wait awhile
Time passes.

(The taste of the grue milk is starting to wear off. Wish now, or forever hold your peace!)
You wait
Time passes.

(Thankfully, the icky taste of grue milk is gone.)
You see the milk
The grue milk is dark brown, with little icky things lurking in it.
Close bottle
It's already closed.
You see the gravedigger
No doubt about it. He's the town gravedigger, looking stiff and uncomfortable in his new usher's uniform.
You go south
There's no exit that way.

You can hear the tramp of marching boots outside.
You see the sand
You rubbed out all the markings in the sand.
You dig the sand
(What do you want to dig the sand with?)
You go south
The cemetery is a creepy place, especially at night. Are you sure you want to go in there?
Yes
You have been warned.

The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.

As you glance around you notice luminous ribbons of mist darting among the tombstones. The air is filled with sinister voices.

(It's 1:00 am. Better hurry! You've only got 5 hours before the moon sets!)
You go to the south
The tombstones block your path.

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
Go east
A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.

There's an open grave nearby, freshly dug, with a tombstone erected next to it.

The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
Go east
The tombstones block your path.

Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.

You come to your senses empty-handed and aching all over.

You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
You look around
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.

(It's 1:00 am. Better hurry! You've only got 5 hours before the moon sets!)
Go downward
You can't go that way.

The vulture can be seen circling high overhead.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You go to the east
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You go to the south
This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the east.
You wait a while
Time passes.

You can hear the tramp of marching boots to the north.
Go east
You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.
You go to the south
This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are crowded with half-crazed, stunted humanoids, who pay no attention to you as they satisfy their thirst for electric violence.

One machine in the corner appears to be deserted.

A sign on the wall says, "All Games One Token."

A vague electrical smell quickly fades.
You move the joystick to the the south
Nothing exciting happens.
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in an incandescent aura. You can feel your molecules being taken apart one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.

This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

A synthetic voice says, "Game Over. Insert Token To Play Again."
You see star
The blinking star is now centered over square D-2 on the map.

You can hear the tramp of marching boots to the north.
Yes
The stunted humanoids in the arcade watch you carefully as your hand touches the flashing button. This might be a trap! You don't really want to press that big red button, do you?
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in an incandescent aura. You can feel your molecules being taken apart one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.

You are standing in an open field west of a white house, with a boarded front door.

There's a squashed can here.

A synthetic voice says, "Game Over. Insert Token To Play Again."
You go east
The front door is securely closed.
You go to the west
A subtle pressure against your body prevents you from moving that way.
You go south
Your feet seem unwilling to move in that direction.
You squeeze can
You squashed the metal can flat when you removed the false bottom.
You search the house
You find nothing extraordinary.

You can hear the tramp of marching boots to the north.
You get the house
That's impossible.
You go around the house
(Do you have any particular direction in mind?)

You can hear the tramp of marching boots to the north.
You look at what you're carrying with you
You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
whistle and a small stone (providing light).

The hellhound glares at you through eyes red with hatred.
You see hellhound
The hellhound is big enough to eat you whole, and willing to try.

You can hear the hellhound's sharp, bloody fangs snapping as it nips your heels.
You open the bottle
Okay, the bottle is now open.

The hellhound circles you warily, snarling and growling with menace.
It looks as if it's getting ready to attack!
You give the bottle to the hellhound
The hellhound tests the bottle with its tongue, drops it on the road and turns to roar at you again.

With a savage leap, the hellhound lives up to its bloodthirsty reputation.

Your score is 51 points out of 100, in 271 moves.

Do you want to restart the story, restore a saved position, or quit?
You go north
The hellhound roars a threat as you back away.

This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the east.
Go north
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You go to the south
This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the east.
You see whistle
The silver whistle is shaped like a platypus, and twinkles with gentle Magick.
You blow it
A clear, sweet note stills the night with its beauty.

The silver whistle's music echoes over the lake, rippling the water with gentle Magick. A sudden gust of wind blows through your hair. You can see the soft outline of Misty Island drawing closer as you streak across the waves...

You're standing on a fog-shrouded beach. Sheer cliff walls rise to the north and south, and the dark waters of the lake stretch eastward.

To the west stands a magnificent castle, its parapets rising high into the mist. Golden light streams invitingly through the open entrance. You can hear friendly voices and music inside.
You go inside
You're standing in a long, high-ceilinged chamber. Hundreds of platypuses are milling about with teacups in their paws, their faces illuminated by a roaring fireplace.

At the far end of the chamber stands a mighty throne. It's occupied by a snow-white platypus with a gold crown on its head and a jeweled scepter in its paw. On the floor near the throne is another crowned platypus... the same one you rescued from the pit.

The crowd falls silent as you enter.

"Welcome, brave Adventurer," says the white platypus, rising from its throne to greet you. "I am Anatinus, King of Misty Island. My court thanks you most humbly for rescuing the life of my daughter, Princess Tasmania. Great would our sorrow have been if not for your cunning."

The crowd applauds politely, and Princess Tasmania blushes.
You see the fireplace
You can see nothing interesting about it.

"My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."

The old platypus motions you to his side. "The Tower of the Evil One
is formidable," he begins in a low, serious voice. "You will never get inside unaided. Legends speak of a Magick Word that can open the gates of the Tower. But what Word it is, none can say."

hat. "Take this," he says, holding it out to you.
You see the King
(Presumably, you mean King Anatinus.)
Not unexpectedly, King Anatinus is arrayed in high platypus fashion.

"Take this Hat," says King Anatinus, holding it out to you.
You take Hat
You're holding too many things already!

"I offer you this Hat," says King Anatinus, holding it out to you.
You drop the leaflet
Dropped.

"This Hat is for you. Take it," says King Anatinus, holding it out to you.
You see Princess
(Presumably, you mean Princess Tasmania.)
Not unexpectedly, Princess Tasmania is arrayed in high platypus fashion.

The King Anatinus glares at you with annoyance.

"You dare to ignore a royal gift?" he cries, deeply offended. "I see. Perhaps a short visit to the granola mines will teach you some respect!"

The King turns you into a platypus with an angry wave of his scepter, and the guards lead you away to twenty years of backbreaking labor.

Your score is 51 points out of 100, in 284 moves.

Do you want to restart the story, restore a saved position, or quit?
You take Hat
Taken.

(Your score just went up by 1 point! Your total score is 52 out of 100.)

"Take it to the sea," King Anatinus whispers as you turn the hat in your hands. "There you will find a creature learned in the lore of Magick. Heed him well! In his wisdom lies your only hope."
Bow
(What do you want to bow to?)
King
(Presumably, you mean King Anatinus.)
Graciously, King Anatinus acknowledges your respectful attention.

A fanfare of trumpets breaks the silence, and the crowd falls to its knees.

"Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver
us from the horror of the Evil One."

The platypuses look at you expectantly.
Kiss Princess
(Presumably, you mean Princess Tasmania.)
It's not likely that King Anatinus would approve.

"The merest blow into the whistle will speed you on your quest," says King Anatinus.
Kiss king
(Presumably, you mean King Anatinus.)
It seems unlikely that King Anatinus would approve.

"You need only blow into the whistle," says King Anatinus.
Pet King
(Presumably, you mean King Anatinus.)
Fiddling with King Anatinus has no effect.

"Blow into the whistle, and your quest will continue," says King Anatinus.
You get King
(Presumably, you mean King Anatinus.)
That's impossible.

The King Anatinus glares at you with annoyance.

"You dare to ignore a royal command?" he cries, deeply offended. "I see. Perhaps a short visit to the granola mines will teach you some respect!"

The King turns you into a platypus with an angry wave of his scepter, and the guards lead you away to twenty years of backbreaking labor.

Your score is 52 points out of 100, in 289 moves.

Do you want to restart the story, restore a saved position, or quit?
Blow whistle
A clear, sweet note stills the night with its beauty.

A sudden gust of wind rises out of nowhere, and Misty Island falls
away beneath your feet. You feel the silver whistle slip from your
hand as you streak across the lake...

You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.
You check what you're carrying
You're holding a wizard's hat, a brass token, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small
stone (providing light).
Go north
This is the northern side of the Witchville Rotary. A road leads
north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.
You go to the north
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You enter
You're standing inside an abandoned old church. The aisles are
littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
Leave
This is the northern side of the Witchville Rotary. A road leads
north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

The vulture is circling high overhead.
Go south
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.

The vulture is watching you from high overhead.
You go to the east
You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights,
curious electronic sounds and a neon sign beckon you through the open entrance.
Go east
The sea-worn planks of the Witchville Pleasure Wharf end abruptly a
few feet to the east. You're surrounded by the dark, shark-infested waters of Witchville Bay.
You go to the east
The sharks would gobble you up if you tried that!
Swim
(Presumably, you mean in the water.)
You'd probably drown in the bay if you went that way.
Go south
This is the northern side of the Witchville Rotary. A road leads
north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

The vulture hovers in the sky high overhead.

You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.
You go to the south
This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
You go south
You're outside the cottage of Miss Voss, the former town librarian.
The road turns north toward the village, and bends upward to the
summit of Post Office Hill.

An angry hellhound is blocking your path.

You can smell the hellhound's hot breath as it roars.
You put Hat on the hellhound
There's no good surface on the hellhound.

The hellhound glares at you through eyes red with hatred.
You see the bird
It's a fat old bird with a droopy beak and half-closed eyes.

The vulture can be seen circling high overhead.
You put Hat on vulture
The vulture is much too high.
You put Hat on the pelican
The pelican sniffs the wizard's hat suspiciously. Its eyes open wide with interest, and the wizard's hat quickly finds a place on the pelican's head. Then the old bird gives you a sly, knowledgeable wink.

All at once the lighthouse blazes to life! Its shining beacon whirls like a gyroscope, and a pencil-thin beam of light pierces the sky and traces a word on a passing cloud: SORKIN.

The pelican spreads its wings and soars away over the bay. As the beam of the lighthouse fades, a voice in your head whispers, "Good luck, brave Adventurer!"

(Your score just went up by 5 points! Your total score is 57 out of 100.)
Inventory
You're holding a brass token, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone
(providing light).
You see the lighthouse
It's really just an automated beacon, erected by the town to impress tourists. There aren't any entrances or openings.
West
This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.

A dead branch is lying on the ground.

The vulture eyes you suspiciously from high overhead.
You go inside
"You won't get far without a ticket!" cries Miss Voss.

You're standing in the lobby of the movie theater. A short corridor leads north into darkness. Sound effects and music can be heard drifting down the corridor.

The gravedigger is standing near the corridor, a large cardboard
carton at his feet.
Go east
You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.

To the south stands a ramshackle old building. Colorful lights,
curious electronic sounds and a neon sign beckon you through the open entrance.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You go to the south
This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are crowded with half-crazed, stunted humanoids, who pay no attention to you as they satisfy their thirst
for electric violence.

One machine in the corner appears to be deserted.

A sign on the wall says, "All Games One Token."
You put Token in the machine
The brass token disappears into the slot.

Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.

(Your score just went up by 1 point! Your total score is 58 out of 100.)

(This might be a good time to SAVE your story position.)

You can hear the tramp of marching boots to the north.
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in
an incandescent aura. You can feel your molecules being taken apart
one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.

You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.

A synthetic voice says, "Game Over. Insert Token To Play Again."

(Your score just went up by 5 points! Your total score is 63 out of 100.)
You see the moat
The moat is 20 feet wide and filled with black, oily water.
You see the window
It's wide open, and located a hundred feet above the moat.
Sorkin
With a great creak of wood and rattle of chains, the drawbridge slowly lowers across the moat.

(Your score just went up by 3 points! Your total score is 66 out of 100.)

(This might be a good time to SAVE your story position.)
Go inside
You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is opened across the moat to the north. A short corridor leads south, into the tower.

"Turn back, brave Adventurer!"

You stare in horror at the platypus chained to the floor. It's
Princess Tasmania!
You ask Princess about chains
(Presumably, you mean Princess Tasmania.)
A rumbling noise calls your attention away from the chain.

"Behind you!" cries the Princess. "It's a trap!"

Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of... Mr. Crisp!

"Nice of you to drop by," he sneers as a gigantic Boot pins you to the ground. "Saves me the bother of tracking you down."

You're chained up in the corner of a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.

Princess Tasmania is clamped into the torture machine!

A ladder rises to meet an open hatch in the middle of the ceiling.

Mr. Crisp is strolling around dusting off the instruments.
Hello
Mr. Crisp reddens. "Don't use that name in front of me!"
You show the note to Crisp
Mr. Crisp takes the violet note and stares at it. His face turns pale. "Where did this come from?" he whispers, opening it.

An unbearably sweet expression spreads over his face as he reads. The violet note falls from his hands.

"I've got to run," Mr. Crisp cries, tossing his white lab coat into a corner and stuffing his shirttails into his pants. "Violet scolds me when I'm late!" He struggles into a hideous velvet blazer, pushes a comb through his hair and scampers up the ladder like a little boy.

The hatch closes with a hollow thud.
You get the note
You can't. Mr. Crisp dropped it out of your reach.

You hear the distant rattle of the drawbridge opening.

Princess Tasmania breathes a sigh of relief.
You look at your surroundings
You're chained up in the corner of a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.

Princess Tasmania is clamped into the torture machine!

A ladder rises to meet a closed hatch in the middle of the ceiling.

You can see a violet note and a white lab coat here.

You hear the distant rattle of the drawbridge closing.

Princess Tasmania strains against her clamps. "Release me from this torture machine, brave Adventurer! The merest pull of the lever will gain my freedom."
You pull the lever
You can't reach the lever while you're chained up.

"Please! Pull down this lever and set me free," cries Princess Tasmania.
Inventory
You're holding a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone (providing light).

"Only pull down this lever, and I shall be freed," cries Princess Tasmania.
Unlock chains
(What do you want to unlock the chains with?)
You see the chains
The closed chain is securely bolted into the floor.
You pull the lever with the umbrella
(That sentence didn't make sense. Please reword it or try something else.)
You see the lever
Tasmania is clamped. It can be pushed up or pulled down.

"Only pull down this lever, and I shall be freed," cries Princess Tasmania.
You throw the horseshoe at the lever
You can't reach the lever while you're chained up.

"The merest pull of the lever will gain my freedom," cries Princess Tasmania.
You take the coat
The chains cut painfully into your wrist as you strain to grasp the white lab coat. Your fingertips brush against the collar... There! You got it!

"The merest pull of the lever will gain my freedom," cries Princess Tasmania.
You look in the coat
You can see a rusty key in the white lab coat.
You take the key
Taken.

(Your score just went up by 3 points! Your total score is 69 out of 100.)

"Only pull down this lever, and I shall be freed," cries Princess Tasmania.
You unlock the chains with key
Okay, the chain is now unlocked and open.

(Your score just went up by 1 point! Your total score is 70 out of 100.)

"Please! Pull down this lever and set me free," cries Princess Tasmania.
You pull lever
The clamps on the torture machine retract, and Princess Tasmania leaps off. She's free!

"Again you spare my unworthy life, brave Adventurer." The platypus humbly licks your shoe, to your considerable embarrassment. "My
father, King Anatinus, does not forget such kindness."

The little creature produces a silver whistle from her gown and blows into it gently. A clear, sweet note stills the night with its beauty.

"Your journey is not yet ended," she warns as a whirlpool of colored light envelops her. "But even if you fail, your deeds shall live forever in our legends. Have faith!"

When the colors fade, Princess Tasmania is gone.
You read it
(Your score just went up by 3 points! Your total score is 73 out of 100.)

The handwritten note says:

"Corky-Poo,

I've got a plate of fresh oatmeal cookies waiting for you. Come over around sixish, and I'll show you my collection of Byron first
editions, etc...

PS: If my little poodle yaps at you, just say ALEXIS, HEEL and she'll behave."
Look around
You're in a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.

A ladder rises to meet a closed hatch in the middle of the ceiling.
You see the instruments
One of the medical instruments is labeled, "Frobozz Magic Truth Extractor Company." Gulp!
You take the instrument
Better keep away from the medical instruments. You might hurt
somebody.
You see the machine
The torture machine has a lever that can be pushed up or pulled down. You can see nothing special inside.
You see the hatch
The hatch is closed.
You open hatch
The heavy hatch opens reluctantly.
Go upward
You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.

In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.

A corridor disappears to the north, and a damp stairway winds upward into the tower.
You see the paintings
There are 13 paintings in the series. It seems to be a tragic sequence involving a beautiful princess and a wicked queen.
You go upward
Everything around you appears blurry and fuzzy.
Go downwards
It's too blurred in that direction.
Go outside
It's too blurry in that direction.
Go north
You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is closed against the north wall. A short corridor leads south, into the tower.
You open the drawbridge
You can't. The mechanism that controls the drawbridge is hidden.
You look behind the paintings
the wall.
You turn the crank
As you turn the metal crank you hear the distant rattle of the drawbridge opening.

(Your score just went up by 1 point! Your total score is 74 out of 100.)
You go north
You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is opened across the moat to the north. A short corridor leads south, into the tower.
You go north
You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are an open drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.

The moment you take your foot off the drawbridge it swings up over the moat and closes with a mighty thud.
HEEL
Alexis pricks up her ears at the sound of her name. She sits
obediently at your feet, gently licks your hand and thumps her big
tail happily.

(Your score just went up by 5 points! Your total score is 79 out of 100.)
Enter
The cottage door is closed.
You go inside
The hellhound thumps its big tail happily as you pass.

This is the cottage of Miss Voss, the former town librarian. The walls are lined with timeworn books and dusty, faded photographs. Looks as
if nobody's lived here for a long time.

There's a dusty bookcase with a steel key on it near the open front door. Somebody has scrawled a message in the dust on the bookcase.
You read the message
The scrawled message is enclosed in a heart-shaped outline. It says,

VIOLET + CORKY
XXXX
You take the key
Taken.

(Your score just went up by 3 points! Your total score is 82 out of 100.)
You go to the west
You're outside the cottage of Miss Voss, the former town librarian.
The road turns north toward the village, and bends upward to the
summit of Post Office Hill.

A happy hellhound is thumping its tail nearby.
You go north
The hellhound thumps its big tail happily as you pass.

This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
Wait
Time passes.

The vulture hovers in the sky high overhead.

You can hear the tramp of marching boots to the north.
You go north
The hellhound thumps its big tail happily as you pass.

This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.

You can hear the tramp of marching boots to the east.
You unlock Library with the steel key
You can't unlock a library!

(It's 12:00 am. Better hurry! You've only got 6 hours before the moon sets!)
You unlock the door with the steel key
Okay, the library door is now unlocked and open.

(Your score just went up by 3 points! Your total score is 85 out of 100.)

(This might be a good time to SAVE your story position.)
Go inside
You're standing before a large desk at the library entrance. The top
of the desk is almost hidden under a clutter of books, all grey with dust.

A dark corridor leads south into darkness. The library door stands invitingly open.
You close the door
Okay, the library door is now closed.

You hear a faint "click" as somebody locks the library door from the outside.

The candle flares brightly, and then fizzles out.
You see the books
of years long past. Dust covers them equally, regardless of merit.
You go to the south
Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.
You blow on the books
Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
in a pose of eternal combat.

There's a glass display case in the corner. You can see a sculpture in the case.

(That sentence didn't make sense. Please reword it or try something else.)
You see the sculpture
The black marble sculpture is about 14 inches high. It's exquisitely crafted in the likeness of a cat.

You can see a round, shallow hole carved into the forehead of the sculpture.
Hello
You can't reach inside the closed display case.

Talking to yourself is said to be a sign of impending mental collapse.
Open case
You can't do that. It's locked.
Break case
(with your hand)
The display case is still intact, but your hand isn't. Ouch!
You see the mailboxes
There's something disturbingly familiar about the fossil exhibit.
You open mailboxes
You'd probably damage the priceless fossil exhibit if you tried that!
Go north
You're standing before a large desk at the library entrance. The top
of the desk is almost hidden under a clutter of books, all grey with dust.

A dark corridor leads south into darkness. The library door is closed.
You look behind the desk
There's nothing behind the circulation desk.

You can hear the tramp of marching boots outside.
You see the door
It looks like the library door is closed.
Go south
Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.

Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
in a pose of eternal combat.

There's a glass display case in the corner. You can see a sculpture in the case.
Break case with horseshoe
Crash! You broke the display case open with the horseshoe.

The tinkle of broken glass is drowned out by the blare of an electric security alarm! You stand frozen with fear as Sgt. MacGuffin strides into the Museum and drags you to the Tower, where you're subjected to months of slow, painful torture at the skilled hands of the Evil One.

Your score is 85 points out of 100, in 426 moves.

Do you want to restart the story, restore a saved position, or quit?
%
"Behind you!" cries the Princess. "It's a trap!"

Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of Thermofax.

Only your Magick sword can save you now. You swing it high, speak the Word and stand unhurt as the blade absorbs the searing dragon-breath.

The reptile bellows with rage and flaps its wings to fan the fire in its belly. You are advancing, sword poised to strike, when a familiar voice shatters the daydream and stays your mighty hand...

Copyright (C)1985 Infocom, Inc. All rights reserved.

You're on a hilltop overlooking the seaside village of Festeron.

To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door stands invitingly open.

Roads run down the hill to the east and west. There's a signpost nearby.

Somebody inside the Post Office is calling you.

Okay, what do you want to do now?
Inventory
You're holding a steel key, a violet note, a rusty key, a white lab coat (being worn), a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone (providing light).

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You see Alexis
The hellhound is thumping its big tail happily.
You search Alexis
But Alexis might resent that.
Pet Alexis
The hellhound seems to enjoy your attention.
You see the collar
(Presumably, you mean the white lab coat.)
The white lab coat isn't as clean as the one your doctor wears.
You wish for the luck
The Stone of Dreams brightens as you speak the Wish, and the edges of the horseshoe begin to twinkle with Luck.

The vulture hovers high overhead.
You see the horseshoe
The horseshoe is twinkling with lucky Magick.
You go west
The hellhound thumps its big tail happily as you pass.

You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.
You go north
The hellhound thumps its big tail happily as you pass.

This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
Go north
You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.

A statue stands in the middle of the fountain.

You can hear the tramp of marching boots to the north.
You wish for the darkness
The air becomes very still as you speak the Wish. The gravedigger frowns, blinks his eyes and looks around nervously.

All at once a terrifying shadow sweeps across the surface of Wishbringer. The candle flame withers and dies, plunging the room into total darkness.

"Who turned out the lights?!" cries the gravedigger, stumbling around the pitch-black lobby in terror.

(Thankfully, the icky taste of grue milk is gone.)
Go north
The gravedigger cries, "Don't leave me alone!"

It is pitch black.

As suddenly as it faded, the light from Wishbringer returns, and the candle flares back to life.

This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.

There's a noisy movie playing on the screen. A dark corridor leads out to the lobby.

The screen image is a meaningless blur of colored light.
You see the image
(Presumably, you mean the movie screen.)

All you can see on the screen is a confusing double-image.
Search seats
Hmm. This place isn't completely spotless. You just discovered a used pair of 3D glasses under a seat.

The picture on the screen is fuzzy and hard to watch.
You wear the glasses
You're not holding the pair of 3D glasses.

All you can see on the screen is a confusing double-image.
You take the glasses
Taken.

(Your score just went up by 3 points! Your total score is 88 out of 100.)

The screen image is a meaningless blur of colored light.
You wear the glasses
Wow! As you put on the glasses the picture on the screen fuses into a solid, 3-dimensional image.
The movie screen shows an evil woman squinting through an antique telescope. A laboratory full of bubbling 3D chemicals is visible in
the background.
You see the woman
She's a dark, sinister being with terrible eyes!

her ear. An evil eyebrow rises slowly as she listens.
You watch the film
The old woman swings the 3D antique telescope around (narrowly missing your nose) and peers into it again. A point-of-view shot reveals what the 'scope is focused on: a small movie theater, remarkably similar to the one you're in right now.
You see the telescope
The antique telescope is pointing out the window.

The antique telescope zooms in on the entrance to the movie theater. A dead ringer for Miss Voss looks up and waves timidly at the camera.
You see the vulture
Its steady gaze makes you uneasy.

The old woman stalks across the lab to a panel of heavy-duty power switches. As the camera follows, you catch a fleeting 3D glimpse of a black cat sleeping in the corner of the lab.
You see the cat
She's black as night from head to tail, and sound asleep.

The old woman selects a power switch labeled "Palace Theater" and
opens it with a diabolical cackle. A 3D arc of electricity leaps from the screen, and a shower of sparks seems to engulf the movie
theater...

Poof! The image on the screen goes black. The soundtrack slowly grinds to a halt.
You see Stone
The small stone glows with an eerie violet-white radiance.
You ask Voss about the cat
"I'm not paid to chatter with you," she replies.

You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
You look around
You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are an open drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.

The vulture hovers in the sky high overhead.
You look at your surroundings
You are standing in an open field west of a white house, with a
boarded front door.

There's a squashed can here.
You look at your surroundings
You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are an open drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.
You go to the east
You're outside the cottage of Miss Voss, the former town librarian.
The road turns north toward the village, and bends upward to the
summit of Post Office Hill.

An angry hellhound is blocking your path.

You can smell the hellhound's hot breath as it roars.
Go upwards
The hellhound roars a threat as you back away.

You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are an open drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.
HEEL
The hellhound decides that you're only guessing its name, and roars
all the louder.
Go south
This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are crowded with half-crazed, stunted humanoids, who pay no attention to you as they satisfy their thirst
for electric violence.

One machine in the corner appears to be deserted.

A sign on the wall says, "All Games One Token."

A vague electrical smell quickly fades.
You see the screen
The video screen displays a map of Witchville Village. A grid divides the map into 13 squares. The words "Insert Token To Play" are
scrolling across the top of the screen.

(You'll find the map inside your Wishbringer package.)
Look around
You're outside the cottage of Miss Voss, the former town librarian.
The road turns north toward the village, and bends upward to the
summit of Post Office Hill.

An angry hellhound is blocking your path.

The hellhound glares at you through eyes red with hatred.
You go north
The hellhound roars a threat as you back away.

This is the south side of the Witchville Rotary. A road branches
south, towards Post Office Hill.

The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
You check what you're carrying
You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
whistle and a small stone (providing light).

You can hear the tramp of marching boots to the east.
You wait for a while
Time passes.

"My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."

The old platypus motions you to his side. "The Tower of the Evil One
is formidable," he begins in a low, serious voice. "You will never get inside unaided. Legends speak of a Magick Word that can open the gates of the Tower. But what Word it is, none can say."

hat. "Take this," he says, holding it out to you.
You get Hat
You're holding too many things already!

"This Hat is for you. Take it," says King Anatinus, holding it out to you.
Inventory
You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
whistle and a small stone (providing light).
You drop the umbrella
Dropped.
Wait
Time passes.

A fanfare of trumpets breaks the silence, and the crowd falls to its knees.

"Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver
us from the horror of the Evil One."

The platypuses look at you expectantly.
Blow whistle
A clear, sweet note stills the night with its beauty.

A sudden gust of wind rises out of nowhere, and Misty Island falls
away beneath your feet. You feel the silver whistle slip from your
hand as you streak across the lake...

You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.

There's an umbrella here.
You get all
The sand: The sand slips away between your fingers.
The umbrella: Taken.
You eat the sand
It's doubtful that the sand would agree with you.
Go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a narrow pit near the edge of the lake.

The vulture hovers in the sky high overhead.
You go north
This is the northern side of the Witchville Rotary. A road leads
north, towards the river.

On the corner stands a broken-down old church that looks as if it hasn't been used for years.

You can hear the tramp of marching boots to the north.
Go north
The gravedigger cries, "Don't leave me alone!"

It is pitch black.

As suddenly as it faded, the light from Wishbringer returns, and the candle flares back to life.

This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.

There's a noisy movie playing on the screen. A dark corridor leads out to the lobby.

All you can see on the screen is a confusing double-image.
You look under the seat
Hmm. This place isn't completely spotless. You just discovered a used pair of 3D glasses under a seat.

The screen image is a meaningless blur of colored light.
You get the glasses
Taken.

(Your score just went up by 3 points! Your total score is 60 out of 100.)

The picture on the screen is fuzzy and hard to watch.
You wear the glasses
Wow! As you put on the glasses the picture on the screen fuses into a solid, 3-dimensional image.

The movie screen shows an evil woman squinting through an antique telescope. A laboratory full of bubbling 3D chemicals is visible in
the background.
You see movie
her ear. An evil eyebrow rises slowly as she listens.
You wait
Time passes.

The old woman swings the 3D antique telescope around (narrowly missing your nose) and peers into it again. A point-of-view shot reveals what the 'scope is focused on: a small movie theater, remarkably similar to the one you're in right now.
You wait a while
Time passes.

The antique telescope zooms in on the entrance to the movie theater. A dead ringer for Miss Voss looks up and waves timidly at the camera.
Wait
Time passes.

The old woman stalks across the lab to a panel of heavy-duty power switches. As the camera follows, you catch a fleeting 3D glimpse of a black cat sleeping in the corner of the lab.
You wait
Time passes.

The old woman selects a power switch labeled "Palace Theater" and
opens it with a diabolical cackle. A 3D arc of electricity leaps from the screen, and a shower of sparks seems to engulf the movie
theater...

Poof! The image on the screen goes black. The soundtrack slowly grinds to a halt.
You put Token in the machine
The brass token disappears into the slot.

Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.

(Your score just went up by 1 point! Your total score is 61 out of 100.)

(This might be a good time to SAVE your story position.)
Yes
(Hope you saved your story position.)

A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in
an incandescent aura. You can feel your molecules being taken apart
one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.

You're on a hilltop overlooking the seaside village of Witchville.

A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.

Roads run down the hill to the east and west. There's a signpost nearby.

A synthetic voice says, "Game Over. Insert Token To Play Again."

(Your score just went up by 5 points! Your total score is 66 out of 100.)
Sorkin
With a great creak of wood and rattle of chains, the drawbridge slowly lowers across the moat.

(Your score just went up by 3 points! Your total score is 69 out of 100.)

(This might be a good time to SAVE your story position.)
Hello
(Presumably, you mean Princess Tasmania.)
A rumbling noise calls your attention away from Princess Tasmania.

(spoken to Princess Tasmania)
A rumbling noise calls your attention away from Princess Tasmania.

"Behind you!" cries the Princess. "It's a trap!"

Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of... Mr. Crisp!

"Nice of you to drop by," he sneers as a gigantic Boot pins you to the ground. "Saves me the bother of tracking you down."

You're chained up in the corner of a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.

Princess Tasmania is clamped into the torture machine!

A ladder rises to meet an open hatch in the middle of the ceiling.

Mr. Crisp is fondling the instruments, one by one.
You give the note to Crisp
Mr. Crisp takes the violet note and stares at it. His face turns pale. "Where did this come from?" he whispers, opening it.

An unbearably sweet expression spreads over his face as he reads. The violet note falls from his hands.

"I've got to run," Mr. Crisp cries, tossing his white lab coat into a corner and stuffing his shirttails into his pants. "Violet scolds me when I'm late!" He struggles into a hideous velvet blazer, pushes a comb through his hair and scampers up the ladder like a little boy.

The hatch closes with a hollow thud.
You get the coat
Your load is too heavy.

You hear the distant rattle of the drawbridge opening.

Princess Tasmania breathes a sigh of relief.
You check your inventory
You're holding a pair of 3D glasses, an umbrella, a leaflet, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).

You hear the distant rattle of the drawbridge closing.

Princess Tasmania strains against her clamps. "Release me from this torture machine, brave Adventurer! The merest pull of the lever will gain my freedom."
You get the coat
The chains cut painfully into your wrist as you strain to grasp the white lab coat. Your fingertips brush against the collar... There! You got it!

"Only pull down this lever, and I shall be freed," cries Princess Tasmania.
Key
You'd have to be holding the rusty key to do that.

"Please! Pull down this lever and set me free," cries Princess Tasmania.
You get the key
Taken.

(Your score just went up by 3 points! Your total score is 72 out of 100.)

"Please! Pull down this lever and set me free," cries Princess Tasmania.
You unlock the chains with the key
Okay, the chain is now unlocked and open.

(Your score just went up by 1 point! Your total score is 73 out of 100.)

"Only pull down this lever, and I shall be freed," cries Princess Tasmania.
You open hatch
The heavy hatch opens reluctantly.

"The merest pull of the lever will gain my freedom," cries Princess Tasmania.
Go upwards
"Don't leave me here to die!" mews Princess Tasmania.

You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.

In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.

A corridor disappears to the north, and a damp stairway winds upward into the tower.
You pull down the lever
The clamps on the torture machine retract, and Princess Tasmania leaps off. She's free!

"Again you spare my unworthy life, brave Adventurer." The platypus humbly licks your shoe, to your considerable embarrassment. "My
father, King Anatinus, does not forget such kindness."

The little creature produces a silver whistle from her gown and blows into it gently. A clear, sweet note stills the night with its beauty.

"Your journey is not yet ended," she warns as a whirlpool of colored light envelops her. "But even if you fail, your deeds shall live forever in our legends. Have faith!"

When the colors fade, Princess Tasmania is gone.
You wear the glasses
Wow! As you put on the glasses the room fuses into a solid, 3-dimensional image.

The highest room in the tower is a laboratory, complete with bubbling chemicals and foul odors. An antique telescope is mounted near an open window to the north, and a control panel occupies most of the south wall.

The only exit is a damp stairway leading downward.

A black cat is sound asleep in the corner.

There's a broom here.
You see the cat
She's black as night from head to tail, and sound asleep.
You look at what you're carrying with you
You're holding a rusty key, a white lab coat, a pair of 3D glasses (being worn), an umbrella, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).
You see telescope
The antique telescope is pointing out the window.
You look through the telescope
Peering through the antique telescope makes everything appear much closer.
You see the panel
The control panel is equipped with two large power switches.
You see the switches
Which switches do you mean, the first switch or the second switch?
You wake cat
The black cat wakes at the sound of your voice.
Hello
The black cat perks up its ears at the sound of your voice.
You get the cat
Your load is too heavy.
You check your inventory
You're holding a rusty key, a white lab coat, a pair of 3D glasses (being worn), an umbrella, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).

The black cat scampers restlessly around.
You see the cat
She's black as night from head to tail, and playing around your feet.
You see the first switch
The first switch is labeled, "Palace Theater," and is turned off.

The black cat scampers away behind your back. You turn to catch it,
but it's gone without a trace!
You see the second switch
The second switch is labeled, "Security," and is turned on.
You turn off second
(Presumably, you mean the second switch.)
Okay, the second switch is turned off.

(Your score just went up by 3 points! Your total score is 76 out of 100.)
You go downwards
Everything around you appears blurred and fuzzy.
You remove the glasses
Okay, you're no longer wearing the pair of 3D glasses.

You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.

In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.

A corridor disappears to the north, and a damp stairway winds upward into the tower.
Go downward
You're in a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.

A ladder rises to meet an open hatch in the middle of the ceiling.

You can see a leaflet and a violet note here.
You get the violet note
Your load is too heavy.
Inventory
You're holding a rusty key, a white lab coat, a pair of 3D glasses, an umbrella, a candle (providing light), a bottle, a horseshoe and a
small stone (providing light).
You get the note
Taken.
Go upward
Everything around you appears blurred and blurry.
You wear the glasses
Wow! As you put on the glasses the room fuses into a solid, 3-dimensional image.

The highest room in the tower is a laboratory, complete with bubbling chemicals and foul odors. An antique telescope is mounted near an open window to the north, and a control panel occupies most of the south wall.

The only exit is a damp stairway leading downward.

There's a broom here.
You turn the crank
As you turn the metal crank you hear the distant rattle of the drawbridge opening.

(Your score just went up by 1 point! Your total score is 77 out of 100.)
Go upward
Everything around you appears blurry and blurred.
You read note
(Your score just went up by 3 points! Your total score is 80 out of 100.)

The handwritten note says:

"Corky-Poo,

I've got a plate of fresh oatmeal cookies waiting for you. Come over around sixish, and I'll show you my collection of Byron first
editions, etc...

PS: If my little poodle yaps at you, just say ALEXIS, HEEL and she'll behave."

The hellhound glares at you through eyes red with hatred.
HEEL
Alexis pricks up her ears at the sound of her name. She sits
obediently at your feet, gently licks your hand and thumps her big
tail happily.

(Your score just went up by 5 points! Your total score is 85 out of 100.)
Go inside
The cottage door is closed.

The vulture is circling high overhead.
You check your inventory
You're holding a bottle, a rusty key, a broom, a violet note, a white lab coat (being worn), a pair of 3D glasses, a candle (providing
light) and a small stone (providing light).
You get the steel key
Taken.

(Your score just went up by 3 points! Your total score is 88 out of 100.)
Unlock Library
(What do you want to unlock the library with?)
You unlock the door with steel key
Okay, the library door is now unlocked and open.

(Your score just went up by 3 points! Your total score is 91 out of 100.)

(This might be a good time to SAVE your story position.)

You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
Go inside
You're standing before a large desk at the library entrance. The top
of the desk is almost hidden under a clutter of books, all grey with dust.

A dark corridor leads south into darkness. The library door stands invitingly open.
Sweep dust
You're a mail clerk, not a janitor!

Bang! The library door slams shut. You hear a faint "click" as
somebody locks it from the outside.

The candle flares brightly, and then fizzles out.

(It's 12:00 am. Better hurry! You've only got 6 hours before the moon sets!)

You can hear the tramp of marching boots outside.
You sweep the dust with the broom
(That sentence didn't make sense. Please reword it or try something else.)
Go south
Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.

Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
in a pose of eternal combat.

There's a glass display case in the corner. You can see a sculpture in the case.
You break the display case with the broom
Crash! You broke the display case open with the broom.
You see the sculpture
The black marble sculpture is about 14 inches high. It's exquisitely crafted in the likeness of a cat.

You can see a round, shallow hole carved into the forehead of the sculpture.
You put Stone in the forehead
(Presumably, you mean the sculpture.)
Wishbringer glows brighter as it nears the sculpture. It looks like it will fit perfectly into the black forehead.

"Wait!" commands a familiar voice.

You turn, and see the figure of an old woman standing in the darkness of the corridor.

"Your quest is ended, brave Adventurer," says the old woman. "The sculpture you see before you is Chaos, the Cat Which Was Stolen. Now give Wishbringer to me, and together we shall rejoice in your
success."

Do you still want to put Wishbringer into the sculpture?
Yes
"Don't!" barks the old woman as your hand moves closer to the sculpture.

Do you still want to put Wishbringer into the sculpture?
Yes
"No!"

A blast of Magick shakes the building as Wishbringer touches the forehead of the sculpture. Violet sheets of energy, pure and
brilliant, erupt from the very heart of the Stone and illuminate the room like daylight.

The woman's disguise evaporates in the glare. It's the Evil One, her mouth frozen open in a wail of despair as she fades into oblivion. The memory of that face will haunt your dreams as long as you live.

You watch as the sculpture begins to soften in the radiance. It wriggles like a thing alive, leaps across the floor and disappears
into a vortex of color. The library folds around you like the closing of a great book...

You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southeast, you see a friendly orange sun rising from a bank of morning clouds.

Post Office Hill is visible to the south, topped as usual by the Festeron Post Office.

The Magick Shoppe stands nearby.

A black cat is rubbing against your leg.
Pet cat
The black cat rubs itself lovingly against you.
You enter Shoppe
The Magick Shoppe door is closed.

The black cat begins scratching urgently on the Magick Shoppe door.
You open door
Strange. Despite your best efforts, the front door refuses to budge.
Door
The door of the Magick Shoppe creaks open, and the old woman, dressed in a nightgown, stands blinking in the morning sun. "Who's there?"

The black cat leaps into the woman's arms. "Chaos!" she cries,
laughing and sobbing all at once as the cat licks tears of joy from
her face.

At last the old woman lowers Chaos to the ground and walks over to where you're standing, red with embarrassment.

"Now you know me for the old liar I am," she chuckles, clasping your hands gratefully in her own. "I promised to give you Wishbringer, knowing full well that, if you succeeded, its virtue would be lost.

"In truth, the Stone would make a poor reward," she continues,
stooping to tickle the cat's white forehead. "As you can see, it
brings more joy in the shape of a companion than in any other. This is Wishbringer's finest Magick. A pity that my sister, the Evil One, did not know of it."

You can hear a familiar "clump-clump, clump-clump" sound behind you. It's the little mailbox, hopping bravely up the steep trail! The woman looks on with puzzled amusement as the faithful box hops to your side and rubs lovingly against your sleeve.

The old woman pulls Miss Voss's violet note from an obscure pocket and hands it to you. "Make sure you give this to Mr. Crisp when you see him," she says with a sly wink. "And tell him I said hello."

Cradling Chaos in her arms like a child, the old woman ambles back
into the Magick Shoppe. "Farewell!" she calls from the closing door, and the sunlight makes her face look young. "Now you are a true Adventurer."

A concealed bell tinkles merrily.

Congratulations! You've finished the story of Wishbringer!

Your score is 96 points out of 100, in 410 moves. You've used 1 of the Stone's 7 Wishes.

any of the 7 Wishes? It's fun to go back and see if you can solve all of the problems without Wishing.

Do you want to restart the story, restore a saved position, or quit?
Look around
Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.

Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
in a pose of eternal combat.

There's a broken glass display case in the corner. You can see a sculpture in the case.
No
Okay, you're still holding Wishbringer.

The old woman steps out of the darkness and moves towards you. "Give
me the Stone," she says. "I want to make certain you haven't damaged it."
You eat Wishbringer
It isn't likely that the small stone would agree with you.

"Let me touch Wishbringer," says the old woman, inching closer. "I
want to hold it again in my hands."

You feel your fingers relaxing as she speaks.
You see the woman
It looks like the old woman you met at the Magick Shoppe.

(Hmm. The outline of the woman is blurry, like a double image. Must be your eyes getting tired or something.)

"Quickly!" snaps the old woman impatiently. "Give me the Magick Stone. You have no use for it now!"

Your fingers are beginning to lose their grip on Wishbringer.
You see woman
It looks like the old woman you met at the Magick Shoppe.

(Hmm. The outline of the woman is fuzzy, like a double image. Must be your eyes getting tired or something.)

The old woman stretches out her clawlike hand. "If you will not give the Stone to me freely," she growls, "I will have no choice but to
take it."

Your hand is trembling violently. It wants to give her Wishbringer!
You go to the north
The old woman is blocking your path.

"Yield!" commands the woman sharply.

The small stone leaps out of your hand and into the old woman's bony fingers. She holds it up and gazes into its depths. "Wishbringer," she whispers, deep in her throat.

The Stone begins to pulse with crimson light. In its sinister glow,
the old woman's disguise melts away. It's the Evil One!

"A fool!" she cackles wildly, and the sculpture shatters to pieces at the sound. "My sister was a fool to send the likes of you on such a quest! Does she think a mail clerk can save the world from Wickedness? Be gone!"

With a wave of her warty hand, the Evil One turns you into a furry toilet seat cover.

Your score is 91 points out of 100, in 411 moves. You've used 1 of the Stone's 7 Wishes.

Do you want to restart the story, restore a saved position, or quit?
Go south
This is the lobby of the Festeron Post Office. The walls are lined
with small, private mailboxes and wanted posters. A service counter runs along the entire length of the room.

Your boss, Mr. Crisp, is behind the service counter reading other people's postcards.

Mr. Crisp hides the postcards away as you enter. "Where have you
been?" he barks angrily. "Daydreaming again, eh? I've been looking everywhere for you!"

(Your score just went up by 1 point! Your total score is 1 out of
100.)

What next?
You go north
Mr. Crisp screams, "Come back here, numbskull!"

Somebody inside the Post Office is calling you.

What next?
You go to the south
Mr. Crisp reaches under the service counter and pulls out a mysterious envelope. "We just got this Special Delivery," he snarls, tossing it onto the service counter. "I want you to drop it off right away. That means NOW!"

What next?
You take the package
(Sorry, but this story doesn't recognize the word "package.")

What next?
Hi
Mr. Crisp reddens. "Don't use that name in front of me!"

What next?
You take the envelope
Taken.

(Your score just went up by 5 points! Your total score is 6 out of 100.)

Mr. Crisp drums his fingers on the service counter impatiently. "Don't just stand there! The Magick Shoppe closes at five o'clock!"

What next?
You go to the north
As you leave the Post Office, somebody slams and locks the door behind you.

What next?
You go to the west
You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.

What next?
You go west
The cemetery is a creepy place. Are you sure you want to go in there?
You go downwards
You can't go that way.

What next?
Descend
The gravedigger reaches into the open grave and pulls you out. "Don't go in there!" he cries. "You might get buried alive!"

The gravedigger notices the mysterious envelope you're holding.
"That's a mighty mysterious-lookin' envelope you got there," he says. "Let's have a look at it."

(You won't see the "What next?" prompt any more.)
You give the envelope to the gravedigger
The gravedigger peers at the address on the mysterious envelope.
"Hmm," he mutters, handing it back to you. "Could've sworn I buried that old woman years ago."

(You are again holding the mysterious envelope.)

"Couldn't ask for a nicer day for diggin' graves."
Wait
Time passes.

"Got to go," says the gravedigger, picking up his shovel. "See you soon."

The old man ambles away to the west.
You take the bone
Taken.

(Your score just went up by 1 point! Your total score is 7 out of
100.)
Go upward
With great difficulty, you manage to climb out of the open grave.
HEEL
The poodle decides that you're only guessing its name, and yaps all
the louder.
You give the bone to the poodle
The poodle tests the old bone with its tongue, lies down and begins to gnaw on it, keeping a red eye on you.

(Your score just went up by 3 points! Your total score is 10 out of 100.)
Go north
"Wait! I want to talk to you!" cries Miss Voss as you walk away.

You're standing in a circular park, surrounded by the Festeron Rotary. Walks converge from four directions on a shallow marble fountain, filled with sparkling water.

A statue stands in the middle of the fountain.

Somebody on the south side of the Rotary is calling you.
You look in the fountain
You can see a gold coin and a goldfish in the fountain.

Somebody on the south side of the Rotary is calling you.
You take COIN
Taken.

(Your score just went up by 1 point! Your total score is 11 out of 100.)

Somebody on the south side of the Rotary is calling you.
Go west
You're on the west side of the Festeron Rotary. A street branches
west, towards the lake.

The Police Station stands on a nearby corner. It's a modest little building with a sign over the open entrance.

Somebody on the south side of the Rotary is calling you.
You go to the west
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see a closed iron gate leading into the Festeron Cemetery.

Misty Island, its outline shrouded in fog, is visible far across the water.

You can see a circular pile of leaves near the edge of the lake. Somebody has scrawled a message in the sand next to the pile of
leaves.
You see the sign
The sign over the entrance says, "Festeron Police Headquarters."

Somebody on the south side of the Rotary is calling you.
You enter Station
You're in the front office of the Festeron Police Station. A modest jail cell is visible in a corner of the room.

Sgt. MacGuffin, Festeron's finest, is nodding off behind a desk. You can see a piece of chocolate on the desk, and a wanted poster taped to the wall.

Sgt. MacGuffin opens one eye as you enter.
You see the poster
It's the same as the one in the Post Office.

"Just drop my mail on the desk," Sgt. MacGuffin murmurs sleepily.
You take the chocolate
"Hands off," Sgt. MacGuffin growls sleepily.

"Just drop my mail on the desk," Sgt. MacGuffin murmurs sleepily.
You deliver the mail
(to Sgt. MacGuffin)
Politely, Sgt. MacGuffin refuses your offer.

A voice crackles on the police radio. "Ten-four," Sgt. MacGuffin
yawns.
You put the mail on desk
Done.

Sgt. MacGuffin begins to snore softly.
You take the candy
Taken.

The voice of your mean old boss, Mr. Crisp, crackles to life on the police radio. "Stop dawdling and deliver that envelope!" he rumbles.
You see the desk
You can see a mysterious envelope on the desk.
Go west
This is where the lake empties into the Festeron River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.
Go upward
You're standing at the summit of a high, barren hill. Looking east,
you can see Festeron Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.

Crowning the hill is the stump of what must have been a very large and majestic oak tree.

A horseshoe is lying in the grass near the stump.
You see the stump
The stump is huge, easily four feet across.