Acid Rain
Garry Francis
parser Parsercomp 2021 walkthrough
You were driving home from the Second National Conference on Acid Rain when you started getting tired. As it was late at night and you were in the middle of nowhere, you pulled over to the side of the road for a bit of shut-eye. When you wake up, you find that it's dark and dismal outside and raining heavily. You'd better get a move on and get the car under cover. Despite all the protective coating you've applied, acid rain can still make a mess of your duco.
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You were driving home from the Second National Conference on Acid Rain when you started getting tired. As it was late at night and you were in the middle of nowhere, you pulled over to the side of the road for a bit of shut-eye.

When you wake up, you find that it's dark and dismal outside and raining heavily. You'd better get a move on and get the car under cover. Despite all the protective coating you've applied, acid rain can still make a mess of your duco.

Copyright Â© 2021 Garry Francis
Type ABOUT for further info and credits.

You're inside your car. The dashboard is dark and the engine is off. It's dark and raining outside. You feel like there's something odd about the rain. The only exit is out.

In the ignition is your car key.
You turn key
The starter motor gives a brief whir, then stops. You try again. Click. Nothing happens. Click. Still nothing happens. Darn. Sounds like a flat battery.
You turn the key
Click. Nothing happens. Click. Still nothing happens. Darn. Sounds like a flat battery.
You take the key
Taken.
You go outside
Your car is parked at the side of a lonely country road. The nearest town is miles away. As you were driving west before you pulled over, you can go west to the front of the car or east to the back of the car. The rain is pelting down. It's dark and dismal, but you can barely make out an old mansion silhouetted against the night sky to the south.

The acid rain falls on your exposed head and body, drips down your neck and eats through your skin. The pain is excuciating, but you don't have to endure it for long.
About yourself
You're a bit of a science nerd - and dressed accordingly.
Inventory
You're carrying:
your car key
You open the glove compartment
You open the glovebox, revealing a plastic raincoat and a torch.
You take all from it
plastic raincoat: Removed.
torch: Removed.
You wear the raincoat
You don your designer-label raincoat. It's a perfect fit.
Leave
Your car is parked at the side of a lonely country road. The nearest town is miles away. As you were driving west before you pulled over, you can go west to the front of the car or east to the back of the car. The rain is pelting down. It's dark and dismal, but you can barely make out an old mansion silhouetted against the night sky to the south.
Go east
You're at the rear of your car, looking over the boot. The road continues to the east and west. There's a fence beside the road to the south.
You open the boot
The boot seems to be locked.
You unlock the boot with the key
You unlock the boot.
You open the boot
You open the boot, revealing a spare tyre and a tyre lever.
Close boot
The boot clicks shut.
Go west
You're at the front of your car, looking over the bonnet. The road continues to the east and west. There's a fence beside the road to the south.
You open the bonnet
The bonnet seems to be locked.
You go inside
You're inside your car. The dashboard is dark and the engine is off. It's dark and raining outside. The only exit is out.
You examine the dashboard
Glovebox? Check. Steering wheel? Check. Ignition? Check. Knob under dashboard? Check.
You look at the knob
It has a little picture of a car with its bonnet open.
You turn the knob
You're unable to.
You pull the knob
You hear a loud bump and the car's bonnet pops up a few centimetres.
Leave
Your car is parked at the side of a lonely country road. The nearest town is miles away. As you were driving west before you pulled over, you can go west to the front of the car or east to the back of the car. The rain is pelting down. It's dark and dismal, but you can barely make out an old mansion silhouetted against the night sky to the south.
You open the bonnet
You open the bonnet, revealing a V8 engine and a flat battery.
You examine the battery
It's an el-cheapo reconditioned battery that's now carked it. You need to replace it.
You look at the engine
It's your souped-up V8 engine.
You take the battery
The battery is quite heavy. There's no point removing it and lugging it around with you until you've got a replacement.
You close bonnet
The bonnet clicks shut.
You lock the car with the key
You lock the car.
Go south
You're at the front fence of a large mansion. The entry to the property is via a large iron gate to the south, but the gate is chained shut. The road is back to the north.
You examine the gate
It's a huge iron gate in the same style as the fence. It's locked by a heavy chain.
You examine the chain
It's wound tightly around the gate, but it's rough and pitted from the corrosion caused by the acid rain. Maybe it's not as strong as it looks.
Break chain
You'll have to tell me what to break it with.
You open gate
You open the huge gate.
Go south
This is the front path of the mansion. It runs between the entrance to the north and the mansion to the south with a lawn on each side.
You go south
You're standing on the front porch of a large mansion, where the awning protects you from the acid rain. If you want to enter the mansion, there's a large oak door to the south, otherwise you can head back north towards the road.

You can see a plant pot here.
You open the door
The large oak door seems to be locked.
You look under pot
It's too heavy to move.
You search pot
In the plant pot is a pot plant.
You examine the pot plant
It's a strong pot plant with a single thick stem and broad green leaves. You recognise it as a 'Magneticus Scrollus'.
You look at the awning
It provides some protection from the rain. You can remove your raincoat now, if you want to.
You knock on the door
Perhaps you should try the doorbell.
You examine the door
It's a sturdy oak door with a doorbell to the side. The door is currently closed.
You look around
You're standing on the front porch of a large mansion, where the awning protects you from the acid rain. If you want to enter the mansion, there's a large oak door to the south, otherwise you can head back north towards the road.

You can see a plant pot here.
You pull the plant
Nothing obvious happens.
You climb the plant
Climbing that would achieve little.
You take the plant
You carefully lift the pot plant out of the plant pot and catch a glimpse of something in the bottom of the pot.
You take the key
(the brass key)
Taken.
You put plant in the pot
You carefully plant the pot plant in the plant pot, where it belongs.
You unlock the door with the brass key
You unlock the large oak door.
You open the door
You open the large oak door.
You go to the south
You're in an entry foyer. The front door is to the north and there are exits on the other three sides.
You go to the west
It's dark in that direction. You'd better not venture any further without a source of light.
You turn on the torch
You turn the torch on.
Go west
As you start to move, a gust of wind slams the front door shut. You stop in your tracks and spin around. A neatly-painted sign is now visible on the back of the door.
You read sign
It says, 'This door can only be unlocked with an electronic door opener'.
You take the sign
The neatly-painted sign is hardly portable.
You go to the west
This room is somewhat dark and stuffy. The only exit is to the east.

You can see a security card and a loose light switch here.
You examine card
It's a plastic card with a magnetic strip on one side and someone's identity on the other. It's about the size of a credit card.
You look at the switch
It's a simple light switch with an on/off button.
You pull it
Nothing obvious happens.
You check what you're carrying
You're carrying:
a loose light switch
a security card
a brass key
a tyre lever
a torch (providing light)
a plastic raincoat (being worn)
your car key
Go east
You're in an entry foyer. The front door is to the north and there are exits on the other three sides.
Go east
The walls in this room are lined with bookshelves, so you gather that it is a library of some sort. The exit is to the west.

You can see a reading table (on which is a book) here.
Examine book
It's currently closed. You can see that it's a soft-covered book and quite dog-eared, implying that it's been read a lot.
You read the book
It's titled, 'The Science of Locks'. You wonder if it can help you out of your current predicament.
You read the note
'Parts list for electronic door opener:
1. Switch
2. Control unit
3. Laser power module
4. Circuit board (EK0007A)
5. Wire
6. Piezoelectric transducer
7. Jiffy box (size 2)
8. 3-volt LED'
You read the book
It's very technical, but you grasp enough to understand how to make an electronic door opener. All you need is a screwdriver, a soldering iron and the relevant parts.
You examine the bookshelves
They're full of books, far too many to read in one lifetime. The owner of this mansion must be a prolific reader.
You examine table
Shush. It's reading something. On the reading table is a book.
Go south
You're at the northern end of a long hallway that extends to the south. Other than the hallway itself, there are exits to the north, east and west.
Go west
You're at the northern end of a formal dining hall. There's a sideboard against the western wall and an exit to the east. The hall continues to the south.

On the sideboard is a fruit bowl.
You examine the bowl
It's a heavy blue glass fruit bowl. In the fruit bowl is a banana.
You examine the sideboard
It's a dark wood sideboard used for serving food and displaying the dishes when serving meals. On the sideboard is a fruit bowl.
You look at banana
It's got black spots on the skin from sitting on the fruit bowl for too long.
You go south
You're in the middle of a long dining hall that extends to the north and south. The centre of the room is dominated by a long dining table. There's also an exit to the east.

On the dining table is a small crystal dish.
You look at the dish
It's a small, delicately-cut crystal dish. In the small crystal dish is some caviar.
You examine caviar
Fish eggs. Yuck! What do the rich and famous see in this stuff? Give me steak and eggs, any day.
You take the dish
It looks quite delicate. You don't trust yourself to carry it around, as you're just as likely to drop it.
You taste the caviar
Yuck! No, thanks. Just the thought of it makes your stomach churn.
You go to the south
You're at the southern end of a long dining hall. It continues to the north or you can leave to the east.
Go east
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.
You look at it
It's a plain metal door with no handle or keyhole. It's currently closed. You notice that there's a slot in the wall next to it.
You put card in the slot
The metal door slides open, revealing a hallway to the east.
Go east
You're at the western end of a long hallway. The hallway continues to the east. There's an open metal door to the west and a set of stairs going down to the basement.
Go east
You're at the junction of a long hallway that continues to the east and west. The other arm of the junction goes to the north. There's also an exit to the south.
You go south
You're in a tiny broom closet. It's barely large enough to turn around in. The exit is to the north.

You can see a long-handled broom here.
Go east
You're at the eastern end of a long hallway that continues to the west. Apart from the hallway itself, there are also exits to the north and south.
Go south
You're in the ground floor bathroom. There's a small basin sitting atop a vanity unit and a mirror mounted above it. The exit is to the north.
You examine the mirror
You see a scruffy-looking scientist looking back at you. His dress sense leaves a bit to be desired.
You examine the vanity
It's a typical vanity unit like you find in all domestic bathrooms. You can't see inside, since the vanity unit is closed.
You open it
You open the vanity unit, revealing two D-cell batteries.
You take the batteries
You're carrying too many things already.
Inventory
You're carrying:
a long-handled broom
a banana
a note
a loose light switch
a brass key
a tyre lever
a torch (providing light)
a plastic raincoat (being worn)
your car key
You go north
You're at the eastern end of a long hallway that continues to the west. Apart from the hallway itself, there are also exits to the north and south.
You go to the north
You're in a comfortable guest room. It appears to be unused. There's a window to the north. The exit is to the south.

You can see a bed (on which are some clean sheets) here.
You examine the bed
It's a single bed. On the bed are some clean sheets.
You examine sheets
They're tightly tucked into the bed.
You look at the raincoat
It's the designer-label raincoat that you bought from K-Mart.
You look at the window
When you look out the window, you can see the rain pelting down outside. Through the rain, you can just make out another room a short distance away. The window is currently closed.
You open the window
You open the window.
Go north
You're standing precariously on a ledge outside the guest room. The window to the guest room is to your south. You can see another ledge a short distance to the north.

You can see a red key here.
Go north
It's too far to step across. You'll have to jump.
You jump
You just make it to the northern ledge.

You're standing on a short ledge beside a window on the south side of the building. This part of the building goes west for a short distance, then south and east. You can see another ledge a short distance to the south.
You open the window
You open the bedroom window.
You go north
You're in a bedroom with an exit to the west and a window to the south. Interestingly, there's a keypad and a coded message scrawled on the northern wall.

You can see a bed (on which are some sheets) here.
You look at the bed
It's a double bed. On the bed are some sheets.
There's a large lump under the sheets.
You examine the lump
Yaaah! It's a dead body!
You examine the body
Oh, my god. What a gruesome sight. It's a partially decomposed body. You guess it's the body of the mad scientist.
You look under the bed
The smell is too strong. You decide to keep your distance.
You look at the keypad
The buttons on the keypad are laid out as follows:
A Z Q E
M L O X
H F G B
W C V U
You look
You're in a bedroom with an exit to the west and a window to the south. Interestingly, there's a keypad and a coded message scrawled on the northern wall.

You can see a bed (on which are a dead body and some sheets) here.
Go west
You're at a bend in the hallway. It goes south to a junction and east to another room, where you detect a putrid smell.
You go to the south
The floor caved in. You won't be able to return the same way.

You're at the junction of a long hallway that continues to the east and west. The other arm of the junction goes to the north, but you can't go that way because of the giant hole in the floor where it collapsed. There's also an exit to the south.
You go west
You're at the western end of a long hallway. The hallway continues to the east. There's an open metal door to the west and a set of stairs going down to the basement.
You go to the west
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.
You open the wooden door
The wooden door seems to be locked.
You go east
You're at the junction of a long hallway that continues to the east and west. The other arm of the junction goes to the north, but you can't go that way because of the giant hole in the floor where it collapsed. There's also an exit to the south.
You take the key
(the red key)
The key is located about three metres further along on the narrow ledge. You can't reach it from where you are and you dare not risk going any further along the slippery ledge in this rain.
You take it with the broom
You scrape the key towards you with the long-handled broom. It's now within reach. As you reach down to pick it up, the broom slips out of your grasp and falls to the ground far below.
You take the key
Which do you mean, the red key, the brass key or the car key?
Red
You already have that.
Inventory
You're carrying:
a red key
a banana
a note
a loose light switch
a brass key
a tyre lever
a torch (providing light)
a plastic raincoat (being worn)
your car key
You unlock the wooden door with the red key
You unlock the wooden door.
Open wooden
You open the wooden door.
Go south
You're on a landing at the bottom of the stairs. The exit from the stairs is via a door to the north.
Go north
You're in the middle of a long hall that extends to the north and south. There are also exits to the east and west.
You go east
You're in the kitchen. There's a sink beside the kitchen cupboard. The exit is to the west.
You look in the sink
The sink is empty.
You open the cupboard
You open the cupboard, revealing some Jatz crackers.
You look at the jatz
It's a handful of Jatz crackers.
Go east
You're in the kitchen. There's a sink beside the kitchen cupboard. The exit is to the west.

In the cupboard are some Jatz crackers.
You drop the red key
Dropped.
You take the crackers
Taken.
You go north
You're at the northern end of a long hallway that extends to the south. Other than the hallway itself, there are exits to the north, east and west.

You can see a small ravenous monster that defies description here.
Go north
You're in an entry foyer. The front door is to the north and there are exits on the other three sides.
You go to the west
This room is somewhat dark and stuffy. The only exit is to the east.
You take the bowl
It's quite heavy. You can't see any point of lugging that around with you.
Pet monster
As you reach out to the small ravenous monster that defies description, it snaps at your hand. You withdraw it just in time.
Go south
You're in the middle of a long hall that extends to the north and south. There are also exits to the east and west.
Go south
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.
Go upward
You're on a landing at the top of the stairs. You can leave the landing to the north.
You go to the north
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.
Go west
You're in the upstairs bathroom. It's furnished in glorious pink. There's a vanity unit with a small basin mounted against the west wall and a mirror mounted above it. The exits are to the north and east.
You open the vanity
You open the vanity unit, revealing a pink jiffy box.
You open the box
It's not that sort of box. It's used to hold all the components when assembling electronic gadgets.
You take the box
You're carrying too many things already.
Inventory
You're carrying:
some Jatz crackers
a banana
a note
a loose light switch
a brass key
a tyre lever
a torch (providing light)
a plastic raincoat (being worn)
your car key
You look at basin
It's a small porcelain basin mounted on top of the vanity unit. The small basin is empty.
You examine the mirror
Someone has scrawled a message on the mirror.
You read the message
It says, 'RUTH WAS HERE'. You wonder what that could mean.
You go east
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.
You go east
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a lounge and a coffee table (on which are some UV glasses) here.
You drop all but the coat and the torch
Jatz crackers: Dropped.
banana: Dropped.
note: Dropped.
loose light switch: Dropped.
brass key: Dropped.
tyre lever: Dropped.
car key: Dropped.
Go west
You're in the upstairs bathroom. It's furnished in glorious pink. There's a vanity unit with a small basin mounted against the west wall and a mirror mounted above it. The exits are to the north and east.

In the vanity unit is a pink jiffy box.
You examine the lounge
This is a plush lounge with seating for four people. There is nothing on the lounge.
You sit on it
You get onto the lounge.
You stand
You get off the lounge.
You look
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a lounge and a coffee table here.
You examine table
It's a low, stained-wood coffee table with some elaborately carved legs. There is nothing on the coffee table.
You go east
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.
You open louvred
You open the louvred door.
Go south
You're in a linen closet. There's a louvred door to the north.

You can see some satin sheets here.
You examine sheets
Ooh, silky smooth. It's a pity about the moth holes, though.
You take the sheets
You find a three-volt LED hidden under the sheets.
You go east
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a goat here.
You examine the goat
What the hell is a goat doing in a mansion? It must be seeking shelter from the acid rain. It certainly doesn't look very friendly. Maybe it's hungry.
Pet goat
You reach out to pet the goat and it bites you. Youch! You'd better not try that again.
You go north
You can't, since the plain door is in the way.

Your torch is getting dim. You'd better turn it off or replace the batteries pretty soon.
You turn off the torch
You turn the torch off.

It is now pitch dark in here.
You turn on the torch
You turn the torch on.

You're in the ground floor bathroom. There's a small basin sitting atop a vanity unit and a mirror mounted above it. The exit is to the north.

In the vanity unit are two D-cell batteries.
You go north
You're standing precariously on a ledge outside the guest room. The window to the guest room is to your south. You can see another ledge a short distance to the north.
You jump
You just make it to the northern ledge.

You're standing on a short ledge beside a window on the south side of the building. This part of the building goes west for a short distance, then south and east. You can see another ledge a short distance to the south.
Go north
You're in a bedroom with an exit to the west and a window to the south. Interestingly, there's a keypad and a coded message scrawled on the northern wall.

You can see a bed (on which are a dead body and some sheets) here.
You wear the glasses
Everything takes on a purplish hue.
You read the message
When you're wearing the UV glasses, most of the letters are invisible. However, three of them stand out clearly. Ignoring the spaces, they read, 'VZX'.
You remove the glasses
That's better. Everything returns to normal.
Type vzx
(on the keypad)
You type "vzx".

A panel slides open, revealing a hidden room to the north.
You turn on torch
You turn the torch on.

You're in a secret room. The walls are covered in various notes, photos of animals, electronic schematics and mathematical equations. The only exit is through the secret door to the south.

You can see a journal and a laser power module here.
You take all
journal: Taken.
laser power module: Taken.
You turn off the torch
You turn the torch off.

It is now pitch dark in here.
Go south
You're in a bedroom with an exit to the west and a window to the south. Interestingly, there's a keypad and a coded message scrawled on the northern wall. Beside the keypad, a secret door has opened to reveal an exit to the north.

You can see a bed (on which are a dead body and some sheets) here.
You read the journal
The hand-written title is, 'On the Electronic Control of Creatures, Great and Small'.
You open it
You open the journal to see what's inside.
You read it
It appears that the mad scientist had been experimenting on animals to turn them into robotic creatures that he could control. That would explain the weird combination of animals and electronics in this mansion. Who knows what his ulterior motive may have been?
Examine module
It's a laser power module. It would make a good power supply for the electronic door opener.
You turn on the torch
You turn the torch on.

You're in a secret room. The walls are covered in various notes, photos of animals, electronic schematics and mathematical equations. The only exit is through the secret door to the south.
You examine notes
You don't understand any of it. It's some field of science that's unfamiliar to you, possibly biomechanics.
You go west
You're at a bend in the hallway. It goes south to a junction, but you can't go that way because of the giant hole where the floor collapsed. However, you can go east to another room, where you detect a putrid smell.
Go south
You're standing on a short ledge beside a window on the south side of the building. This part of the building goes west for a short distance, then south and east. You can see another ledge a short distance to the south.
You jump
You just make it to the southern ledge.

You're standing precariously on a ledge outside the guest room. The window to the guest room is to your south. You can see another ledge a short distance to the north.
You go south
You're in a comfortable guest room. It appears to be unused. There's a window to the north. The exit is to the south.

You can see a bed (on which are some clean sheets) here.
You take the sheets
(the clean sheets from the bed)
The clean sheets are fixed in place.
You turn on the torch
You turn the torch on.

Your torch is getting very faint. I reckon it will only last for another ten moves or so.

You're at the southern end of a long dining hall. It continues to the north or you can leave to the east.
Go east
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see your car key, a tyre lever, a brass key, a loose light switch, a note, a banana and some Jatz crackers here.
You turn on torch
You turn the torch on.

You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a goat here.
You turn on the torch
You turn the torch on.

You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see some Jatz crackers, your car key, a tyre lever, a brass key, a loose light switch, a note and a banana here.
You turn on the torch
You turn the torch on.

You're in the middle of a wide north-south hall with a sealed door to the east.
You examine the door
It looks to be well and truly sealed. The key to that door was probably lost years ago. It makes you wonder what must be on the other side.

Your torch has just gone out.

It is now pitch dark in here.
You put batteries in the torch
You remove the old batteries and throw them away, then insert the new ones.

You're in the middle of a wide north-south hall with a sealed door to the east.
You go north
You're at the northern end of a wide north-south hall. There's a wide opening to the north, a white door to the west and another exit to the east.
You examine the door
It's a plain white door with no distinguishing features. It's currently closed.
You open it
The white door seems to be locked.
You go to the north
You're on a wide balcony that's well protected from the acid rain outside. The southern wall is covered by a trellis, broken only by the entry to the mansion.

You can see a macaw here.
You examine the macaw
It's a brightly-coloured blue and yellow macaw.
You examine the trellis
A lattice-like trellis is mounted on the south wall of the balcony. Tropical vines are entwined in the lattice work.
You go north
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a banana, some Jatz crackers, your car key, a tyre lever, a brass key, a loose light switch and a note here.
You check your inventory
You're carrying:
some Jatz crackers
a laser power module
a journal
a three-volt LED
some satin sheets
some UV glasses (being worn)
a pink jiffy box
a torch (providing light)
a plastic raincoat (being worn)
DROP ALL BUT CRACKERS, TORCH, RAINCOAT, GLASSES
laser power module: Dropped.
journal: Dropped.
three-volt LED: Dropped.
satin sheets: Dropped.
pink jiffy box: Dropped.
You give the crackers to the macaw
"Squawk! Molly make friend. Molly follow you. Molly give hints."
You climb the trellis
Climbing that would achieve little.
You ask Molly about the trellis
"Squawk! Molly don't know."
You ask Molly about the goat
"Squawk! Must be hungry by now."
You ask Molly about the monster
"Squawk! Molly don't know."

"Squawk! Adventures are cool."
You go to the south
You're at the northern end of a wide north-south hall. There's a wide opening to the north, a white door to the west and another exit to the east.

You can see a macaw here.

"Squawk! Molly is smart."
Go east
You're in a small closet. The exit is to the west.

On the rack are some coats.

You can see a macaw here.
You look at the coats
The coats are badly moth-eaten.
You search coats
Moving the coats reveals an opening at the back of the closet.

"Squawk! Molly is smart."
Go east
You can't go that way.

"Squawk! Who's a pretty girl, then?"
You look
You're in a small closet. The exit is to the west. You can also see an opening behind the coats to the south.

On the rack are some coats.

You can see a macaw here.
You go to the south
You're in the TV room. There's an exit to the west, but it's been sealed up for some reason. Now that the exit is sealed, the only other way out is the opening to the north.

You can see a macaw, a TV set and a lounge chair (on which is a remote control unit) here.

"Squawk! Molly is smart."
Examine tv set
It's an old HMV cathode-ray tube analogue TV set. You haven't seen one of those for years. It's currently switched off.
You turn it on
You turn it on and try all the channels, but there's only static. You're not surprised. All broadcast signals are digital nowadays.
You turn it off
You turn it off and revel in the joy of a black screen.
You examine chair
It's an extremely worn, yet comfy-looking lounge chair. There is nothing on the lounge chair.

"Squawk! Adventures are cool."
Go west
You're at the northern end of a wide north-south hall. There's a wide opening to the north, a white door to the west and another exit to the east.

You can see a macaw here.
Go south
You're in the middle of a wide north-south hall with a sealed door to the east.

You can see a macaw here.
You go south
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.

You can see a macaw here.
Go south
You're on a landing at the top of the stairs. You can leave the landing to the north.

You can see a macaw here.

"Squawk! Who's a pretty girl, then?"
You go down
You're on a landing at the bottom of the stairs. The exit from the stairs is via a door to the north.

You can see a macaw here.
You go north
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, a pink jiffy box, some satin sheets, a three-volt LED, a journal, a laser power module, a banana, your car key, a tyre lever, a brass key, a loose light switch and a note here.
Go east
You're at the western end of a long hallway. The hallway continues to the east. There's an open metal door to the west and a set of stairs going down to the basement.

You can see a macaw here.
Go downwards
You're in a small access hallway at the bottom of a set of stairs. Apart from the stairs, there are exits to the south, east and west.

You can see a macaw here.

"Squawk! Your right to sleep past 7 a.m. is revoked."
You go to the south
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench is a soldering iron surrounded by electronic components.

You can see a macaw here.
You take the iron
It's bolted down.

"Squawk! Who's a pretty girl, then?"
You look at the components
You scavenge through the components and decide that it's mostly junk. Hang about, there's a circuit board that may be useful.
You open the door
The workshop door seems to be locked.
You go north
You're in a small access hallway at the bottom of a set of stairs. Apart from the stairs, there are exits to the south, east and west.

You can see a macaw here.
You go to the east
You're in a small storage area for the laboratory. Shelves line all the walls, except for the exit to the west.

On the shelves is a coil of wire.

You can see a macaw here.
You take the coil
Taken.

"Squawk! Who's a pretty girl, then?"
Go west
You're in a mad scientist's laboratory. Of the room's weird contents, the gorilla's cage looks the worst. The only exit is to the east.

You can see a macaw, a steel cage (which is closed) (in which is a white key) and a huge gorilla here.
You give banana to the gorilla
He peels the banana, drops the skin on the floor and sits in a corner to eat it.

"Squawk! Molly is smart."
You open cage
You open the steel cage.
You take the white key
You gingerly reach into the cage and pick up the white key.
Go east
You're at the junction of a long hallway that continues to the east and west. The other arm of the junction goes to the north, but you can't go that way because of the giant hole in the floor where it collapsed. There's also an exit to the south.

You can see a macaw here.
You go west
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, a remote control unit, a pink jiffy box, some satin sheets, a three-volt LED, a journal, a laser power module, your car key, a tyre lever, a brass key and a loose light switch here.
Go south
You're on a landing at the bottom of the stairs. The exit from the stairs is via a door to the north.

You can see a macaw here.
Go upward
You're on a landing at the top of the stairs. You can leave the landing to the north.

You can see a macaw here.
Go north
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.

You can see a macaw here.
Go east
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.
Go east
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.

You can see a macaw here.

"Squawk! I like 'Parrots of the Caribbean'."
Go east
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a macaw and a goat here.

"Squawk! I'm talking to an idiot."
You give the skin to the goat
The goat gobbles down the banana peel.

"Squawk! You'll never escape."
You go north
The goat won't let you pass.

"Squawk! Scientist mad."
You ask Molly about the ruth
"Squawk! Molly don't know."

"Squawk! I'm talking to an idiot."
Go west
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.

You can see a macaw here.
You go west
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.
You unlock the white door with the white key
You unlock the white door.
You drop the white key
Dropped.
You open the door
You open the white door.
You go to the west
You're in a small storeroom for cleaning equipment. The exit is to the east.

You can see a macaw and a piezoelectric transducer here.
You examine it
It's a small ceramic disc with two wires attached. You know that it converts pressure to a direct current with a high impedance. It would make a good transducer for the electronic door opener.
You go east
You're at the northern end of a wide north-south hall. There's a wide opening to the north, a white door to the west and another exit to the east.

You can see a macaw and a white key here.
You unlock the plain door with the white key
The plain door doesn't seem to be something you can unlock.

"Squawk! Who's a pretty girl, then?"
You open the plain door
You open the plain door.
You go north
You recognise this as a darkroom from all the photographic equipment on the bench. This is a relic from the past. You thought everyone used digital cameras nowadays. The exit is to the south.

You can see a macaw, a bench (on which are some photographic chemicals, some photographic tools, an enlarger and some undeveloped film) and a red lamp here.
You turn on the lamp
You turn the lamp on and the room is filled with a red glow.
You turn off the torch
You turn the torch off.
You close the door
You close the plain door.
You look at film
It's a canister of undeveloped film. You wonder what's on it.
You examine the chemicals
You recognise various photographic chemicals such as developer and fixer.
You examine tools
You see developing trays, a pair of scissors, a thermometer and a timer.
You examine the bench
It's a plain bench covered in the things you'd expect to find in any well-equipped darkroom. On the bench are some photographic chemicals, some photographic tools, an enlarger and some undeveloped film.
You examine the enlarger
This is used to enlarge the images you can see on negatives. Just place the negative on the enlarger and, hey presto, the magnifying lens makes everything look larger. There is nothing on the enlarger.
You examine the film
It's a canister of undeveloped film. You wonder what's on it.

"Squawk! Hello."
You put film on the enlarger
The only thing you can place on the enlarger are negatives.
You develop the film
You use the chemicals to develop the film and place the developed negatives on the bench.
You examine the negatives
None of the negatives look very interesting. They appear to be photos of animals, although one appears to have some printing on it.
You put the negatives on the enlarger
You need to be holding the developed negatives before you can put them on top of something else.

"Squawk! I like 'Parrots of the Caribbean'."
You put the negatives on the enlarger
You put the developed negatives on the enlarger.
You look at the enlarger
This is used to enlarge the images you can see on negatives. Just place the negative on the enlarger and, hey presto, the magnifying lens makes everything look larger. On the enlarger are some developed negatives.

"Squawk! Adventures are cool."
You examine the lens
This is used to enlarge the images you can see on negatives. Just place the negative on the enlarger and, hey presto, the magnifying lens makes everything look larger. On the enlarger are some developed negatives.

"Squawk! Hello."
You look through the lens
On the enlarger are some developed negatives.
You turn on the enlarger
The enlarger is not something you can switch.

"Squawk! I like 'Parrots of the Caribbean'."
You read printing
One of the negatives has some printing that says, 'Code is alphabet reversed'.
You examine the timer
You see developing trays, a pair of scissors, a thermometer and a timer.
Look around
You recognise this as a darkroom from all the photographic equipment on the bench. This is a relic from the past. You thought everyone used digital cameras nowadays. The exit is to the south.

You can see a macaw, a bench (on which are some photographic chemicals, some photographic tools and an enlarger (on which are some developed negatives)) and a red lamp (providing light) here.
You turn off the lamp
You turn the lamp off and the room is no longer bathed in a red glow.

It is now pitch dark in here.
You turn on the torch
You turn the torch on.

"Squawk! I'm talking to an idiot."

You recognise this as a darkroom from all the photographic equipment on the bench. This is a relic from the past. You thought everyone used digital cameras nowadays. The exit is to the south.

You can see a macaw, a bench (on which are some photographic chemicals, some photographic tools and an enlarger (on which are some developed negatives)) and a red lamp here.
You put all in the sheets
white key: The satin sheets can't contain things.
piezoelectric transducer: The satin sheets can't contain things.
coil of wire: The satin sheets can't contain things.
note: The satin sheets can't contain things.
torch: The satin sheets can't contain things.
You drop the key
(the white key)
Dropped.
TAKE REMOTE, BOX, LED, MODULE, SWITCH
remote control unit: Taken.
pink jiffy box: Taken.
three-volt LED: Taken.
laser power module: Taken.
loose light switch: You're carrying too many things already.

"Squawk! Molly is smart."
You go east
You're at the western end of a long hallway. The hallway continues to the east. There's an open metal door to the west and a set of stairs going down to the basement.

You can see a macaw here.

"Squawk! I like 'Parrots of the Caribbean'."
You go south
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench is a soldering iron surrounded by electronic components.

You can see a macaw and a printed circuit board here.

"Squawk! Hello."
You check your inventory
You're carrying:
a laser power module
a three-volt LED
a pink jiffy box
a remote control unit
a piezoelectric transducer
a coil of wire
a note
some UV glasses (being worn)
a torch (providing light)
a plastic raincoat (being worn)
PUT MODULE, LED, BOX, UNIT, TRANSDUCER ON BENCH
laser power module: Done.
three-volt LED: Done.
pink jiffy box: Done.
remote control unit: Done.
piezoelectric transducer: Done.
You put the wire on the bench
You put the coil of wire on the workbench.

"Squawk! Adventures are cool."
You go to the west
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, a white key, some satin sheets, a journal, your car key, a tyre lever, a brass key and a loose light switch here.
Journal
loose light switch: Taken.
journal: Taken.
You go to the south
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench are a coil of wire, a piezoelectric transducer, a remote control unit, a pink jiffy box, a three-volt LED, a laser power module and a soldering iron surrounded by electronic components.

You can see a macaw and a printed circuit board here.
Inventory
You're carrying:
a journal
a loose light switch
a note
some UV glasses (being worn)
a torch (providing light)
a plastic raincoat (being worn)
PUT JOURNAL, SWITCH, NOTE ON BENCH
journal: Done.
loose light switch: Done.
note: Done.
You read the note
'Parts list for electronic door opener:
1. Switch
2. Control unit
3. Laser power module
4. Circuit board (EK0007A)
5. Wire
6. Piezoelectric transducer
7. Jiffy box (size 2)
8. 3-volt LED'

"Squawk! You'll never escape."
Look around
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench are a note, a loose light switch, a journal, a coil of wire, a piezoelectric transducer, a remote control unit, a pink jiffy box, a three-volt LED, a laser power module and a soldering iron surrounded by electronic components.

You can see a macaw and a printed circuit board here.
Go east
You're at the eastern end of a long hallway that continues to the west. Apart from the hallway itself, there are also exits to the north and south.

You can see a macaw here.
Go west
You're at the junction of a long hallway that continues to the east and west. The other arm of the junction goes to the north, but you can't go that way because of the giant hole in the floor where it collapsed. There's also an exit to the south.

You can see a macaw here.

"Squawk! You'll never escape."
You go west
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, a white key, some satin sheets, your car key, a tyre lever and a brass key here.
You go east
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a macaw and a goat here.

"Squawk! Who are you?"
You give the sheets to the goat
Goats are known to eat almost anything, but this one must be fussier than most, as it rejects the satin sheets.

"Squawk! Hello."
You ask Molly about the caviar
"Squawk! Monster likes caviar."
Go west
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.

"Squawk! Adventures are cool."
Go south
You're on a landing at the top of the stairs. You can leave the landing to the north.

You can see a macaw here.

"Squawk! Molly is smart."
Go north
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, a white key, your car key, a tyre lever and a brass key here.

"Squawk! I'm talking to an idiot."
You drop the sheets
Dropped.

"Squawk! You'll never escape."
Go west
You're at the southern end of a long dining hall. It continues to the north or you can leave to the east.

You can see a macaw here.
Go north
You're in the middle of a long dining hall that extends to the north and south. The centre of the room is dominated by a long dining table. There's also an exit to the east.

On the dining table is a small crystal dish.

You can see a macaw here.
You take the dish
It looks quite delicate. You don't trust yourself to carry it around, as you're just as likely to drop it.
You take the caviar
You pick up the icky, sticky, gloopy caviar in your bare hands. Yuck.
Go east
You're in the middle of a long hall that extends to the north and south. There are also exits to the east and west.

You can see a macaw here.
Go north
You're at the northern end of a long hallway that extends to the south. Other than the hallway itself, there are exits to the north, east and west.

You can see a macaw and a small ravenous monster that defies description here.
You give the caviar to the monster
The small ravenous monster that defies description only likes export-quality caviar. This inferior brand killed it, perhaps because it was off.
You go east
You step over the dead monster that defies description.

You're in a small private bar. The only exit is to the west.

You can see a macaw and a whiskey bottle (empty) here.
You take the bottle
Taken.

"Squawk! Molly is smart."
You examine bottle
It once held fine Irish whiskey. It's now just an empty bottle. Pity. A bottle full of whiskey would be much better.

"Squawk! I like 'Parrots of the Caribbean'."
You go to the west
You're at the northern end of a long hallway that extends to the south. Other than the hallway itself, there are exits to the north, east and west.

You can see a macaw and a dead monster that defies description here.

"Squawk! Scientist mad."
Go south
You're in the middle of a long hall that extends to the north and south. There are also exits to the east and west.

You can see a macaw here.

"Squawk! I like 'Parrots of the Caribbean'."
Go south
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, some satin sheets, a white key, your car key, a tyre lever and a brass key here.

"Squawk! Your right to sleep past 7 a.m. is revoked."
You go south
You're on a landing at the bottom of the stairs. The exit from the stairs is via a door to the north.

You can see a macaw here.

"Squawk! Who's a pretty girl, then?"
You go to the north
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.

You can see a macaw here.

"Squawk! Adventures are cool."
Go east
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.
Go east
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a macaw and a goat here.
You ask Molly about the bottle
"Squawk! You've found it."
You ask Molly about the goat
"Squawk! Must be hungry by now."
You look at what you're carrying with you
You're carrying:
a whiskey bottle (empty)
a journal
some UV glasses (being worn)
a torch (providing light)
a plastic raincoat (being worn)
Go west
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.

You can see a macaw here.

"Squawk! Molly is smart."
Go north
You're at the northern end of a wide north-south hall. There's a wide opening to the north, a white door to the west and another exit to the east.

You can see a macaw here.

"Squawk! Your right to sleep past 7 a.m. is revoked."
You examine the vines
They grow up the wall and over the door. Large purple fruit hang from the vine.
You look at the fruit
Exotic-looking purple fruit hang from the vine. You have no idea what they are, but they look very tempting.

"Squawk! Who's a pretty girl, then?"
You take the fruit
You pick one of the fruits off the vine.

"Squawk! I'm talking to an idiot."
You go south
You're at the southern end of a wide hall. The hall extends to the north and there are exits on the other three sides.

You can see a macaw here.

"Squawk! Your right to sleep past 7 a.m. is revoked."
Go east
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.
You give fruit to the goat
The goat gobbles down the fruit and falls to the floor in a dead sleep. That's strange. It's a good thing you didn't eat it yourself.
You go to the north
You're in the main upstairs bedroom. There's a bay window to the north. The exit from the room is to the south.

You can see a macaw and a bed (on which are some clean sheets) here.
You examine the window
It's a large bay window overlooking the rain-soaked estate. It's currently closed.
You open the window
You open the bay window.
Go north
You're standing on a high ledge high above the ground. Due to the dark, dismal night and the acid rain, the best view from here is the bedroom inside the bay window to the south.

You can see a macaw and a silver key here.
You take the silver key
The key is soaked with acid rain. You can't touch it unless you can wash the acid off.
You go to the south
You're in the main upstairs bedroom. There's a bay window to the north. The exit from the room is to the south.

You can see a macaw and a bed (on which are some clean sheets) here.

"Squawk! You'll never escape."
You examine bed
It's a double bed. On the bed are some clean sheets.
You look at the sheets
They're tightly tucked into the bed.

"Squawk! Molly is smart."
Go south
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a macaw and a sleeping goat here.
Go west
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.

You can see a macaw here.
Go south
You're in a linen closet. There's a louvred door to the north.

You can see a macaw here.
Go north
You recognise this as a darkroom from all the photographic equipment on the bench. This is a relic from the past. You thought everyone used digital cameras nowadays. The exit is to the south.

You can see a macaw, a bench (on which are some photographic chemicals, some photographic tools and an enlarger (on which are some developed negatives)) and a red lamp here.
Go west
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.

You can see a macaw, a lounge and a coffee table here.

"Squawk! Hello."
You go west
You're in the upstairs bathroom. It's furnished in glorious pink. There's a vanity unit with a small basin mounted against the west wall and a mirror mounted above it. The exits are to the north and east.

You can see a macaw here.
You fill the bottle
(with the macaw)
There's nothing here that you can use to fill the bottle.
You turn on the tap
If you want to fill a container with water or you want a drink of water, just say so. But don't waste water, as fresh water is a precious resource in these days of acid rain.
You fill the bottle with water
You fill the bottle with water from the tap.
Go east
You're at the west end of a short hall. It enters a room to the west and continues to the east. There are doors on both sides of the hall, a plain door to the north and a louvred door to the south.

You can see a macaw here.

"Squawk! Who are you?"
Go east
You're at the east end of a short hall. There's an exit to the north or you can follow the hall back to the west.

You can see a macaw and a sleeping goat here.

"Squawk! Adventures are cool."
You go to the north
You're in the main upstairs bedroom. There's a bay window to the north. The exit from the room is to the south.

You can see a macaw and a bed (on which are some clean sheets) here.
Go north
You're standing on a high ledge high above the ground. Due to the dark, dismal night and the acid rain, the best view from here is the bedroom inside the bay window to the south.

You can see a macaw and a silver key here.
You pour water on the silver key
The water washes away the acid from the silver key.

"Squawk! I'm talking to an idiot."
Go north
You're at the southern end of a north-south hallway. There's a wooden door to the south, a metal door to the east and an open exit to the west.

In the slot in the wall is a security card.

You can see a macaw, some satin sheets, a white key, your car key, a tyre lever and a brass key here.
You go to the south
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench are a note, a loose light switch, a coil of wire, a piezoelectric transducer, a remote control unit, a pink jiffy box, a three-volt LED, a laser power module and a soldering iron surrounded by electronic components.

You can see a macaw and a printed circuit board here.
You unlock the door with the silver key
You unlock the workshop door.
You open the door
You open the workshop door.

"Squawk! I'm talking to an idiot."
Go east
You're in a tiny room used for the storage of tools. The exit is to the west.

You can see a macaw and some tools here.
You look at the tools
As you scrounge through the tools, you find a screwdriver. You wonder what other goodies may be tucked away amongst the tools.
You take the screwdriver
Taken.

"Squawk! Adventures are cool."
You look at the tools
You scrounge further through the tools and this time you find a car battery. Eureka!
You examine the tools
You continue scrounging through the tools, but find nothing else of interest.

"Squawk! Who's a pretty girl, then?"
Go west
You're in an electronic workshop scattered with discarded electronic components. The exit is to the north, but there's also a door to the east. An L-shaped workbench is mounted against the other walls to the south and west.

On the workbench are a note, a loose light switch, a coil of wire, a piezoelectric transducer, a remote control unit, a pink jiffy box, a three-volt LED, a laser power module and a soldering iron surrounded by electronic components.

You can see a macaw, a silver key and a printed circuit board here.

"Squawk! Who are you?"
You make the opener
With great skill and dexterity, you use the soldering iron and the screwdriver to make an electronic door opener from the parts you scrounged from around the mansion.
You go north
You're at the northern end of a long hallway that extends to the south. Other than the hallway itself, there are exits to the north, east and west.

You can see a macaw and a dead monster that defies description here.
Go north
You're in an entry foyer. The front door is to the north and there are exits on the other three sides.

You can see a macaw here.
You unlock the door with the opener
Try pressing the button on the door opener.
You open the door
You open the large oak door.
Go north
Molly smells freedom in the air. "Squawk! Bye, bye. Squawk!" She flies off through the acid rain into the dark night sky.

You're standing on the front porch of a large mansion, where the awning protects you from the acid rain. If you want to enter the mansion, there's a large oak door to the south, otherwise you can head back north towards the road.

You can see a plant pot here.
Go north
This is the front path of the mansion. It runs between the entrance to the north and the mansion to the south with a lawn on each side.
You go north
You're at the front fence of a large mansion. The entry to the property is via a large iron gate to the south. The road is back to the north.
You unlock the car with car key
(the car with the car key)
You unlock the car.
You put the battery in the bonnet
(the new car battery in the bonnet)
You remove the old car battery and throw it into the bushes at the side of the road. You then insert the new battery and attach the terminals.
You put the car key in the ignition
You put the car key into the ignition.
You turn it
Vroom, vroom! The car starts up. The big V8 purrs like a kitten. It's sweet music to your ears. Now let's drive out of here.
You drive
What do you want to drive?
Car
Oh, what a night. A flat battery, acid rain, a deserted mansion full of mysteries and a dead scientist. You'll be glad to get out of here.

You quickly drive away, not noticing that in the back seat...