text: > Go downwards
  This is a small cave cluttered with random junk. Bits of metal,
  pipes, tubing, cogs, and bolts litter the ground. A ladder leads upwards through a hole in the rock and some floorboards beyond. The only passage leads northwest.
  
  > go to the north-west
  This cave has a very low ceiling and you are forced to stoop over as you walk through it. Passages lead west and southeast.
  
  > go west
  This is a curving, wet tunnel which is slippery to traverse. It bends from the northwest to the east.
  
  > Go northwest
  You stand on a natural bridge over a dark and turbulent underground river flowing to the southwest. The bridge spans northwest to southeast and, of course, it looks ridiculously dangerous to cross as the surface of the stone is slick with moisture.
  
  > Go northwest
  You slip on the slick stone of the bridge and plummet into the turbulent underground river. The black water rushes over you and
  takes your breath away as it is almost freezing, this late in the season. You are swept along with the current until you wash up on a.
  . .
  
  This is the muddy shore of a fast-moving underground river. The river flows from the northeast to the southwest and a passage leads into darkness to the west. The sound of rushing water echoes about in this chamber.
  
  It is now pitch dark in here!
  
  > go northwest
  In this large but low-ceilinged chamber, the stalagmites and stalactites have merged, making a strange, natural temple of pillars. Passages lead north, southeast, and southwest.
  
  > go to the southwest
  You jump, feet-first, into the turbulent underground river. The black water rushes over you and takes your breath away as it is almost freezing, this late in the season. You are swept along with the current until you wash up on a. . .
  
  This is the muddy shore of a fast-moving underground river. The river flows from the northeast to the southwest and a passage leads into darkness to the west. The sound of rushing water echoes about in this chamber.
  
  It is now pitch dark in here!
  
  > Light lighter
  That's already on.
  
  > turn off lighter
  You cap the lighter's flame.
  
  You switch the cigar lighter off.
  
  > turn on lighter
  A small flame pops from the ligher.
  
  You switch the cigar lighter on.
  
  This is a small cave and every surface is covered with some sort of sickening slime. Your shoes make nauseating squishing sounds as you traverse the chamber. Also, it smells like a hobo's asshole in here. Passages lead north and east.
  
  > Go north
  on flushing the sewage from the room above. Where it goes, you cannot say. Passages lead northeast, northwest, southwest,  and south. You see a trapdoor closed above you.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  The horrible zombie attacks you again and, somehow, it is quicker than you anticipated. It tears you to shreds.
  
  > go east
  This is the muddy shore of a fast-moving underground river. The river flows from the northeast to the southwest and a passage leads into darkness to the west. The sound of rushing water echoes about in this chamber.
  
  > go northeast
  It would be impossible to swim up that river.
  
  > Go southwest
  You decide against jumping into the river as you've no guarantee it will even take you anywhere before you eventually drown.
  
  The horrible zombie arrives from the west.
  
  The horrible zombie attacks you. Luckily, the zombie misses you as
  you deftly dodge.
  
  > Go west
  This is a small cave and every surface is covered with some sort of sickening slime. Your shoes make nauseating squishing sounds as you traverse the chamber. Also, it smells like a hobo's asshole in here. Passages lead north and east.
  
  > go to the north
  on flushing the sewage from the room above. Where it goes, you cannot say. Passages lead northeast, northwest, southwest,  and south. You see a trapdoor closed above you.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  The hideous zombie goes northwest.
  
  > Up
  (first opening the trapdoor)
  It seems to be locked.
  
  > unlock the trapdoor with the pick
  (first taking the lock pick)
  (putting the carnival ticket into the trenchcoat to make room)
  That doesn't seem to fit the lock.
  
  The hideous zombie arrives from the northwest.
  
  The hideous zombie seems barely aware of you.
  
  > shoot zombie
  You fire a few rounds into the walking corpse but it is unaffected by your attack with the revolver.
  
  The hideous zombie attacks you but luckily, the zombie misses you as you deftly dodge.
  
  > Attack zombie with lighter
  That wouldn't be too effective, you feel.
  
  The hideous zombie seems barely aware of you.
  
  > go to the southeast
  You stand on a natural bridge over a dark and turbulent underground river flowing to the southwest. The bridge spans northwest to southeast and, of course, it looks ridiculously dangerous to cross as the surface of the stone is slick with moisture.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  The horrible zombie goes southeast.
  
  > go to the north
  This is, by far, the largest cavern you've explored so far. In the center is a large, scum-covered pool of black water. From the corner of your eye, when you aren't looking, you think there is
  movement within it. Near the edge on one of the pool's sides is a wooden podium and a number of wooden benches set up like some sort of blasphemous church. A wide tunnel leads east while smaller passages lead west and south.
  
  On the wooden podium is a stained notebook.
  
  > read the notebook
  (putting the revolver into the trenchcoat to make room)
  You take the stained notebook from the wooden podium.
  
  The first page tells you its title: Translation of the Black Book
  of Shudde M'ell. It goes on to a litany regarding huge,
  tentacled worms that burrow beneath the earth. Apparently, it is a book for worshipping these dreaded horrors. Before closing the book, you see it also contains instructions for human sacrifice as well as the creation of zombies. Near the back is a list, written in blood,
  in various handwritings, of the names of the carnies with the head signature: WIlberforce Wyatt. With this damning evidence,
  you should confront Wyatt and get this carnival of cultists shut down.
  
  > get it
  You already have that.
  
  > go to the east
  This is the widest tunnel you've seen in this underground labrynth.
  It originates from the room with the black pool to the west and it recedes into darkness to the east. You have a very uneasy feeling about this tunnel.
  
  > go east
  You walk east for as long as your willpower allows, but the terror creeps up in your brain and you quickly walk back to near the
  beginning of the tunnel.
  
  > Go west
  This is, by far, the largest cavern you've explored so far. In the center is a large, scum-covered pool of black water. From the corner of your eye, when you aren't looking, you think there is
  movement within it. Near the edge on one of the pool's sides is a wooden podium and a number of wooden benches set up like some sort of blasphemous church. A wide tunnel leads east while smaller passages lead west and south.
  
  > Go west
  The stench in this cave is overwhelmingly disgusting. The reason why is evident enough; numerous corpses, in various states of decay, hang from chains fastened to the ceiling. Passages lead northwest, where
  an eerie, rosy glow seems to emenate, and east, into more darkness.
  
  > Go northwest
  This cave's ceiling is lost in the darkness above. The rest of it is covered in mud. Walking in here brings you up to your knees in it. Passages lead southeast, northwest, and west.
  
  Seemingly dropped from above, a wrecked ride-car from one of the carnival's amusement rides is half-sunk in the mud here.
  
  > look at the corpses
  There are twelve of them of various ages and in various stages of decay.
  
  > Search corpses
  You try not to touch anything gross, but since most of the corpses are still wearing the clothes in which they were murdered, you search a pocket or two. Eventually, you find a library card, of all things.
  
  > Go northwest
  You stand in a small cave with a ladder leading upwards into darkness. Narrow passages lead southeast and southwest.
  
  > Up
  This is a dark, stuffy passage. A ladder leads down into a dark pit and the south wall seems to be a slightly askew door of some sort.
  
  > go south
  You are in a maze of mirrored walls. Reflections of yourself recede into infinity. The north mirror looks slightly askew. You
  think you can go west, and south.
  
  > go south
  You are in a maze of mirrored walls. Reflections of yourself recede into infinity. You think you can go north, northwest, west,
  and southwest.
  
  > go southwest
  You are in a maze of mirrored walls. Reflections of yourself recede into infinity. You think you can go north and northeast
  deeper into the maze. The door back outside is to the south.
  
  > Go south
  (first opening the mirrored door)
  
  You are on the east-west path of the carnival's main thoroughfare. To your north is the House of Mirrors. You can cut across to the north-south part of the thoroughfare by heading southwest. To the southeast is a dunk-a-clown booth.
  
  > go east
  This is the carnival's main thoroughfare running east to west. To
  your north is a large building with a detailed sign stating Tunnel
  of Terrors and to your south is a dunk-a-clown booth.
  
  > go east
  You are on the carnival's main thoroughfare. Here, it turns. You can head west toward most of the booths and tents or you can head
  southeast where you can see a swan pond and a number of other buildings. In the distance there, you can see the roller-coaster and ferris wheel, among other attractions. To the immediate north is a Parisian theater, where silent films are shown, no doubt. To the southwest is a dunk-a-clown booth.
  
  You smell hot dogs for a brief moment, but then it goes away.
  
  > go to the southeast
  This is the northern edge of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. The carnival's main thoroughfare is to the northwest. You can walk around the pond to the southeast or southwest. The men's restroom building
  is to the north and the women's is to the east. Between them, to the northeast, is a small path leading to the House of Freaks. To the
  west is the ice house.
  
  > go southeast
  You are at the eastern side of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. You can walk around the pond to the northwest and southwest. To your
  east, the carousel summons you with its hurdy-gurdy music. In the distance to the southwest, you can see the roller coaster and ferris wheel.
  
  You hear a scream in the distance; perhaps from one of the rides.
  
  > go southwest
  This is the southern point of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. You can walk around the pond to the northeast or northwest. From here,
  you can also walk a path to the ferris wheel to the southeast.
  
  > Go southeast
  A young and tall carny mans this ride, assisting any carnival-goers on and off the ferris wheel. At this time of season, those
  carnival-goers are few and far between. The ferris wheel itself is surprisingly sturdy in its appearance, however, like all things in
  this carnival, it needs a fresh coat of paint. For some reason, this seems to be an extra-tall ferris wheel, larger than the one in Coney Island, from what you can remember. The Ferris wheel sits by the river, on the edge of the carnival. The only path is back to the swan pond to the northwest.
  
  You can see Royce Brunner here.
  
  > go northwest
  You are at the western portion of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. From here, you can walk around the pond to the northeast or the southeast.
  A path leads south to the roller coaster.
  
  You smell a pungent smell of burning meat.
  
  > go south
  This is a picnic area for the carnival. A large wooden roof is held over some empty picnic tables. A trash can accompanies the area.
  Here, at the end of the season, the place is desolate. The roller coaster, a scary and cantankerous wooden contraption, is to the south. Once in awhile, the coaster's cars can be seen and heard traversing
  its slopes, but when you look, you don't see any riders on it. A path leads back to carnival to the north and the coaster's entrance is to the south.
  
  You can see Elmer Walker here.
  
  Standing around as if waiting for someone is your client, of all people: the police chief Elmer Walker. He waves at you while wiping his brow and popping a heart pill due to his extreme obesity.
  
  "What are you doing here?" you ask as you approach.
  
  "I came to see how you're coming along. Join me on the coaster." he says and he heads south.
  
  > go south
  A carny guards this entrance. He is the greasiest you've seen thus far. The entrance leads to the track where the cars wait for passengers. You can leave the roller coaster area and reach it's picnic pavillion by heading north.
  
  You can see Elmer Walker and Greasy Pete here.
  
  The carny nods his head to the two of you to board the cars and, dutifully, you do so. Elmer, being obese, has already tilted the car
  a bit off the track, terrifying you already.
  
  The cars are pulled up the hill by the lift chain and Elmer begins talking to you. "So, detective, I wanted to let you know that I went to the asylum and visited that poor Kent Howard boy: the one from the first incident report. I couldn't get much out of him, the way he babbles now about horrors from the grave and such, but one thing he said really struck me as odd." the police chief pops another heart
  pill and the cars reach the first peak.
  
  > show the notebook to Elmer
  You aren't able to do that while riding on a rickety roller coaster.
  
  The car suddenly drops down the first hill. WInd whips your ears and your gut sinks as your plummet. Strangely, Elmer keeps talking as if the two of you are simply seated on a park bench, "The lad said that the biggest corpse in the whole world must be buried under the
  cemetery where he and Lucy were attacked."
  
  Elmer's bulk. He doesn't seem to notice and instead, keeps talking.
  
  > wait awhile
  Time passes.
  
  "I asked him why he said that," Elmer says, "And the boy says to me, because of the maggots. Such big maggots must come from a big
  man's body."
  
  down on a row of small hills in the track. You start to feel sick. Elmer turns to you and asks, "Have you found out anything, or are you just farting around here?"
  
  > show the notebook to Elmer
  You aren't able to do that while riding on a rickety roller coaster.
  
  "Well," you tell him, trying to speak over the noise of the coaster,
  "I discovered there are passages to some underground lair here."
  
  "Interesting." Elmer says, but he seems not too phased about what you just told him. "Just keep at it. Be sure to really check out the fun house, that mirror house, and that carousel, for sure. We'll meet up again soon." and no sooner does he say this, the ride comes to a stop and you disembark with your obese client. Without saying anything more, he wanders off, not wanting to be seen too long with you.