text: [Themes: Zorkian, Fantasy, zorkian, kid-friendly, kids, fantasy, platypi, magical stone, changing environment]
  
  "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?
  
  [Author's Note: 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.]
  
  > 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?
  
  > examine the lawn
  You can see nothing unusual about the ground.
  
  Somebody inside the Post Office is calling you.
  
  What next?
  
  > check your inventory
  You're not holding anything.
  
  Somebody inside the Post Office is calling you.
  
  What next?
  
  > examine yourself
  You see nothing extraordinary about yourself.
  
  Somebody inside the Post Office is calling you.
  
  What next?
  
  > listen
  Uh-oh! The calling voice belongs to your mean old boss, Mr. Crisp!
  
  Somebody inside the Post Office is calling you.
  
  What next?
  
  > 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?
  
  > 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?
  
  > 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?
  
  > 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.)
  
  > go north
  As you leave the Post Office, somebody slams and locks the door behind you.
  
  > go north
  You'd tumble down the hill if you went that way.
  
  > 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.
  
  > 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.
  
  > kick the poodle
  Are you kidding? This poodle is MEAN!
  
  The poodle glares at you through eyes red with hatred.
  
  > 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.
  
  > 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.
  
  > examine the gate
  The bars of the open iron gate are 12 feet high, and closely spaced.
  
  > open gate
  It's already open.
  
  > climb the gate
  The iron gate is much too high.
  
  > 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.
  
  > 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."
  
  > 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."
  
  > 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.
  
  > take the bone
  You can't reach the old bone from here. The open grave is too deep.
  
  > 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.
  
  > examine the umbrella
  The handle of the closed umbrella is carved like a parrot's head.
  
  > take the umbrella
  Taken.
  
  > take the bone with the umbrella
  (That sentence didn't make sense. Please reword it or try something else.)
  
  > take the bone
  You can't reach the old bone from here. The open grave is too deep.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.)
  
  > 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.
  
  > 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."
  
  > 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.
  
  > 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!"
  
  > read the note
  The name "Corky" is beautifully handwritten on the outside.
  
  > 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.
  
  > 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.
  
  > enter Library
  The library door is closed.
  
  > open library door
  You can't do that. It's locked.
  
  > Xyzzy
  A hollow voice says, "Fool!"
  
  > examine schedule
  The schedule says:
  
  ALL SHOWS ONE GOLD COIN
  
  > 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.
  
  > 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.
  
  > read sign
  The neon sign says, "VIDEO GAMES."
  
  > 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."
  
  > 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.
  
  > look in the slot
  It's too dark to see!
  
  > play the game
  How do you intend to do that?
  
  > Empty slot
  But the slot is already empty!
  
  > examine the screen
  The video screen is dark.
  
  > 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.
  
  > take seahorse
  Taken.
  
  The seahorse opens and closes its little mouth pathetically.
  
  > 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.
  
  > examine the water
  The waters of the bay twinkle merrily in the sunlight.
  
  > 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.
  
  > 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!)
  
  > get the shell
  Taken.
  
  > 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!"
  
  > watch the pelican
  It's a fat old bird with a droopy beak and half-closed eyes.
  
  > get the pelican
  The pelican nips you with its beak. Ouch!
  
  > 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.
  
  > kill the pelican
  Imagine doing that to a defenseless pelican!
  
  > 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.
  
  > 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.
  
  > 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.
  
  > see the tree
  The gnarled tree trunk is rotten to the core.
  
  > see the branch
  The dead branch is about six feet long.
  
  > take the branch
  Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud.
  
  > take the branch
  Your load is too heavy.
  
  > 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.
  
  > go to the north
  A steep, rocky trail winds south and upward.
  
  > Up
  A steep, rocky trail winds east and downward.
  
  > 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?