text: > Go downwards
  With great effort, you manage to squeeze yourself into the hole.
  
  You're in a dirty underground chamber. Long tunnels wander away to the north and west.
  
  Faint light is streaming in from a narrow hole overhead.
  
  You can see an umbrella, a violet note, a horseshoe, a squashed can and a small stone here.
  
  > get all
  The umbrella: Taken.
  The violet note: Taken.
  The horseshoe: Taken.
  The squashed can: Taken.
  The small stone: Taken.
  
  The small stone begins to glow again.
  
  > Go west
  You're in a dark underground chamber. Long, smelly tunnels wander away to the north and east, and there's a dark hole in the south wall.
  
  > go south
  You'll never get into the hole holding all that stuff!
  
  > drop all but Stone
  The squashed can: Dropped.
  The horseshoe: Dropped.
  The violet note: Dropped.
  The umbrella: Dropped.
  The thick blanket: Dropped.
  
  > enter hole
  You're at the bottom of an open grave, surrounded by six-foot walls of dirt. A dark hole is visible in the north wall.
  
  > go north
  You're in a damp underground chamber. Cold tunnels wander away to the north and east, and there's a dark hole in the south wall.
  
  You can see a thick blanket, an umbrella, a violet note, a horseshoe and a squashed can here.
  
  > take all
  The thick blanket: Taken.
  The umbrella: Taken.
  The violet note: Taken.
  The horseshoe: Taken.
  The squashed can: Taken.
  
  > Go east
  You're in a dirty underground chamber. Long, damp tunnels wander away to the north and west.
  
  Faint light is streaming in from a narrow hole overhead.
  
  > Go north
  You're in a dark underground chamber. Long, dirty tunnels wander away to the south, east and west.
  
  > put the blanket on grue
  Okay, the little beast is now covered with the thick blanket.
  
  The creature stirs restlessly for an anxious moment. Then it settles into the comfortable darkness of the thick blanket, sighs gently and lies still.
  
  (Your score just went up by 3 points! Your total score is 37 out of 100.)
  
  > open the fridge
  A light inside the refrigerator goes out as you open it.
  
  Opening the refrigerator reveals a bottle and an earthworm.
  
  > Kiss grue
  The little beast smiles in its sleep.
  
  > take the worm
  Taken.
  
  (Your score just went up by 3 points! Your total score is 40 out of 100.)
  
  The earthworm squirms with annoyance at your touch.
  
  > Go west
  You're in a smelly underground chamber. Cold tunnels wander away to the south, east and west.
  
  > put worm in the can
  There's no room. You squashed the metal can flat when you removed the false bottom.
  
  > put the worm in the bottle
  The mouth of the bottle is too narrow.
  
  > put the worm in the umbrella
  The umbrella is closed.
  
  > open the umbrella
  Okay, the umbrella is now open.
  
  (It's bad luck to open an umbrella indoors.)
  
  > put the worm in umbrella
  It immediately slides out and lands at your feet.
  
  > go to the west
  You're in a smelly underground chamber. Long tunnels wander away to the south and east.
  
  The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
  
  > Go upward
  You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.
  
  Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
  
  > Go west
  You'd probably drown in the lake if you went that way.
  
  > Go south
  You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see a closed iron gate leading into the Witchville Cemetery.
  
  Misty Island, its outline shrouded in fog, is visible far across the water.
  
  You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.
  
  > see the Island
  Misty Island has been shrouded in fog for as long as you can remember. Strange legends and mysterious rumors abound; but nobody you know has ever been there.
  
  The vulture begins to hover high overhead.
  
  A rusty "click!" draws your eyes to the iron gate. You watch as it slowly creaks open, all by itself!
  
  > see pit
  The pit is more than five feet deep. You can see a platypus in it.
  
  > see the platypus
  The platypus is obviously unhappy about being trapped in the pit.
  
  You can hear the tramp of marching boots to the north.
  
  > Go east
  You're on the west side of the Witchville Rotary. A street branches west, towards the lake.
  
  The Police Station stands on a nearby corner. It's a grim little building with a sign over the open entrance.
  
  > read the sign
  The sign over the entrance says, "Witchville Police Headquarters."
  
  > Go west
  You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.
  
  Misty Island, its outline shrouded in fog, is visible far across the water.
  
  You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.
  
  You can hear the tramp of marching boots to the north. It sounds as if they're coming this way!
  
  > go east
  You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.
  
  A statue stands in the middle of the fountain.
  
  > see the statue
  The statue is a heroic commemoration of a very evil-looking old woman.
  
  > Go north
  This is the northern side of the Witchville Rotary. A road leads north, towards the river.
  
  On the corner stands a broken-down old church that looks as if it hasn't been used for years.
  
  > enter the church
  You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
  
  A lighted candle is visible in a nook near the exit.
  
  > see the candle
  You see nothing special about the candle.
  
  As you look around the empty church a big brown rat scurries across the broken glass and disappears.
  
  > take the candle
  A voice from above begins to proclaim something, but a burst of static drowns out the solemn words. Looking up, you notice a speaker in the ceiling emitting sparks.
  
  Taken.
  
  > see the speaker
  It's burned out.