text: [Themes: Zorkian, Fantasy, zorkian, platypi, kids]
  
  > Go downwards
  It's too blurred in that direction.
  
  > Go outside
  It's too blurry in that direction.
  
  > Go north
  You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is closed against the north wall. A short corridor leads south, into the tower.
  
  > open the drawbridge
  You can't. The mechanism that controls the drawbridge is hidden.
  
  > look behind the paintings
  the wall.
  
  > turn the crank
  As you turn the metal crank you hear the distant rattle of the drawbridge opening.
  
  (Your score just went up by 1 point! Your total score is 74 out of 100.)
  
  > go north
  You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is opened across the moat to the north. A short corridor leads south, into the tower.
  
  > go north
  You're on a hilltop overlooking the seaside village of Witchville.
  
  A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are an open drawbridge and a dark window near the top.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  The moment you take your foot off the drawbridge it swings up over the moat and closes with a mighty thud.
  
  > HEEL
  Alexis pricks up her ears at the sound of her name. She sits
  obediently at your feet, gently licks your hand and thumps her big
  tail happily.
  
  (Your score just went up by 5 points! Your total score is 79 out of 100.)
  
  > Enter
  The cottage door is closed.
  
  > go inside
  The hellhound thumps its big tail happily as you pass.
  
  This is the cottage of Miss Voss, the former town librarian. The walls are lined with timeworn books and dusty, faded photographs. Looks as
  if nobody's lived here for a long time.
  
  There's a dusty bookcase with a steel key on it near the open front door. Somebody has scrawled a message in the dust on the bookcase.
  
  > read the message
  The scrawled message is enclosed in a heart-shaped outline. It says,
  
  VIOLET + CORKY
  XXXX
  
  > take the key
  Taken.
  
  (Your score just went up by 3 points! Your total score is 82 out of 100.)
  
  > go to the west
  You're outside the cottage of Miss Voss, the former town librarian.
  The road turns north toward the village, and bends upward to the
  summit of Post Office Hill.
  
  A happy hellhound is thumping its tail nearby.
  
  > go north
  The hellhound thumps its big tail happily as you pass.
  
  This is the south side of the Witchville Rotary. A road branches
  south, towards Post Office Hill.
  
  The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
  
  You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  
  > Wait
  Time passes.
  
  The vulture hovers in the sky high overhead.
  
  You can hear the tramp of marching boots to the north.
  
  > go north
  The hellhound thumps its big tail happily as you pass.
  
  This is the south side of the Witchville Rotary. A road branches
  south, towards Post Office Hill.
  
  The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
  
  You can hear the tramp of marching boots to the east.
  
  > unlock Library with the steel key
  You can't unlock a library!
  
  (It's 12:00 am. Better hurry! You've only got 6 hours before the moon sets!)
  
  > unlock the door with the steel key
  Okay, the library door is now unlocked and open.
  
  (Your score just went up by 3 points! Your total score is 85 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  > Go inside
  You're standing before a large desk at the library entrance. The top
  of the desk is almost hidden under a clutter of books, all grey with dust.
  
  A dark corridor leads south into darkness. The library door stands invitingly open.
  
  > close the door
  Okay, the library door is now closed.
  
  You hear a faint "click" as somebody locks the library door from the outside.
  
  The candle flares brightly, and then fizzles out.
  
  > see the books
  of years long past. Dust covers them equally, regardless of merit.
  
  > go to the south
  Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.
  
  > blow on the books
  Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
  in a pose of eternal combat.
  
  There's a glass display case in the corner. You can see a sculpture in the case.
  
  (That sentence didn't make sense. Please reword it or try something else.)
  
  > see the sculpture
  The black marble sculpture is about 14 inches high. It's exquisitely crafted in the likeness of a cat.
  
  You can see a round, shallow hole carved into the forehead of the sculpture.
  
  > Hello
  You can't reach inside the closed display case.
  
  Talking to yourself is said to be a sign of impending mental collapse.
  
  > Open case
  You can't do that. It's locked.
  
  > Break case
  (with your hand)
  The display case is still intact, but your hand isn't. Ouch!
  
  > see the mailboxes
  There's something disturbingly familiar about the fossil exhibit.
  
  > open mailboxes
  You'd probably damage the priceless fossil exhibit if you tried that!
  
  > Go north
  You're standing before a large desk at the library entrance. The top
  of the desk is almost hidden under a clutter of books, all grey with dust.
  
  A dark corridor leads south into darkness. The library door is closed.
  
  > look behind the desk
  There's nothing behind the circulation desk.
  
  You can hear the tramp of marching boots outside.
  
  > see the door
  It looks like the library door is closed.
  
  > Go south
  Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.
  
  Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together
  in a pose of eternal combat.
  
  There's a glass display case in the corner. You can see a sculpture in the case.
  
  > Break case with horseshoe
  Crash! You broke the display case open with the horseshoe.
  
  The tinkle of broken glass is drowned out by the blare of an electric security alarm! You stand frozen with fear as Sgt. MacGuffin strides into the Museum and drags you to the Tower, where you're subjected to months of slow, painful torture at the skilled hands of the Evil One.
  
  Your score is 85 points out of 100, in 426 moves.
  
  Do you want to restart the story, restore a saved position, or quit?
  
  "Behind you!" cries the Princess. "It's a trap!"
  
  Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of Thermofax.
  
  Only your Magick sword can save you now. You swing it high, speak the Word and stand unhurt as the blade absorbs the searing dragon-breath.
  
  The reptile bellows with rage and flaps its wings to fan the fire in its belly. You are advancing, sword poised to strike, when a familiar voice shatters the daydream and stays your mighty hand...
  
  Copyright (C)1985 Infocom, Inc. All rights reserved.
  
  You're on a hilltop overlooking the seaside village of Festeron.
  
  To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door stands invitingly open.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  Somebody inside the Post Office is calling you.
  
  Okay, what do you want to do now?
  
  > Inventory
  You're holding a steel key, a violet note, a rusty key, a white lab coat (being worn), a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone (providing light).
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > see Alexis
  The hellhound is thumping its big tail happily.
  
  > search Alexis
  But Alexis might resent that.
  
  > Pet Alexis
  The hellhound seems to enjoy your attention.
  
  > see the collar
  (Presumably, you mean the white lab coat.)
  The white lab coat isn't as clean as the one your doctor wears.
  
  > wish for the luck
  The Stone of Dreams brightens as you speak the Wish, and the edges of the horseshoe begin to twinkle with Luck.
  
  The vulture hovers high overhead.
  
  > see the horseshoe
  The horseshoe is twinkling with lucky Magick.
  
  > go west
  The hellhound thumps its big tail happily as you pass.
  
  You're on a hilltop overlooking the seaside village of Witchville.
  
  A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  > go north
  The hellhound thumps its big tail happily as you pass.
  
  This is the south side of the Witchville Rotary. A road branches
  south, towards Post Office Hill.
  
  The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
  
  > Go north
  You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.
  
  A statue stands in the middle of the fountain.
  
  You can hear the tramp of marching boots to the north.
  
  > wish for the darkness
  The air becomes very still as you speak the Wish. The gravedigger frowns, blinks his eyes and looks around nervously.
  
  All at once a terrifying shadow sweeps across the surface of Wishbringer. The candle flame withers and dies, plunging the room into total darkness.
  
  "Who turned out the lights?!" cries the gravedigger, stumbling around the pitch-black lobby in terror.
  
  (Thankfully, the icky taste of grue milk is gone.)
  
  > Go north
  The gravedigger cries, "Don't leave me alone!"
  
  It is pitch black.
  
  As suddenly as it faded, the light from Wishbringer returns, and the candle flares back to life.
  
  This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.
  
  There's a noisy movie playing on the screen. A dark corridor leads out to the lobby.
  
  The screen image is a meaningless blur of colored light.
  
  > see the image
  (Presumably, you mean the movie screen.)
  
  All you can see on the screen is a confusing double-image.
  
  > Search seats
  Hmm. This place isn't completely spotless. You just discovered a used pair of 3D glasses under a seat.
  
  The picture on the screen is fuzzy and hard to watch.
  
  > wear the glasses
  You're not holding the pair of 3D glasses.
  
  All you can see on the screen is a confusing double-image.
  
  > take the glasses
  Taken.
  
  (Your score just went up by 3 points! Your total score is 88 out of 100.)
  
  The screen image is a meaningless blur of colored light.
  
  > wear the glasses
  Wow! As you put on the glasses the picture on the screen fuses into a solid, 3-dimensional image.
  The movie screen shows an evil woman squinting through an antique telescope. A laboratory full of bubbling 3D chemicals is visible in
  the background.
  
  > see the woman
  She's a dark, sinister being with terrible eyes!
  
  her ear. An evil eyebrow rises slowly as she listens.
  
  > watch the film
  The old woman swings the 3D antique telescope around (narrowly missing your nose) and peers into it again. A point-of-view shot reveals what the 'scope is focused on: a small movie theater, remarkably similar to the one you're in right now.
  
  > see the telescope
  The antique telescope is pointing out the window.
  
  The antique telescope zooms in on the entrance to the movie theater. A dead ringer for Miss Voss looks up and waves timidly at the camera.
  
  > see the vulture
  Its steady gaze makes you uneasy.
  
  The old woman stalks across the lab to a panel of heavy-duty power switches. As the camera follows, you catch a fleeting 3D glimpse of a black cat sleeping in the corner of the lab.
  
  > see the cat
  She's black as night from head to tail, and sound asleep.
  
  The old woman selects a power switch labeled "Palace Theater" and
  opens it with a diabolical cackle. A 3D arc of electricity leaps from the screen, and a shower of sparks seems to engulf the movie
  theater...
  
  Poof! The image on the screen goes black. The soundtrack slowly grinds to a halt.
  
  > see Stone
  The small stone glows with an eerie violet-white radiance.
  
  > ask Voss about the cat
  "I'm not paid to chatter with you," she replies.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!