text: > Go downward
  You're in a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.
  
  A ladder rises to meet an open hatch in the middle of the ceiling.
  
  You can see a leaflet and a violet note here.
  
  > get the violet note
  Your load is too heavy.
  
  > Inventory
  You're holding a rusty key, a white lab coat, a pair of 3D glasses, an umbrella, a candle (providing light), a bottle, a horseshoe and a
  small stone (providing light).
  
  > get the note
  Taken.
  
  > Go upward
  Everything around you appears blurred and blurry.
  
  > wear the glasses
  Wow! As you put on the glasses the room fuses into a solid, 3-dimensional image.
  
  The highest room in the tower is a laboratory, complete with bubbling chemicals and foul odors. An antique telescope is mounted near an open window to the north, and a control panel occupies most of the south wall.
  
  The only exit is a damp stairway leading downward.
  
  There's a broom here.
  
  > 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 77 out of 100.)
  
  > Go upward
  Everything around you appears blurry and blurred.
  
  > read note
  (Your score just went up by 3 points! Your total score is 80 out of 100.)
  
  The handwritten note says:
  
  "Corky-Poo,
  
  I've got a plate of fresh oatmeal cookies waiting for you. Come over around sixish, and I'll show you my collection of Byron first
  editions, etc...
  
  PS: If my little poodle yaps at you, just say ALEXIS, HEEL and she'll behave."
  
  The hellhound glares at you through eyes red with hatred.
  
  > 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 85 out of 100.)
  
  > Go inside
  The cottage door is closed.
  
  The vulture is circling high overhead.
  
  > check your inventory
  You're holding a bottle, a rusty key, a broom, a violet note, a white lab coat (being worn), a pair of 3D glasses, a candle (providing
  light) and a small stone (providing light).
  
  > get the steel key
  Taken.
  
  (Your score just went up by 3 points! Your total score is 88 out of 100.)
  
  > Unlock Library
  (What do you want to unlock the library with?)
  
  > unlock the door with steel key
  Okay, the library door is now unlocked and open.
  
  (Your score just went up by 3 points! Your total score is 91 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  
  > 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.
  
  > Sweep dust
  You're a mail clerk, not a janitor!
  
  Bang! The library door slams shut. You hear a faint "click" as
  somebody locks it from the outside.
  
  The candle flares brightly, and then fizzles out.
  
  (It's 12:00 am. Better hurry! You've only got 6 hours before the moon sets!)
  
  You can hear the tramp of marching boots outside.
  
  > sweep the dust with the broom
  (That sentence didn't make sense. Please reword it or try something else.)
  
  > 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 the display case with the broom
  Crash! You broke the display case open with the broom.
  
  > 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.
  
  > put Stone in the forehead
  (Presumably, you mean the sculpture.)
  Wishbringer glows brighter as it nears the sculpture. It looks like it will fit perfectly into the black forehead.
  
  "Wait!" commands a familiar voice.
  
  You turn, and see the figure of an old woman standing in the darkness of the corridor.
  
  "Your quest is ended, brave Adventurer," says the old woman. "The sculpture you see before you is Chaos, the Cat Which Was Stolen. Now give Wishbringer to me, and together we shall rejoice in your
  success."
  
  Do you still want to put Wishbringer into the sculpture?
  
  > Yes
  "Don't!" barks the old woman as your hand moves closer to the sculpture.
  
  Do you still want to put Wishbringer into the sculpture?
  
  > Yes
  "No!"
  
  A blast of Magick shakes the building as Wishbringer touches the forehead of the sculpture. Violet sheets of energy, pure and
  brilliant, erupt from the very heart of the Stone and illuminate the room like daylight.
  
  The woman's disguise evaporates in the glare. It's the Evil One, her mouth frozen open in a wail of despair as she fades into oblivion. The memory of that face will haunt your dreams as long as you live.
  
  You watch as the sculpture begins to soften in the radiance. It wriggles like a thing alive, leaps across the floor and disappears
  into a vortex of color. The library folds around you like the closing of a great book...
  
  You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southeast, you see a friendly orange sun rising from a bank of morning clouds.
  
  Post Office Hill is visible to the south, topped as usual by the Festeron Post Office.
  
  The Magick Shoppe stands nearby.
  
  A black cat is rubbing against your leg.
  
  > Pet cat
  The black cat rubs itself lovingly against you.
  
  > enter Shoppe
  The Magick Shoppe door is closed.
  
  The black cat begins scratching urgently on the Magick Shoppe door.
  
  > open door
  Strange. Despite your best efforts, the front door refuses to budge.
  
  > Door
  The door of the Magick Shoppe creaks open, and the old woman, dressed in a nightgown, stands blinking in the morning sun. "Who's there?"
  
  The black cat leaps into the woman's arms. "Chaos!" she cries,
  laughing and sobbing all at once as the cat licks tears of joy from
  her face.
  
  At last the old woman lowers Chaos to the ground and walks over to where you're standing, red with embarrassment.
  
  "Now you know me for the old liar I am," she chuckles, clasping your hands gratefully in her own. "I promised to give you Wishbringer, knowing full well that, if you succeeded, its virtue would be lost.
  
  "In truth, the Stone would make a poor reward," she continues,
  stooping to tickle the cat's white forehead. "As you can see, it
  brings more joy in the shape of a companion than in any other. This is Wishbringer's finest Magick. A pity that my sister, the Evil One, did not know of it."
  
  You can hear a familiar "clump-clump, clump-clump" sound behind you. It's the little mailbox, hopping bravely up the steep trail! The woman looks on with puzzled amusement as the faithful box hops to your side and rubs lovingly against your sleeve.
  
  The old woman pulls Miss Voss's violet note from an obscure pocket and hands it to you. "Make sure you give this to Mr. Crisp when you see him," she says with a sly wink. "And tell him I said hello."
  
  Cradling Chaos in her arms like a child, the old woman ambles back
  into the Magick Shoppe. "Farewell!" she calls from the closing door, and the sunlight makes her face look young. "Now you are a true Adventurer."
  
  A concealed bell tinkles merrily.
  
  Congratulations! You've finished the story of Wishbringer!
  
  Your score is 96 points out of 100, in 410 moves. You've used 1 of the Stone's 7 Wishes.
  
  any of the 7 Wishes? It's fun to go back and see if you can solve all of the problems without Wishing.
  
  Do you want to restart the story, restore a saved position, or quit?