text: > go downwards
  A slimy sarcophagus rests in the middle of this chamber, lit by four torches that dance with green fire.
  
  Further on, at the edge of the torchlight's reach, you can make out a huge stone door.
  
  EXITS: UP
  
  > look at the door
  A massive stone door that hasn't been opened in many, many years.
  
  Looking closer, you can make out words engraved in the stone. But they aren't in any language you know.
  
  > ascend
  You've reached the pinnacle of the sinking castle. Looking out from
  the tower, you can see nothing but the dense foliage of the swamp, slowly growing over the fortress.
  
  EXITS: DOWN
  
  An antique sword lies abandoned on the flagstones.
  
  > take the sword
  Taken.
  
  > move the tapestry
  The tattered tapestry is fine right there.
  
  > go outside
  You stand on a narrow shelf of slick mud outside the black fortress. The rotten remains of a massive door hang in a crumbling gateway.
  
  EXITS: NORTH INSIDE
  
  The airboat floats just off the shore.
  
  > go to the north
  Swamp (in the airboat)
  You are in the middle of the Opasassa Swamp. Cypress trees and hanging vines obscure your vision in every direction.
  
  EXITS: NORTH SOUTH
  
  > go north
  Water's Edge (in the airboat)
  You're sitting in an airboat behind Eddie Lee's dad's airboat rental business. Looking south, you see the vastness of the Opasassa Swamp.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  Eddie Lee is pacing back and forth in front of the shop.
  
  Your trusty bicycle is parked here.
  
  Eddie Lee runs down to the dock as you approach, yelling something you can't hear over the roar of the airboat fan. You turn off the engine, but Eddie Lee doesn't quiet down.
  
  "Co�� jest nie tak, Rebecca!" he cries. "Nie m��wi�� ju�� po angielsku!"
  
  "Calm down, Eddie Lee. Speak English."
  
  "Pr��buj��! Nie m��wi��bym po polsku, gdybym mia�� wyb��r! Nie wiem nawet,
  jak m��wi�� po polsku!"
  
  You stare at each other helplessly. Finally Eddie Lee gives up, and walks slowly up the dock.
  
  > exit
  You get out of the airboat.
  
  Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.
  
  The front door is guarded by a motionless plaster alligator.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  An airboat is floating at the dock.
  
  Eddie Lee is pacing back and forth in front of the shop.
  
  Your trusty bicycle is parked here.
  
  > talk to Eddie
  "Eddie Lee, if you can understand me: Can you try to tell me what you think happened?"
  
  "C����, nigdy nie uczy��em si�� ��adnego polskiego, ale profesor Rubach jest polski. A facet, kt��ry skomponowa�� mazurka, kt��ry gra��em dla mojego taty, r��wnie�� jest Polakiem. Ale teraz nie ��yje. My��l��, ��e nazywa�� si�� Leonard."
  
  "Leonard?"
  
  Eddie Lee nods.
  
  > give the sword to the man
  His eyes light up as you hold out the sword. "Excellent! I knew you'd come through. Well done, young miss. Now, for the exchange:"
  
  He reaches into his jacket and produces a wooden flute. "I assure you this trade is more than fair," he says, and he hands you the flute in the same motion with which he smoothly relieves you of the sword,
  which he stows in some invisible pocket.
  
  "It was a pleasure doing business, Miss Drapkin," he says, and he touches the brim of his hat.
  
  > examine the flute
  An old wooden flute, much smaller and simpler than the recorder you used to play in music class. The wood is carved with a sinuous floral design.
  
  > play the flute
  You put your lips to the flute and blow: Somehow a wild, shrill melody spills out, quite independently from your control. You take the instrument away from your mouth and the flute goes quiet.
  
  > talk to the man
  It takes a couple tries to get his attention.
  
  "Oh, you're still here? You'd best be moving along. I predict that you have much left to do."
  
  > Go south
  Can't go that way!
  
  AVAILABLE EXITS: NORTH EAST INSIDE
  
  > go to the south
  Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.
  
  The front door is guarded by a motionless plaster alligator.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  An airboat is floating at the dock.
  
  Eddie Lee is pacing back and forth in front of the shop.
  
  Your trusty bicycle is parked here.
  
  > go to the west
  At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.
  
  EXITS: EAST INSIDE
  
  Mrs. Idlewyld is pacing up and down the block, poking around in
  various bushes, staying well away from the house.
  
  > give the flute tothe mrs .
  "Is this what you're looking for, Mrs. Idlewyld?"
  
  Her eyes get even bigger behind her gigantic glasses, and she reaches out to accept the flute from you. "Yes, yes! Oh, you sweet little
  girl! Where did you find it?"
  
  You take a deep breath, unsure of how to explain. She seems to take this as a clue:
  
  "Somebody gave it to you?" You nod. "A man in a tall hat?" You nod.
  
  "But, you had to give him something first?"
  
  You can't bring yourself to say anything.
  
  "Oh, dear. I'm afraid what you've done may have consequences you couldn't predict. But I do have to thank you for finding my flute! Let's see..."
  
  She searches herself until she turns up an old thermos, which she presses into your hands. "Here we are! Hot, healthful tea. Very energizing. It's my own blend. Enjoy!"
  
  > examine the thermos
  An old-fashioned steel thermos with a few dents in it. Something is sloshing around inside.
  
  > Go east
  Can't go that way!
  
  AVAILABLE EXITS: SOUTH WEST INSIDE
  
  > give the thermos to Hank
  "Hank? Hey, Hank. I've got something for you."
  
  Hank rubs his eyes. "Oh, hey, Rebecca. Sorry, I just..."
  
  "It's tea," you say, quickly opening the thermos and pushing it toward his nose. The effect is immediate: His eyes pop open, and he rears up in his chair like a snake bit him.
  
  "HOW ABOUT IT!" he bellows, and he snatches the thermos out of your hands.
  
  He gives the tea another sniff, and he shakes all over. He sniffs it again, and he giggles maniacally. Then he lifts the thermos to his lips...
  
  ...and he takes a single sip, which is probably more than enough.
  
  "That's the stuff! That is THE STUFF," Hank says. "I can't thank you enough, young lady. There are no words that can describe what a good deed you have done me on this fine, fine day. Whatever can I do to express my gratitude? What token of thanks can I possibly offer to match the inestimable kindness you've���Wait just a second."
  
  He ducks down into his booth, and you hear an awful racket, like a blender trying to pur��e a typewriter. When it's finally over, Hank returns to view bearing a tubular metal object that looks like the thermos's older brother.
  
  "Catalytic converters of this vintage, in this condition, are very difficult to come by. When you find an interested collector, you will be able to draw a very high price indeed for such a singular example
  of fine German engineering." He drops the object into your arms. It's heavy.
  
  "Thank you very much," you say, and you back away slowly.
  
  > Examine converter
  It's a longish metal canister with pipes coming out of each end. Presumably something goes in one tube, and then something else (or the same thing?) comes out from the other.
  
  > give converter to Kyle
  You hoist the bulky converter thing proudly into view. "Think she
  could use one of these?" you say, attempting a winning smile despite the back strain.
  
  Kyle's face lights up: "Nice work, Drapkin!" He takes the thing off your hands and you breathe a sigh of relief. "Do you wanna help me install it?"
  
  You hear your mouth saying "Sure!" even though the rest of your body wants nothing more to do with the thing. You hold one end, Kyle takes the other, and he directs you to the far side of the car so that together you can carefully lower the catalytic converter into the engine.
  
  [Ryan's Note: PLEASE don't send me any corrections. Keep in mind, Taleframe produced this game in 1990, and today most of their staff
  are living under assumed names.]
  
  But as you're carefully lowering it, your end of the contraption slips���it lands with a splash���and a glob of oil flies out of the car and hits you in the face.
  
  You freeze. Kyle drops the other end and rushes to your side.
  
  "Sorry about that," he says, and he pulls out his towel to wipe the
  oil off of your face. When you've convinced him you're okay, he turns back the car, to finish screwing in the converter. Leaving you holding his towel.
  
  "That oughta do it!" He lowers the hood and grins. "Thanks for the assist, Becca."
  
  Then he busies himself with some other element of vehicle maintenance. And he doesn't take his towel back.
  
  > examine the towel
  It's Kyle's brow-sweat-wiping towel. It's covered in Kyle's
  brow-sweat. And a fair amount of motor oil.
  
  > Go east
  The junkyard is surrounded by tall walls of rusty sheet metal. A
  little booth sits at the entrance. Inside are long rows of disintegrating cars and occasional unidentifiable debris.
  
  EXITS: WEST
  
  Hank is leaning out of his booth, keeping a sharp lookout for any intruders.
  
  > give the towel to Jocelyn
  Jocelyn rears back in disgust. "Why would I want your grody towel?"
  
  "I just helped Kyle fix his car." You pause to enjoy the look on her face. "And this is the towel he was using, to, you know, keep the
  sweat out of his eyes."
  
  "And what made you want to come all the way back here to tell me about it?"
  
  "Because I want that star ball," you tell her.
  
  It's a risky gambit, assuming that Jocelyn wants a sweaty souvenir of Kyle more than she wants to thwart you. But she's not rejecting
  the notion: She's thinking about it.
  
  "Okay, deal," she says, snatching the towel and pushing the
  planetarium sphere into your arms. Then she turns around so she can start ignoring you.
  
  > look at sphere
  It just looks like a black basketball at the moment, except that there's a switch on the bottom.
  
  > go west
  The chemistry room contains two long rows of lab tables, wiped clean after each experiment under Mister Sarducci's unsparing supervision.
  
  EXITS: EAST
  
  Mister Sarducci sits at his desk, drumming his fingers absentmindedly on the formica countertop.
  
  > go east
  Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.
  
  You notice that the way downstairs has been left open by a careless custodian.
  
  EXITS: EAST WEST DOWN OUTSIDE
  
  Jocelyn is still at the end of the hall, gazing into the trophy case and clutching Kyle's towel.
  
  > examine the crowbar
  A heavy crowbar, bluish-black and slightly dirty.
  
  > take it
  Taken.
  
  > examine the clock
  The clock has stopped at 10:09.
  
  > examine the turntable
  A record player, for playing records. But you don't see any records anywhere.
  
  > examine the black dial
  You wipe away some of the dust so you can see: The numbers 0 through 9 are printed around the dial. It's currently set to 0.
  
  > turn the dial to 3
  You turn the dial up to 3.
  
  You hear a faint pop as the speakers on the console activate.
  
  A voice comes from the speakers: "Amy?"
  
  Then it's quiet. But you think you can hear someone breathing.
  
  > turn dial to 2
  You turn the dial down to 2.
  
  You hear faint elevator music from the speakers.
  
  > turn the dial to 9
  You turn the dial up to 9.
  
  You hear a bell ring over the speaker. Then another bell, and another bell, each as shrill as a carriage return. You can't detect any
  pattern to the ringing.
  
  > turn the dial to 0
  You turn the dial down to 0.
  
  The speakers make a quiet popping noise, and then the room is silent.
  
  > turn off sphere
  You flick the switch, and the lights go out.
  
  > Go west
  The neon sign is dark; the Weeping Willow is closed for the day.
  
  Its namesake rustles slightly in the wind.
  
  EXITS: NORTH EAST SOUTH
  
  Kyle leans over his Gremlin, attending to the last few details.
  
  > Go north
  a yellowed window. The front door is propped open with a brick.
  
  EXITS: SOUTH INSIDE
  
  > go south
  Sunken Castle (in the airboat)
  A fortress of black stone, wreathed with ancient vines, towers over you. The entire castle is tilted to one side, slowly sinking into the swamp.
  
  EXITS: NORTH INSIDE
  
  > look at the sarcophagus
  Despite the slime that's grown over its surface, the stone coffin stands out from the surrounding decay. It must be carved from some
  more durable material than the walls of the castle.
  
  The lid of the sarcophagus is firmly in place, but you can make out a seam underneath.
  
  > open it with the crowbar
  You press the point of the crowbar into the seam under the lid. You push on it, hard. The crowbar slips, and you almost crack your head against the wet stone.
  
  You look for a more likely spot and try again. The crowbar finds purchase: You push on it harder, harder, until it's firmly wedged in place.
  
  Then you press down on the crowbar, with all your weight, with all the upper body strength of a fifteen-year-old girl.
  
  The lid of the sarcophagus budges slightly.
  
  You shift your weight and press harder. You hear a faint rattle as a chip of white stone is cleft from the coffin and tumbles to the floor.
  
  The crowbar gives way���You lose your footing���You fall hard on the slimy
  floor as the lid slides up and over.
  
  When you find your way to your feet, you look down into the triangular opening between the sarcophagus and the lid. The acrid torchlight doesn't reach inside: You see only darkness. It might be empty.
  
  You grab the lid with both hands and heave it open.
  
  (Press any key to continue.)A black shroud rises from out of the cavity. You step backwards, your breath caught in your chest, as the shape unfurls itself, revealing a clawed green hand���a curved white fang���a glowing orange eye.
  
  The monster raises his arms, stretching out his cape like a pair of black wings. Then he draws the cloak around himself with a sharp snap that makes the torches flicker. He fixes you with his orange eyes.
  
  "A foolish young woman has wandered into my castle," he says. "Tell me your name."
  
  Your mind is blank with fear, and you answer automatically. "Becca Drapkin."
  
  "You've freed me from a lengthy imprisonment." He notices the crowbar on the floor. "I think you didn't do so by accident. Why are you
  here?"
  
  You remember. You grab the stake. "I have to destroy you. To end my curse." You take a step forward and raise your arm to strike.
  
  He squeezes his claw around the stake until it snaps in two. "There's no curse that my destruction will undo���No curse on you, at least."
  
  "But aren't you Crocodracula?"
  
  He takes a moment to answer, and you notice a low hiss, like a sigh, from deep in his reptilian throat. "That has been my name for a long time, yes."
  
  "Then didn't you give me these?" You pull up your sleeve, and your scales glitter in the torchlight.
  
  Crocodracula doesn't come any closer to inspect you; he only squints
  at your shoulder. "No. I have no desire to afflict anyone
  with... such a condition. Least of all a young lady I've never met."
  
  "But Miss Muriel said���"
  
  "Muriel!" Crocodracula bellows, and the crypt shakes.
  
  (Press any key to continue.)"Muirgheal Halfmoon���The witch. She came here hoping to destroy me, months or years ago. But I was more than a match for her. All she could do was seal me in this crypt." He shakes his head. "I haven't had the time to put any curse on you, Becca Drapkin. I suspect it was Muriel who gave you those scales, to trick you into doing her dirty work for you. No doubt she assumed that I'd
  be weakened after so long a slumber."
  
  You're outraged at Miss Muriel's deceit���But you shake your head as you
  realize you're taking the word of a giant talking alligator. "Why should I believe you?"
  
  "You might ask Muriel herself." Crocodracula sniffs the air.
  "Although, if she can detect that her plot has failed, she may already have fled. At any rate, if anyone can remove your curse, it's her."
  
  "If Miss Muriel can uncurse me," you mutter, "maybe she can help Eddie Lee, too."
  
  "What's the matter with this Eddie Lee figure?
  
  The bronze is deathly cold in your hands, and small gems twinkle feebly in the torchlight.
  
  "Unless what?"
  
  He lowers his snout. "If it's too late, then Eddie Lee is lost, and there is nothing we can do to save him���Nor anything Muriel can do, I suspect. But don't despair, Becca Drapkin. Go quickly, and help your friend."
  
  Of all the things you could say in response, somehow you come up with: "You can just call me Becca."
  
  "All right, then: Go, Becca. Now!"
  
  > look at Crocodracula
  Even though his form is monstrous, there's a spark of humanity in
  those brilliant orange eyes.
  
  But when he notices you looking closer, he pulls his collar around his face and turns away.
  
  > look
  A slimy sarcophagus rests in the middle of this chamber, lit by four torches that dance with green fire.
  
  Further on, at the edge of the torchlight's reach, you can make out a huge stone door.
  
  EXITS: UP
  
  Crocodracula leans uneasily against his sarcophagus.
  
  You can also see a crowbar here.
  
  > take the crowbar
  Taken.
  
  > Go upward
  The air in this hallway is thick with moisture and decay. The walls
  and floor are covered in slick moss. You feel like you've stepped into a cave, not a manmade structure.
  
  The remains of a tapestry hang on one wall, flanked by two stairways.
  
  EXITS: UP DOWN OUTSIDE
  
  > go outside
  You stand on a narrow shelf of slick mud outside the black fortress. The rotten remains of a massive door hang in a crumbling gateway.
  
  EXITS: NORTH INSIDE
  
  The airboat floats just off the shore.
  
  > check what you're carrying
  You are carrying:
  a crowbar
  an amulet
  an airboat key
  a star ball
  a business card
  
  > examine amulet
  A large pendant of tarnished bronze hangs on a delicate chain. There are gems embedded in the metal, and they catch the light with the slightest movement.
  
  It feels heavier than it should.
  
  > go north
  Water's Edge (in the airboat)
  You're sitting in an airboat behind Eddie Lee's dad's airboat rental business. Looking south, you see the vastness of the Opasassa Swamp.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  Eddie Lee is pacing back and forth in front of the shop.
  
  Your trusty bicycle is parked here.
  
  > give the amulet to Eddie
  You're not sure what exactly to do with the amulet, so you try holding it in front of you like a police badge. "Okay, Eddie Lee. Hold still."
  
  "Czekaj, co?"
  
  The amulet begins to glow, and shake, and a harsh electric smell fills the air. Eddie Lee starts to scream���
  
  ���He falls to the ground. The amulet stops glowing.
  
  You run over to him. "Eddie Lee! Are you all right?"
  
  "Yeah, I'm fine. What just happened?"
  
  "You fell down!"
  
  "No, before that. I was speaking Polish, right?"
  
  "Yeah, but... You must have hit your head when you fell, and it
  knocked the English-speaking part of your brain back into place."
  
  Eddie Lee touches his head gingerly. "Yeah, that sounds right. Well, thanks... I think. I better go let my dad know I'm okay." He gets up and staggers into the shop.
  
  > examine amulet
  A large pendant of tarnished bronze hangs on a delicate chain. There are gems embedded in the metal, and they catch the light with the slightest movement.
  
  It feels heavier than it should.
  
  > examine the posters
  You look across the posters: There's a mugshot of a handsome gentleman with a creepy smile, a boy wanted for "questioning" who looks to be about your age, and a long-haired man with crazy eyes.
  
  > go to the south
  Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.
  
  The front door is guarded by a motionless plaster alligator.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  An airboat is floating at the dock.
  
  Your trusty bicycle is parked here.
  
  > Go east
  School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.
  
  Your house is just a short walk to the east.
  
  EXITS: NORTH EAST WEST INSIDE
  
  Zoe is sitting on a bench near the door.
  
  > Go inside
  Between classes, this intersection is the busiest place in the school. Right now the only people here are you and Jocelyn.
  
  You notice that the way downstairs has been left open by a careless custodian.
  
  EXITS: EAST WEST DOWN OUTSIDE
  
  Jocelyn is still at the end of the hall, gazing into the trophy case and clutching Kyle's towel.
  
  > Go east
  Miss Lipton is sitting at her desk, wearing headphones attached to a small tape player. Her brow is furrowed. Behind her, the homework for the weekend is written on the blackboard.
  
  Calvin, the class guinea pig, lives in a cage near the window.
  
  EXITS: WEST
  
  A large brass key looks out of place on Miss Lipton's desk.
  
  > take Calvin
  Calvin hates being picked up, especially when he's sleeping.
  
  Taken.
  
  > talk to Zoe
  You fill Zoe in about everything that's happened this afternoon. As your story goes on, her eyes get wider and wider.
  
  "So," you conclude, "What do you think I should do?"
  
  Zoe gulps.
  
  "Uh. Well, since Crocodracula is real, apparently, then, I guess, I think..." She blinks several times. "I think you should ask him for advice instead."
  
  > enter
  The musty air is thick with the hissing and bubbling of strange concoctions. The oddest things hang from the walls: Faceless
  dolls, strings of beads, dried herbs, and a couple of bleached cow skulls. It looks like every available surface is occupied by some half-finished arcane project. At the center of the chaos is Miss Muriel's big book.
  
  EXITS: OUTSIDE
  
  Miss Muriel herself seems to have flown the coop.
  
  > Examine book
  You flip through the book until you find it: A spell that curses its victim with patches of reptilian scales. Eventually, the entire body
  is covered in scales. The eyes become slits, the tongue becomes
  forked. Then your arms and legs fall off...
  
  You turn the page: There is an antidote. The only way to remove the curse is to swallow something called a "Crawling Emerald." And there's a picture.
  
  You groan in desperation: The drawing is of a type of beetle you are all too familiar with.
  
  > Go outside
  The road fades into grass and weeds as it reaches this lonely cabin,
  in the heart of the woods.
  
  At the side of the building is an overgrown bed of flowers.
  
  A set of tarnished wind chimes hangs over the entrance.
  
  EXITS: SOUTH INSIDE
  
  Your trusty bicycle is parked here.
  
  > Ride bike
  You mount the bicycle.
  
  A breeze blows through the wind chimes, and an unmusical jangling echoes through the trees.
  
  > go to the east
  Azalea Street (on the bicycle)
  Azalea Street turns ninety degrees at the top of what passes for a
  hill in central Florida. The house on the outside of the curve has a sign posted outside: It's also the studio of Professor Rubach, the piano teacher.
  
  EXITS: SOUTH WEST INSIDE
  
  > go south
  Buchanan High School (on the bicycle)
  School is out for the day, but the doors remain open for various after-school activities. On the other end of the yard is a sign that says "BUCHANAN HIGH - CHESS CLUB CANCELED" in big black letters.
  
  Your house is just a short walk to the east.
  
  EXITS: NORTH EAST WEST INSIDE
  
  Zoe is sitting on a bench near the door.
  
  > go to the east
  Becca's House (on the bicycle)
  A stucco wall hems in the wilderness of trees and other plant life
  that surrounds the Drapkin residence.
  
  EXITS: WEST INSIDE
  
  Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
  
  > Dismount
  You dismount the bicycle.
  
  A stucco wall hems in the wilderness of trees and other plant life
  that surrounds the Drapkin residence.
  
  EXITS: WEST INSIDE
  
  Your trusty bicycle is parked here.
  
  Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
  
  > talk to Lindsay
  You put on a sweet smile. "Hey Lindsay, do you still have that neat bug?"
  
  She hesitates. She knows something's up. "Yeah..."
  
  "Do you think I could look at it again?"
  
  She squints at you. "Where's Hunky?"
  
  "What?"
  
  "Hunky the Monkey. I want him back. Where is he?"
  
  You rub your forehead. How can you be expected to keep track of Lindsay's stuffed animals? Your collection is enough trouble on its own.
  
  > look at the animals
  Some might say you're too old for stuffed animals, but you've come to the conclusion that in fact you are old enough to decorate your
  bedroom however you want. Most of the creatures are just here because they look nice: Wanda Elephant, Harold Lamb, James Frog, et cetera.
  But Peggy Pony has special sentimental value.
  
  Hunky the Monkey is not among them. You wouldn't steal your sister's doll.
  
  > open the dresser
  That's already open.
  
  > Go west
  Can't go that way!
  
  AVAILABLE EXITS: UP OUTSIDE
  
  > exit
  A stucco wall hems in the wilderness of trees and other plant life
  that surrounds the Drapkin residence.
  
  EXITS: WEST INSIDE
  
  Your trusty bicycle is parked here.
  
  Lindsay is wandering aimlessly around the yard, her shoebox cradled under her arm.
  
  > Go west
  Outside the Sheriff's Station (on the bicycle)
  Stout concrete columns flank the station's entrance. Sheriff Dillard's squad car is parked outside.
  
  EXITS: NORTH EAST INSIDE
  
  > go north
  The Weeping Willow (on the bicycle)
  The neon sign is dark; the Weeping Willow is closed for the day.
  
  Its namesake rustles slightly in the wind.
  
  EXITS: NORTH EAST SOUTH
  
  Kyle leans over his Gremlin, attending to the last few details.
  
  > Go north
  Outside the Thrift Store (on the bicycle)
  A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.
  
  EXITS: SOUTH INSIDE
  
  > Dismount
  You dismount the bicycle.
  
  A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.
  
  EXITS: SOUTH INSIDE
  
  Your trusty bicycle is parked here.
  
  > look at shelves
  One shelf is stuffed to capacity with cheap romance novels. So much stuff here, and none of it is useful.
  
  > Go outside
  A mannequin in a threadbare dress stands in a yellowed window, frozen in the middle of waving at you. The front door is propped open with a brick.
  
  EXITS: SOUTH INSIDE
  
  Your trusty bicycle is parked here.
  
  > check your inventory
  You are carrying:
  Calvin
  an airboat key
  a crowbar
  an amulet
  a star ball
  a business card
  
  > examine the star
  It just looks like a black basketball at the moment, except that there's a switch on the bottom.
  
  > go south
  The neon sign is dark; the Weeping Willow is closed for the day.
  
  Its namesake rustles slightly in the wind.
  
  EXITS: NORTH EAST SOUTH
  
  Kyle leans over his Gremlin, attending to the last few details.
  
  > show the card to Dillard
  Dillard scratches his chin as you present the business card. "So," he says, "do you want me to put it in the lost and found?"
  
  "Oh, no, no," you say. "I just wanted you to see it."
  
  "Well, I'd call that mission accomplished, young lady." He gives you a little salute.
  
  > Examine lost
  The poster describes a gray and white tabbie named Omar who's gone missing. There's a phone number and a promise of a reward.
  
  The top of the poster has numerous pinholes poked in it, which you
  take to mean the sign has been taken down and re-posted multiple
  times.
  
  > examine the board
  The sheriff lets community members post all kinds of notices on this notice board. His secretary is obsessed with keeping it tidy.
  
  Across the top is a row of wanted posters. Beneath that, there are ads for piano lessons from Professor Rubach, cleaning services from
  Vivian, and something called "Selfwakening," followed by a poster
  about a lost cat.
  
  > look at the selfwakening
  The ad reads, "Unfulfilled? Incomplete? Wondering? Call for a free consultation!" But there's no phone number.
  
  > examine the Vivian
  The ad reads, "Cleaning by Vivian! Home - Office - Other," followed by a phone number. There are odd markings in the corner, like letters in an unfamiliar language.
  
  > examine the Piano
  The ad reads, "PROFESSOR W. RUBACH - Instructor of Piano - University of Krakow." Under that, there's a phone number and a treble clef.
  
  > Wear amulet
  You put on the amulet.
  
  > go to the south
  Eddie Lee's dad's airboat rental business is situated here at the edge of the Opasassa Swamp. A gravel path connects the buildings to the dock.
  
  The front door is guarded by a motionless plaster alligator.
  
  EXITS: NORTH SOUTH EAST WEST INSIDE
  
  An airboat is floating at the dock.
  
  > enter
  The AC is cranked so high that you begin to shiver. Mister Qualmsley doesn't care; he's just enjoying the music.
  
  An unfortunate fish is mounted on a plaque on the far wall.
  
  EXITS: OUTSIDE
  
  Eddie Lee is sitting on the floor, playing a repetitive boogie-woogie tune on his keyboard.
  
  > Go west
  At the end of Ash Street is a tall gray house with peeling paint and dark windows. A rickety fence surrounds the garden; the gate is unlocked, and it creaks softly when a breeze passes.
  
  EXITS: EAST INSIDE
  
  Mrs. Idlewyld is still puttering around here, as if she has nowhere else to be.
  
  > talk to Eddie
  You wave to Eddie Lee, and he gives you a smile, but he's too busy playing to talk.
  
  > talk to the mister
  "Hey, Mister Qualmsley."
  
  "Howdy, Becca. Thanks for talking some sense into Eddie. He's feeling
  a lot better now."
  
  > look at the ac
  You can't see the AC unit, but you can feel frigid air swirling
  around you.