text: [Themes: Fantasy, dragon, female protagonist]
  
  > Look around
  Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here.
  
  It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some pig wings, and the countesses, wielding some inflatable kielbasas and are wearing some white motley.
  
  A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  > look at overcoats
  It reminds you of a book you read in school last year.
  
  > pull lever
  The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below.
  
  Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve.
  
  A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > turn the knob cw
  The knob spins and the whole room rotates clockwise, revealing a new room!
  
  The soundstage is dominated by a monumental staircase covered in red carpet.
  
  A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > pull the lever
  The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below.
  
  You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase.
  
  A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > turn the knob cw
  The knob spins and the whole room rotates clockwise, revealing a new room!
  
  A paper moon hangs down here, and a cardboard well sits in the middle of this space.
  
  A monitor describes the rooms adjacent to this one: Ballroom (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > examine the moon
  This moon has drawings of skeletons and cheese on it. It seems a little loose.
  
  > take moon
  You can't touch the paper moon. That is too far away!
  
  > examine well
  This is very primitive looking.
  
  > check what you're carrying
  You are carrying:
  a sun orb
  a limp bratwurst
  five food tokens
  a winding key
  a safety whistle (being worn)
  a flier
  
  some white laserpistols
  some laser cutlasses
  
  A man with badge saying "Spike M, Park Inspector" wanders by. "I haven't played this one yet!" he says. "Need to make sure I try it out." Then he walks on.
  
  > turn the knob cc
  The knob spins and the whole room rotates counterclockwise, revealing a new room!
  
  You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase.
  
  A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > Blow moon
  You hear barking in the distance. After a minute or two, Toby arrives and wags his tail at you, then turns and starts walking slowly. You follow Toby until you arrive back at the Welcome Booth.
  
  Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. A rather frightening
  crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside.
  
  David's plush chimera is on the ground. He must have left it here, but why?
  
  In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside.
  
  Toby waits patiently here for the next time you'll need him.
  
  > turn knob cc
  The knob spins and the whole room rotates counterclockwise, revealing a new room!
  
  Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve.
  
  A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > pull lever
  The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below.
  
  This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings.
  
  The floor of this set looks weakened, with cracks stretching all the way over by you at the controls.
  
  A pink ticket lies near you.
  
  A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  A pink ticket flutters out of the machinery and lands by you.
  
  The Vicomtes and Countesses pour out of various openings onto the new set.
  
  > take ticket
  You grab the pink ticket.
  
  > look at the cherubs
  They're so chubby!
  
  > examine the FOOD
  (the food token)
  This token is good for one item from the Prowling Promenade food carts.
  
  > look
  This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings.
  
  The floor of this set looks weakened, with cracks stretching all the way over by you at the controls.
  
  It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some pig wings, and the countesses, wielding some inflatable kielbasas and are wearing some white motley.
  
  A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button).
  
  The lever, knob, and button are still next to you. You can leave to the north.
  
  > examine the plastic FOOD
  This looks like it would taste pretty good!
  
  > give plastic Vicomtesvicomtes
  You can't touch the plastic food on strings. That is too far away!
  
  > examine the floor
  The floor of this set is much flimsier than the others. You can see cracks extending all the way to you by the controls.
  
  > Examine box
  The ring that was here fell beneath the stage.
  
  > Break floor
  Your karate instructor made you promise to try to find a peaceful solution before attempting violence.
  
  > jump on the floor
  Wait, what was that? I only got the part about wanting to jump.
  
  > jump
  You promised your basketball coach that you wouldn't jump while you're off the court. Don't want to get injured.
  
  > Go north
  You exit the Laserfight arena.
  
  The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the
  west, while others trot east to the Spooky Sideshow.
  
  Serpent Slide at the top in bright red paint.
  
  words Midnight Laserfight inscribed on it in silver.
  
  Dad is standing around, relaxing and occasionally looking at his map.
  
  > go east
  This part of the park is darker than the rest, lit only by glowing red lanterns. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or
  east to the Bitter End.
  
  A sign to the north declares "This way to the Creaky House".
  
  The sign to the south is held by a scarecrow, and says "The
  Left/Right Corn Maze".
  
  Your sister Alice is here, playing the park's AR game on her phone.
  
  > examine Alice
  Your older sister Alice is excited about discovering park lore on her phone. She's wearing the silver bracelet she got from Nana.
  
  > talk to Alice
  "Hey," says Alice, "this is cool, isn't it? You can ask me about any location and I'll tell you what Groover game it was inspired by!"
  
  > ask alice about the stomach
  "Wow," says Alice, "apparently the Serpent Slide was inspired by Groover's game "Down the Serpent and the Sun!"
  
  > ask Alice about the lupine lair
  Alice says, "Okay, it looks like the menagerie was based on "The Queen's Menagerie" by Groover."
  
  > ask alice about the dollhouse
  "This app only deals with locations, but I'll try to see if I can look up where that's at," she says. "Give me a second." She checks her phone for a second.
  
  "The book of poems contains the first lines of What Fuwa Bunsaku Found, and the tiny dollhouse is a reference to the game 'little'," says Alice.
  
  > ask Alice about scarlet Empress
  "This app only deals with locations, but I'll try to see if I can look up where that's at," she says. "Give me a second." She checks her phone for a second.
  
  "There's not much in that location itself which is a reference to Groover, unfortunately. But the rides off of it are!" says Alice.
  
  > look at the bracelet
  Nana, your great grandmother, left this to Alice when she died. Alice has worn it ever since.
  
  > look at the scarecrow
  This scarecrow fills you with happiness.
  
  > ask alice about Maze
  Alice says, "The corn maze is a reference to the game Left/Right."
  
  > ask alice about creaky House
  "All parts of the creaky house are references to the tiny game Creak, Creak" says Alice. "Parts of it also reference the exceptional story Cricket, Anyone?"
  
  > go to the north
  A cold wind blows around this dilapitated, creaky house to the
  north. It creaks and moans.
  
  The Spooky Sideshow, the crowd, and warmth are back to the
  south.
  
  A creaky singer with bony, unusually long limbs sits cross-legged here.
  
  > Examine singer
  A strange man with yellow eyes whose whole body seems to creak as he moves.
  
  > talk to the singer
  He smiles as you approach, and you smell sulfur.
  
  "Have you come to the creaky house, then? Welcome. You'll find that here, in my little creaky house, your movements are more than mere steps: they are words in a language written by the feet: a "creak" here, a "rattle" there.
  
  "This is the language spoken by the cool wind. If your feet can make a song like mine, the wind will reward you, and something good will happen. Or bad, depending on who you ask. But enough of that. I'll sing the song now," he adds.
  
  The creaky singer begins performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns.
  
  > Wait
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns.
  
  > wait
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns.
  
  > Wait
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. "Turn, turn goes the knob," he sings, moving himself in curious patterns.
  
  > Wait
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. "It's just the wind, mother always says," he sings, moving himself in curious patterns.
  
  > Wait
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. "Why fear the wind," he sings, moving himself in curious patterns.
  
  > wait a while
  Your majesty deigns to linger for a moment.
  
  The creaky singer continues performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns.
  
  > go north
  (first opening the creaky front door)
  
  You stand in front of a creaky front door to the south. To the
  west is a creaky dining room, and to the east is a
  creaky parlor. A creaky game room is to the north. It's cold in
  here.
  
  The wind blows the front door shut.
  
  You can hear something howling outside. It might be the wind.
  
  > go west
  It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go
  up to the creaky tower.
  
  You can hear the front door creak back and forth. Wasn't it
  closed?
  
  At the sound of that creak, you feel the unseen thing behind
  you grow stronger.
  
  > Go upward
  These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky
  Loft, or east to the creaky passageway.
  
  Something has set the chandelier in the dining room below you rattling. It makes the shadows dance.
  
  The sounds made by your feet are jangling, empty words. The power in the house subsides.
  
  > go north
  You can return to the creaky dining room to the south, go
  up to the creaky loft, or move through the kitchen door to the
  east. This is the darkest part of the house.
  
  A creaky refrigerator is the only appliance in the kitchen.
  
  Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance.
  
  The sounds made by your feet are jangling, empty words. The power in the house subsides.