text: n its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox (which contains a pearl-colored envelope) here.
  
  A tinny but catchy song issues from the mailbox:
  
  Please pick up your mail!
  Before it gets too stale!
  Like a shrimp cocktail
  Left on the windowsail!
  Support the local Guild of Songwriters!
  Hooray!
  
  > open the envelope
  You open the pearl-colored envelope, revealing a glossy flyer.
  
  > read envelope
  The address on it is that of Dr. Mortemain's tower, though there's no specific person named.
  
  > take flyer
  You already have that.
  
  > Inventory
  You are carrying:
  a pearl-colored envelope (which is open)
  a glossy flyer
  a glossy flyer
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a black pouch (which is closed)
  a moss-colored pouch (which is open but empty)
  a spellbook
  a set of lockpicks
  
  > remove the flyer from the envelope
  Removed.
  
  > go to the west
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, glancing up nervously at the overcast sky.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  The sky looks cloudy.
  
  > Go north
  When the Guild of Postmen flourished under the patronage of the town, this sprawling building was its headquarters. Now it's a humid, cavernous warehouse containing a single contraption, designed by the popular Thaumatics Group, that handles all of the mail within the city. The machine hums quietly as tiny iridescent sparks coruscate along its surface.
  
  The building's exit is to the south.
  
  > Go south
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, glancing up nervously at the overcast sky.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  > go east
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox (which contains an umber envelope and a beige envelope) here.
  
  A tinny but catchy song issues from the mailbox:
  
  You have a letter!
  It could be a sweater!
  Or something even better!
  Let's find out together!
  Which almost rhymes with letter!
  Hooray!
  
  > take the envelope
  You already have that.
  
  A tinny but catchy song issues from the mailbox:
  
  Please pick up your mail!
  Before it gets too stale!
  Like a shrimp cocktail
  Left on the windowsail!
  Support the local Guild of Songwriters!
  Hooray!
  
  > look in mailbox
  In the tarnished brass mailbox are an umber envelope and a beige envelope.
  
  A tinny but catchy song issues from the mailbox:
  
  There's something in your mailbox!
  Don't invest in kale stocks!
  Something something snail fox!
  Hooray!
  
  > take the beige envelope
  Taken.
  
  A tinny but catchy song issues from the mailbox:
  
  You have a letter!
  It could be a sweater!
  Or something even better!
  Let's find out together!
  Which almost rhymes with letter!
  Hooray!
  
  > open the beige envelope
  That's already open.
  
  > look in the beige envelope
  In the beige envelope are some basilisk scales.
  
  > Inventory
  You are carrying:
  an umber envelope (which is closed)
  a beige envelope (which is open)
  some basilisk scales
  two glossy flyers
  a pearl-colored envelope (which is open but empty)
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a black pouch (which is closed)
  a moss-colored pouch (which is open but empty)
  a spellbook
  a set of lockpicks
  
  The sky looks cloudy.
  
  > look at the black pouch
  It's black and has the magical character for 'basilisk' written on it.
  
  > open the black pouch
  You open the black pouch.
  
  > put the basilisk in the black pouch
  You put the basilisk scales into the black pouch.
  
  > close the black pouch
  You close the black pouch.
  
  > go north
  This familiar area is the tower's entryway. It's intended to impress and intimidate visitors, and so the recesses of the gloomy vaulted ceiling are decorated with elaborate carvings of gargoyles and demons. The curtains are partially drawn, bathing the cavernous hall in hesitant shadows. As an uncharacteristic nod to practicality, an umbrella stand sits beside the double doors leading south from the tower. A corridor to the north leads across the polished marble floor deeper inside.
  
  Flux sits on his perch, idly kneading it with its claws.
  
  > give the black pouch to Flux
  Flux considers the basilisk scales for a moment, trying to think of a reason to be displeased with them. "I sssuppossse this will have to do," it says resignedly, accepting the pouch and flying off with it deeper into the tower. After a moment, it returns empty-handed and lands heavily on its perch, clawing it at irritably.
  
  > go to the south
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox here.
  
  > Inventory
  You are carrying:
  an umber envelope (which is closed)
  a beige envelope (which is open but empty)
  two glossy flyers
  a pearl-colored envelope (which is open but empty)
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a moss-colored pouch (which is open but empty)
  a spellbook
  a set of lockpicks
  
  > read the spells
  anracni: turns green objects red
  
  The sky looks cloudy.
  
  > Anracni tea
  The bright green powder turns bright red.
  
  > look at the green pouch
  It's moss-colored and has the magical character for 'toad' embroidered on it.
  
  > put the tea in the indigo pouch
  You put the bright red powder into the indigo pouch.
  
  > close the blue pouch
  You close the indigo pouch.
  
  > look at the blue pouch
  It's indigo and has the magical character for 'skink' embroidered on it.
  
  > go north
  This familiar area is the tower's entryway. It's intended to impress and intimidate visitors, and so the recesses of the gloomy vaulted ceiling are decorated with elaborate carvings of gargoyles and demons. The curtains are partially drawn, bathing the cavernous hall in hesitant shadows. As an uncharacteristic nod to practicality, an umbrella stand sits beside the double doors leading south from the tower. A corridor to the north leads across the polished marble floor deeper inside.
  
  Flux sits on his perch, idly kneading it with its claws.
  
  > give the blue pouch to Flux
  Flux considers the bright red powder for a moment, trying to think of a reason to be displeased with it. "Thisss doesssn't ssseem quite right. The magic on it feelsss wrong," it hisses, gingerly poking the powder with its claws. It sinuously lowers its head to the powder and sniffs it. "No, thisss sssmellsss wrong. It isssn't the ssskink the massster asked for."
  "It must have gone off," you say innocently.
  "Then find a better one," says Flux, handing the pouch back to you.
  
  > go to the east
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  You can see a shiny brass mailbox (which contains a brown parcel) here.
  
  A shadowy figure stalks over to the mailbox and starts to open it. Seeing that you're watching him, he pointedly turns away from you. He then does something with the mailbox, but with his back blocking your view, you can't tell what exactly it is. There is a faint click from the mailbox, and the man turns back around. He pulls a parcel out of the mailbox, confusedly ponders its label for a moment, and returns it. With a shrug, he leaves to the east.
  
  The sky looks cloudy.
  
  > Go southeast
  This narrow alley runs behind the Thieves' Guild headquarters and is thus scrupulously avoided by most of the town. You can reenter Guild Street to the northwest.
  
  The sky looks cloudy.
  
  > Go northwest
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  You can see a shiny brass mailbox (which contains a brown parcel) here.
  
  The sky looks cloudy.
  
  > search ball
  An image slowly fades into view:
  
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  > Go east
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  You can see a shiny brass mailbox (which contains a brown parcel) here.
  
  > examine the parcel
  The street address written on the nondescript parcel is smudged and difficult to read. The last digit could be a 9, meaning that it was intended for the Thieves' Guild, but it's much more likely to be a 7 and thus intended for Dr. Mortemain's tower.
  
  > take the parcel
  You suddenly recall some of the horror stories told in the Guild about the defenses it placed on even something as ordinary as a mailbox. No one would be stupid enough to try to steal from you all, but sometimes stupid people can be taught a lesson. You reconsider, trying to remember if you knew anything about booby traps around the Guild.
  
  > look at the mailbox
  The Thieves' Guild mailbox is much like its owner: tastefully expensive, designed to blend into its surroundings, and quietly menacing.
  
  Inside the shiny brass mailbox is a brown parcel.
  
  > examine umber
  The umber envelope is closed.
  
  > read the umber
  The address on it is that of Dr. Mortemain's tower, though there's no specific person named.
  
  > open umber
  You open the umber envelope, revealing a glossy flyer.
  
  > Examine flyer
  The glossy flyer shows colorful images of various alleged magical paraphernalia: raven's skulls, black pointy hats, staves with vaguely mysterious symbols on them, and so on. At the bottom is an endorsement from the head of the Illusionists' Guild: "These products have...magical value, and the claims made by their sellers are [not] fraudulent."
  
  > Close umber
  You close the umber envelope.
  
  > put umber in the mailbox
  You put the umber envelope into the shiny brass mailbox.
  
  A tinny but catchy song issues from the mailbox:
  
  Please pick up your mail!
  Before it gets too stale!
  Like a shrimp cocktail
  Left on the windowsail!
  Support the local Guild of Songwriters!
  Hooray!
  
  > Go west
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox (which contains an ochre envelope) here.
  
  A tinny but catchy song issues from the mailbox:
  
  You have a letter!
  It could be a sweater!
  Or something even better!
  Let's find out together!
  Which almost rhymes with letter!
  Hooray!
  
  > go north
  This familiar area is the tower's entryway. It's intended to impress and intimidate visitors, and so the recesses of the gloomy vaulted ceiling are decorated with elaborate carvings of gargoyles and demons. The curtains are partially drawn, bathing the cavernous hall in hesitant shadows. As an uncharacteristic nod to practicality, an umbrella stand sits beside the double doors leading south from the tower. A corridor to the north leads across the polished marble floor deeper inside.
  
  Flux sits on his perch, idly kneading it with its claws.
  
  > search ball
  An image slowly fades into view:
  
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  A shadowy figure approaches the Guild's mailbox. He looks around and, seeing no one, sighs in relief. From your vantage above the scene, you watch him tap a small indentation concealed on the underside of the mailbox. He then fearlessly reaches into the mailbox and rummages around within it.
  
  > Go south
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox (which contains an ochre envelope) here.
  
  A tinny but catchy song issues from the mailbox:
  
  There's something in your mailbox!
  Don't invest in kale stocks!
  Something something snail fox!
  Hooray!
  
  > examine the mailbox
  Despite already beginning to tarnish, the brass mailbox is a recent addition to the tower. It emits a blandly cheerful tune when mail arrives, and it continues to do until it's removed. You and Dr. Mortemain both dislike it, but each of you keeps it around out of mild spite towards the other.
  
  Inside the tarnished brass mailbox is an ochre envelope.
  
  A tinny but catchy song issues from the mailbox:
  
  There's something in your mailbox!
  Don't invest in kale stocks!
  Something something snail fox!
  Hooray!
  
  > open the ochre
  You open the ochre envelope, revealing a glossy flyer.
  
  > Inventory
  You are carrying:
  an ochre envelope (which is open)
  a glossy flyer
  a beige envelope (which is open but empty)
  two glossy flyers
  a pearl-colored envelope (which is open but empty)
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a moss-colored pouch (which is open but empty)
  a spellbook
  a set of lockpicks
  
  > go to the east
  Guild Street (East)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. Nevertheless, there are still some guilds whose headquarters lie along this street. Most infamous among them is the Thieves' Guild, whose aggressively nondescript building runs along the south edge of the street.
  
  The street continues to the east and west, and a narrow alley to the southeast winds along the guild.
  
  You can see an umber envelope (which is closed) and a shiny brass mailbox (which contains a brown parcel) here.
  
  > look under the mailbox
  Remembering the earlier actions of the footman, you gingerly run your hands over the mailbox and discover a small indentation on its underside.
  
  > Go west
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox here.
  
  The sky looks cloudy.
  
  > Open parcel
  You rip apart the parcel, revealing a fossilized toad.
  
  > take the toad
  You already have that.
  
  > put the toad in the green pouch
  You put the fossilized toad into the moss-colored pouch.
  
  > Close pouch
  Which do you mean, the indigo pouch or the moss-colored pouch?
  
  > close the green pouch
  You close the moss-colored pouch.
  
  > give the green pouch to Flux
  Flux considers the fossilized toad for a moment, trying to think of a reason to be displeased with it. "I sssuppossse this will have to do," it says resignedly, accepting the pouch and flying off with it deeper into the tower. After a moment, it returns empty-handed and lands heavily on its perch, clawing