text: [Themes: Adventure]
  
  > look around
  You've never heard of an orchard with just one tree. Here it is,
  though. Densely packed trees surround you on all sides, but open up
  ever so slightly to the south.
  
  An ordinary tree is here.
  
  > go south
  A path from west to east snakes through the thick foliage.
  
  > talk
  (to the sevenfold panoptic)
  "Listen, Detective, I really do need your help with my little
  predicament." He swats at a strand of thorns
  conversationally. "Please? I might be able to do you a favor,
  in return."
  
  > give the sap
  (to the sevenfold panoptic)
  The heptagon declines. "You'll want to keep your possessions about
  you, Detective. Unless you want to wake up as less than you were."
  
  Out of the corner of your eye, you see a flash of green. A trick of
  the light. It's nothing. Don't worry about it.
  
  > play DFFGBB
  You play 'DFFGBB' on the piano.
  Three of the gas lamps light up blue.
  
  > play AAAAAA
  You play 'AAAAAA' on the piano.
  One of the gas lamps lights up green.
  
  > play BBBBBB
  You play 'BBBBBB' on the piano.
  One of the gas lamps lights up green.
  
  You think you hear a hissing sound. Quiet, at first, but getting
  louder.
  
  > play the CCCCCC
  You play 'CCCCCC' on the piano.
  One of the gas lamps lights up green.
  
  > play the DDDDDD
  You play 'DDDDDD' on the piano.
  One of the gas lamps lights up green.
  
  > play EEEEEE
  You play 'EEEEEE' on the piano.
  One of the gas lamps lights up green.
  
  > play GGGGGG
  You play 'GGGGGG' on the piano.
  One of the gas lamps lights up green.
  
  The hissing won't stop. Not even when you plug your ears.
  
  > play abcdeg
  You play 'ABCDEG' on the piano.
  Three of the gas lamps light up green.
  Three of the gas lamps light up blue.
  
  > play abcfff
  You play 'ABCFFF' on the piano.
  One of the gas lamps lights up green.
  Two of the gas lamps light up blue.
  
  > play abffff
  You play 'ABFFFF' on the piano.
  Two of the gas lamps light up blue.
  
  Out of the corner of your eye, you see a flash of green. A trick of
  the light. It's nothing. Don't worry about it.
  
  > play the FFFDFG
  You play 'FFFDFG' on the piano.
  Two of the gas lamps light up green.
  
  > Play beffaf
  You play 'BEFFAF' on the piano.
  Three of the gas lamps light up green.
  
  > Play becdag
  You play 'BECDAG' on the piano.
  Six of the gas lamps light up green.
  You hear a click in the vault door. One of the keys in the piano pops
  out.
  
  > examine it
  If a piano's key were to exist, it would be made out of valuable
  ivory.
  
  You think you hear a hissing sound. Quiet, at first, but getting
  louder.
  
  > go east
  (first opening the vault door)
  
  Riches beyond your wildest imagination are here. Precious stones,
  artifacts, even gold coins float around in your peripheral vision. To
  the west is the door out of the vault.
  
  > examine the coins
  Beautiful masterworks, silver and jewels. But they're all out of
  focus, and thinking about them too hard gives you a headache.
  
  > Go west
  The castle's treasure vault is located to the east. The imposing door
  has a small plaque attached to it. West is the exit.
  
  Six gas lamps are embedded in the vault door.
  
  A piano is set into one wall.
  
  > Go west
  Leafy walls make up a large entry hall. Tapestries can be seen on
  either side of the room. Off to the west, a passageway lined with
  thorns can be seen. East, the walls change from leaves to mahogany.
  Other, smaller passages pepper the wall like holes, but they are far
  too small for you to enter.
  
  The hissing won't stop. Not even when you plug your ears.
  
  > Go south
  You are in the jungle. Thick, leafy vines surround you, and in the
  distance, you can hear the chirping of many-throated birds. The region
  to the west is blocked off by densely-packed trees.
  
  > Go west
  The jungle is too thick for you to take more than a couple of steps in
  that direction.
  
  > go to the south
  You stand at the center of a ruined structure. Bright green vines
  twist around bits of rubble. There was something for you here, once.
  But not any more. A path leads north, and to the east, the jungle
  becomes impassable.
  
  > examine the rubble
  Careful, geometrical lines carved into the ancient bricks mark this as
  a shape-made structure. It must have been something to behold, in its
  time.
  
  > Go south
  The jungle is thick, and the air is heavy and warm. All around you are
  trees. Far to the south, through a curtain of leaves, you can see
  something shine with borrowed light.
  
  > go to the south
  You are in a field of mirrors at the edge of the jungle, each one
  fixed in the ground. Many reflect parts of London you recognize, but
  many don't reflect places at all.
  
  > look at mirrors
  In the sea of mirrors, you find yourself drawn to two - a dark mirror
  and a red mirror.
  
  > look at the dark mirror
  approach it. Reflected in the mirror is someone else's dream - A
  seven-eyed shape sits in a cage. Thorns twist around and around the
  heptagon, burying it, but it does not react.
  
  > Keep going
  approach it. Reflected in the mirror is someone else's dream - A shop
  owner walks through stacks upon stacks of ancient junk. She fishes
  something out of a pile: A child's doll, with a thin dusting of
  something that could be mistaken for snow. She weeps. Oh, how she
  weeps.
  
  > keep going
  approach it. Reflected in the mirror is someone else's dream - A clay
  triangle drinks a beer that begs for its life from a mug that's always
  screaming. It's not enough to forget. It's never enough to forget.
  
  > Keep going
  approach it. Reflected in the mirror is someone else's dream - A
  pentagon searches his missing library card. But no matter how hard he
  looks, he can't seem to find it.
  
  > continue
  approach it. Reflected in the mirror is someone else's dream - A
  triangle is born. A triangle grasps the horror of its brief existence.
  A triangle is gone.
  
  > Keep going
  approach it. Reflected in the mirror is someone else's dream - A
  librarian is handed a book that details the exact time and date of an
  accident that will kill thousands. She assigns it a number, and
  shelves it. She moves on.
  
  > Continue
  approach it. Reflected in the mirror is someone else's dream - A snake
  watches shapes go about their lives from a distance. It could not get
  closer to them, even if it wanted to.
  
  > continue
  approach it. Reflected in the mirror is someone else's dream - An
  archaeologist digs through rock. It doesn't matter how long she digs
  for, the only thing she ever finds is stone.
  
  > Continue
  approach it. Reflected in the mirror is someone else's dream - A
  geometer prepares to make a bargain it knows it cannot uphold. It
  thinks, perhaps it hopes, that by the time its deception is
  discovered, it will be long gone from this dimension.
  
  > Continue
  approach it. Reflected in the mirror is someone else's dream - A tiger
  mops blood from a nondescript wall, but it keeps coming back. There is
  so much blood on his paws.
  
  > look at the red mirror
  The mirror reflects a boat, drifting slowly down a quiet river. The
  surface ripples, concealing something sharp.
  
  > go north
  The jungle is thick, and the air is heavy and warm. All around you are
  trees. Far to the south, through a curtain of leaves, you can see
  something shine with borrowed light.
  
  > talk
  (to the sevenfold panoptic)
  "Listen, Detective, I really do need your help with my little
  predicament." He swats at a strand of thorns
  conversationally. "Please? I might be able to do you a favor,
  in return."
  
  Out of the corner of your eye, you see a flash of green. A trick of
  the light. It's nothing. Don't worry about it.
  
  > ring bell
  The bell makes a pleasant ringing sound.
  
  > Inventory
  You are carrying:
  an ivory key
  some brilliant sap
  a solacefruit
  a chair
  a bookmark
  a handwritten book
  a jeweled sword
  a brass ring
  a flint-and-steel lighter
  a maze map
  a set of ritual instructions
  a pail
  a brass key
  a bell
  a pickaxe
  the theoretical location of a hideout
  a rusty lamp (providing light)
  a pint of fry oil
  a detective's fedora (being worn)
  the spare towel
  a knapsack (open but empty)
  a compelling note