text: [Themes: Fantasy, Zorkian, zorkian, magical stone, fantasy]
  
  > Look around
  You're outside the cottage of Miss Voss, the former town librarian.
  The road turns north toward the village, and bends upward to the
  summit of Post Office Hill.
  
  An angry hellhound is blocking your path.
  
  The hellhound glares at you through eyes red with hatred.
  
  > go north
  The hellhound roars a threat as you back away.
  
  This is the south side of the Witchville Rotary. A road branches
  south, towards Post Office Hill.
  
  The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
  
  > check what you're carrying
  You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
  whistle and a small stone (providing light).
  
  You can hear the tramp of marching boots to the east.
  
  > wait for a while
  Time passes.
  
  "My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."
  
  The old platypus motions you to his side. "The Tower of the Evil One
  is formidable," he begins in a low, serious voice. "You will never get inside unaided. Legends speak of a Magick Word that can open the gates of the Tower. But what Word it is, none can say."
  
  hat. "Take this," he says, holding it out to you.
  
  > get Hat
  You're holding too many things already!
  
  "This Hat is for you. Take it," says King Anatinus, holding it out to you.
  
  > Inventory
  You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
  whistle and a small stone (providing light).
  
  > drop the umbrella
  Dropped.
  
  > Wait
  Time passes.
  
  A fanfare of trumpets breaks the silence, and the crowd falls to its knees.
  
  "Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver
  us from the horror of the Evil One."
  
  The platypuses look at you expectantly.
  
  > Blow whistle
  A clear, sweet note stills the night with its beauty.
  
  A sudden gust of wind rises out of nowhere, and Misty Island falls
  away beneath your feet. You feel the silver whistle slip from your
  hand as you streak across the lake...
  
  You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.
  
  Misty Island, its outline shrouded in fog, is visible far across the water.
  
  You can see a narrow pit near the edge of the lake.
  
  There's an umbrella here.
  
  > get all
  The sand: The sand slips away between your fingers.
  The umbrella: Taken.
  
  > eat the sand
  It's doubtful that the sand would agree with you.
  
  > Go south
  You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.
  
  Misty Island, its outline shrouded in fog, is visible far across the water.
  
  You can see a narrow pit near the edge of the lake.
  
  The vulture hovers in the sky high overhead.
  
  > go north
  This is the northern side of the Witchville Rotary. A road leads
  north, towards the river.
  
  On the corner stands a broken-down old church that looks as if it hasn't been used for years.
  
  You can hear the tramp of marching boots to the north.
  
  > Go north
  The gravedigger cries, "Don't leave me alone!"
  
  It is pitch black.
  
  As suddenly as it faded, the light from Wishbringer returns, and the candle flares back to life.
  
  This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.
  
  There's a noisy movie playing on the screen. A dark corridor leads out to the lobby.
  
  All you can see on the screen is a confusing double-image.
  
  > look under the seat
  Hmm. This place isn't completely spotless. You just discovered a used pair of 3D glasses under a seat.
  
  The screen image is a meaningless blur of colored light.
  
  > get the glasses
  Taken.
  
  (Your score just went up by 3 points! Your total score is 60 out of 100.)
  
  The picture on the screen is fuzzy and hard to watch.
  
  > wear the glasses
  Wow! As you put on the glasses the picture on the screen fuses into a solid, 3-dimensional image.
  
  The movie screen shows an evil woman squinting through an antique telescope. A laboratory full of bubbling 3D chemicals is visible in
  the background.
  
  > see movie
  her ear. An evil eyebrow rises slowly as she listens.
  
  > wait
  Time passes.
  
  The old woman swings the 3D antique telescope around (narrowly missing your nose) and peers into it again. A point-of-view shot reveals what the 'scope is focused on: a small movie theater, remarkably similar to the one you're in right now.
  
  > wait a while
  Time passes.
  
  The antique telescope zooms in on the entrance to the movie theater. A dead ringer for Miss Voss looks up and waves timidly at the camera.
  
  > Wait
  Time passes.
  
  The old woman stalks across the lab to a panel of heavy-duty power switches. As the camera follows, you catch a fleeting 3D glimpse of a black cat sleeping in the corner of the lab.
  
  > wait
  Time passes.
  
  The old woman selects a power switch labeled "Palace Theater" and
  opens it with a diabolical cackle. A 3D arc of electricity leaps from the screen, and a shower of sparks seems to engulf the movie
  theater...
  
  Poof! The image on the screen goes black. The soundtrack slowly grinds to a halt.
  
  > put Token in the machine
  The brass token disappears into the slot.
  
  Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.
  
  (Your score just went up by 1 point! Your total score is 61 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  > Yes
  (Hope you saved your story position.)
  
  A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in
  an incandescent aura. You can feel your molecules being taken apart
  one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.
  
  You're on a hilltop overlooking the seaside village of Witchville.
  
  A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  A synthetic voice says, "Game Over. Insert Token To Play Again."
  
  (Your score just went up by 5 points! Your total score is 66 out of 100.)
  
  > Sorkin
  With a great creak of wood and rattle of chains, the drawbridge slowly lowers across the moat.
  
  (Your score just went up by 3 points! Your total score is 69 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  > Hello
  (Presumably, you mean Princess Tasmania.)
  A rumbling noise calls your attention away from Princess Tasmania.
  
  (spoken to Princess Tasmania)
  A rumbling noise calls your attention away from Princess Tasmania.
  
  "Behind you!" cries the Princess. "It's a trap!"
  
  Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of... Mr. Crisp!
  
  "Nice of you to drop by," he sneers as a gigantic Boot pins you to the ground. "Saves me the bother of tracking you down."
  
  You're chained up in the corner of 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.
  
  Princess Tasmania is clamped into the torture machine!
  
  A ladder rises to meet an open hatch in the middle of the ceiling.
  
  Mr. Crisp is fondling the instruments, one by one.
  
  > give the note to Crisp
  Mr. Crisp takes the violet note and stares at it. His face turns pale. "Where did this come from?" he whispers, opening it.
  
  An unbearably sweet expression spreads over his face as he reads. The violet note falls from his hands.
  
  "I've got to run," Mr. Crisp cries, tossing his white lab coat into a corner and stuffing his shirttails into his pants. "Violet scolds me when I'm late!" He struggles into a hideous velvet blazer, pushes a comb through his hair and scampers up the ladder like a little boy.
  
  The hatch closes with a hollow thud.
  
  > get the coat
  Your load is too heavy.
  
  You hear the distant rattle of the drawbridge opening.
  
  Princess Tasmania breathes a sigh of relief.
  
  > check your inventory
  You're holding a pair of 3D glasses, an umbrella, a leaflet, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).
  
  You hear the distant rattle of the drawbridge closing.
  
  Princess Tasmania strains against her clamps. "Release me from this torture machine, brave Adventurer! The merest pull of the lever will gain my freedom."
  
  > get the coat
  The chains cut painfully into your wrist as you strain to grasp the white lab coat. Your fingertips brush against the collar... There! You got it!
  
  "Only pull down this lever, and I shall be freed," cries Princess Tasmania.
  
  > Key
  You'd have to be holding the rusty key to do that.
  
  "Please! Pull down this lever and set me free," cries Princess Tasmania.
  
  > get the key
  Taken.
  
  (Your score just went up by 3 points! Your total score is 72 out of 100.)
  
  "Please! Pull down this lever and set me free," cries Princess Tasmania.
  
  > unlock the chains with the key
  Okay, the chain is now unlocked and open.
  
  (Your score just went up by 1 point! Your total score is 73 out of 100.)
  
  "Only pull down this lever, and I shall be freed," cries Princess Tasmania.
  
  > open hatch
  The heavy hatch opens reluctantly.
  
  "The merest pull of the lever will gain my freedom," cries Princess Tasmania.
  
  > Go upwards
  "Don't leave me here to die!" mews Princess Tasmania.
  
  You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.
  
  In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.
  
  A corridor disappears to the north, and a damp stairway winds upward into the tower.
  
  > pull down the lever
  The clamps on the torture machine retract, and Princess Tasmania leaps off. She's free!
  
  "Again you spare my unworthy life, brave Adventurer." The platypus humbly licks your shoe, to your considerable embarrassment. "My
  father, King Anatinus, does not forget such kindness."
  
  The little creature produces a silver whistle from her gown and blows into it gently. A clear, sweet note stills the night with its beauty.
  
  "Your journey is not yet ended," she warns as a whirlpool of colored light envelops her. "But even if you fail, your deeds shall live forever in our legends. Have faith!"
  
  When the colors fade, Princess Tasmania is gone.
  
  > 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.
  
  A black cat is sound asleep in the corner.
  
  There's a broom here.
  
  > see the cat
  She's black as night from head to tail, and sound asleep.
  
  > look at what you're carrying with you
  You're holding a rusty key, a white lab coat, a pair of 3D glasses (being worn), an umbrella, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).
  
  > see telescope
  The antique telescope is pointing out the window.
  
  > look through the telescope
  Peering through the antique telescope makes everything appear much closer.
  
  > see the panel
  The control panel is equipped with two large power switches.
  
  > see the switches
  Which switches do you mean, the first switch or the second switch?
  
  > wake cat
  The black cat wakes at the sound of your voice.
  
  > Hello
  The black cat perks up its ears at the sound of your voice.
  
  > get the cat
  Your load is too heavy.
  
  > check your inventory
  You're holding a rusty key, a white lab coat, a pair of 3D glasses (being worn), an umbrella, a candle (providing light), a bottle, a horseshoe and a small stone (providing light).
  
  The black cat scampers restlessly around.
  
  > see the cat
  She's black as night from head to tail, and playing around your feet.
  
  > see the first switch
  The first switch is labeled, "Palace Theater," and is turned off.
  
  The black cat scampers away behind your back. You turn to catch it,
  but it's gone without a trace!
  
  > see the second switch
  The second switch is labeled, "Security," and is turned on.
  
  > turn off second
  (Presumably, you mean the second switch.)
  Okay, the second switch is turned off.
  
  (Your score just went up by 3 points! Your total score is 76 out of 100.)