text: [Themes: Fantasy, Zorkian, magical stone]
  
  > Hello
  "Don't talk back to me!" Mr. Crisp hollers.
  
  What next?
  
  > wait
  Time passes.
  
  Mr. Crisp reaches under the service counter and pulls out a mysterious envelope. "We just got this Special Delivery," he snarls, tossing it onto the service counter. "I want you to drop it off right away. That means NOW!"
  
  What next?
  
  > take the envelope
  Taken.
  
  (Your score just went up by 5 points! Your total score is 6 out of 100.)
  
  Mr. Crisp drums his fingers on the service counter impatiently. "Don't just stand there, dummy! The Magick Shoppe closes at five o'clock!"
  
  What next?
  
  > Go outside
  As you leave the Post Office, somebody slams and locks the door behind you.
  
  What next?
  
  > go to the west
  You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
  
  What next?
  
  > go west
  The cemetery is a spooky place. Are you sure you want to go in there?
  
  > Yes
  You have been warned.
  
  You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
  
  What next?
  
  > go to the north
  A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  
  There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  
  An old gravedigger is resting under a willow tree.
  
  The gravedigger nods a greeting as you approach.
  
  What next?
  
  > Greet the gravedigger
  The gravedigger doesn't respond. He seems to be a bit hard of hearing.
  
  The gravedigger notices the mysterious envelope you're holding. "That's a mighty mysterious-lookin' envelope you got there," he says. "Let's have a look at it."
  
  What next?
  
  > enter the grave
  The gravedigger reaches into the open grave and pulls you out. "Don't go in there!" he cries. "You might get buried alive!"
  
  "Sure would like to get a closer look at that mysterious envelope."
  
  What next?
  
  > go to the west
  The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.
  
  There must have been a burial here recently. Somebody left their umbrella leaning up against a tombstone.
  
  The gravedigger follows behind you. "What's your hurry?" he complains.
  
  Throwing a shovel over his shoulder, the gravedigger ambles through the iron gate and locks it. "Keep out of the cemetery after Dark," he tells you with a sly wink.
  
  You can hear him chuckling as he disappears to the north.
  
  (You won't see the "What next?" prompt any more.)
  
  > Go north
  The iron gate is closed.
  
  > Go east
  A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  
  There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  
  > go outside
  With great difficulty, you manage to climb out of the open grave.
  
  A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  
  There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  
  > go south
  You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
  
  > go east
  Whew! That cemetery sure is spooky.
  
  You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
  
  > go to the east
  You're on a hilltop overlooking the seaside village of Festeron.
  
  To the south stands the Festeron Post Office. It's a little brick building with a neatly-trimmed lawn. The Post Office door is closed.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  > Go east
  You're outside the cottage of Miss Voss, the town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.
  
  As you approach the cottage you are greeted by the tiniest poodle you've ever seen in your entire life. It charges across the street, yapping angrily and showing its sharp little teeth.
  
  You can smell the poodle's hot breath as it yaps.
  
  > feed the dog
  (What do you want to feed the dog with?)
  
  > Bone
  The poodle tests the old bone with its tongue, lies down and begins to gnaw on it, keeping a red eye on you.
  
  (Your score just went up by 3 points! Your total score is 10 out of 100.)
  
  > go to the north
  The poodle yaps a threat as you back away.
  
  This is the south side of the Festeron Rotary. A road branches south, towards Post Office Hill.
  
  The Festeron Public Library, famous for its museum of local historic artifacts, stands proudly on the nearby corner.
  
  Miss Voss, the town librarian, is locking the library door as you approach. "Just the person I was looking for!" she exclaims, smiling brightly.
  
  > Hello
  "I'm in a hurry. Let's talk later," she replies.
  
  > wait for a while
  Time passes.
  
  Miss Voss retrieves a violet slip of paper from the depths of her purse. "Be a sweetie and give this note to your dear boss, Mr. Crisp," she coos, holding the note out to you. "I'd be ever so much obliged."
  
  > take the note
  Taken.
  
  (Your score just went up by 3 points! Your total score is 13 out of 100.)
  
  Miss Voss hurries away down the street. "Thanks! Toody-loo!"
  
  > go north
  You're standing in a circular park, surrounded by the Festeron Rotary. Walks converge from four directions on a shallow marble fountain, filled with sparkling water.
  
  A statue stands in the middle of the fountain.
  
  > Go west
  You're on the west side of the Festeron Rotary. A street branches west, towards the lake.
  
  The Police Station stands on a nearby corner. It's a modest little building with a sign over the open entrance.
  
  > Go north
  This is the northern side of the Festeron Rotary. A road leads north, towards the river.
  
  On the corner stands a quaint village church. Its little white steeple is straight out of a country postcard. The church door stands invitingly open.
  
  > Go north
  This is the south side of a covered bridge that spans the Festeron River. Paths lead off to the east and west, and a road leads south to the village.
  
  > Go upward
  (Your score just went up by 1 point! Your total score is 14 out of 100.)
  
  You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southwest, you can see the shadow of Post Office Hill creeping across the village as the sun sinks into a bank of clouds.
  
  The peaceful scenery is disturbed by a tiny figure emerging from the distant Post Office. It stares in your direction for a few moments, checks its wrist and shakes a threatening little fist at you.
  
  A little old-fashioned store stands nearby. Its brightly painted shutters and thatched roof remind you of something out of a fairy tale. A curiously painted sign over the front door reads, "Ye Olde Magick Shoppe."
  
  > enter
  The Magick Shoppe door is closed.
  
  > open the door
  A concealed bell tinkles merrily.
  
  Okay, the Magick Shoppe door is now open.
  
  > enter
  You're in the front showroom of the Magick Shoppe.
  
  Every inch of wall space is crowded with magic tricks, puzzles and mystical paraphernalia. A glass case offers a selection of obscene jokes and naughty birthday cards.
  
  In the corner stands an ancient grandfather clock, its dial ornamented with a frowning crescent moon and other celestial symbols.
  
  The front door of the Magick Shoppe is wide open. At the west end of the room, you can see another exit concealed by a curtain.
  
  A sudden gust of wind slams the Magick Shoppe door closed. A concealed bell tinkles merrily.
  
  "Just a moment!" cries a voice behind the curtain.
  
  > read the jokes
  Tsk, tsk, tsk!
  
  The noisy tick of the grandfather clock is making you uneasy.
  
  > examine the clock
  The staring grandfather clock says it's 3:42 pm.
  
  The curtain opens so quickly it makes you jump.
  
  The woman standing before you is older than your oldest aunt. Her thin, pale face and bony hands make her look fragile, like a fading signature in an antique book. But her eyes remember everything they have ever seen.
  
  You appraise one another for a long moment before she breaks the ice. "Welcome in, welcome!" she chortles. "Don't get many visitors this late in the day."
  
  The room seems oddly quiet all of a sudden.
  
  > listen
  At the moment, you hear nothing extraordinary.
  
  "Hope you have some mail for me," the old woman says eagerly.
  
  > listen to the clock
  At the moment, the grandfather clock makes no sound.
  
  "It's fun to get a surprise letter."
  
  > read the clock
  The grinning grandfather clock is stopped at 3:42 pm.
  
  "I hoped you might have some mail to give me."
  
  > give the envelope to the woman
  (Your score just went up by 5 points! Your total score is 19 out of 100.)
  
  The old woman turns pale as she takes the mysterious envelope from you. "It's been a long, long time since I last saw this handwriting," she murmurs, turning it over in her hands. "Hoped I never would again."
  
  She starts to open the mysterious envelope, thinks better of it and hands it back to you. "Will you open it up and read it to me?" she pleads. "I'll never find my glasses in this mess."
  
  (You are again holding the mysterious envelope.)
  
  > open the envelope
  (You should now open the mysterious envelope in your Wishbringer package.)
  
  Opening the mysterious envelope reveals a letter.
  
  "Don't be bashful. Read the letter to me."
  
  > open the envelope
  It's already open.
  
  "Read the letter to me, please."
  
  > read it
  (to the old woman)
  (Your score just went up by 1 point! Your total score is 20 out of 100.)
  
  The old woman is motionless as you read. Glancing up, you see tears of anger forming; but she turns away as your eyes meet.
  
  "Kidnapped," she whispers after a long silence. She paces aimlessly around the room, deep in thought.
  
  "Many seek to gain the Stone of Dreams," she mutters, mostly to herself. "Yet few can imagine the price. For years I have fought to conceal it from the Evil One and others like her. My youth, my home and family, all were forfeited for its protection. And now," her voice breaking with emotion, "now it claims my only companion."
  
  Impulsively, the woman snatches away the letter and envelope and crumples them in her trembling hands. "No one is strong enough to guard Wishbringer alone."
  
  > ask her about Wishbringer
  "That's a long story," sighs the old woman wistfully. "Maybe later."
  
  The old woman makes an effort to compose herself.
  
  "Thank you for coming all this way for me," she says, reaching up to a shelf full of cheap gags. "I know I'm not supposed to tip you, but take this little trinket anyway."
  
  The woman holds out a small metal can for you to take.
  
  > see can
  It's a round metal can with a closed lid, illustrated with a tasty-looking assortment of mixed nuts.
  
  "Take this gift," says the old woman, holding a metal can out to you.
  
  > take can
  Taken.
  
  (Your score just went up by 3 points! Your total score is 23 out of 100.)
  
  "It's getting Dark outside," the old woman remarks, and you can almost hear the capital D. "Maybe you should be getting back to town."
  
  > ask the woman about Cemetery
  "Not now," sighs the old woman wistfully. "Some other time, perhaps."
  
  The old woman hobbles over to the Magick Shoppe door and opens it. A concealed bell tinkles merrily.
  
  "Keep a sharp eye out for my cat, won't you?" She speaks the words slowly and distinctly. "Bring her to me if you find her. She's black as night from head to tail, except for one little white spot... right HERE."
  
  The old woman touches the middle of your forehead with her finger. The light outside dims suddenly, like a cloud passing over the sun.
  
  > open can
  Your body seems unwilling to respond.
  
  The old woman takes away her finger. Your forehead is tingling.
  
  "The Stone of Dreams can help you in your search. I cannot reveal the place where I have hidden it, for the Evil One would see your thoughts and take the treasure for herself. You must discover it alone, and rely on legends to instruct you in its mysteries."
  
  As she speaks, the old woman gently leads you through the door of the Magick Shoppe. She pauses before closing the door.
  
  "Return the cat to me, and Wishbringer shall be yours.
  
  "Her name is Chaos."
  
  A concealed bell tinkles merrily.
  
  You're standing high on a rocky cliff, at the top of a steep trail leading downward.
  
  The surrounding landscape has disappeared under a thick blanket of evening fog. All the familiar buildings and landmarks are completely hidden; only the summit of Post Office Hill is high enough to pierce the cloud, rising like a lonely island in a sea of mist...
  
  ... an island with a tower on it.
  
  There's a TOWER where the Post Office used to be! The massive outline is hard to make out against the twilight sky. But the longer you stare, the clearer and more frightening it becomes.
  
  The Magick Shoppe stands nearby.
  
  > look at the tower
  Its lonely outline fills you with dread.
  
  > open can
  Yow! When you open the can a real, live rattlesnake leaps out! It squirms about angrily for a few moments, turns to hiss at you and slithers out of sight.
  
  The fog in the valley is rising towards you!