text: [Themes: Children's, Fantasy, kid-friendly, children]
  
  > Go downwards
  The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.
  
  You can go up (to the inn) or west (into the dark tunnel).
  
  You can see an ancient silver coin and some barrels here.
  
  > examine the coin
  The coin is very old and made of silver. On one side you see the portrait of an ancient king, on the other there is a picture of a galloping horse. It looks quite valuable.
  
  > take it
  Taken.
  
  > look at the barrels
  The barrels are now no more than rotten staves of dry wood, held together by the woodworm holding hands.
  You have found a pewter mug...
  
  > look at the mug
  You see a plain, empty metal beer mug. It looks watertight.
  
  > Go east
  The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.
  
  You can go up (to the inn) or west (into the dark tunnel).
  
  You can see some barrels (which are empty) here.
  
  > Dig
  (the barrels)
  Digging would achieve nothing here.
  
  > move the barrels
  Those are fixed in place.
  
  > check your inventory
  You are carrying:
  a pewter mug
  an ancient silver coin
  
  > examine the steps
  A flight of shallow stone steps leads downwards.
  
  > Go west
  An old, thatched building stands near the path. It seems to be an abandoned inn or tavern, as a faded sign reads 'Troll's Arms'. The walls are a dirty white and the paintwork is starting to peel and blister. The windows are covered in cobwebs and there is the faint odour of mildew and decay. Weeds grow between the flagstones of the path leading up to the door, which leans open. No-one seems to have lived here for years. A path leads north into the mountains and there seems to be some swampy ground to the west.
  
  You can go north (to the mountains), west (towards a swamp) or east (into the inn).
  
  > examine the flagstones
  A narrow pathway of rough stone slabs leads through a small overgrown garden up to the inn doorway to the east. There are weeds growing between the flagstones. To the north you see a steep path up to the mountains, and the pathway continues into the dense woodlands to the south.
  
  > Go west
  Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.
  
  You can go south (along a forest path), east (towards an inn) or west (towards a road).
  
  A little man comes up to you and asks if you want to buy a box.
  You can see a little man and a large cardboard box here.
  
  > Examine box
  You see a large cardboard box on the ground by the little man's feet.
  
  > examine man
  You see a little man with a large cardboard box.
  
  > buy the box
  The little man takes the coin and leaves you the cardboard box.
  He runs off, laughing...
  
  > open the box
  You see a lot of parts and an instruction sheet.
  
  > examine sheet
  The sheet reads...
  'Acme EASY-FIT Hang-Glider kit. All you need is a screwdriver...'
  
  > examine the parts
  You see an open cardboard box full of metal struts and pieces of canvas...
  The label reads... 'Acme Hang-Glider Kit'.
  
  > go to the south
  The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.
  
  You can go north (to a swamp), south (into the trees) or east (into the dark cave)
  
  > look at the cave
  You see the dark opening of a cave amongst some rocks to the east. The air near the mouth of the cave smells a little fetid and stale, as you imagine might the lair of a wild animal such as a bear or mountain lion.
  
  > go south
  Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.
  
  You can go north (along a path), south (deeper into the trees) or east (into the cottage).
  
  > examine garden
  The cottage has a small garden, though it is badly overgrown. Brambles and thistles now grow where once there must have been neat flower beds.
  
  > examine the chimney
  The cottage has a roof of thick thatch and a small brick chimney, from which you see a thin wisp of woodsmoke.
  
  > examine the door
  The cottage has a little wooden door, painted brown. There is no knocker. The door seems to be open...
  
  > Go east
  As you go in, there is a crash and the door slams shut behind you...
  
  The cottage has a homely, lived-in feel but is a little untidy. A fire burns in the grate. Someone has obviously been here recently,  but there is no-one around. The door is somehow shut tight, and you see no keyhole or door-knob.
  
  There is no obvious way to get out.
  
  You can see a wooden table and a nail behind the door (on which is a large iron key) here.
  
  > examine table
  The table has a fresh, white tablecloth.
  On it you see a bunch of bananas...
  
  > examine the bananas
  You see a bunch of ripe, yellow bananas. They all seem quite fresh.
  
  > examine the cloth
  (the wooden table)
  The table has a clean, white tablecloth.
  
  > examine the key
  You see a large, dull iron key that must be for an ancient door.
  
  > look at the nail
  A large, iron key is hanging on a nail behind the door.
  
  > take the tablecloth
  (the wooden table)
  That's fixed in place.
  
  > take the nail
  It's fixed in the door.
  
  > examine grate
  A small fire is burning in the grate. Above the fireplace is a heavy stone mantelpiece with little shelves at the sides which hold some china pots. Across the top of the fireplace is a short line, on which two dishcloths are hung to dry (perhaps something of a fire hazard). By the side of the fire hangs an old, copper warming pan.
  
  > examine the pots
  On a small shelf by the side of the fireplace are some little china jars. They are all empty.
  
  > look at the line
  There is a short line running across the top of the fireplace. Pegged onto it are two small dishcloths, set out to dry (perhaps something of a fire hazard).
  
  > look at the pan
  By the side of the fireplace hangs a copper warming pan, of the type you might have seen in pictures in books. The idea is you put hot ashes in the pan and use it to warm up a cold bed before you get in.
  
  > take the pan
  The warming-pan has no use in this game...
  
  > examine the floor
  (the floor)
  The floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.
  
  > look at the rug
  The floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.
  
  > move the rug
  It is fixed in place.
  
  > take the rug
  That's hardly portable.
  
  > examine the walls
  The cottage has plain, whitewashed walls. There are a few cobwebs and a fine layer of dust on some of the surfaces. Whoever lives here has little interest in housework.
  
  > examine the ceiling
  (the roof)
  The ceiling above you is made of cream plasterwork, supported by dark wooden beams running the length of the room.
  
  > examine the door
  The door is shut tight. There is no keyhole, and no doorknob or handle. You see no way it can be opened. There is an old nail sticking out behind the door.
  
  > check what you're carrying
  You are carrying:
  a bunch of bananas
  a large iron key
  a large box full of parts (which is open)
  an instruction sheet
  a pewter mug
  
  > eat the banana
  Mmmm, lovely...
  
  > Inventory
  You are carrying:
  some banana skins
  a large iron key
  a large box full of parts (which is open)
  an instruction sheet
  a pewter mug
  
  > look at the skins
  You see several banana skins.
  
  > drop the skins
  Dropped.
  
  > fill the mug
  OK... you fill the mug with water from the lake.
  
  > examine water
  It just looks like ordinary water... it looks clean enough to drink or cook with.
  
  > throw the water at fire
  (first taking the water)
  That's hardly portable.
  
  > Inventory
  You are carrying:
  some banana skins
  a large iron key
  a large box full of parts (which is open)
  an instruction sheet
  a pewter mug (full)
  some water
  
  > pour the water
  You're not carrying anything you can pour...
  
  > Burn table
  This dangerous act would achieve little.
  
  > eat the skins
  They're plainly inedible.
  
  > look at the table
  The table has a clean, white tablecloth.
  
  > Drink water
  Glug, glug... You drink the water in the mug...
  
  > pull the dishcloths
  It doesn't do much in this game...
  
  > take the pots
  They all seem to be glued to the shelf. Perhaps some clumsy person got tired of knocking them over...
  
  > look at the tablecloth
  (the wooden table)
  The table has a clean, white tablecloth.
  
  > jump
  You jump up and down...
  
  > Sing
  Your singing is abominable.
  
  > Pray
  Nothing practical results from your prayer.
  
  > buy the box
  The little man takes the coin and leaves you the cardboard box.
  He runs off, laughing...
  
  > go to the south
  The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.
  
  You can go north (to a swamp), south (into the trees) or east (into the dark cave)
  
  > go south
  Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.
  
  You can go north (along a path), south (deeper into the trees) or east (into the cottage).
  
  > go to the south
  Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.
  
  You can go north (along the path) or west (into the forest).
  
  You can see an empty stone bird bath here.
  
  > examine the bath
  You see an empty stone bird bath.
  
  > fill the mug
  OK... you fill the mug with water from the lake.
  
  > pour the water
  You fill the bird bath...
  
  A little bird flies down and uses the bath...
  It drops a small candle stub at your feet...
  
  > look at it
  You see a small candle stub.
  
  > Full
  You have so far scored 3 out of a possible 25, in 48 turns.
  
  The score is made up as follows:
  
  3 total (out of 25)
  
  > Go west
  The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.
  
  You can go north (along a path) or east (further into the forest).
  
  You can see a hollow tree stump here.
  
  > look at the butterflies
  You see some red and blue butterflies which dance in the still morning air of the forest.
  
  > examine the stump
  You look carefully at the hollow tree stump.
  You have found a box of matches...
  
  > Examine box
  You see a box of matches.
  
  > go north
  Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.
  
  You can go south (further into the trees), north (towards the road) or west (towards the sea).
  
  You can see some long reeds here.
  
  > examine the reeds
  You see a mass of reeds that sway gently in the shallow water.
  Looking in the reeds, you find a sack. There is something inside...
  
  > open the sack
  You open the sack...
  Inside is a reed flute...
  
  > examine the flute
  The flute is made of carved wood. It has a wide bulge near the mouthpiece, with two thin pipes coming down. One pipe is plain - the other one looks a little like a child's recorder, with small finger holes. There is a vibrating reed at the end where you blow. It looks quite hard to play.
  
  > play the flute
  OK... squeeeak...
  (You don't know how to play it properly - perhaps you should find an instruction booklet...)
  
  > look at the fish
  You see some ripples in the surface of the water where fish seem to be feeding.
  
  > Go west
  You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.
  
  You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).
  
  You can see a parachute here.
  
  > examine the parachute
  You see an old, rather alarming-looking parachute.
  
  > examine the pebbles
  The beach is composed of small pebbles and shingle, rather than sand. The small stones scrunch beneath your feet as you walk. The beach slopes gently down to the waves which rhythmically crash and hiss, and you hear the cries of gulls.
  
  > Go south
  The ferocious power of ancient storms has long ago broken down and collapsed the lighthouse tower. There are the dense trees of a forest to the east, and more mountains in the far distance. Towards the north is a beach where the white surf hisses on the shingle and pebbles. The entrance to the ruined lighthouse is south. You can hear the cry of gulls in the cool, clear air.
  
  You can go north (towards the beach) or south (into the lighthouse).
  
  > look at the lighthouse
  You see the ruins of an old lighthouse to the south.
  
  > examine the trees
  You see salty scrub and a few low bushes which somehow cling to the rocky and windswept ground. You see the ruined building of an old lighthouse, with its open entrance to the south
  
  > Go south
  You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.
  
  You can go north (back outside) or east (into the dark passage).
  
  You can see a mouldy old boot here.
  
  > look at the boot
  You see an old, mouldy boot.
  Something is rattling in the bottom.
  
  > Empty boot
  A small screwdriver falls out of the boot...
  
  > take the screwdriver
  (putting the pewter mug into the brown hessian sack to make room) Taken.
  
  > look at the screwdriver
  You see a small screwdriver.
  
  > go east
  The slight movement of your passing causes the unstable tunnel roof to collapse just behind you once you enter...
  
  It is pitch dark, and you can't see a thing.
  
  > Go north
  You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.
  
  You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).
  
  > go to the north
  A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.
  
  You can go north (towards the castle), south (to the beach) or east (towards the trees).
  
  You can see an old delivery bicycle here.
  
  > examine the bicycle
  You see an old-fashioned bicycle that might once have been used to deliver groceries for a small corner shop. It's painted black and seems quite an antique, though the wheels and chain look well-oiled and in good order. There is a small bicycle lamp firmly fixed to the front. Some gold lettering on the side of the large front basket reads, 'We Deliver'.
  
  > Ride bike
  As you sit on the saddle the bicycle lamp comes on...
  The bicycle suddenly moves off by itself...
  
  Help! It's a magic bicycle!
  It just goes by itself... you can't stop!
  
  A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.
  
  You can go north (along the road), south (into the trees) or west (towards the sea).
  
  You can see a signpost here.
  
  You just can't stop!
  
  A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.
  
  You can go east (towards the swamp) or south (along the road).
  
  You can see a wooden signpost here.
  
  Help! It's a magic bicycle!
  
  Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.
  
  You can go south (along a forest path), east (towards an inn) or west (towards a road).
  
  You can see a large cardboard box here.
  
  Aaaargh!! You splash through the swamp...
  
  The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.
  
  You can go north (to a swamp), south (into the trees) or east (into the dark cave)
  
  Help! You hurtle into the cave opening!
  
  You are deep inside a cave. You are moving too quickly and hanging on too tightly to take much notice of anything...
  
  You zoom through the tunnels!
  You can't stop!
  
  You whizz through a rock chamber...
  
  You finally skid to a halt under the Dragon's nose...
  You can feel its foul, fetid breath on your cheek...
  
  You are underneath the (now slightly bruised) nose of an immense dragon which towers above you. It starts to move...
  
  You can see an old delivery bicycle (providing light), a huge dragon and a pile of bones here.
  
  > Inventory
  You are carrying:
  a small screwdriver
  a mouldy old boot
  a parachute
  a brown hessian sack containing:
  a pewter mug
  a reed flute
  a box of matches
  a small candle stub (unlit)
  
  > Go east
  A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.
  
  You can go north (along the road), south (into the trees) or west (towards the sea).
  
  You can see a signpost here.
  
  > examine signpost
  The sign reads...
  'To the Castle of Abercorn'.
  The sign points west...
  
  > go north
  A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.
  
  You can go east (towards the swamp) or south (along the road).
  
  You can see a wooden signpost here.
  
  > examine signpost
  The sign reads...
  'To the Castle of Abercorn'.
  The sign points south...
  
  > Go east
  Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.
  
  You can go south (along a forest path), east (towards an inn) or west (towards a road).
  
  You can see a large cardboard box here.
  
  > take the box
  (the large cardboard box)
  (putting the small candle stub (unlit) into the brown hessian sack to make room)
  Taken.
  
  > put it in the sack
  You put the large cardboard box into the brown hessian sack.
  
  > go to the north
  The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.
  
  You can go north (towards the castle itself), or south (to some wasteland).
  
  You can see a brass lamp here.
  
  > examine the lamp
  The lamp is made of brass, and seems very old. It looks a little dirty, and could probably do with a good clean. There is some old writing engraved on the bottom... you can just make out a short inscription. It reads,
  'Alladin's Lamp Company'...
  
  > rub lamp
  Everything seems to be spinning round...
  You gaze around at your new surroundings...
  
  The lamp flies out of your hand and disappears from sight...
  
  Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.
  
  You can go north (along a path), south (deeper into the trees) or east (into the cottage).
  
  > put the lamp in the sack
  You put the brass lamp into the brown hessian sack.
  
  > Go north
  The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.
  
  The only way you can go is south (to the forge).
  
  You can see a small silver bell here.
  
  > examine the bell
  You see a delicate-looking, small silver bell, engraved with intricate swirling patterns.
  
  > examine the door
  The door is set deep into a thick archway in the massive walls. The door itself is made of oak, weathered dark over the centuries it has stood here at the castle entrance. There is a plain, black wrought-iron plate surrounding a keyhole. There is no knocker or handle.
  The door is locked.
  
  > ring bell
  You ring the bell...
  You hear the note of a horn answering in the distance...
  
  > wait for a while
  Time passes.
  
  > put the bell in the sack
  You put the small silver bell into the brown hessian sack.
  
  > go south
  You can see an old delivery bicycle here.
  
  > Go east
  You can see a signpost here.
  
  > go north
  You can see a wooden signpost here.
  
  > Go north
  It is a clear, bright morning and all seems peaceful. A tiny sparrowhawk wheels and soars lazily in the cool empty air above. There is a steep pathway to the south leading down into dense woodland, and you can make out an old building by the path. In the distance you can just glimpse the steel-grey of the sea, far away to the west.
  
  You can go north, south, east or west.
  
  > examine the hawk
  You see a little sparrowhawk gliding and soaring in the clear morning sky high above.
  
  > go west
  Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.
  
  You can go south (along a forest path), east (towards an inn) or west (towards a road).
  
  > look at what you're carrying with you
  You are carrying:
  a large iron key
  a small screwdriver
  a mouldy old boot
  a parachute
  a brown hessian sack containing:
  a small silver bell
  a large cardboard box
  a small candle stub (unlit)
  a pewter mug
  a reed flute
  a box of matches
  
  > go to the south
  Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.
  
  You can go north (along the path) or west (into the forest).
  
  You can see a stone bird bath (full of water) here.
  
  > Go west
  The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.
  
  You can go north (along a path) or east (further into the forest).
  
  You can see a hollow tree stump (which is empty) here.
  
  > go north
  The Troll is chasing after you!
  
  Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.
  
  You can go south (further into the trees), north (towards the road) or west (towards the sea).
  
  You can see a huge Troll with a club and some long reeds here.
  
  > Go west
  The Troll is chasing after you!
  
  You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.
  
  You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).
  
  You can see a huge Troll with a club here.
  
  > take the bell
  (putting the box of matches into the brown hessian sack to make room) Taken.
  
  > go south
  The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.
  
  You can go north (towards the castle itself), or south (to some wasteland).
  
  > take the bananas
  (putting the parachute into the brown hessian sack to make room) Taken.
  
  > check what you're carrying
  You are carrying:
  a bunch of bananas
  a large iron key
  a small silver bell
  a small screwdriver
  a mouldy old boot
  a brown hessian sack containing:
  a parachute
  a box of matches
  a large cardboard box
  a small candle stub (unlit)
  a pewter mug
  a reed flute
  
  > Go north
  The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.
  
  The only way you can go is south (to the forge).
  
  > unlock the door with the key
  You unlock the door to the castle.
  
  > go north
  The floor under your boots is made of smooth stone slabs, and you breathe air that is cold and chill. Your footsteps echo though the empty building. There is a fragile-looking spiral staircase of stone leading upwards.
  
  You can go south (back outside) or up the stairway.
  
  > Go south
  The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The castle door to the north is unlocked.
  
  You can go south (to the forge), or north (into the castle).
  
  > take the lamp
  (putting the mouldy old boot into the brown hessian sack to make room) Taken.
  
  > Go upwards
  The stairs collapse behind you just as you reach the top...
  
  High on the tallest tower in the castle, the wind tugs and snatches at your clothing and hair. The ground is far below you. Heavy stone battlements edge the parapet, and you have an excellent view across the surrounding countryside.
  
  There is no obvious way to get down.
  
  You can see a monkey waving a sword and a booklet here.
  
  > give the bananas to the monkey
  The monkey takes a keen interest in the bananas, and inspects them carefully. He starts munching them, dropping the sword...
  
  > take Sword
  The ancient sword seems to come to life in your hand as you pick it up. The metal looks brighter, and the brass of the handle looks almost golden now. The sword seems to fit and balance in your hand as if it was made for you, and seems almost weightless in your grasp. It may be your imagination, but the whole blade seems to have a gentle blue glow, and you suddenly notice some strange runic lettering engraved on the blade in a language unfamiliar to you...
  Taken.
  
  > take the booklet
  (putting the small screwdriver into the brown hessian sack to make room)
  Taken.
  
  > read it
  You see a detailed instruction booklet. On the front cover are the words:
  'How to Play - learn how to charm serpents and other dangerous reptiles with a reed pipe, and how to break old entrancements'...
  You read through the booklet carefully...
  
  > read the Sword
  You see a very old sword. It has a thick, straight blade of dull grey metal, and a hilt of intricately-worked brass. It looks very sharp.