text: [Themes: Slice of life, Mystery, house setting]
  
  > look around
  The kitchen staff are hard at work on the meal for the reception, and from their progress so far, you'd say that they are making enough food to keep the Royal family well fed for a good few months. To the west, a swing-door leads into the dining hall, and the main exit is to the southwest. A pantry lies to the south.
  
  Scamp is up to mischief here.
  
  A pompous and temperamental chef stands around shouting at the staff and chopping things up.
  
  "What shall we prepare for the main meal?" asks the Chef, apparently to herself. Then she turns to Scamp, and with an evil glint in her eye, says "Doggie stew!"
  
  > go southwest
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  > go to the east
  Everything in this room looks as if it has taken many weeks to carve, with the exception of dodgy book covers protecting some of the awful literature stored here. A vast array of books lie on the two huge shelves, ranging from the ancient to the modern. The curtains are closed, so for light you are reliant on the lamps which are quite attractive mock-ups of candles in candlesticks. An oak table sits in the centre of the room, a grand throne-like chair beside it, for anyone feeling particularly studious. A room lies to the south, and a corridor is out to the west.
  
  > sit on the chair
  You get onto the throne-like chair.
  
  > look at the table
  A sturdy table, polished to such an extent that you can see your face reflected on the surface.
  
  > examine the candles
  The lamps provide light in the room.
  
  > Examine index
  The two shelves between them span the entire length of the room, and go from the floor to the ceiling. The books don't appear to be in any order, and it would be too daunting to try to find anything specific if not for an index someone has had the presence of mind to compile. It is a small box with a number of cards inside, and you must look up particular titles individually.
  
  > stand
  You get off the throne-like chair.
  
  Everything in this room looks as if it has taken many weeks to carve, with the exception of dodgy book covers protecting some of the awful literature stored here. A vast array of books lie on the two huge shelves, ranging from the ancient to the modern. The curtains are closed, so for light you are reliant on the lamps which are quite attractive mock-ups of candles in candlesticks. An oak table sits in the centre of the room, a grand throne-like chair beside it, for anyone feeling particularly studious. A room lies to the south, and a corridor is out to the west.
  
  > look under the table
  Carved on the underside of the table are two messages - "Liz luvs Fitz '13" and "Chloe woz 'ere '91".
  
  > look up the elizabeth in programme
  Nothing in the programme about that.
  
  > look up the golf in the index
  You search for the Crazy Golf book, but there is a conspicuous gap in the shelves where it should be.
  
  > look up lock in the index
  Unfortunately, the index doesn't have anything about that. You notice that the index only has a couple hundred cards, whereas the number of books on the shelves must be nearer to a thousand. Many books are bound to have been left out.
  
  > remove the candles
  (first taking the lamps)
  They are built into the walls.
  
  > check your inventory
  You are carrying:
  a Battlebase episode guide
  a plastic supermarket bag
  a spade
  a small brass key
  a wedding programme
  a letter
  
  > show the letter to Albert
  (first taking the letter)
  Uncle Albert is unimpressed.
  
  > Go south
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  A simple polished table lies in the southeast corner.
  
  Scamp trots along here from the northeast, and sniffs at your feet.
  
  > show the letter to Chloe
  Chloe is unimpressed.
  
  > Go east
  The grand entrance hall of D'Arcy manor evokes a twinge of jealousy within you - the grand wooden polished floors and staircase, the expensive chandelier hanging from the high ceiling, the priceless Compton painting hanging on a wall. Why can't you inherit something like this? Leaving aside feelings of bitterness, you observe a cupboard under the stairs and a bell on a table near the door to the south. Doorways (which are probably more expensive than your entire house) lead off to the east and west, and a passageway lies north.
  
  Scamp is up to mischief here.
  
  The mother of the bride stands in a corner fretting away to herself as only hysterical mothers can.
  
  Scamp stretches and yawns.
  
  > show the letter to the mother
  "What filth. It should be consigned to the dust bin at once!"
  
  > Go upwards
  The top of the staircase ends in the middle of the landing which stretches to the east and west. An interesting painting, with striking use of deep blues and bright reds, hangs on an otherwise drab wall, and opposite, to the south, a large window allows light to flood onto the stairs.
  
  A door stands open in the north wall.
  
  > Go north
  A staircase at the other side of the door takes you up to...
  
  The attic has been converted into rather a spacious, if bare, room. A naked light bulb hangs from the ceiling, spilling light on the various cardboard boxes and general bricabrac. In the sloping roof is a small broken window-vent, and a staircase leads down.
  
  Your old college chum Malcolm hovers close by.
  
  > show the letter to Malcolm
  "Oh, I wrote that ages ago," remembers Malcolm nostalgically. "It was when we'd only begun courting. I was staying over, in the spare room because Deborah's parents wouldn't allow any hanky-panky. I hid it under the bed, hoping that Deborah would find it. I don't think she's ever seen that, actually."
  
  > ask Malcolm about the spare room
  Malcolm shrugs his shoulders but doesn't say anything. He is still shaken up a little, you fear.
  
  > show the letter to Deborah
  Deborah takes the letter. As she reads it, she smiles warmly, remembering happy days. When she finishes, she folds it carefully and slips it into her pocket. "Why did he do it?" she asks sadly, and hands you a note she had kept hidden within the pages of one of her magazines.
  
  > examine the note
  A small piece of jotting paper bears a hastily scrawled message that might or might not be Malcolm's handwriting.
  
  "Dear Deborah,
  I'm sorry, but I can't go through with this. I need to go away to rediscover my inner self. I hope you can forgive me in time, and find someone else, someone who truly deserves you.
  
  All the best,
  Malcolm."
  
  Something fishy is going on, you are sure - Malcolm was never the type to "rediscover his inner self", and wasn't impressed by people who did.
  
  > show the note to Malcolm
  Malcolm takes and reads the note. "What?" he splutters suddenly. "This isn't my handwriting! I'm being stitched up here!"
  
  After a moment, his face seems to light up, and you can almost see a light bulb appear above his head. "I've got it!" he says. "The security guard has to sign in and out every day. I've seen him do it - this is his handwriting!".
  
  You consider going down and having a word with the guard.
  
  > look at what you're carrying with you
  You are carrying:
  a Battlebase episode guide
  a plastic supermarket bag
  a spade
  a small brass key
  a wedding programme
  
  > ask Malcolm about the guard
  "I never did trust that guard."
  
  > Go south
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  Sunshine momentarily bursts out through the grey cloud cover.
  
  > ask the guard about the note
  You wish you had worn that jacket with the impressive shoulder pads now, but you stand up straight and try to look as fearsome as possible for the guard.
  
  "Okay, muggins," you say, "spill the beans, squeak, start talking, loosen your tongue..." Then you realise that you are getting carried away, and drop the tough cop act. "Why did you duff up my mate Malcolm and lock him in the attic?"
  
  The guard sneers at you. "I don't have to tell you anything. You've got nothing over me." You decide to make it your mission in life to find lots of things to hold over this horrible guard. Preferably very heavy things you can drop on him.
  
  > hit the guard
  This isn't a macho Hollywood action film: you don't need to beat people up in this game.
  
  > Go north
  "I don't think so, sunbeam," says the nasty looking guard. He probably heard that line on an old episode of The Bill and has desperately longed for an opportunity to say it since.
  
  > ask the guard about the note
  The guard won't say another word. You'll just have to find a way of forcing him to speak.
  
  > ask the guard about Chloe
  "She's an invited guest... unlike you."
  
  > ask the guard about the treasure
  "Your name's not down, you're not coming in."
  
  You can feel a few spots of rain on your face.
  
  > take the box
  Taken.
  
  A sudden gust of wind ruffles your hair.
  
  > go north
  The path from the south ends at a large crazy golf course, separated into several smaller sections, which all have crazy obstacle courses for players to putt their golf balls through in order to get to the hole. Flowerbeds are positioned dangerously close to the crazy course to the west, and a hedge blocks your progress north. You can see a tree (the only one in the garden, it seems) to the east.
  
  You can feel a few spots of rain on your face.
  
  > Shake tree
  You shake the tree fruitlessly.
  
  > go west
  The path from the south ends at a large crazy golf course, separated into several smaller sections, which all have crazy obstacle courses for players to putt their golf balls through in order to get to the hole. Flowerbeds are positioned dangerously close to the crazy course to the west, and a hedge blocks your progress north. You can see a tree (the only one in the garden, it seems) to the east.
  
  Sunshine momentarily bursts out through the grey cloud cover.
  
  > go to the south
  A simple pathway, immaculately tiled, leads north. Flower beds surround you, beautifully arranged, in every colour of the rainbow, and to the north east you can see a great apple tree.
  
  The gate to the south is open.
  
  A hole has been dug by the side of the path.
  
  > go south
  A grand patio made from powder-orange slabs links the back of the house, which is to your south, with a beautiful garden to the north, beyond a gate. You look up at the house, and see a number of unrecognisable people pacing about at various windows. A grey-slabbed path runs around both sides of the house back to the front.
  
  The gate to the north is open.
  
  > Go west
  You make your way around the western side of the house, and find yourself at...
  
  You stand to the south of D'Arcy manor, a building which looks like it's straight out of a low budget Bronte TV adaptation. A few modern touches help tie it to the late twentieth century, such as the burglar alarm next to the elegant stone carving of a Shakespearian-looking man above the main entrance. Immediately in front of the house is a gravel drive which acts as a car park, and a small road leads off to the south towards the main road. A slabbed path runs around both sides (east and west) of the house.
  
  You can see a security guard here.
  
  > show the box to guard
  (the cash tin box to the security guard)
  He doesn't show the slightest interest.
  
  > hit the guard
  This isn't a macho Hollywood action film: you don't need to beat people up in this game.
  
  > Inventory
  You are carrying:
  a cash tin box (which is closed and locked)
  a Battlebase episode guide
  a plastic supermarket bag
  a spade
  a small brass key
  a wedding programme
  
  > unlock the box with the key
  (the burglar alarm with the small brass key)
  (first taking the small brass key)
  (putting the Battlebase episode guide into the plastic supermarket bag to make room)
  It's too high up to reach.
  
  > go west
  You make your way around the western side of the house, and find yourself at...
  
  A grand patio made from powder-orange slabs links the back of the house, which is to your south, with a beautiful garden to the north, beyond a gate. You look up at the house, and see a number of unrecognisable people pacing about at various windows. A grey-slabbed path runs around both sides of the house back to the front.
  
  The gate to the north is open.
  
  > Examine vent
  A tiny window which has been smashed by some scoundrel. Now that most of the glass has gone, you can definitely see some sort of movement inside the attic, and the light is on.
  
  > throw the box at the attic window
  You can't reach the attic window yourself without the aid of a jetpack; unfortunately, most stately homes don't have any.
  
  > knock on the door
  No answer.
  
  > open the door with the spade
  (first taking the spade)
  (putting the cash tin box into the plastic supermarket bag to make room)
  That doesn't seem to fit the lock.
  
  > look at the door
  A door connecting the patio outside with the dining hall inside.
  
  > Drop box
  You haven't got that.
  
  You can feel a few spots of rain on your face.
  
  > take the box
  (putting the small brass key into the plastic supermarket bag to make room)
  Taken.
  
  > Shake box
  You hear something rattling round inside the box.