text: [Themes: Zorkian, Fantasy, fantasy, zorkian, changing environment, magical stone, kids]
  
  > Look around
  You're standing inside an abandoned old church. The aisles are littered with debris and bits of colored glass; everything is coated with a thick layer of dust.
  
  > 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. Animal tracks are visible in the sand next to the pit.
  
  > take the platypus
  You can't reach the platypus. The pit is a little too deep.
  
  > enter the pit
  You can't fit into the pit. It's too narrow.
  
  > drop all
  The candle: Dropped.
  The earthworm: Dropped.
  The bottle: Dropped.
  The squashed can: Dropped.
  The horseshoe: Dropped.
  The violet note: Dropped.
  The umbrella: Dropped.
  The small stone: Dropped.
  
  The small stone stops glowing.
  
  You can hear the tramp of marching boots to the east.
  
  > take Stone
  Taken.
  
  The small stone begins to glow again.
  
  > Go east
  This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.
  
  You can hear the tramp of marching boots to the south. It sounds as if they're coming this way!
  
  > Go north
  You're on a covered bridge that spans the Witchville River. A sign hangs on an arch overhead.
  
  > Go north
  This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.
  
  A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the open gate.
  
  > Go east
  You're at the bottom of a cliff that rises up from the north bank of the river.
  
  A gnarled tree trunk stands nearby, a lone branch its only adornment.
  
  > take the branch
  Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud.
  
  > 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. Animal tracks are visible in the sand next to the pit.
  
  You can see an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.
  
  > put the branch in the pit
  Okay, the dead branch is now standing up inside the pit.
  
  The platypus grabs onto the bottom of the dead branch with its forepaws.
  
  > take all
  The sand: The sand slips away between your fingers.
  The umbrella: Taken.
  The violet note: Taken.
  The horseshoe: Taken.
  The squashed can: Taken.
  The bottle: Taken.
  The earthworm: Taken.
  
  The earthworm squirms with annoyance at your touch.
  The candle: Taken.
  
  > take the branch
  Taken.
  
  (Your score just went up by 5 points! Your total score is 45 out of 100.)
  
  The platypus hangs on to the dead branch as you pull it out of the pit. It lets go when the branch clears the edge and waddles joyfully around on the sand.
  
  The little creature draws an "X" in the sand with its tail. Then it gives you an oddly dignified nod of thanks, waddles to the edge of the lake and disappears into the dark water.
  
  > Examine X
  You can see an "X" drawn in the sand.
  
  You can hear the tramp of marching boots to the north.
  
  > wait awhile
  Time passes.
  
  > Go west
  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. An "X" has been drawn in the sand next to the pit.
  
  You can see an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.
  
  > dig in the sand
  You discovered a silver whistle in the sand under the "X"!
  
  You can hear the tramp of marching boots to the north. It sounds as if they're coming this way!
  
  > Inventory
  You're holding a dead branch and a small stone (providing light).
  
  You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  
  > drop the branch
  Dropped.
  
  > 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.
  
  You can see a silver whistle, an umbrella, a violet note, a horseshoe, a squashed can, a bottle, an earthworm and a candle (providing light) here.
  
  You can hear the tramp of marching boots to the east.
  
  > get all
  The sand: The sand slips away between your fingers.
  The silver whistle: Taken.
  
  (Your score just went up by 3 points! Your total score is 48 out of 100.)
  The umbrella: Taken.
  The violet note: Taken.
  The horseshoe: Taken.
  The squashed can: Taken.
  The bottle: Taken.
  The earthworm: Taken.
  
  The earthworm squirms with annoyance at your touch.
  The candle: Taken.
  
  > eat the earthworm
  Yuck! You've got to be kidding.
  
  > Go east
  This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.
  
  A dead branch is lying on the ground.
  
  > go south
  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.
  
  > watch Voss
  Her once kindly features have grown hard with cynicism.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > Go south
  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.
  
  > wait
  Time passes.
  
  You can hear the tramp of marching boots to the east.
  
  > 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 east.
  
  > Go north
  This is the south side of a covered bridge that spans the Witchville River. Paths lead off to the east and west, and a road leads south to the village.
  
  A dead branch is lying on the ground.
  
  > Go east
  You're on a rocky path that runs east and west along the banks of the Witchville River. A shimmering trail leads south into a dense forest.
  
  > go to the south
  As you walk along the shimmering trail you feel a vague sense of disorientation, then a shock of recognition...
  
  You are standing in an open field west of a white house, with a boarded front door.
  
  There's a little mailbox here.
  
  > open the mailbox
  Opening the little mailbox reveals a leaflet.
  
  The edges of the little mailbox are beginning to twinkle.
  
  > get the leaflet
  You're holding too many things already!
  
  The little mailbox is engulfed in a sparkling aurora! Tremors of anticipation run up and down its length, and the air sings with Magick.
  
  > drop can
  Dropped.
  
  With a gentle pop, the little mailbox pulls itself out of the ground and cavorts about the grass like a happy rabbit!
  
  > drop all
  The candle: Dropped.
  The earthworm: Dropped.
  The bottle: Dropped.
  The horseshoe: Dropped.
  The violet note: Dropped.
  The umbrella: Dropped.
  The silver whistle: Dropped.
  The small stone: Dropped.
  
  The little mailbox notices you and snaps its tiny lid with joy. It makes a silly "clump-clump, clump-clump" sound as it hops to your side and rubs lovingly against your sleeve.
  
  The small stone stops glowing.
  
  > get the leaflet
  Taken.
  
  You can hear the tramp of marching boots to the north.
  
  > Go south
  Your feet seem unwilling to move in that direction.
  
  The little mailbox cuddles up around your feet.
  
  > Go east
  The front door is securely closed.
  
  You can hear the tramp of marching boots to the north.
  
  > read the leaflet
  It seems to be a junk-mail ad for a primitive computer game. The cancelled stamp on the leaflet is too faded to read clearly.
  
  The little mailbox hops around with excitement.
  
  > get all
  The small stone: Taken.
  The silver whistle: Taken.
  The umbrella: Taken.
  The violet note: Taken.
  The horseshoe: Taken.
  The bottle: Taken.
  The earthworm: Taken.
  
  The earthworm squirms with annoyance at your touch.
  The candle: Taken.
  The squashed can: You're holding too many things already!
  
  The little mailbox is watching you eagerly.
  
  The small stone begins to glow again.
  
  > see the stamp
  (Presumably, you mean the leaflet.)
  It seems to be a junk-mail ad for a primitive computer game. The cancelled stamp on the leaflet is too faded to read clearly.
  
  > put the note in mailbox
  Done.
  
  > take the note
  Taken.
  
  The little mailbox is "clump-clumping" about happily.
  
  > Pet mailbox
  The little mailbox coos with pleasure at your touch.
  
  > see the house
  This place has seen better days. Its stately colonial architecture reflects the taste and wealth of its builders. But eons of trespassing by thoughtless adventurers have left the once noble edifice in ruins.
  
  > open the door
  The front door is securely closed.
  
  > show leaflet to the mailbox
  You can't give anything to that!
  
  The little mailbox nuzzles you lovingly.
  
  > throw the leaflet
  (What do you want to throw the leaflet at?)
  
  > Mailbox
  Thrown.
  
  > see the mailbox
  It's the strangest little mailbox you've ever seen.
  
  > Go north
  As the house disappears into the distance, you get the distinct feeling that, someday, you will pass this way again.
  
  You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.
  
  > see the lighthouse
  It's really just an automated beacon, erected by the town to impress tourists. There aren't any entrances or openings.
  
  Perched on top of the lighthouse is a pelican, watching you through half-closed eyelids.
  
  The little mailbox "clump-clumps" to your side with a joyful snap.
  
  > check your inventory
  You're holding a violet note, a candle (providing light), an earthworm, a bottle, a horseshoe, an umbrella, a silver whistle, a small stone (providing light) and a leaflet.
  
  The vulture hovers high overhead.
  
  > Wear whistle
  You can't wear the silver whistle.
  
  The little mailbox snaps playfully at your heels.
  
  > feed the worm to pelican
  The pelican sniffs the earthworm suspiciously, then swallows it without a word of thanks.
  
  The little mailbox rubs your leg.
  
  You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  
  > Go south
  You can't go that way now. The tide is in.
  
  The little mailbox rubs your leg.
  
  You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  
  > go inside
  You can't go that way.
  
  The night is filled with rhythmic thunder, and a platoon of gigantic leather army boots marches into view. It's the Boot Patrol!
  
  You're immediately surrounded, tied, gagged and dragged before an especially tall Boot. "What have we here?" he hisses. "Out after curfew? Tsk, tsk, tsk. I wonder what Sgt. MacGuffin will say about this."
  
  You're thrown into an especially smelly Boot and carried, kicking and screaming, to the lobby of the Police Station.
  
  Sgt. MacGuffin glares at you as the boots dump you on the floor. "What's this?" he demands impatiently.
  
  "A nightcrawler," hisses the Tall Boot, giving you a vicious little kick. "Outside after curfew. Shall I feed it to the sharks?"
  
  Sgt. MacGuffin shakes his head. "Later. The Tower wants all prisoners held for questioning." He turns back to his work. "Cell Three."
  
  You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.
  
  The only furnishing is a hard bunk in the middle of the floor.
  
  There's a dark, narrow hole in the floor.
  
  You can see a leaflet, a small stone (providing light), a silver whistle, an umbrella, a horseshoe, a bottle, an earthworm, a candle (providing light) and a violet note here.
  
  The small stone stops glowing.
  
  > put the leaflet in the hole
  Okay, the leaflet disappears into the hole.