text: [Themes: Adventure, Fallen London]
  
  > Look around
  A small room with rough cave walls, but an inhabited one. Cave
  paintings near the wall serve as decorations, and empty wine bottles
  are scattered all over the room. West is the exit.
  
  An entity stands in the room, giving you a headache.
  
  An old wooden desk is here, next to a chair.
  
  > examine chair
  An old chair with a curved back. It is made of wood, but surprisingly
  light.
  
  > Go west
  You are in the middle of a broad hallway from east to west. Some unlit
  glass tubes are here.
  
  > look at tubes
  An ordinary glass tube. If you look closely, you can see a colorful
  gas inside.
  
  > take the tubes
  That's hardly portable.
  
  > go to the west
  here. A few small fires can be seen, and the scent of gasoline is
  heavy in the air. The exit is a nondescript door to the east. Welcome
  to the Laboratory of Manufactured Light.
  
  A pentagon sits in the lab, reading.
  
  > go east
  Animals aren't the only thing kept in the Labyrinth of Tigers. You are
  in a wide room, the walls lined with various cells behind curtains. A
  sign reminds visitors not to bring mirrors into the exhibit. West is
  the exit.
  
  Beneath the green curtain, a scruffy-looking square is in a cage.
  
  > give the mirror to the square
  The square thanks you, snatching the mirror. "Sanitized," it remarks
  coolly. "Disgusting, but we can work with that." The scruffy-looking
  square shoves itself into the mirror with a sickening crack and is
  gone. Your mirror falls to the south side of the cage, but something
  is different about it.
  
  > examine the mirror
  A small mirror with green-tinted glass. When you touch the surface, it
  ever so slightly gives way. You could enter it, if you wanted to.
  
  > go to the east
  You are in your small apartment. It's a cool London morning, and your
  windows are ever so slightly fogged up. A door is set into the west
  wall of your home.
  
  In one corner of the room is an old wooden trophy case.
  
  > enter it
  You push yourself into the mirror, cutting yourself slightly on jagged
  edges you didn't know were there.
  
  [PRESS ANY KEY TO CONTINUE]## Amber Woods
  You are in a thick forest, where the ambient light is a soft shade of
  amber. You are in the land-behind-mirrors, home of the glass serpents.
  You are nowhere that is real. The forest stretches out in every
  direction.
  
  > look
  You are in a thick forest, where the ambient light is a soft shade of
  amber. You are in the land-behind-mirrors, home of the glass serpents.
  You are nowhere that is real. The forest stretches out in every
  direction.
  
  > Go north
  A path from west to east snakes through the thick foliage. Off the
  path to the north, you can see something gleam.
  
  > Go north
  You've never heard of an orchard with just one tree. Here it is,
  though. Densely packed trees surround you on all sides, but open up
  ever so slightly to the south.
  
  A gorgeous tree stands at the center of a wide clearing, lush with
  promises it may yet keep.
  
  > examine the tree
  The most beautiful tree you've ever seen shines when you look at it,
  forcing you to squint. Shining, silver sap drips slowly from the tree
  in rivulets, ready for collection. A glassy cluster of fruit hangs on
  the tree, waiting to be plucked.
  
  > examine the sap
  Silver sap, from the place that is not. It shines brightly, but isn't
  enough to provide any real light. Perhaps if you were to put it
  somewhere.
  
  > look at the fruit
  A glassy cluster of fruit, like a fly's eye hewn from crystal.
  Solacefruit is rare, valuable, and entirely toxic.
  
  > take the fruit
  You remove the fruit. Without it, the tree doesn't catch the light as
  nicely as it used to.
  
  > Go west
  A path from the northwest bends around to the east. The trees here
  seem to grow in strange directions.
  
  > Go northwest
  North is the entrance to a sinuous structure of wood and thorns.
  Something shapeless lives here, you're sure of it. What remains to be
  seen, however, is whether or not they'll be able to catch you
  trespassing. Southeast, a path leads back into the forest.
  
  > Go north
  Leafy walls make up a large entry hall. Tapestries can be seen on
  either side of the room. Off to the west, a passageway lined with
  thorns can be seen. East, the walls change from leaves to mahogany.
  Other, smaller passages pepper the wall like holes, but they are far
  too small for you to enter.
  
  > look at the tapestries
  surrounding jungle. Each one depicts a writhing mass of snakes.
  
  > Go west
  A cavernous room, with thorny walls and no windows. Cages made from
  stiff briars are here, wrapping painfully around their dead-eyed
  prisoners. Most of them are motionless, but one stirs to look at you
  when you enter the room. To the east, the rest of the castle beckons
  you.
  
  An imprisoned heptagon watches the room with its too-many eyes.
  
  > examine the heptagon
  Each one of his seven eyes is fixed on you with rapt attention. He
  sees you looking at him, and coughs, politely.
  
  > talk to the heptagon
  "Hello, Detective. I believe, taking into account the
  predicament I am in-" The briars squeeze the heptagon
  tighter, as if in response. "-that you can help me with a problem of
  mine." He smiles wearily. "And maybe, I can do you a favor as
  well."
  
  Out of the corner of your eye, you see a flash of green. A trick of
  the light. It's nothing. Don't worry about it.
  
  > ask the heptagon about predicament
  "I've been their prisoner for quite a while now," the heptagon
  explains. "The kings behind mirrors. I can't say for how
  long, time is funny here." He continues as if he's talking about what
  he had for breakfast this morning. "They prefer more normal-looking
  shapes, so they've left me alone. But I'm tired of living in their
  castle, eating their 'food', watching the things they do to decent
  shapes." He leans towards you. "I want to escape, Detective.
  And I want you to help me.
  
  > ask the heptagon about kings
  "They're nothing more than snakes," The heptagon spits. "Literal
  snakes. And the things that live in the corners of your eyes. You'll
  have to be careful around them, or they'll take your skin and wear it.
  Pompous bastards," he mutters to himself. "Trapped in some imaginary
  wasteland, and they call themselves kings."
  
  > ask the heptagon about the escape
  "Getting out's possible, in theory," the heptagon says. "Not as easy
  as getting in, but possible, using the same, ah, methods. This is the
  land-behind-mirrors, after all."
  
  > ask the heptagon about the land
  (land-behind-mirrors)
  "The nature of the place is that it defies nature." The heptagon
  shrugs. "They can't exist in the real world, not without their
  borrowed geometry, so they've resigned themselves to be the kings only
  of dreams, and all things behind mirrors."
  
  > ask the heptagon about tree
  "I can't help you there, Detective. All this time behind the glass
  hasn't been good for my mind."
  
  You think you hear a hissing sound. Quiet, at first, but getting
  louder.
  
  > go to the east
  Leafy walls make up a large entry hall. Tapestries can be seen on
  either side of the room. Off to the west, a passageway lined with
  thorns can be seen. East, the walls change from leaves to mahogany.
  Other, smaller passages pepper the wall like holes, but they are far
  too small for you to enter.
  
  > go to the east
  The castle's treasure vault is located to the east. The imposing door
  has a small plaque attached to it. West is the exit.
  
  Six gas lamps are embedded in the vault door.
  
  A piano is set into one wall.
  
  > examine the plaque
  PLAY THE SEQUENCE TO ENTER THE VAULT, the plaque reads. A piece of
  scratch paper is taped next to it.
  
  > look at the scratch paper
  Some notes in borderline illegible handwriting.
  GREEN = RIGHT NOTE, RIGHT PLACE
  BLUE = RIGHT NOTE, WRONG PLACE
  PLAY SIX NOTES AT A TIME (A-G)
  
  > look at the piano
  A small mahogany piano that can play notes from A-G. Most of the keys
  are wood, but one is made from ivory.
  
  The hissing won't stop. Not even when you plug your ears.
  
  > go to the south
  As you pass through the threshhold, the hissing stops abruptly.
  
  North is the entrance to a sinuous structure of wood and thorns.
  Something shapeless lives here, you're sure of it. What remains to be
  seen, however, is whether or not they'll be able to catch you
  trespassing. Southeast, a path leads back into the forest.
  
  > Go east
  A path from the west winds around to the south. It is easy to get lost
  here.