text: > Go downwards
  The steps lead down, then end in a creaky platform that seems to lead into a tunnel. Apprehensive, you turn away.
  
  > go east
  The passage ends abruptly in a series of boards.
  
  > Go north
  Front Room, in the Golds' home
  This simple front room is at strange variance with the outward appearance of the Gold mansion; in fact, it is so devoid of furniture that you wonder whether it is the same place. Passageways lead east and south.
  
  The door leading out of the house is open.
  
  > close the door
  You close the gilded door.
  
  > examine door
  A gilded door, small and stylish.
  
  > go east
  What purpose this room once served is totally obscure, because all the furniture has gone. There is nothing, really, save the four walls of the house.
  
  A black key lies on the ground, near your feet.
  
  As you enter the room, you gasp in horror. Lying on the hard floor, bringing to mind all the serial-killer plots of eight centuries ago, is a dead woman.....
  
  No, wait - she's not dead - but certainly dying....
  
  The woman looks up at you, hesitantly...."Have you.... did you receive Leon's appeal.....", she begins, noticing your blank expression. "I'm Judith Gold", she gasps, and struggles to go on. "Have you come to....?"
  
  > look at Judith
  A tall, graceful, middle-aged woman, dressed in black, who is still breathing faintly.
  
  Judith looks up at you, expectantly. "After all these years - thank God you aren't too late....."
  
  > ask Judith about the bug
  Judith looks at you, uncomprehendingly.
  
  > ask Judith about Leon
  "He tried his best......couldn't....if you can find.....microphone.....deafen Sweeney.......a whisper will do....."
  
  "Did Leon bring you here? He was a good man, was Leon - he didn't last long....must tell you......Sweeney..."
  
  > ask Judith about Sweeney
  "I must tell you......Sweeney....controlled this town - now empty, all empty - find proofs - proof - single evidence sufficient - Leon........pretended to be a reformer but he was a murderer all along.... stop him then....microphone......knife.....I have the knife...."
  
  And with these words, Judith shudders, her head falls to one side, and she is quite dead.
  
  "Ah, Harold, things are coming to a head", the Voice goes on, in its usual even tenor. "If your character, Harold, can find a way out of this, you have as good as proved yourself."
  
  "Is that all?" you ask, bemused.
  
  "Not all, Harold, but almost all. The time for that famous institution, the Climactic Conflict, draws near. But if Cassandra can survive this, we need not fear in the least....."
  
  What purpose this room once served is totally obscure, because all the furniture has gone. There is nothing, really, save the four walls of the house.
  
  A black key lies on the ground, near your feet.
  
  Judith's body lies on the floor.
  
  > take key
  (the dark black key)
  Taken.
  
  > search judith
  Uneasily, you move the body, and uncover a knife.....which seems strangely familiar to you. It wasn't used to kill her, though - there is no wound on her body.
  
  > Go west
  Front Room, in the Golds' home
  This simple front room is at strange variance with the outward appearance of the Gold mansion; in fact, it is so devoid of furniture that you wonder whether it is the same place. Passageways lead east and south.
  
  The door out of the front room is closed.
  
  > go north
  (opening the door first)
  You open the gilded door.
  
  Main Street, in Charlestown
  This is a slightly brighter and more residential portion of Charlestown. North of you is a small house, whose door stands open, and south of you is a large, imposing mansion. The street leads back west, as well as continuing east.
  
  The door to your south stands open.
  
  > shout at bug
  (to the small metal bug)
  The microphone lights up and buzzes, but nothing happens.
  
  There is silence for a while.
  
  > hit the bug
  Violence isn't the answer to this one.
  
  There is silence for a while.
  
  > examine the microphone
  A small microphone, in dull grey metal. You have no idea whether it still works.
  
  "Now, are you going to tell me where that insult to humanity, Author, is hiding? I shall wring his neck!"
  
  > shout at the microphone
  (to the small metal bug)
  The microphone lights up and buzzes, but nothing happens.
  
  Silence.
  
  > turn on the microphone
  That's not something you can switch.
  
  "Go to hell", a voice replies, faintly.
  
  > wear the bug
  You can't wear that!
  
  Incoherent spluttering sounds of rage can be heard.
  
  > Break bug
  Violence isn't the answer to this one.
  
  Incoherent spluttering sounds of rage can be heard.
  
  > tap the bug
  Little point in doing that, I'm afraid.
  
  "I'm giving you till the count of ten to answer..."
  
  > answer the bug
  (to the small metal bug)
  The microphone lights up and buzzes, but nothing happens.
  
  "ten".....
  
  > attach bug to the transmitter
  You would achieve nothing by this.
  
  "nine".....
  
  > Inventory
  You are carrying:
  a nasty-looking knife
  a dark black key
  a golden key
  a small metal bug
  a glass vial
  Legal Form 67
  a torn newspaper page
  a yellow flower
  a strange letter
  a pale blue dress (being worn)
  
  "nine".....
  
  > cut the bug
  Cutting that up would achieve little.
  
  "eight".....
  
  > search microphone
  You find nothing of interest.
  
  "eight".....
  
  > Shout at transmitter
  (to the small metal bug)
  The microphone lights up and buzzes, but nothing happens.
  
  "seven".....
  
  > turn off transmitter
  The voices die out.
  
  > Shout at transmitter
  (to the small metal bug)
  The microphone lights up and buzzes, but nothing happens.
  
  > turn on transmitter
  As you flip the switch, the transmitter suddenly comes to life.
  
  "four".....
  
  > ask Judith about the bug
  Judith looks at you, uncomprehendingly.
  
  Judith looks up at you, expectantly. "After all these years - thank God you aren't too late....."
  
  > examine her
  A tall, graceful, middle-aged woman, dressed in black, who is still breathing faintly.
  
  You can't see any such thing.
  
  > ask Judith about bug
  Judith looks at you, uncomprehendingly.
  
  "Did Leon bring you here? He was a good man, was Leon - he didn't last long....must tell you......Sweeney..."
  
  > show the bug to Judith
  Judith is unimpressed.
  
  Judith looks at you, urgently.
  
  > ask Judith about the romanov
  Judith looks at you, uncomprehendingly.
  
  > check your inventory
  You are carrying:
  a golden key
  a small metal bug
  a glass vial
  Legal Form 67
  a torn newspaper page
  a yellow flower
  a strange letter
  a pale blue dress (being worn)
  "We tried our best, young lady - he was too much..... two ways to defeat him but we couldn't find.......microphone... ....evidence....give evidence to author....."
  
  > ask Judith about evidence
  Judith looks at you, uncomprehendingly.
  "I must tell you......Sweeney....controlled this town - now empty, all empty - find proofs - proof - single evidence sufficient - Leon........pretended to be a reformer but he was a murderer all along.... stop him then....microphone......knife.....I have the knife...."
  
  And with these words, Judith shudders, her head falls to one side, and she is quite dead.
  
  > Inventory
  You are carrying:
  a nasty-looking knife
  a dark black key
  a golden key
  a small metal bug
  a glass vial
  Legal Form 67
  a torn newspaper page
  a yellow flower
  a strange letter
  a pale blue dress (being worn)
  
  > Go west
  Front Room, in the Golds' home
  This simple front room is at strange variance with the outward appearance of the Gold mansion; in fact, it is so devoid of furniture that you wonder whether it is the same place. Passageways lead east and south.
  
  The door out of the front room is closed.
  
  > unlock the black door with the black key
  You unlock the east door.
  
  > Go east
  (opening the door first)
  
  You are inside a massive room, whose walls are covered by endless rows of the same tiles you saw in the corridor. The lights are blinding - though not as dazzling as the light-bulb in the chapel - and it's all you can do to try and observe what is around you.
  Your attention is immediately drawn to the man at the far corner of the room....
  
  A large box - as large as a coffin, but otherwise not unlike a mailbox - is pushed to one corner of the room.
  
  At the far end of the room, under the glare of the lights, is a steel armchair.
  
  Sitting in the armchair, a handsome man glares at you, angrily.
  
  "Welcome, beggar", he says, looking at your attire with a sniff. "I am.....Joel Sweeney. At your service."
  
  > look at the box
  The box is massive, and resembles a coffin, but has a thin slit in front that suggests a Brobdignagian mailbox. There is an inscription carved on it.
  
  > look at the man
  Joel Sweeney, unlike his statue, is an impressive figure; a handsome man of forty or so, his hair almost completely white.
  
  > examine the armchair
  A steel armchair, complete with armrests. Not quite an electric chair, but certainly having close kinship to one.
  
  > read the inscription
  Formerly of the Empire.
  
  "By entering this place, you have forfeited your life. Look on yonder coffin and despair."
  
  > look in the slit
  The slit is too small.
  
  > ask Sweeney about the box
  "Your question seems pointless to me, woman. Do not weary me."
  
  "Author. Banks. Mbelwe. All fools. No one can stop me."
  
  > ask him about him
  "Your question seems pointless to me, woman. Do not weary me."
  
  > kill Sweeney
  If you have a specific weapon in mind, please use it. Otherwise, don't hurl yourself on your sword.
  
  "You seem perplexed, woman", Sweeney says, bitingly. "Are you not afraid? You should be."
  
  > give the Form to Sweeney
  Sweeney ignores your offer.
  
  "You have little time left."
  
  > put the Form in the slit
  That's the wrong shape for the slit.
  
  "Prepare to say farewell to your life, darling Cassandra."
  
  > put the knife in slit
  That's the wrong shape for the slit.
  As Sweeney marches towards you, a voice rings out in the room.
  
  "Sweeney, I have not lost yet. You're the king of cowards, attacking a poor, defenceless player character in that uncouth manner. You killed Non-Interactive Fiction. Prepare to die, indeed. Hmph. Do it yourself."
  
  Sweeney cringes, falls to the ground, not moving a muscle. The coffin shatters........and a man steps out, walking towards you.
  
  "Thank you, Mrs. Anderson. I knew we could rely on you. Allow me to introduce myself - Janus Mbelwe, social scientist. I think you have something you wanted to give me......"
  
  Silently, you hand him the letter and he begins to read it....As he does so, the walls change, the odour changes......and you are no longer in the workhouse, but......
  
  Chapter Nine - Birth Of A Notion
  
  You stand in a hospital corridor, looking around, confused. A sense of urgency seems to drive you on, but you cannot understand why.
  
  > Inventory
  You are carrying:
  a pale blue dress (being worn)
  
  > examine the dress
  Slightly dated, but you've always had a soft corner for this one ever since the Eugenics Repeal Act went through - with your assistance - on the day you bought it.
  
  > Go north
  Intersection, in the hospital
  This is obviously a pivotal point in the hospital's geography, with passages leading in all four cardinal directions. A map on the wall offers some, but not much, promise of guidance, and there seems to be no one behind the hospital desk, though there is a sign on it. Above you, perched high on one wall, is a loudspeaker.
  
  On the desk is a triangular metal sign, precariously balanced.
  
  You can hear a clear voice issuing forth from the loudspeaker. "Mrs. Anderson. Please proceed immediately to Ward Number Ten. Mrs. Cassandra Anderson. Please proceed to Ward Number Ten."
  
  > examine the map
  It's a floor plan of the hospital, in faint lines, looking almost as if it were hand-drawn. Your position, near the desk, is indicated by a small cross. The rest of the map is as follows:
  
  =========================================================
  |    Ward 10             Ward 9                Ward 8   |
  |               TOP                FLOOR                |
  |    Ward 7              Ward 6                Ward 5   | |==========================||============================
  |                          || To ground floor           |
  |         ||||     |
  |         | To Storeroom   || To Doctors' Lounge  |     |
  |         ||||     | |==========================||===========================|
  |   Ward 4     Ward 3          RECEPTION  (X)           |
  |                                              Entrance #
  |   Ward 2     Ward 1   RECORDS                         | =========================================================
  
  > go to the west
  Records Room, in the hospital
  This small, stuffy, but not musty annexe lying west of the reception area houses the hospital's records, or at least the plaque on the door says so. Much to your surprise, there are no computers, and no ledgers either, on the solitary table, large as it is. There are no exits except the one back east.
  
  A pile of records sits on the table, neglected.
  
  > go east
  Intersection, in the hospital
  This is obviously a pivotal point in the hospital's geography, with passages leading in all four cardinal directions. A map on the wall offers some, but not much, promise of guidance, and there seems to be no one behind the hospital desk, though there is a sign on it. Above you, perched high on one wall, is a loudspeaker.
  
  On the desk is a triangular metal sign, precariously balanced.
  
  > go to the north
  Corridor, in the hospital
  This broad corridor is flanked by rooms to your east and west, labelled "Ward 1" and "Ward 3" respectively; it runs further north to its end, and south back to the reception desk.
  
  > Go east
  Stairwell, in the hospital
  You're in a small stairwell just to the east of the reception area, with steps leading up into a corridor illuminated by arc lamps. A loudspeaker is perched on one of the walls.
  
  > Go upwards
  Middle Stairwell, in the hospital
  At this point in the stairwell, there is a passage leading north to a small room, and a locked door south. The stairway continues up to the first floor, and back down to where you started.
  
  > go to the north
  Doctors' Lounge, in the Hospital
  This small and comfortable room, with several chairs around a large table under the soft glow of an orange lamp, is obviously a lounge of some sort, where physicians could unwind after a long day. The only exit is south, to the stairwell. The only object of note here, or so it seems, is a rather ornate locker.
  
  > Go upward
  Middle Of Corridor, First Floor
  You are in the middle portion of a corridor on the hospital's first floor. Doorways marked "Ward 6" and "Ward 9" lie to your east and west, the stairs lead back down, and the corridor continues to your north and south.
  
  "Mr. Edward Franklin. Please proceed to the Operating Recovery Room, in Ward Number Ten. Mr. Edward Franklin."
  
  > go to the north
  First Floor Corridor, North End
  The northern end of the first floor corridor, as always, has east and west doorways, marked "Ward 5" and "Ward 8". You can't go any further north, but there's a safe return south.
  
  > go west
  Ward 8 seems to have been sealed off. Through a glass plaque on the door, you can see that it's being fumigated, which further lessens your desire to go in there.
  
  > Go south
  Middle Of Corridor, First Floor
  You are in the middle portion of a corridor on the hospital's first floor. Doorways marked "Ward 6" and "Ward 9" lie to your east and west, the stairs lead back down, and the corridor continues to your north and south.
  
  > go south
  First Floor Corridor, South End
  The southern end of the first floor corridor, as always, has east and west doorways, marked "Ward 7" and "Ward 10". You can't go any further south, but there's a safe return north.
  
  > Go west
  Ward 10, Antechamber
  This is a small chamber that forms part of Ward 10, which continues to the north, near a doorway marked by a sign labelled "Recovery Room". The only other exit is back to your east.
  
  Standing near you, with one eye on the doorway, is a medical student, who was obviously asked to keep an eye on newcomers.
  
  > examine student
  Short, bespectacled, and not very impressive. But then, you tell yourself, most great physicians do look rather unassuming. He's wearing a white coat and a stethoscope, and can't be much older than twenty.
  
  > Go north
  The student bars your way hesitantly. "I'm sorry, ma'am", he says, "but you've got to have the properly attire to go in there. Aseptic precautions, you know."
  
  > Inventory
  You are carrying:
  a pale blue dress (being worn)
  
  > ask the student about the attire
  "All you need is a cap, mask and gown - we're not exactly a surgical ward", the student says kindly. "I'm sure you can find them downstairs. Just ask around. I'd help you, but I have to stay here."
  
  > go to the south
  The storeroom behind that locked door only contains old textbooks, full of detailed research and case histories. Enthralling stuff, but you're not a physician.
  
  > open the locker
  It seems to be locked.
  
  > look at the locker
  A large locker, made of some shiny metal - possibly silver (What extravagance!) Written on it are the words "Hospital Clothing - Extra Supplies."
  
  > take the sign
  You can't have the sign; it belongs where it is.
  
  > read the inscription
  (in the pale blue dress)
  You discover nothing of interest in the pale blue dress.
  
  > read the desk
  Tradition is a dead weight hanging over the brains of the living - but we love it anyway.
  
  -- Karl Marx, modified by the Author.
  (not to be confused with his namesake..)
  
  > take the sign
  You can't have the sign; it belongs where it is.
  
  "Mrs. Anderson. Seeking Mrs. Cassandra Anderson. Please proceed to the Recovery Room in Ward Number Ten, on the second floor."
  
  > look under the desk
  Under the desk, you find a crumpled but otherwise undamaged discharge sheet, and pull it out.
  
  > read the sheet
  The form itself is blank, but it's the instructions to visitors, in small type at the base of the page, that interest you:
  
  1. Visitors to Wards 1,3,4 and 5 (General Surgery) are not allowed outside the allotted hours of 9 - 1 p.m and 3 - 6 p.m. They must be attired in aseptic outfits for patient safety, and require proof of identification.
  2. Visitors to Wards 2,6,7,8 and 9 (Internal Medicine) require proof of identification, but do not require any special attire.
  3. Visitors to Ward 10 (Maternity) should wear a disposable scrub suit (over their ordinary clothing) consisting of a cap, mask and gown, before entering the operating or recovery rooms.
  
  There is a splutter and a crackle, and the speaker goes dead.
  
  > go to the north
  Corridor, in the hospital
  This broad corridor is flanked by rooms to your east and west, labelled "Ward 1" and "Ward 3" respectively; it runs further north to its end, and south back to the reception desk.
  
  > Go south
  Intersection, in the hospital
  This is obviously a pivotal point in the hospital's geography, with passages leading in all four cardinal directions. A map on the wall offers some, but not much, promise of guidance, and there seems to be no one behind the hospital desk, though there is a sign on it. Above you, perched high on one wall, is a loudspeaker.
  
  The sign on the desk has fallen over to one side.
  
  You can also see a discharge sheet here.
  
  > go south
  You can't go back. You have to make it to Ward Ten somehow.
  
  > Go west
  You're never going to get into that ward; it's reserved for emergency and septic cases. Try another.
  
  > Go north
  End of corridor, in the hospital
  The north-south corridor comes to an end here, with wards to your east and west, labelled "Ward 2" and "Ward 4", in that order, and returns to the south.
  
  > Go south
  Intersection, in the hospital
  This is obviously a pivotal point in the hospital's geography, with passages leading in all four cardinal directions. A map on the wall offers some, but not much, promise of guidance, and there seems to be no one behind the hospital desk, though there is a sign on it. Above you, perched high on one wall, is a loudspeaker.
  
  The sign on the desk has fallen over to one side.
  
  > examine the pile
  It's a stack of medical records, written out at the time of admission of the various patients concerned on green sheets of paper. You could read a few of them if you wanted to.
  
  > Search pile
  As you flip through the pages, a single sheet of paper, distinct from the others due to its pink colour, falls out of the pile and flutters gracefully to the floor.
  
  > take the paper
  Which do you mean, the pink sheet of paper, the pile of green papers or the discharge sheet?
  
  > read it
  "And so, after this, we come to the end of our story", the Voice replied. "It will be difficult, but I think we should be able to pull through."
  
  "You could have sent me, couldn't you?", the Creator grumbled.
  
  "Well, my young friend", the Voice admonished him, "you needed to be taught a lesson. It's strange to see that you actually feel sympathetic towards a person you once blithely wiped out...."
  
  "I didn't!", the Creator replied, angrily. "You would have. Now, with our intervention, you will not. And at least I have given her a pleasant interlude now....."
  
  "It's what comes after that which worries me....."
  [Here the printing stops abruptly.]
  
  > read the pile
  A long, complex case history, from an influenza patient in the far provinces. Scrawled along the bottom, probably by a waggish intern, is one line: "It's A Bloody Life."
  
  > Continue
  A neurological case history: "2 year-old infant, Alison D. History of seizures when exposed to bright light, such as a Photopia. Query: Grand mal epilepsy? Suggest sleep electroencephalogram."
  
  > Keep going
  You skim through the entries on one of the papers: Edward Franklin, forty-three, European, admitted on a tentative diagnosis of peptic ulcer. The final diagnosis was indigestion. Hmph.
  
  > examine table
  Just your everyday table, a bit bigger and older than the one in your office.
  
  > look under the table
  Under the table - aren't you getting tired of stooping that much, even though you're too young for backache? - you find a small grey piece of paper, and pick it up.
  
  > Inventory
  You are carrying:
  a small square of paper
  a pink sheet of paper
  a discharge sheet
  a pale blue dress (being worn)
  
  > read the square
  Harold, Last Chapter, no lines specified.
  "At least you cannot accuse me of not having a sense of humour", the Voice chuckled. "It seems like a nice touch to me."
  
  "Hmph", the Creator replied. "I'm not entirely sure if meeting me face to face is a good idea."
  
  "Well, considering what she will have to do later...", the Voice began. "Let's discuss something else, shall w....."
  [Here the printing stops abruptly.]
  
  > look under the table
  Nothing more. Though the floor does seem to have a rather nice pattern on it. (You're good at observing things like that.)
  
  > Search pile
  Some anatomy student has been practicing his diagrams on the forms, and his depiction of a liver is rather artistic, so you spend some time admiring it.