text: > look at your surroundings
  You stand before a dunk-a-clown booth off the main thoroughfare.
  Before you is the edge of the booth where you can talk to the carny to buy a chance to throw a ball at a target that would dunk a poor clown sitting in a dunk tank. The clown in question is a crass looking character who stares at you with crabby eyes as he chews a wet cigar
  in his mouth. The carny ignores him, choosing to watch you instead.
  He stands by a large box of stuffed animals. The main thoroughfare is to the north, but you can cut to it by going northeast and northwest
  as well.
  
  You hear the sound of a child crying; echoing from somewhere nearby.
  
  Randy the Clown shouts at you, "Bend over and I'll show ya a pizza party!"
  
  > throw the ball at the target
  You wind up and pitch the ball. It hits the target square in the center and Randy the Clown is dunked with a splash. You hear him thud on the bottom of the tank as there wasn't enough water to cushion his fall. With a crappy look on his face, he rights the platform, returns the wet cigar to his mouth, and sits again. The carny throws a
  stuffed pig at you.
  
  Newspapers blow by like so much forgotten trash.
  
  Randy the Clown shouts at you, "Pussy!"
  
  > examine the pig
  It's a small, stuffed pig.
  
  Something moves in the corner of your eye, but when you turn to look, nothing is there.
  
  Randy the Clown shouts at you, "Look at you! You look like an idiot!"
  
  > go to the north
  This is the carnival's main thoroughfare running east to west. To
  your north is a large building with a detailed sign stating Tunnel
  of Terrors and to your south is a dunk-a-clown booth.
  
  You can see Filmore the Clown here.
  
  Filmore the Clown looks at you with insane eyes.
  
  > talk to Filmore
  You say hello to Filmore the Clown.
  
  You hear the sound of laughter from somewhere, but it is a mirthless, chilling sound.
  
  (You could ask him about himself or the incidents.)
  
  > ask about the incidents
  "Can you tell me anything about the recent incidents here?" you ask
  the sad clown.
  
  "What incidents?" he replies.
  
  "The grisly murders and disappearances." you inform him.
  
  "I honestly have no idea what you're on about." he confesses.
  
  > ask about the himsef
  There is no reply.
  
  Something moves in the corner of your eye, but when you turn to look, nothing is there.
  
  > ask about himself
  "Aww," you tease, "Are you a sad clown?" noting the tears painted on his face.
  
  "Fuck off." is the reply.
  
  You hear a scream in the distance; perhaps from one of the rides.
  
  Filmore the Clown dances a little soft-shoe-shuffle.
  
  > go east
  You are on the carnival's main thoroughfare. Here, it turns. You can head west toward most of the booths and tents or you can head
  southeast where you can see a swan pond and a number of other buildings. In the distance there, you can see the roller-coaster and ferris wheel, among other attractions. To the immediate north is a Parisian theater, where silent films are shown, no doubt. To the southwest is a dunk-a-clown booth.
  
  > Go west
  This is the carnival's main thoroughfare running east to west. To
  your north is a large building with a detailed sign stating Tunnel
  of Terrors and to your south is a dunk-a-clown booth.
  
  You can see Filmore the Clown here.
  
  Something moves in the corner of your eye, but when you turn to look, nothing is there.
  
  > Go north
  This is a large wooden building with the facade painted to resemble an old castle. The ride cars used to carry two passengers through the dark interior are made to resemble coffins. These cars come out of
  the facade on one side and re-enters it on the other after loading and unloading the passengers. A surly attendant watches over the operation.
  
  Filmore the Clown arrives from the south.
  
  > talk to the attendant
  You say hello to Billy Jumpner.
  
  Filmore the Clown goes south.
  
  (You could ask him about himself, the incidents or Jonathan Boom.)
  
  > ask about Boom
  "What about Boom, the security guard? What kind of man is he really?" you ask, trying to sound casual.
  
  "He likes this ride!" is the carny's response.
  
  > ask about himself
  "What's up with this ride?" you ask, "How safe is this? Are you the mechanic?"
  
  "Hop in there, young feller, and I'll show ya how safe it is!" he smiles.
  
  > ask about the incidents
  "What can you tell me about the recent grisly incidents around here, gramps?" you ask.
  
  "Only that people get what they deserve, they do, young feller! Now hop on and get in the dark. We'll all be in the dark soon enough!"
  and he cackles with laughter.
  
  > Hop
  You jump on the spot, fruitlessly.
  
  > enter the car
  You clambor aboard one of the ride cars and squeeze into the seat.
  
  With the grinding of gears and the hiss of machinery, the ride car begins being pulled on the track and into the dark tunnel within the castle facade.
  
  It's not long when you realize something is wrong. The track below
  you makes a loud snapping noise and it suddenly dips downward into a secret cavity. The ride car, with you in it, plummets into darkness
  as the passage closes above you again.
  
  You hang on for dear life as the cart crashes downward and finally,
  you are dumped into mud, somewhere deep underground.
  
  This cave's ceiling is lost in the darkness above. The rest of it is covered in mud. Walking in here brings you up to your knees in it. Passages lead southeast, northwest, and west.
  
  Seemingly dropped from above, a wrecked ride-car from one of the carnival's amusement rides is half-sunk in the mud here.
  
  > go to the west
  This cave opens into an irregular space, even for an underground cavern. Tight passages lead west, northeast, east, and southeast, but a wide tunnel leads south. Each passage leads into pitch darkness and the air is still and close here.
  
  > Go south
  The tunnel continues here, from north to south. As it leads south, it gets much wider. This area makes you extremely uneasy, but you cannot put your finger on why.
  
  > go to the south
  You head south, for a bit, but as you continue, your fear grows and grows until it is extreme terror. There is nothing that you see or hear to cause this. It just is. Soon, you decide to turn around and explore a different tunnel.
  
  > Go west
  This is a circular tunnel with no features, however, the walls are slick with moisture. Passages lead west, southwest, and east.
  
  > go west
  This is a narrow tunnel carved into the earth. It is just wide enough for you to traverse through. Passages lead northwest, east, and
  south.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  The hideous zombie seems barely aware of you.
  
  The horrible zombie seems more aware of you and lashes out.
  It rakes your skin with its claws and manages to bite your shoulder. You holler out in pain.
  
  > shoot zombie
  Who do you mean, the horrible zombie or the hideous zombie?
  
  > Horrible
  You aren't carrying a gun.
  
  The horrible zombie goes northwest.
  
  The hideous zombie seems barely aware of you.
  
  > get gun
  (putting the lock pick into the trenchcoat to make room)
  You take the revolver from the holster.
  
  The hideous zombie seems barely aware of you.
  
  > About yourself
  You are a private eye; a gumshoe, as they say, and you appear as such. You are wounded.
  
  The hideous zombie goes northwest.
  
  > Go northwest
  This is a low-ceilinged cave chamber. Oddly, there are balls strewn about; the kind you'd find in a child's ball pit. A trapdoor is
  closed above you. A tunnel leads into pitch darkness to the
  southeast.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  Standing in the chamber is a dark figure. As you look closer, you see it is a rotting corpse, yet it peers at you with eyes that are definitely alive. . .somewhat.
  
  The hideous zombie seems barely aware of you.
  
  The horrible zombie seems barely aware of you.
  
  > examine the balls
  They are scattered about the cave, probably having fallen from the trapdoor above, perhaps. Now, they sit in the dust and dirt of the cave.
  
  The hideous zombie goes southeast.
  
  The horrible zombie seems barely aware of you.
  
  > Up
  You find yourself waist deep in a room full of small, rubber balls.
  How this is fun, you've no clue. Passages lead north, where you hear
  a popping sound and to the east where you hear the sound of air-jets.
  
  > go north
  This is a dizzying and disorienting room. Flashes of light strobe
  from every wall and corner. The pop of flashbulbs echo about and your eyes are stung by the bright flashing. It's nothing short of a nightmare. Passages lead east and south.
  
  > go east
  The flashing is so disorienting, you aren't sure what exit you took.
  
  You find yourself waist deep in a room full of small, rubber balls.
  How this is fun, you've no clue. Passages lead north, where you hear
  a popping sound and to the east where you hear the sound of air-jets.
  
  > Search balls
  You feel around the rubber balls for the floor and immerse yourself in them to search even better. It's not long before you find a trapdoor in the floor.
  
  > go to the east
  This is a featureless box of a room with the exception that there are numerous, small dark holes randomly drilled into the walls. Immediately, you can tell that air jets are sporadically shooting air at a high pressure through these holes by the loud noises coming from the walls. Passages lead west and south.
  
  > get ball
  You don't want to take one of these balls; with so many people playing in here through the years, you'd probably catch pink-eye.
  
  > look at holes
  You can tell that air jets are behind the wall, violently shooting high-pressured air through the small holes.
  
  > Go south
  A jet of air blasts you in the ear, knocking your fedora off your
  head.
  
  This is a fairly standard fun house room. It tricks the eye of a person on one side of the room to think that the people on the other side are giants. It all has to do with where you stand as well has
  how lines are painted in the room. To you, it's quite mundane and the room seems to have nothing else to offer. Passages go north and west.
  
  > Go north
  This is a featureless box of a room with the exception that there are numerous, small dark holes randomly drilled into the walls. Immediately, you can tell that air jets are sporadically shooting air at a high pressure through these holes by the loud noises coming from the walls. Passages lead west and south.
  
  You can see a fedora here.
  
  > get hat
  (putting room key into the trenchcoat to make room)
  You pick up the fedora from the ground.
  
  > Go south
  This is a fairly standard fun house room. It tricks the eye of a person on one side of the room to think that the people on the other side are giants. It all has to do with where you stand as well has
  how lines are painted in the room. To you, it's quite mundane and the room seems to have nothing else to offer. Passages go north and west.
  
  > Go west
  This room has a sunken floor and there are a small set of steps that lead down to it from both the eastern and southern exits. Unseen machinery in the walls make all of these steps shake back and forth. This foolishness would normally just cause one to lose balance and giggle, but the machinery is pumping so noisily and furiously that the shaking is extreme, to say the least.
  
  > go east
  You are jostled enough to drop one of your items.
  
  This is a fairly standard fun house room. It tricks the eye of a person on one side of the room to think that the people on the other side are giants. It all has to do with where you stand as well has
  how lines are painted in the room. To you, it's quite mundane and the room seems to have nothing else to offer. Passages go north and west.
  
  > Go west
  This room has a sunken floor and there are a small set of steps that lead down to it from both the eastern and southern exits. Unseen machinery in the walls make all of these steps shake back and forth. This foolishness would normally just cause one to lose balance and giggle, but the machinery is pumping so noisily and furiously that the shaking is extreme, to say the least.
  
  You can see a stuffed pig here.
  
  > Go south
  This room comes out of the archetypal fear all children have for clowns. Many mannequins are positioned here; faceless except for smeared clown make-up. They are mockeries of clowns, if anything, and their arms stretch out akimbo, reaching for passers-by. Passages lead north and east.
  
  > get pig
  You pick up the stuffed pig from the ground.
  
  > Go south
  You are jostled enough to drop one of your items.
  
  This room comes out of the archetypal fear all children have for clowns. Many mannequins are positioned here; faceless except for smeared clown make-up. They are mockeries of clowns, if anything, and their arms stretch out akimbo, reaching for passers-by. Passages lead north and east.
  
  > Go north
  This room has a sunken floor and there are a small set of steps that lead down to it from both the eastern and southern exits. Unseen machinery in the walls make all of these steps shake back and forth. This foolishness would normally just cause one to lose balance and giggle, but the machinery is pumping so noisily and furiously that the shaking is extreme, to say the least.
  
  You can see a jar of moonshine here.
  
  > get the jar
  You pick up the jar of moonshine from the ground.
  
  > Go east
  Maybe once this room was to simply spray a fine mist from the corners, but now, instead, they blast dirty water at fire-house strength. The water pools in the center of this weird room, and empties through a drain in the floor. Passages lead east and west.
  
  > examine the drain
  It's a rusty drain. It's too small to think about squeezing through.
  
  > Go east
  This is a featureless portion of the fun house, designed only to be as dark as possible. The sides are covered in thick black curtains. You can make out passages to the north, west, and south.
  
  > Go north
  The floor of this room is severely slanted. You're not sure how this is supposed to be fun. Passages lead north and south.
  
  > go north
  Something is wrong with this ridiculous room. It is small and cylindrical shaped and the floor is spinning counter-clockwise extremely fast. You're hard pressed to imagine any children or
  elderly people traversing this terrifying fun house. You
  might be able to cross safely; or the floor will spin you
  wherever it chooses. Passages are north and south.
  
  > go to the north
  The room spins and jostles you. You find yourself in the. . .
  
  This is a featureless portion of the fun house, designed only to be as dark as possible. The sides are covered in thick black curtains. You can make out passages to the south and west.
  
  > look at curtains
  You can't see any such thing.
  
  They are thick, heavy black curtains.
  
  > get the curtains
  That's hardly portable.
  
  > go west
  This is a circular tunnel running east to west. It is spinning, of course, but rather than whimsically spinning slow enough to keep one off-balance and amused, this one is spinning out-of-control. The tunnel goes east to west.
  
  > Go west
  The tunnel spins beneath your feet, knocking you off balance. You are unable to make any progress.
  
  > go to the west
  The tunnel spins beneath your feet, but you keep your balance and make it through.
  
  This is a dizzying and disorienting room. Flashes of light strobe
  from every wall and corner. The pop of flashbulbs echo about and your eyes are stung by the bright flashing. It's nothing short of a nightmare. Passages lead east and south.
  
  > Go south
  The flashing is so disorienting, you aren't sure what exit you took.
  
  This is a circular tunnel running east to west. It is spinning, of course, but rather than whimsically spinning slow enough to keep one off-balance and amused, this one is spinning out-of-control. The tunnel goes east to west.
  
  > go to the south
  The tunnel spins beneath your feet, but you keep your balance and make it through.
  
  You can't go that way.