text: [Themes: Fantasy, Western, western]
  
  > Go downward
  The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.
  
  You can see a small rock here.
  
  > take the rock
  Taken.
  
  > look at rock
  The bright yellow rock is nearly perfectly spherical and has a number of letters uniformly spaced on the surface.
  
  > examine the letters
  The black lettering is quite worn, but you can just make out: "TEDROTANO"
  
  > check what you're carrying
  You are carrying:
  a small rock
  a lantern (providing light)
  a gold locket (being worn and closed)
  a stick
  a sticky (lightly chewed) square of gum base
  a green note
  a silver spoon
  an iron bar
  a cube of sugar
  a tin (which is open)
  some balm
  a pitchfork
  a pan
  some brown slurry
  a rusted oil can
  a candle
  a cauldron
  a match
  a crumpled note
  a leather-bound book
  a shovel
  a piece of gauzy cloth
  a soiled note
  a pair of old cowboy boots (being worn)
  a sharp knife
  
  > Rub locket
  George looks around quickly and says, "Where in the hell did that woman go?"
  A tingling sensation runs up your spine and you feel a little lighter on your feet.
  
  You are invisible.
  
  > take the brass key
  Like a thief in the night, you take the key from George's belt.
  Taken.
  
  You are invisible.
  
  > go east
  The whole valley is revealed to you as you approach the summit. To the east, you see the largely decaying town of Deadeye Gulch, and just further, the small knoll known as Boot Hill. To the south, the dusty valley floor unfolds, divided by a small tree-lined creek. Large snowy mountains abut the hill to the north while endless badlands reach out seemingly forever to the west. The main trail continues around the hill to the west and down to the southwest, whereas a faint side trail heads towards the crest to the north.
  
  You are invisible.
  
  > go to the south-west
  A rather tall hill sprouts out of the landscape here, casting a deep shadow to the east. A well-traveled path leads up the hill to the northeast and a grassy trail leads off to the southeast. There is a sign lying in the dirt.
  
  You are invisible.
  
  > go northwest
  You can't go that way.
  
  You are invisible.
  
  > go southeast
  The trail continues east-west here, but two side trails duck away up to the northwest and down to the southwest somewhat forming a fork.
  
  You are invisible.
  
  > go east
  The east-west trail here is lined by scraggly sycamore trees that look more dead than alive. Even the few birds' nests tucked away in the upper branches look poorly constructed and uninhabitable.
  
  You are invisible.
  
  > go to the east
  Most of the buildings on this end of town have given up the ghost and are but piles of broken lumber, tarpaper and other debris. One structure, to the north, seems to have fared considerably better than its neighbor to the south. The street narrows to the west where it appears to pick up a trail leading out of town. Back to the east is the center of town.
  
  You are invisible.
  
  > go to the east
  You are at the east end of Deadeye Gulch on a street which is thick with dried grass and weeds. The remains of hitching posts and water troughs line the crumbling wooden sidewalks. Most of the buildings here have collapsed from aging timbers and a few appear as if they were burned down to their foundations. A couple of structures, however, have withstood the elements. To the north, there is a bank judging from the declaration as to such in the windows. To the south, there is a saloon.
  
  You are invisible.
  
  > go to the east
  You are at the outskirts of what you would guess is a small town. Tumbleweeds and debris litter the trail giving all appearances that this place is deserted. The majority of buildings and other structures are to the west while a large barn-like building is due north. There is a faded sign just off to the side of the trail.
  
  You are invisible.
  
  > Go south
  The trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.
  
  You are invisible.
  
  > go south
  A set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.
  
  There is a rusted old handcar on the track spur.
  
  You are invisible.
  
  > get on the car
  You get into the handcar.
  
  You are starting to return to your normal opaqueness.
  
  > Continue
  (the handle)
  The handcar slowly begins to move...
  
  Broken Bridge (in the handcar)
  The railroad tracks once crossed a deep gorge here, but the trestled bridge has long past seen its last train. The gaping hole in the middle of the bridge along with the highly questionable structural stability of the trestles themselves make further progress east unthinkable.
  
  You are starting to return to your normal opaqueness.
  
  Suddenly, you feel a little heavier on your feet.
  
  > Keep going
  (the handle)
  The handcar slowly begins to move...
  
  ...and you quickly stop it before falling into the gorge.
  
  > unlock the strongbox with the brass key
  You unlock the metal strongbox.
  
  > open it
  You open the metal strongbox, revealing a stick of dynamite.
  
  > drop the brass key
  Dropped.
  
  > put the tnt on the pile
  You find a good-sized space between the rocks and insert the dynamite.
  
  > Light TNT with the lantern
  This dangerous act would achieve little.
  
  > Light match
  You strike the match on a convenient surface and it flares to life.
  
  > Light fuse
  In true Douglas Adams fashion, you attempt to light the nonexistent fuse, which results in a nonexistent explosion. This is not entirely bad since the explosion would have resulted in mortal wounds which would have required you, the player, to have to 'restore' from your previous 'save' position. Now, as far as I remember, there is not one single fuse available in the story, so I wouldn't waste too much time trying to find one.
  
  > examine the tnt
  The stick of dynamite is about ten inches long and an inch in diameter. An oily yellowish fluid oozes out of small cracks along the surface and out of a small hole in one end of the stick.
  
  The match has gone out.
  
  > look at tnt
  The stick of dynamite is about ten inches long and an inch in diameter. An oily yellowish fluid oozes out of small cracks along the surface and out of a small hole in one end of the stick.
  
  > examine the fluid
  The fluid is somewhat sticky and produces a light sulfur smell.
  
  > Light fluid
  This dangerous act would achieve little.
  
  > Smell fluid
  Yup, it's smells like sulfur.
  
  > look at accordion
  The small accordion is quite dusty and of the twelve button variety. The bellows are cracked and three of the keys are missing. All in all, the old squeezebox is not much more than a piece of junk.
  
  > go to the east
  The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.
  
  You can see an accordion here.
  
  > Go up
  The structure seems to have stiffened up a bit, permitting further exploration.
  
  Platform, On the Derrick
  You are on a narrow platform at the very top of the oil derrick. The platform is spotted with a number of bird droppings. The view from here is mostly obstructed by trees, but you can make out the hill with the mine to the west.