text: [Themes: Zorkian, Fantasy, platypi, fantasy, kids, kid-friendly]
  
  > Go downwards
  The eldritch vapors moan with disappointment as you escape their misty clutches.
  
  You're at the bottom of an open grave, surrounded by six-foot walls of dirt. Luminous ribbons of mist are swarming overhead, and a dark hole is visible in the north wall.
  
  > Go north
  You're in a dirty underground chamber. Long tunnels wander away to the north and east, and there's a dark hole in the south wall.
  
  You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, a candle (providing light), a violet note and a leaflet here.
  
  > get all
  The small stone: Taken.
  The silver whistle: Taken.
  The umbrella: Taken.
  The horseshoe: Taken.
  The bottle: Taken.
  The candle: Taken.
  The violet note: Taken.
  The leaflet: Taken.
  
  The small stone begins to glow again.
  
  > Go north
  You're in a dirty underground chamber. Long tunnels wander away to the south and east.
  
  The surrounding walls are almost obscured by the roots of a mighty tree. Feeble light streams in from an opening overhead.
  
  > Go upward
  You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.
  
  Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
  
  > go north
  This is where the lake empties into the Witchville River. A road leads south along the edge of the lake, and bends east to follow the river bank. A narrow trail leads upward to the top of Lookout Hill.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > 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 north.
  
  > go inside
  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.
  
  > see the nook
  (If you're really stuck, maps and InvisiClues (TM) Hint Booklets are available using the order form that came inside your Wishbringer package.)
  
  (Sorry, but the word "nook" is not in the vocabulary that you can use.)
  
  > Leave
  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.
  
  > Go south
  You're outside the cottage of Miss Voss, the former town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.
  
  An angry hellhound is blocking your path.
  
  You can smell the hellhound's hot breath as it roars.
  
  > give the note to the hellhound
  The hellhound tests the violet note with its tongue, drops it on the road and turns to roar at you again.
  
  The hellhound glares at you through eyes red with hatred.
  
  > get the note
  The hellhound won't let you pick it up!
  
  You can hear the hellhound's sharp, bloody fangs snapping as it nips your heels.
  
  > give the whistle to the hellhound
  The hellhound tests the silver whistle with its tongue, drops it on the road and turns to roar at you again.
  
  The hellhound glares at you through eyes red with hatred.
  
  > give the milk to the hellhound
  You'll have to take grue milk out of the bottle first.
  
  The hellhound glares at you through eyes red with hatred.
  
  > give the bottle to the hellhound
  The hellhound tests the bottle with its tongue, drops it on the road and turns to roar at you again.
  
  The hellhound glares at you through eyes red with hatred.
  
  > go north
  The hellhound roars a threat as you back away.
  
  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.
  
  > R.
  (What do you want to r?)
  
  > ask Voss about the tickets
  You'll have to buy one from Miss Voss.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > see the schedule
  The schedule says:
  
  OPEN ALL NIGHT!
  ALL SHOWS ONE GOLD COIN
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > ask Voss about Corky
  (Mr. Crisp hates it when you use that name!)
  
  > ask Voss about Crisp
  "I don't have time for idle chatter," she replies.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > see whistle
  The silver whistle is shaped like a platypus.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > Blow whistle
  A clear, sweet note stills the night with its beauty.
  
  The silver whistle's music echoes over the lake, rippling the water with gentle Magick. A sudden gust of wind blows through your hair. You can see the soft outline of Misty Island drawing closer as you streak across the waves...
  
  You're standing on a fog-shrouded beach. Sheer cliff walls rise to the north and south, and the dark waters of the lake stretch eastward.
  
  To the west stands a magnificent castle, its parapets rising high into the mist. Golden light streams invitingly through the open entrance. You can hear friendly voices and music inside.
  
  > go to the west
  You're standing in a long, high-ceilinged chamber. Hundreds of platypuses are milling about with teacups in their paws, their faces illuminated by a roaring fireplace.
  
  At the far end of the chamber stands a mighty throne. It's occupied by a snow-white platypus with a gold crown on its head and a jeweled scepter in its paw. On the floor near the throne is another crowned platypus... the same one you rescued from the pit.
  
  The crowd falls silent as you enter.
  
  "Welcome, brave Adventurer," says the white platypus, rising from its throne to greet you. "I am Anatinus, King of Misty Island. My court thanks you most humbly for rescuing the life of my daughter, Princess Tasmania. Great would our sorrow have been if not for your cunning."
  
  The crowd applauds politely, and Princess Tasmania blushes.
  
  > see the King
  (Presumably, you mean King Anatinus.)
  Not unexpectedly, King Anatinus is arrayed in high platypus fashion.
  
  "My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."
  
  The old platypus motions you to his side. "The Tower of the Evil One is formidable," he begins in a low, serious voice. "You will never get inside unaided. Legends speak of a Magick Word that can open the gates of the Tower. But what Word it is, none can say."
  
  The king reaches beneath his throne and takes out a small wizard's hat. "Take this," he says, holding it out to you.
  
  > see Hat
  The wizard's hat is decorated with foil stars and cheap glitter.
  
  "I offer you this Hat," says King Anatinus, holding it out to you.
  
  > take Hat
  Taken.
  
  (Your score just went up by 1 point! Your total score is 53 out of 100.)
  
  "Take it to the sea," King Anatinus whispers as you turn the hat in your hands. "There you will find a creature learned in the lore of Magick. Heed him well! In his wisdom lies your only hope."
  
  > wear Hat
  But the wizard's hat is much too small!
  
  A fanfare of trumpets breaks the silence, and the crowd falls to its knees.
  
  "Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver us from the horror of the Evil One."
  
  The platypuses look at you expectantly.
  
  > Blow whistle
  A clear, sweet note stills the night with its beauty.
  
  A sudden gust of wind rises out of nowhere, and Misty Island falls away beneath your feet. You feel the silver whistle slip from your hand as you streak across the lake...
  
  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.
  
  > see Hat
  The wizard's hat is decorated with foil stars and cheap glitter.
  
  > 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.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > wait a while
  Time passes.
  
  You can hear the tramp of marching boots to the north.
  
  > go to the 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.
  
  You can hear the tramp of marching boots to the west.
  
  > give Hat to the pelican
  The pelican sniffs the wizard's hat suspiciously. Its eyes open wide with interest, and the wizard's hat quickly finds a place on the pelican's head. Then the old bird gives you a sly, knowledgeable wink.
  
  All at once the lighthouse blazes to life! Its shining beacon whirls like a gyroscope, and a pencil-thin beam of light pierces the sky and traces a word on a passing cloud: SORKIN.
  
  The pelican spreads its wings and soars away over the bay. As the beam of the lighthouse fades, a voice in your head whispers, "Good luck, brave Adventurer!"
  
  (Your score just went up by 5 points! Your total score is 58 out of 100.)
  
  > ask Voss about ticket
  You'll have to buy one from Miss Voss.
  
  > ask the gravedigger about the ticket
  The gravedigger doesn't respond. He seems to be a bit hard of hearing.
  
  You can hear the tramp of marching boots outside.
  
  > ask gravedigger about the vapors
  The gravedigger doesn't respond. He seems to be a bit hard of hearing.
  
  > enter the carton
  That's impossible.
  
  > Inventory
  You're holding a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone (providing light).
  
  You can hear the tramp of marching boots outside.
  
  > go to the north
  The gravedigger blocks your path. "No ticket, no movie."
  
  > drink the milk
  You'd have to open the bottle to do that.
  
  > give the note to the gravedigger
  "No, thanks," he says, shaking his head. "Got enough junk already."