text: > Go down
  (first opening the trapdoor)
  
  This is a very cold, small cave. There are no features except for a trapdoor that is open above you. A passage leads northeast.
  
  > Go upward
  This is a small, concrete building with the apparatus necessary for
  the production and storage of block ice. The exit is a blue door to the east. It is very cold in here and you can see your breath in
  white mist before you.
  
  You can see an ice block here.
  
  > 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.
  
  Something moves in the corner of your eye, but when you turn to look, nothing is there.
  
  > Go west
  This is the northern end of the carnival's main thoroughfare where it turns to the east. To the south, the thoroughfare stretches with the road flanking its western side and a line of tents, buildings, and booths lining the east side. To the east, the thoroughfare continues deeper into the carnival grounds. To the southeast is a baseball toss booth and to your north is the funhouse, standing ominous and decaying in the autumn sun.
  
  > Go south
  This is near the northern end of the carnival's main thoroughfare, running north and south. You can cut across to where the thoroughfare turns by heading northeast. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is a booth with a sign hanging above
  it stating Baseball Toss.
  
  > go south
  You are on the carnival's main thoroughfare, running north to south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a tent with a sign hanging above the entrance stating Fortune
  Teller.
  
  > Go east
  You make your way inside the tent.
  
  This is a gaudy, theatrically decorated gypsy tent smelling of incense and cigarette smoke. Glass baubles dangle and an enshrouded table holds a large crystal ball. The tent's exit is to the west.
  
  Sitting on one side of the crystal ball is a woman, dressed as a
  gypsy, and smoking a cigarette.
  
  > examine the gypsy
  If she's a real fortune-telling gypsy, then you're Fatty Arbuckle.
  
  > talk to the gypsy
  You say hello to Madam Zarah.
  
  (You could ask her about herself, the incidents, Wilberforce Wyatt or Jonathan Boom.)
  
  > ask about Wyatt
  "Can you tell me anything about Wilberforce Wyatt?" you ask.
  
  "He owes me my last paycheck, that's what I can tell you, mister." she says. "I don't trust him or any of the other full-time carny folk around here."
  
  > ask about herself
  "Fortune teller, huh? Not a real gypsy, I hope." you say.
  
  "I am Madam Zarah!" she says, snubbing out her cigarette, "And I can tell you your future! Would you like to know what I see?" she asks.
  
  > Yes
  "Sure, why the hell not?" you say.
  
  Madam Zarah looks into the crystal ball and makes a show as if she's seeing the most paranormal things within. You roll your eyes.
  
  "I see you going down into darkness" she says, "I see you becoming
  lost down there. I see large things moving down there with you.
  There are evil forces against you!" she cries.
  
  "Splendid." you say.
  
  > Go west
  You exit the flap of the tent.
  
  You are on the carnival's main thoroughfare, running north to south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a tent with a sign hanging above the entrance stating Fortune
  Teller.
  
  > go south
  This is the carnival's main thoroughfare, running north and south.
  The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small building with a sign on the door reading Manager's
  Office.
  
  > go east
  (first opening the manager's door)
  It seems to be locked.
  
  > unlock the Door with the pick
  You clandestinely pick the lock while looking out for anyone who might see you. You feel you did it without being noticed.
  
  You hear a scream in the distance; perhaps from one of the rides.
  
  > Go east
  (first opening the manager's door)
  
  The interior of this cottage-like building is nicely decorated. A large desk for the manager sits near a fabric sofa. A first-aid cabinet, clearly marked with a red cross, is attached to one wall.
  The only exit is to the west.
  
  > open the cabinet
  You open the first-aid cabinet, revealing a roll of bandages.
  
  > get the bandages
  (putting the fedora into the trenchcoat to make room)
  You're carrying too many things already.
  
  > look at the bandages
  on the carnival grounds.
  
  > look at what you're carrying with you
  You are carrying:
  a library card
  a stained notebook
  a lock pick
  a jar of moonshine
  a stuffed pig
  a cigar lighter (providing light)
  a set of ordinary clothes (being worn)
  a trenchcoat (being worn and open)
  a fedora
  a revolver
  a carnival ticket
  room key
  a dossier (open)
  the first incident
  the second incident
  the third incident
  the fourth incident
  the fifth incident
  a holster (being worn)
  
  > wear hat
  (first taking the fedora)
  (putting the stuffed pig into the trenchcoat to make room)
  You put on the fedora.
  
  > get the bandages
  You take the roll of bandages from the first-aid cabinet.
  
  > put revolver in the holster
  (first taking the revolver)
  
  (putting the jar of moonshine into the trenchcoat to make room)
  You put the revolver into the holster.
  
  > put pig in the dossier
  Only documents fit in the dossier.
  
  > remove the clothes
  You'd look ridiculous.
  
  > use the bandages
  You use the bandages on your wounds.
  
  > About yourself
  You are a private eye; a gumshoe, as they say, and you appear as such.
  
  > look at the desk
  It is a large, wooden desk; a bit fancy and out-of-place in this trailer. It has a drawer that is closed.
  
  > open drawer
  You open the drawer, revealing a black tome.
  
  > read tome
  This is a black tome handwritten in Latin with what looks like dried blood. No doubt, whatever this book is, it is evil.
  
  > examine sofa
  It is an old sofa covered with an ugly fabric.
  
  > sit on sofa
  You get onto the fabric sofa.
  
  > Go outside
  You get off the fabric sofa.
  
  The interior of this cottage-like building is nicely decorated. A large desk for the manager sits near a fabric sofa. A first-aid cabinet, clearly marked with a red cross, is attached to one wall.
  The only exit is to the west.
  
  > Go west
  This is the carnival's main thoroughfare, running north and south.
  The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small building with a sign on the door reading Manager's
  Office.
  
  > Go south
  You are on the carnival's main thoroughfare, running north and south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small, wooden building with a sign on the door reading East
  Asian Imports.
  
  > go east
  (first opening the shop door)
  
  This is a stuffy shop with shelves filled with strange, Oriental trinkets. The exit is to the west.
  
  Behind the counter, a squirrelly-looking Asian man watches you.
  
  You can also see Jonathan Boom here.
  
  > Go west
  You are on the carnival's main thoroughfare, running north and south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small, wooden building with a sign on the door reading East
  Asian Imports.
  
  You see a couple of teenaged hooligans loitering around the carnival. They see you and quickly move on.
  
  > Go south
  You are at the southern end of the carnival's main thoroughfare. The entrance to the park and its accompanying ticket booth is to the west. The security shack sits to the south. To the east is a small building with a sign saying Gift Shop on its door. The thoroughfare
  continues to the north where more booths, buildings, and tents are lined up on the east side with the road to town flanking its west border.
  
  > Go east
  (first opening the shop door)
  
  You are inside a small brick building where all sorts of mementos are sold. The exit is to the west.
  
  A man stands behind the counter, looking bored.
  
  > examine the mementos
  Nothing here is worth much or of any real interest. But then you notice strange wood carvings on a shelf in the back. They appear to
  be rearing fat worms with heads full of groping tentacles. They
  almost make you sick staring at them.
  
  > go west
  You are at the southern end of the carnival's main thoroughfare. The entrance to the park and its accompanying ticket booth is to the west. The security shack sits to the south. To the east is a small building with a sign saying Gift Shop on its door. The thoroughfare
  continues to the north where more booths, buildings, and tents are lined up on the east side with the road to town flanking its west border.
  
  You smell a pungent smell of burning meat.
  
  > go to the west
  Being very late in the season, there aren't many carnival-goers from what you can tell so far. The ticket booth stands sentinel before the fairgrounds entrance to the east. A large, sweat-soaked man stands inside the ticket booth, eyeing you expectingly.
  
  > go west
  That heads into the woods. You shouldn't be heading in that
  direction.
  
  > Go south
  That heads into the woods. You shouldn't be heading in that
  direction.
  
  The sweaty man's face goes slack for a minute.
  
  > Go north
  You head back up the road to the boarding house.
  
  This is the front walk to Mother Matheson's boarding house, where you'll be staying. Her porch is to the west and the main road is to the east. Her lawn is dotted with dogwoods and covered in leaves.
  
  You can see Arthur Peabody here.
  
  > Go east
  You should get your room key (and maybe gather some information)
  before you head to the carnival.
  
  Arthur Peabody straightens his tie and breathes in the cool air.
  
  > get the room key
  You take room key from the trenchcoat.
  
  > go east
  You make your way down the road to the carnival.
  
  Being very late in the season, there aren't many carnival-goers from what you can tell so far. The ticket booth stands sentinel before the fairgrounds entrance to the east. A large, sweat-soaked man stands inside the ticket booth, eyeing you expectingly.
  
  The sweaty man coughs without covering his mouth.
  
  > Go east
  You are at the southern end of the carnival's main thoroughfare. The entrance to the park and its accompanying ticket booth is to the west. The security shack sits to the south. To the east is a small building with a sign saying Gift Shop on its door. The thoroughfare
  continues to the north where more booths, buildings, and tents are lined up on the east side with the road to town flanking its west border.
  
  > Go north
  You are on the carnival's main thoroughfare, running north and south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small, wooden building with a sign on the door reading East
  Asian Imports.
  
  > go north
  This is the carnival's main thoroughfare, running north and south.
  The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a small building with a sign on the door reading Manager's
  Office.
  
  You smell hot dogs for a brief moment, but then it goes away.
  
  > go to the north
  You are on the carnival's main thoroughfare, running north to south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
  a tent with a sign hanging above the entrance stating Fortune
  Teller.
  
  > go to the north
  This is near the northern end of the carnival's main thoroughfare, running north and south. You can cut across to where the thoroughfare turns by heading northeast. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is a booth with a sign hanging above
  it stating Baseball Toss.
  
  > go to the north
  This is the northern end of the carnival's main thoroughfare where it turns to the east. To the south, the thoroughfare stretches with the road flanking its western side and a line of tents, buildings, and booths lining the east side. To the east, the thoroughfare continues deeper into the carnival grounds. To the southeast is a baseball toss booth and to your north is the funhouse, standing ominous and decaying in the autumn sun.
  
  > Go east
  You are on the east-west path of the carnival's main thoroughfare. To your north is the House of Mirrors. You can cut across to the north-south part of the thoroughfare by heading southwest. To the southeast is a dunk-a-clown booth.
  
  > go to the south
  You can't go that way.
  You see a couple of teenaged hooligans loitering around the carnival. They see you and quickly move on.
  
  > go to the east
  (first opening the restroom door)
  
  Why you are in the women's rest room is slightly baffling. Stalls
  with toilets line one wall and a sink with a mirror sits across from them. The exit is to the west.
  
  You can see Abner Weems here.
  
  > talk to Weems
  You say hello to Abner Weems.
  
  Abner Weems goes west.
  
  (You could ask him about himself or the incidents.)
  
  > Go west
  This is the northern edge of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. The carnival's main thoroughfare is to the northwest. You can walk around the pond to the southeast or southwest. The men's restroom building
  is to the north and the women's is to the east. Between them, to the northeast, is a small path leading to the House of Freaks. To the
  west is the ice house.
  
  You can see Abner Weems here.
  
  > go southeast
  You are at the eastern side of a natural looking swan pond. It was installed in the center of the park as if the park was built around
  it. True to its name, swans lazily drift about on its surface. You can walk around the pond to the northwest and southwest. To your
  east, the carousel summons you with its hurdy-gurdy music. In the distance to the southwest, you can see the roller coaster and ferris wheel.
  
  > Go southeast
  A young and tall carny mans this ride, assisting any carnival-goers on and off the ferris wheel. At this time of season, those
  carnival-goers are few and far between. The ferris wheel itself is surprisingly sturdy in its appearance, however, like all things in
  this carnival, it needs a fresh coat of paint. For some reason, this seems to be an extra-tall ferris wheel, larger than the one in Coney Island, from what you can remember. The Ferris wheel sits by the river, on the edge of the carnival. The only path is back to the swan pond to the northwest.
  
  You can see Royce Brunner here.
  
  Newspapers blow by like so much forgotten trash.
  
  > talk to the carny
  You say hello to Royce Brunner.
  
  A black cat runs by, crossing your path.
  
  (You could ask him about himself or the incidents.)
  
  > buy the ticket
  You've already purchased a ticket. You're free to roam the carnival grounds.
  
  > ask the carny about himself
  You can't go that way.
  
  "Ferris wheel, huh? That's a big one." you say, trying to sound conversational.
  
  "Hello, friend." he says, in a friendly tone. "Care to ride the wheel?"
  
  > Yes
  "Sure, why the hell not?" you agree.
  
  You hop in one of the seats and Royce cranks the machine to life. You lift into the air on the wheel until you are on top of the ride, looking over most of the carnival. Before the ride comes to a stop
  and you disembark, you take a look around from the highest point and see no one of note about.
  no one of note about.
  no one of note about.
  no one of note about.
  no one of note about.
  no one of note about.
  no one of note about.
  Abner Weems is near the Thoroughfare. no one of note about.
  no one of note about.
  no one of note about.
  no one of note about.