text: [Themes: Fantasy, Zorkian, fantasy, magical stone, kids]
  
  > look at what you're carrying with you
  You're holding a brass token, a leaflet, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella, a silver
  whistle and a small stone (providing light).
  
  The hellhound glares at you through eyes red with hatred.
  
  > see hellhound
  The hellhound is big enough to eat you whole, and willing to try.
  
  You can hear the hellhound's sharp, bloody fangs snapping as it nips your heels.
  
  > open the bottle
  Okay, the bottle is now open.
  
  The hellhound circles you warily, snarling and growling with menace.
  It looks as if it's getting ready to attack!
  
  > 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.
  
  With a savage leap, the hellhound lives up to its bloodthirsty reputation.
  
  Your score is 51 points out of 100, in 271 moves.
  
  Do you want to restart the story, restore a saved position, or quit?
  
  > 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.
  
  You can hear the tramp of marching boots to the east.
  
  > Go north
  You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.
  
  A statue stands in the middle of the fountain.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > go to the south
  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.
  
  You can hear the tramp of marching boots to the east.
  
  > see whistle
  The silver whistle is shaped like a platypus, and twinkles with gentle Magick.
  
  > blow it
  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 inside
  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 fireplace
  You can see nothing interesting about it.
  
  "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."
  
  hat. "Take this," he says, holding it out to you.
  
  > see the King
  (Presumably, you mean King Anatinus.)
  Not unexpectedly, King Anatinus is arrayed in high platypus fashion.
  
  "Take this Hat," says King Anatinus, holding it out to you.
  
  > take Hat
  You're holding too many things already!
  
  "I offer you this Hat," says King Anatinus, holding it out to you.
  
  > drop the leaflet
  Dropped.
  
  "This Hat is for you. Take it," says King Anatinus, holding it out to you.
  
  > see Princess
  (Presumably, you mean Princess Tasmania.)
  Not unexpectedly, Princess Tasmania is arrayed in high platypus fashion.
  
  The King Anatinus glares at you with annoyance.
  
  "You dare to ignore a royal gift?" he cries, deeply offended. "I see. Perhaps a short visit to the granola mines will teach you some respect!"
  
  The King turns you into a platypus with an angry wave of his scepter, and the guards lead you away to twenty years of backbreaking labor.
  
  Your score is 51 points out of 100, in 284 moves.
  
  Do you want to restart the story, restore a saved position, or quit?
  
  > take Hat
  Taken.
  
  (Your score just went up by 1 point! Your total score is 52 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."
  
  > Bow
  (What do you want to bow to?)
  
  > King
  (Presumably, you mean King Anatinus.)
  Graciously, King Anatinus acknowledges your respectful attention.
  
  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.
  
  > Kiss Princess
  (Presumably, you mean Princess Tasmania.)
  It's not likely that King Anatinus would approve.
  
  "The merest blow into the whistle will speed you on your quest," says King Anatinus.
  
  > Kiss king
  (Presumably, you mean King Anatinus.)
  It seems unlikely that King Anatinus would approve.
  
  "You need only blow into the whistle," says King Anatinus.
  
  > Pet King
  (Presumably, you mean King Anatinus.)
  Fiddling with King Anatinus has no effect.
  
  "Blow into the whistle, and your quest will continue," says King Anatinus.
  
  > get King
  (Presumably, you mean King Anatinus.)
  That's impossible.
  
  The King Anatinus glares at you with annoyance.
  
  "You dare to ignore a royal command?" he cries, deeply offended. "I see. Perhaps a short visit to the granola mines will teach you some respect!"
  
  The King turns you into a platypus with an angry wave of his scepter, and the guards lead you away to twenty years of backbreaking labor.
  
  Your score is 52 points out of 100, in 289 moves.
  
  Do you want to restart the story, restore a saved position, or quit?
  
  > 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.
  
  > check what you're carrying
  You're holding a wizard's hat, a brass token, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small
  stone (providing light).
  
  > 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.
  
  > 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 east. It sounds as if they're coming this way!
  
  > enter
  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.
  
  > 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.
  
  The vulture is circling high overhead.
  
  > Go south
  You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.
  
  A statue stands in the middle of the fountain.
  
  The vulture is watching you from high overhead.
  
  > go to the east
  You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.
  
  To the south stands a ramshackle old building. Colorful lights,
  curious electronic sounds and a neon sign beckon you through the open entrance.
  
  > Go east
  The sea-worn planks of the Witchville Pleasure Wharf end abruptly a
  few feet to the east. You're surrounded by the dark, shark-infested waters of Witchville Bay.
  
  > go to the east
  The sharks would gobble you up if you tried that!
  
  > Swim
  (Presumably, you mean in the water.)
  You'd probably drown in the bay if you went that way.
  
  > Go south
  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.
  
  The vulture hovers in the sky high overhead.
  
  You're standing in a circular park, surrounded by the Witchville Rotary. Walks converge from four directions on a neglected marble fountain, filled with greasy water.
  
  A statue stands in the middle of the fountain.
  
  > go to the south
  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.
  
  > 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.
  
  > put Hat on the hellhound
  There's no good surface on the hellhound.
  
  The hellhound glares at you through eyes red with hatred.
  
  > see the bird
  It's a fat old bird with a droopy beak and half-closed eyes.
  
  The vulture can be seen circling high overhead.
  
  > put Hat on vulture
  The vulture is much too high.
  
  > put Hat on 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 57 out of 100.)
  
  > Inventory
  You're holding a brass token, a violet note, a candle (providing light), a bottle, a horseshoe, an umbrella and a small stone
  (providing light).
  
  > see the lighthouse
  It's really just an automated beacon, erected by the town to impress tourists. There aren't any entrances or openings.
  
  > West
  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.
  
  The vulture eyes you suspiciously from high overhead.
  
  > go inside
  "You won't get far without a ticket!" cries Miss Voss.
  
  You're standing in the lobby of the movie theater. A short corridor leads north into darkness. Sound effects and music can be heard drifting down the corridor.
  
  The gravedigger is standing near the corridor, a large cardboard
  carton at his feet.
  
  > Go east
  You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.
  
  To the south stands a ramshackle old building. Colorful lights,
  curious electronic sounds and a neon sign beckon you through the open entrance.
  
  You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
  
  > go to the south
  This old building is the home of a sleazy arcade, lined with coin-op video games. The machines are crowded with half-crazed, stunted humanoids, who pay no attention to you as they satisfy their thirst
  for electric violence.
  
  One machine in the corner appears to be deserted.
  
  A sign on the wall says, "All Games One Token."
  
  > put Token in the machine
  The brass token disappears into the slot.
  
  Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.
  
  (Your score just went up by 1 point! Your total score is 58 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  You can hear the tramp of marching boots to the north.
  
  > Yes
  (Hope you saved your story position.)
  
  A sudden power drain makes all the other games in the arcade go dim. Blue sheets of energy leap from the game machine, surrounding you in
  an incandescent aura. You can feel your molecules being taken apart
  one at a time, analyzed, modulated and broadcast through space. It is not a pleasant sensation.
  
  You're on a hilltop overlooking the seaside village of Witchville.
  
  A tower stands in bleak silhouette against the moonlit sky. It rises a hundred feet above a barren plateau, and is encircled by a deep moat. The only entrances are a closed drawbridge and a dark window near the top.
  
  Roads run down the hill to the east and west. There's a signpost nearby.
  
  A synthetic voice says, "Game Over. Insert Token To Play Again."
  
  (Your score just went up by 5 points! Your total score is 63 out of 100.)
  
  > see the moat
  The moat is 20 feet wide and filled with black, oily water.
  
  > see the window
  It's wide open, and located a hundred feet above the moat.
  
  > Sorkin
  With a great creak of wood and rattle of chains, the drawbridge slowly lowers across the moat.
  
  (Your score just went up by 3 points! Your total score is 66 out of 100.)
  
  (This might be a good time to SAVE your story position.)
  
  > Go inside
  You're standing in a dimly-lit vestibule just inside the tower's entrance. The drawbridge is opened across the moat to the north. A short corridor leads south, into the tower.
  
  "Turn back, brave Adventurer!"
  
  You stare in horror at the platypus chained to the floor. It's
  Princess Tasmania!
  
  > ask Princess about chains
  (Presumably, you mean Princess Tasmania.)
  A rumbling noise calls your attention away from the chain.
  
  "Behind you!" cries the Princess. "It's a trap!"
  
  Too late. The drawbridge crashes shut against the tower wall. You turn to face your enemy, and find yourself staring into the open maw of... Mr. Crisp!
  
  "Nice of you to drop by," he sneers as a gigantic Boot pins you to the ground. "Saves me the bother of tracking you down."
  
  You're chained up in the corner of a dim, stuffy chamber, deep within the bowels of the tower. The walls gleam with obscure medical instruments, and a diabolical torture machine occupies most of the opposite corner.
  
  Princess Tasmania is clamped into the torture machine!
  
  A ladder rises to meet an open hatch in the middle of the ceiling.
  
  Mr. Crisp is strolling around dusting off the instruments.
  
  > Hello
  Mr. Crisp reddens. "Don't use that name in front of me!"
  
  > show the note to Crisp
  Mr. Crisp takes the violet note and stares at it. His face turns pale. "Where did this come from?" he whispers, opening it.
  
  An unbearably sweet expression spreads over his face as he reads. The violet note falls from his hands.
  
  "I've got to run," Mr. Crisp cries, tossing his white lab coat into a corner and stuffing his shirttails into his pants. "Violet scolds me when I'm late!" He struggles into a hideous velvet blazer, pushes a comb through his hair and scampers up the ladder like a little boy.
  
  The hatch closes with a hollow thud.
  
  > get the note
  You can't. Mr. Crisp dropped it out of your reach.
  
  You hear the distant rattle of the drawbridge opening.
  
  Princess Tasmania breathes a sigh of relief.