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a complete transcript to infocom's WISHBRINGER

Oct 21st, 2014
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  1. "Behind you!" cries the Princess. "It's a trap!"
  2.  
  3. 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 Thermofax.
  4.  
  5. Only your Magick sword can save you now. You swing it high, speak the Word and stand unhurt as the blade absorbs the searing dragon breath.
  6.  
  7. The reptile bellows with rage and flaps its wings to fan the fire in its belly. You are advancing, sword poised to strike, when a familiar voice shatters the daydream and stays your mighty hand...
  8.  
  9. Wishbringer
  10. The Magick Stone of Dreams
  11. Copyright (C)1985, 1988 Infocom, Inc. All rights reserved.
  12. Wishbringer is a registered trademark of Infocom, Inc.
  13. Release 23 / Serial number 880706
  14. Interpreter 1 Version F
  15.  
  16. Hilltop
  17. You're on a hilltop overlooking the seaside village of Festeron.
  18.  
  19. To the south stands the Festeron Post Office. It's a little brick building with a neatly trimmed lawn. The Post Office door stands invitingly open.
  20.  
  21. Roads run down the hill to the east and west. There's a signpost nearby.
  22.  
  23. Somebody inside the Post Office is calling you.
  24.  
  25. Okay, what do you want to do now?
  26. >verbose
  27. [Maximum verbosity.]
  28.  
  29. Hilltop
  30. You're on a hilltop overlooking the seaside village of Festeron.
  31.  
  32. To the south stands the Festeron Post Office. It's a little brick building with a neatly trimmed lawn. The Post Office door stands invitingly open.
  33.  
  34. Roads run down the hill to the east and west. There's a signpost nearby.
  35.  
  36. Okay, what do you want to do now?
  37. >s
  38. Post Office
  39. This is the lobby of the Festeron Post Office. The walls are lined with small, private mailboxes and wanted posters. A service counter runs along the entire length of the room.
  40.  
  41. Your boss, Mr. Crisp, is behind the service counter reading other people's postcards.
  42.  
  43. Mr. Crisp hides the postcards away as you enter. "Where have you been?" he barks angrily. "Daydreaming again, eh? I've been looking everywhere for you!"
  44.  
  45. [Your score just went up by 1 point! Your total score is 1 out of 100.]
  46.  
  47. [NOTE: You can turn score notification on or off at any time with the NOTIFY command.]
  48.  
  49. What next?
  50. >wait
  51. Time passes.
  52.  
  53. Mr. Crisp reaches under the service counter and pulls out a mysterious envelope. "We just got this Special Delivery," he snarls, tossing it onto the service counter. "I want you to drop it off right away. That means NOW!"
  54.  
  55. What next?
  56. >get envelope
  57. Taken.
  58.  
  59. [Your score just went up by 5 points! Your total score is 6 out of 100.]
  60.  
  61. Mr. Crisp drums his fingers on the service counter impatiently. "Get moving, numbskull! The Magick Shoppe closes at five o'clock!"
  62.  
  63. What next?
  64. >n
  65. As you leave the Post Office, somebody slams and locks the door behind you.
  66.  
  67. Hilltop
  68. You're on a hilltop overlooking the seaside village of Festeron.
  69.  
  70. To the south stands the Festeron Post Office. It's a little brick building with a neatly trimmed lawn. The Post Office door is closed.
  71.  
  72. Roads run down the hill to the east and west. There's a signpost nearby.
  73.  
  74. What next?
  75. >w
  76. Outside Cemetery
  77. You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
  78.  
  79. What next?
  80. >w
  81. The cemetery is a creepy place. Are you sure you want to go in there?
  82.  
  83. [Please type YES or NO.] >yes
  84.  
  85. You have been warned.
  86.  
  87. Creepy Corner
  88. You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
  89.  
  90. What next?
  91. >n
  92. Spooky Copse
  93. A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  94.  
  95. There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  96.  
  97. An old gravedigger is resting under a willow tree.
  98.  
  99. The gravedigger nods a greeting as you approach.
  100.  
  101. What next?
  102. >w
  103. Twilight Glen
  104. The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.
  105.  
  106. There must have been a burial here recently. Somebody left their umbrella leaning up against a tombstone.
  107.  
  108. The gravedigger follows behind you. "What's your hurry?" he complains.
  109.  
  110. Throwing a shovel over his shoulder, the gravedigger ambles through the iron gate and locks it. "Keep out of the cemetery after Dark," he tells you with a sly wink.
  111.  
  112. You can hear him chuckling as he disappears to the north.
  113.  
  114. What next?
  115. >e
  116. Spooky Copse
  117. A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  118.  
  119. There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  120.  
  121. What next?
  122. >d
  123. Open Grave
  124. You're at the bottom of an open grave, surrounded by six-foot walls of dirt.
  125.  
  126. There's an old bone here.
  127.  
  128. [You won't see the "What next?" prompt any more.]
  129. >get bone
  130. Taken.
  131.  
  132. [Your score just went up by 1 point! Your total score is 7 out of 100.]
  133.  
  134. >u
  135. With great difficulty, you manage to climb out of the open grave.
  136.  
  137. Spooky Copse
  138. A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  139.  
  140. There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  141.  
  142. >s
  143. Creepy Corner
  144. You're in a creepy corner of the Festeron Cemetery, surrounded by silent tombstones. An iron gate opens to the east, and a narrow lane wanders north.
  145.  
  146. >e
  147. Whew! That cemetery sure is spooky.
  148.  
  149. Outside Cemetery
  150. You're standing next to an open iron gate that leads west into the Festeron Cemetery. A road runs east to the top of Post Office Hill.
  151.  
  152. >e
  153. Hilltop
  154. You're on a hilltop overlooking the seaside village of Festeron.
  155.  
  156. To the south stands the Festeron Post Office. It's a little brick building with a neatly trimmed lawn. The Post Office door is closed.
  157.  
  158. Roads run down the hill to the east and west. There's a signpost nearby.
  159.  
  160. >e
  161. Outside Cottage
  162. You're outside the cottage of Miss Voss, the town librarian. The road turns north toward the village, and bends upward to the summit of Post Office Hill.
  163.  
  164. As you approach the cottage you are greeted by the tiniest poodle you've ever seen in your entire life. It charges across the street, yapping angrily and showing its sharp little teeth.
  165.  
  166. You can smell the poodle's hot breath as it yaps.
  167.  
  168. >give bone to poodle
  169. The poodle tests the old bone with its tongue, lies down and begins to gnaw on it, keeping a red eye on you.
  170.  
  171. [Your score just went up by 3 points! Your total score is 10 out of 100.]
  172.  
  173. >n
  174. The poodle yaps a threat as you back away.
  175.  
  176. Rotary South
  177. This is the south side of the Festeron Rotary. A road branches south, towards Post Office Hill.
  178.  
  179. The Festeron Public Library, famous for its museum of local historic artifacts, stands proudly on the nearby corner.
  180.  
  181. Miss Voss, the town librarian, is locking the library door as you approach. "Just the person I was looking for!" she exclaims, smiling brightly.
  182.  
  183. >wait
  184. Time passes.
  185.  
  186. Miss Voss retrieves a violet slip of paper from the depths of her purse. "Be a sweetie and give this note to your dear boss, Mr. Crisp," she coos, holding the note out to you. "I'd be ever so much obliged."
  187.  
  188. >get note
  189. Taken.
  190.  
  191. [Your score just went up by 3 points! Your total score is 13 out of 100.]
  192.  
  193. Miss Voss hurries away down the street. "Thanks! Toody-loo!"
  194.  
  195. >n
  196. Park
  197. You're standing in a circular park, surrounded by the Festeron Rotary. Walks converge from four directions on a shallow marble fountain, filled with sparkling water.
  198.  
  199. A statue stands in the middle of the fountain.
  200.  
  201. >look in fountain
  202. You can see a goldfish and a gold coin in the fountain.
  203.  
  204. >get coin
  205. Taken.
  206.  
  207. [Your score just went up by 1 point! Your total score is 14 out of 100.]
  208.  
  209. >n
  210. Rotary North
  211. This is the northern side of the Festeron Rotary. A road leads north, towards the river.
  212.  
  213. On the corner stands a quaint village church. Its little white steeple is straight out of a country postcard. The church door stands invitingly open.
  214.  
  215. >n
  216. South of Bridge
  217. This is the south side of a covered bridge that spans the Festeron River. Paths lead off to the east and west, and a road leads south to the village.
  218.  
  219. >n
  220. Bridge
  221. You're on a covered bridge that spans the Festeron River. A sign hangs on an arch overhead.
  222.  
  223. >n
  224. North of Bridge
  225. This is the north side of the Festeron Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.
  226.  
  227. >e
  228. Cliff Bottom
  229. You're at the bottom of a cliff that rises up from the north bank of the river. A steep trail winds upward.
  230.  
  231. A gnarled tree trunk stands nearby, a lone branch its only adornment.
  232.  
  233. >u
  234. [The trail you're climbing is narrow and twisty. It's a good idea to draw a map as you go up.]
  235.  
  236. Steep Trail
  237. A steep, rocky trail winds west and downward.
  238.  
  239. >w
  240. Steep Trail
  241. A steep, rocky trail winds north and east.
  242.  
  243. >n
  244. Steep Trail
  245. A steep, rocky trail winds south and upward.
  246.  
  247. >u
  248. Steep Trail
  249. A steep, rocky trail winds east and downward.
  250.  
  251. >e
  252. Steep Trail
  253. A steep, rocky trail winds south and west.
  254.  
  255. >s
  256. Steep Trail
  257. A steep, rocky trail winds north and upward.
  258.  
  259. >u
  260. [Your score just went up by 1 point! Your total score is 15 out of 100.]
  261.  
  262. Cliff Edge
  263. You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southwest, you can see the shadow of Post Office Hill creeping across the village as the sun sinks into a bank of clouds.
  264.  
  265. The peaceful scenery is disturbed by a tiny figure emerging from the distant Post Office. It stares in your direction for a few moments, checks its wrist and shakes a threatening little fist at you.
  266.  
  267. A little old-fashioned store stands nearby. Its brightly painted shutters and thatched roof remind you of something out of a fairy tale. A curiously painted sign over the front door reads, "Ye Olde Magick Shoppe."
  268.  
  269. >open door
  270. A concealed bell tinkles merrily.
  271.  
  272. Okay, the Magick Shoppe door is now open.
  273.  
  274. >in
  275. Magick Shoppe
  276. You're in the front showroom of the Magick Shoppe.
  277.  
  278. Every inch of wall space is crowded with magic tricks, puzzles and mystical paraphernalia. A glass case offers a selection of obscene jokes and naughty birthday cards.
  279.  
  280. In the corner stands an ancient grandfather clock, its dial ornamented with a sneering crescent moon and other celestial symbols.
  281.  
  282. The front door of the Magick Shoppe is wide open. At the west end of the room, you can see another exit concealed by a curtain.
  283.  
  284. A sudden gust of wind slams the Magick Shoppe door closed. A concealed bell tinkles merrily.
  285.  
  286. "Just a moment!" cries a voice behind the curtain.
  287.  
  288. >wait
  289. Time passes.
  290.  
  291. The noisy tick of the grandfather clock is making you uneasy.
  292.  
  293. >wait
  294. Time passes.
  295.  
  296. The curtain opens so quickly it makes you jump.
  297.  
  298. The woman standing before you is older than your oldest aunt. Her thin, pale face and bony hands make her look fragile, like a fading signature in an antique book. But her eyes remember everything they have ever seen.
  299.  
  300. You appraise one another for a long moment before she breaks the ice. "Welcome in, welcome!" she chortles. "Don't get many visitors this late in the day."
  301.  
  302. The room seems oddly quiet all of a sudden.
  303.  
  304. >give envelope to woman
  305. [Your score just went up by 5 points! Your total score is 20 out of 100.]
  306.  
  307. The old woman turns pale as she takes the mysterious envelope from you. "It's been a long, long time since I last saw this handwriting," she murmurs, turning it over in her hands. "Hoped I never would again."
  308.  
  309. She starts to open the mysterious envelope, thinks better of it and hands it back to you. "Will you open it up and read it to me?" she pleads. "I'll never find my glasses in this mess."
  310.  
  311. [You are again holding the mysterious envelope.]
  312.  
  313. >open envelope
  314. Opening the mysterious envelope reveals a letter.
  315.  
  316. "Don't be bashful. Read the letter to me. I'm waiting."
  317.  
  318. >read letter to woman
  319. [Your score just went up by 1 point! Your total score is 21 out of 100.]
  320. You smooth the letter out, clearing your throat nervously.
  321.  
  322. "Deliver the Magick Stone to me before the moons sets, or you will never see your cat again!
  323.  
  324. The Evil One"
  325.  
  326. The old woman is motionless as you read. Glancing up, you see tears of anger forming; but she turns away as your eyes meet.
  327.  
  328. "Kidnapped," she whispers after a long silence. She paces aimlessly around the room, deep in thought.
  329.  
  330. "Many seek to gain the Stone of Dreams," she mutters, mostly to herself. "Yet few can imagine the price. For years I have fought to conceal it from the Evil One and others like her. My youth, my home and family, all were forfeited for its protection. And now," her voice breaking with emotion, "now it claims my only companion."
  331.  
  332. Impulsively, the woman snatches away the letter and envelope and crumples them in her trembling hands. "No one is strong enough to guard Wishbringer alone."
  333.  
  334. >wait
  335. Time passes.
  336.  
  337. The old woman makes an effort to compose herself.
  338.  
  339. "Thank you for coming all this way for me," she says, reaching up to a shelf full of cheap gags. "I know I'm not supposed to tip you, but take this little trinket anyway."
  340.  
  341. The woman holds out a small metal can for you to take.
  342.  
  343. >get can
  344. Taken.
  345.  
  346. [Your score just went up by 3 points! Your total score is 24 out of 100.]
  347.  
  348. Something rattles in the can.
  349.  
  350. "It's getting Dark outside," the old woman remarks, and you can almost hear the capital D. "Maybe you should be getting back to town."
  351.  
  352. >wait
  353. Time passes.
  354.  
  355. The old woman hobbles over to the Magick Shoppe door and opens it. A concealed bell tinkles merrily.
  356.  
  357. "Keep a sharp eye out for my cat, won't you?" She speaks the words slowly and distinctly. "Bring her to me if you find her. She's black as night from head to tail, except for one little white spot... right HERE."
  358.  
  359. The old woman touches the middle of your forehead with her finger. The light outside dims suddenly, like a cloud passing over the sun.
  360.  
  361. >wait
  362. Your body seems unwilling to respond.
  363.  
  364. The old woman takes away her finger. Your forehead is tingling.
  365.  
  366. "The Stone of Dreams can help you in your search. I cannot reveal the place where I have hidden it, for the Evil One would see your thoughts and take the treasure for herself. You must discover it alone, and rely on legends to instruct you in its mysteries."
  367.  
  368. As she speaks, the old woman gently leads you through the door of the Magick Shoppe. She pauses before closing the door.
  369.  
  370. "The moon will set at six tomorrow morning. Return the cat to me by then, and Wishbringer shall be yours.
  371.  
  372. "Her name is Chaos."
  373.  
  374. A concealed bell tinkles merrily.
  375.  
  376.  
  377.  
  378.  
  379.  
  380.  
  381.  
  382.  
  383.  
  384.  
  385.  
  386.  
  387.  
  388.  
  389.  
  390.  
  391.  
  392.  
  393.  
  394.  
  395.  
  396.  
  397. Cliff Edge
  398. You're standing high on a rocky cliff, at the top of a steep trail leading downward.
  399.  
  400. The surrounding landscape has disappeared under a thick blanket of evening fog. All the familiar buildings and landmarks are completely hidden; only the summit of Post Office Hill is high enough to pierce the cloud, rising like a lonely island in a sea of mist...
  401.  
  402. ... an island with a tower on it.
  403.  
  404. There's a TOWER where the Post Office used to be! The massive outline is hard to make out against the twilight sky. But the longer you stare, the clearer and more frightening it becomes.
  405.  
  406. The Magick Shoppe stands nearby.
  407.  
  408. >d
  409. As you descend the trail you are immediately engulfed in...
  410.  
  411. Fog
  412. You're lost in a thick cloud of fog.
  413.  
  414. >n
  415. Fog
  416. You're lost in a thick cloud of fog.
  417.  
  418. >w
  419. Fog
  420. You're lost in a thick cloud of fog.
  421.  
  422. >d
  423. Fog
  424. You're lost in a thick cloud of fog.
  425.  
  426. >s
  427. Fog
  428. You're lost in a thick cloud of fog.
  429.  
  430. >e
  431. Fog
  432. You're lost in a thick cloud of fog.
  433.  
  434. >d
  435. A sudden gust of wind dissolves the fog and clears your vision.
  436.  
  437. Cliff Bottom
  438. You're at the bottom of a cliff that rises up from the north bank of the river.
  439.  
  440. A gnarled tree trunk stands nearby, a lone branch its only adornment. A vulture perched on top is watching every move you make.
  441.  
  442. >break branch
  443. Crack! The dead branch snaps off the gnarled tree trunk and falls to the ground with a thud. Visibly annoyed, the vulture spreads its wings and soars away over the river.
  444.  
  445. >get it
  446. Taken.
  447.  
  448. The can rattles in your hand.
  449.  
  450. >w
  451. North of Bridge
  452. This is the north side of the Witchville Bridge. Sheer cliff walls rise abruptly to the north and west. A path wanders east along the shore of the river.
  453.  
  454. A rickety toll gate has been thrown up across the entrance to the covered bridge. A handpainted sign is nailed to the middle of the closed gate.
  455.  
  456. Standing near the toll gate is an ugly, gnomelike creature. A less original story would probably refer to it as a troll.
  457.  
  458. >open can
  459. Yow! When you open the can a real, live rattlesnake leaps out! It squirms about angrily for a few moments, turns to hiss at you and slithers out of sight.
  460.  
  461. The metal can clatters to the ground.
  462.  
  463. A scream of terror echoes off the cliffs as the troll runs away across the covered bridge.
  464.  
  465. [Your score just went up by 3 points! Your total score is 27 out of 100.]
  466.  
  467. >get can
  468. Taken.
  469.  
  470. >squeeze it
  471. The false bottom is wedged tightly into the metal can. You might be able to loosen it by squeezing harder... harder!...
  472.  
  473. Pop! A small stone drops out of the squashed can and lands at your feet.
  474.  
  475. >drop can
  476. Dropped.
  477.  
  478. The vulture eyes you suspiciously from high overhead.
  479.  
  480. >get wishbringer
  481. Taken.
  482.  
  483. [Your score just went up by 5 points! Your total score is 32 out of 100.]
  484.  
  485. As your fingers close around the small stone it begins to glow with an eerie violet-white radiance.
  486.  
  487. >open gate
  488. Okay, the toll gate is now open.
  489.  
  490. >s
  491. Bridge
  492. You're on a covered bridge that spans the Witchville River. A sign hangs on an arch overhead.
  493.  
  494. >s
  495. South of Bridge
  496. 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.
  497.  
  498. >w
  499. River Outlet
  500. 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.
  501.  
  502. >s
  503. Lake Edge
  504. 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 a closed iron gate leading into the Witchville Cemetery.
  505.  
  506. Misty Island, its outline shrouded in fog, is visible far across the water.
  507.  
  508. You can see a narrow pit near the edge of the lake. Animal tracks are visible in the sand next to the pit.
  509.  
  510. >look in pit
  511. The pit is more than five feet deep. You can see a platypus in it.
  512.  
  513. A rusty "click!" draws your eyes to the iron gate. You watch as it slowly creaks open, all by itself!
  514.  
  515. >put branch in pit
  516. Okay, the dead branch is now standing up inside the pit.
  517.  
  518. The platypus grabs onto the bottom of the dead branch with its forepaws.
  519.  
  520. You can hear the tramp of marching boots to the east.
  521.  
  522. >get branch
  523. Taken.
  524.  
  525. [Your score just went up by 5 points! Your total score is 37 out of 100.]
  526.  
  527. The platypus hangs on to the dead branch as you pull it out of the pit. It lets go when the branch clears the edge and waddles joyfully around on the sand.
  528.  
  529. The little creature draws an "X" in the sand with its tail. Then it gives you an oddly dignified nod of thanks, waddles to the edge of the lake and disappears into the dark water.
  530.  
  531. >drop branch
  532. Dropped.
  533.  
  534. >dig in sand
  535. You discovered a silver whistle in the sand under the "X"!
  536.  
  537. >get whistle
  538. Taken.
  539.  
  540. [Your score just went up by 3 points! Your total score is 40 out of 100.]
  541.  
  542. >blow it
  543. A clear, sweet note stills the night with its beauty.
  544.  
  545. 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...
  546.  
  547.  
  548.  
  549.  
  550.  
  551.  
  552.  
  553.  
  554.  
  555.  
  556.  
  557.  
  558.  
  559.  
  560.  
  561.  
  562.  
  563.  
  564.  
  565.  
  566.  
  567. Misty Island
  568. 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.
  569.  
  570. 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.
  571.  
  572. >w
  573. Throne Room
  574. 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.
  575.  
  576. 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.
  577.  
  578. The crowd falls silent as you enter.
  579.  
  580. "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."
  581.  
  582. The crowd applauds politely, and Princess Tasmania blushes.
  583.  
  584. >wait
  585. Time passes.
  586.  
  587. "My messengers have told me of your quest," continues King Anatinus. "Allow me to repay your kindness with words of advice."
  588.  
  589. 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."
  590.  
  591. The king reaches beneath his throne and takes out a small wizard's hat. "Take this," he says, holding it out to you.
  592.  
  593. >get hat
  594. Taken.
  595.  
  596. [Your score just went up by 1 point! Your total score is 41 out of 100.]
  597.  
  598. "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."
  599.  
  600. >wait
  601. Time passes.
  602.  
  603. A fanfare of trumpets breaks the silence, and the crowd falls to its knees.
  604.  
  605. "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."
  606.  
  607. The platypuses look at you expectantly.
  608.  
  609. >blow whistle
  610. A clear, sweet note stills the night with its beauty.
  611.  
  612. 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...
  613.  
  614.  
  615.  
  616.  
  617.  
  618.  
  619.  
  620.  
  621.  
  622.  
  623.  
  624.  
  625.  
  626.  
  627.  
  628.  
  629.  
  630.  
  631.  
  632.  
  633.  
  634. Lake Edge
  635. 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.
  636.  
  637. Misty Island, its outline shrouded in fog, is visible far across the water.
  638.  
  639. You can see a narrow pit near the edge of the lake.
  640.  
  641. A dead branch is lying on the ground.
  642.  
  643. >s
  644. The cemetery is a spooky place, especially at night. Are you sure you want to go in there?
  645.  
  646. [Please type YES or NO.] >yes
  647.  
  648. You have been warned.
  649.  
  650. Twilight Glen
  651. The trees here are so thick, it's almost too dark to see! You can make out an open iron gate to the north, and a narrow lane between the tombstones winds off to the east.
  652.  
  653. There must have been a burial here recently. Somebody left their umbrella leaning up against a tombstone.
  654.  
  655. As you glance around you notice luminous ribbons of mist darting among the tombstones. The air is filled with sinister voices.
  656.  
  657. >e
  658. Spooky Copse
  659. A copse of willow trees makes this part of the cemetery look really spooky. Narrow lanes wander south and west.
  660.  
  661. There's an open grave nearby, freshly dug, with a tombstone erected next to it.
  662.  
  663. The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears.
  664.  
  665. The vulture is watching you from high overhead.
  666.  
  667. >d
  668. The eldritch vapors moan with disappointment as you escape their misty clutches.
  669.  
  670. Open Grave
  671. 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.
  672.  
  673. >n
  674. Underground
  675. You're in a dark underground chamber. Cold, smelly tunnels wander away to the north and east, and there's a dark hole in the south wall.
  676.  
  677. >e
  678. Underground
  679. You're in a damp underground chamber. Long tunnels wander away to the north and west.
  680.  
  681. A dark, narrow hole is visible overhead.
  682.  
  683. >push bunk
  684. Okay, you moved the bunk away from the hole.
  685.  
  686. Faint light streams in from overhead.
  687.  
  688. >drop all
  689. The wizard's hat: Dropped.
  690. The small stone: Dropped.
  691. The gold coin: Dropped.
  692. The violet note: Dropped.
  693. The storybook: Dropped.
  694.  
  695. The small stone stops glowing.
  696.  
  697. >u
  698. With great effort, you manage to squeeze yourself into the hole.
  699.  
  700. Jail Cell
  701. You're locked inside a damp, uncomfortable jail cell. Its thick steel door and stone walls offer little hope for escape.
  702.  
  703. The only furnishing is a hard bunk in the middle of the floor with a thick blanket on it.
  704.  
  705. There's a dark, narrow hole in the floor.
  706.  
  707. >get blanket
  708. Taken.
  709.  
  710. [Your score just went up by 3 points! Your total score is 44 out of 100.]
  711.  
  712. You can hear somebody howling with pain from an adjacent cell.
  713.  
  714. >d
  715. With great effort, you manage to squeeze yourself into the hole.
  716.  
  717. Underground
  718. You're in a dirty underground chamber. Long tunnels wander away to the north and west.
  719.  
  720. Faint light is streaming in from a narrow hole overhead.
  721.  
  722. You can see a storybook, a violet note, a gold coin, a small stone and a wizard's hat here.
  723.  
  724. >get all
  725. The storybook: Taken.
  726. The violet note: Taken.
  727. The gold coin: Taken.
  728. The small stone: Taken.
  729. The wizard's hat: Taken.
  730.  
  731. The small stone begins to glow again.
  732.  
  733. >n
  734. Underground
  735. You're in a damp underground chamber. Cold, dark tunnels wander away to the south, east and west.
  736.  
  737. >e
  738. Grue's Nest
  739. You have stumbled into the nesting place of a family of grues. Congratulations. Few indeed are the adventurers who have entered a grue's nest and lived as long as you have.
  740.  
  741. Everything is littered with rusty swords of elvish workmanship, piles of bones and other debris. A closed refrigerator stands in one corner of the nest, and something... a small, dangerous-looking little beast... is curled up in the other corner.
  742.  
  743. The only exit is to the west. Hope you survive long enough to use it.
  744.  
  745. Snoring fitfully, the little beast turns away from the light of the small stone and faces the wall.
  746.  
  747. >put blanket on grue
  748. Okay, the little beast is now covered with the thick blanket.
  749.  
  750. The creature stirs restlessly for an anxious moment. Then it settles into the comfortable darkness of the thick blanket, sighs gently and lies still.
  751.  
  752. [Your score just went up by 3 points! Your total score is 47 out of 100.]
  753.  
  754. >open fridge
  755. A light inside the refrigerator goes out as you open it.
  756.  
  757. Opening the refrigerator reveals an earthworm and a bottle.
  758.  
  759. >get worm
  760. Taken.
  761.  
  762. [Your score just went up by 3 points! Your total score is 50 out of 100.]
  763.  
  764. The earthworm squirms with annoyance at your touch.
  765.  
  766. >w
  767. Underground
  768. You're in a smelly underground chamber. Cold tunnels wander away to the south, east and west.
  769.  
  770. >w
  771. Underground
  772. You're in a dirty underground chamber. Cold tunnels wander away to the south and east.
  773.  
  774. The surrounding walls are almost obscured by the roots of a mighty tree. Overhead you can see the underside of a large stump. It appears to be hinged.
  775.  
  776. >open stump
  777. Lifting the hinged top of the stump reveals a round hole leading upward into moonlight.
  778.  
  779. >u
  780. Lookout Hill
  781. 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.
  782.  
  783. 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.
  784.  
  785. A horseshoe is lying in the grass near the stump.
  786.  
  787. >n
  788. River Outlet
  789. 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.
  790.  
  791. >e
  792. South of Bridge
  793. 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.
  794.  
  795. >e
  796. Rocky Path
  797. You're on a rocky path that runs east and west along the banks of the Witchville River. A shimmering trail leads south into a dense forest.
  798.  
  799. >s
  800. As you walk along the shimmering trail you feel a vague sense of disorientation, then a shock of recognition...
  801.  
  802.  
  803.  
  804.  
  805.  
  806.  
  807.  
  808.  
  809.  
  810.  
  811.  
  812.  
  813.  
  814.  
  815.  
  816.  
  817.  
  818.  
  819.  
  820.  
  821.  
  822. West of House
  823. You are standing in an open field west of a white house, with a boarded front door.
  824.  
  825. There's a little mailbox here.
  826.  
  827. >open mailbox
  828. Opening the little mailbox reveals a leaflet.
  829.  
  830. The edges of the little mailbox are beginning to twinkle.
  831.  
  832. >wait
  833. Time passes.
  834.  
  835. The little mailbox is engulfed in a sparkling aurora! Tremors of anticipation run up and down its length, and the air sings with Magick.
  836.  
  837. >wait
  838. Time passes.
  839.  
  840. With a gentle pop, the little mailbox pulls itself out of the ground and cavorts about the grass like a happy rabbit!
  841.  
  842. >wait
  843. Time passes.
  844.  
  845. The little mailbox notices you and snaps its tiny lid with joy. It makes a silly "clump-clump, clump-clump" sound as it hops to your side and rubs lovingly against your sleeve.
  846.  
  847. >n
  848. As the house disappears into the distance, you get the distinct feeling that, someday, you will pass this way again.
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855.  
  856.  
  857.  
  858.  
  859.  
  860.  
  861.  
  862.  
  863.  
  864.  
  865.  
  866.  
  867.  
  868.  
  869.  
  870. Rocky Path
  871. You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.
  872.  
  873. >e
  874. Lighthouse
  875. This is where the river empties into Witchville Bay. A path leads west along the riverbank.
  876.  
  877. A broken-down old lighthouse, barely ten feet high, stands on the shore nearby.
  878.  
  879. Perched on top of the lighthouse is a pelican, watching you through half-closed eyelids.
  880.  
  881. >give hat to pelican
  882. 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.
  883.  
  884. 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: KALUZE.
  885.  
  886. 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!"
  887.  
  888. [Your score just went up by 5 points! Your total score is 55 out of 100.]
  889.  
  890. The little mailbox "clump-clumps" to your side with a joyful snap.
  891.  
  892. >z
  893. Time passes.
  894.  
  895. >z
  896. Time passes.
  897.  
  898. The little mailbox nuzzles you lovingly.
  899.  
  900. >w
  901. Rocky Path
  902. You're on a rocky path that runs east and west along the banks of the Witchville River. A dense, impenetrable forest borders the south edge of the path.
  903.  
  904. >w
  905. South of Bridge
  906. 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.
  907.  
  908. >s
  909. Rotary North
  910. This is the northern side of the Witchville Rotary. A road leads north, towards the river.
  911.  
  912. On the corner stands a broken-down old church that looks as if it hasn't been used for years.
  913.  
  914. You can hear the tramp of marching boots to the west. It sounds as if they're coming this way!
  915.  
  916. >s
  917. Park
  918. 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.
  919.  
  920. A statue stands in the middle of the fountain.
  921.  
  922. You can hear the tramp of marching boots to the west.
  923.  
  924. >look in fountain
  925. You can see a brass token and a piranha in the fountain.
  926.  
  927. The little mailbox "clump-clumps" happily into view.
  928.  
  929. You can hear the tramp of marching boots to the north.
  930.  
  931. >put worm in fountain
  932. It lands in the fountain with a splash.
  933.  
  934. The piranha snatches away the worm and swims to the far side of the fountain to devour it.
  935.  
  936. The little mailbox cuddles up around your feet.
  937.  
  938. >get token
  939. Taken.
  940.  
  941. [Your score just went up by 3 points! Your total score is 58 out of 100.]
  942.  
  943. >e
  944. Rotary East
  945. You're on the eastern side of the Witchville Rotary. A street branches off to the east, towards the bay.
  946.  
  947. On the corner nearby stands a sleazy little movie theater. Showtimes and admission prices are listed on a schedule near the open entrance, and a marquee announces the current feature.
  948.  
  949. Miss Voss, the former town librarian, is peering at you suspiciously.
  950.  
  951. >buy ticket
  952. [with the gold coin]
  953. Miss Voss snatches away your gold coin with her bony fingers and hands you a ticket.
  954.  
  955. [You are now holding a ticket.]
  956.  
  957. [Your score just went up by 3 points! Your total score is 61 out of 100.]
  958.  
  959. The little mailbox "clump-clumps" into view and snaps a greeting.
  960.  
  961. >in
  962. Theater Lobby
  963. 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.
  964.  
  965. The gravedigger is standing near the corridor, a large cardboard carton at his feet.
  966.  
  967. >show ticket to gravedigger
  968. The gravedigger takes the ticket, gestures absently to the empty carton and leans back to daydream.
  969.  
  970. >n
  971. The gravedigger nods as you pass.
  972.  
  973. Inside Theater
  974. This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.
  975.  
  976. There's a noisy movie playing on the screen. A dark corridor leads out to the lobby.
  977.  
  978. The screen image is a meaningless blur of colored light.
  979.  
  980. >examine floor
  981. Hmm. This place isn't completely spotless. You just discovered a used pair of 3D glasses under a seat.
  982.  
  983. All you can see on the screen is a confusing double image.
  984.  
  985. >get glasses
  986. Taken.
  987.  
  988. [Your score just went up by 3 points! Your total score is 64 out of 100.]
  989.  
  990. The picture on the screen is fuzzy and hard to watch.
  991.  
  992. >out
  993. Theater Lobby
  994. 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.
  995.  
  996. The gravedigger is standing near the corridor, a large cardboard carton at his feet.
  997.  
  998. >out
  999. Are you sure you want to leave the movie theater? The gravedigger might not let you in again without another ticket!
  1000.  
  1001. [Please type YES or NO.] >yes
  1002. "Come again!" sneers the gravedigger as you leave.
  1003.  
  1004. Rotary East
  1005. You're on the eastern side of the Witchville Rotary. A street branches off to the east, towards the bay.
  1006.  
  1007. On the corner nearby stands a sleazy little movie theater. Showtimes and admission prices are listed on a schedule near the open entrance, and a marquee announces the current feature.
  1008.  
  1009. Miss Voss, the former town librarian, is peering at you suspiciously.
  1010.  
  1011. There's a little mailbox with a leaflet in it here.
  1012.  
  1013. Out of the corner of your eye, you notice Miss Voss squinting carefully at the gold coin you gave her. She looks at you suspiciously, picks up a telephone and begins to dial rapidly.
  1014.  
  1015. The little mailbox is watching you eagerly.
  1016.  
  1017. >e
  1018. Pleasure Wharf
  1019. You're standing near the remains of the Pleasure Wharf. The Wharf extends eastward into Witchville Bay.
  1020.  
  1021. To the south stands a ramshackle old building. Colorful lights, curious electronic sounds and a neon sign beckon you through the open entrance.
  1022.  
  1023. A big mailbox is nearby.
  1024.  
  1025. A voice behind you growls, "I want MAIL!" You turn to face the sound, but there's nobody here except you.
  1026.  
  1027. >wait
  1028. Time passes.
  1029.  
  1030. You watch with astonishment as the lid of the big mailbox slowly opens by itself, then snaps shut with a clang.
  1031.  
  1032. The little mailbox "clump-clumps" into view and snaps a greeting.
  1033.  
  1034. >wait
  1035. Time passes.
  1036.  
  1037. The lid of the big mailbox opens again. "Hungry!"
  1038.  
  1039. The two mailboxes freeze at the sight of one another.
  1040.  
  1041. The little mailbox snarls and stands protectively by your side. The big mailbox emits a frightful growl and throws its lid wide open, displaying rows of sharp little teeth. A crowd of postal meters and stamp dispensers gathers as the metal warriors circle each other with tense, snapping lids.
  1042.  
  1043. With a sudden rush, the little mailbox throws itself at the big mailbox and clamps onto its forefoot. The big mailbox roars with anger, bites the little mailbox viciously and tries in vain to shake it off. You stare in wonder as the fighting boxes swell to twice their normal size, then four times larger, eight times!
  1044.  
  1045. The big mailbox frees itself with a savage twist and bends to finish its foe. The little mailbox dodges, grips the descending lid and holds on for dear life. Locked in mortal combat, the giant boxes roll over and over, shaking the earth with the thunder of battle.
  1046.  
  1047. The scene disappears under a cloud of dust. You hear a terrible scream of agony, then an even more terrible silence. When the air clears, the boxes and spectators are gone.
  1048.  
  1049. >s
  1050. Video Arcade
  1051. 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.
  1052.  
  1053. One machine in the corner appears to be deserted.
  1054.  
  1055. A sign on the wall says, "All Games One Token."
  1056.  
  1057. >put token in slot
  1058. The brass token disappears into the slot.
  1059.  
  1060. Ding! You hear a pleasant electric chime, and a blinking star appears on the video screen.
  1061.  
  1062. [Your score just went up by 1 point! Your total score is 65 out of 100.]
  1063.  
  1064. [This might be a good time to SAVE your story position.]
  1065.  
  1066. >save
  1067. Okay, done.
  1068.  
  1069. >push joystick west
  1070. Bing! You moved the blinking star one square to the left.
  1071.  
  1072. >again
  1073. Bing! You moved the blinking star one square to the left.
  1074.  
  1075. >push it south
  1076. Bing! You moved the blinking star one square downward.
  1077.  
  1078. >again
  1079. Bing! You moved the blinking star one square downward.
  1080.  
  1081. You can hear the tramp of marching boots to the north.
  1082.  
  1083. >press button
  1084. Are you sure you want to push the big red button?
  1085.  
  1086. [Please type YES or NO.] >yes
  1087.  
  1088. The stunted humanoids in the arcade watch you carefully as your hand touches the flashing button. This might be a trap! You don't really want to press that big red button, do you?
  1089.  
  1090. [Please type YES or NO.] >yes
  1091.  
  1092. (Hope you saved your story position.)
  1093.  
  1094. 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.
  1095.  
  1096.  
  1097.  
  1098.  
  1099.  
  1100.  
  1101.  
  1102.  
  1103.  
  1104.  
  1105.  
  1106.  
  1107.  
  1108.  
  1109.  
  1110.  
  1111.  
  1112.  
  1113.  
  1114.  
  1115.  
  1116. Hilltop
  1117. You're on a hilltop overlooking the seaside village of Witchville.
  1118.  
  1119. 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.
  1120.  
  1121. Roads run down the hill to the east and west. There's a signpost nearby.
  1122.  
  1123. A synthetic voice says, "Game Over. Insert Token To Play Again."
  1124.  
  1125. [Your score just went up by 5 points! Your total score is 70 out of 100.]
  1126.  
  1127. >say kaluze
  1128. With a great creak of wood and rattle of chains, the drawbridge slowly lowers across the moat.
  1129.  
  1130. [Your score just went up by 3 points! Your total score is 73 out of 100.]
  1131.  
  1132. [This might be a good time to SAVE your story position.]
  1133.  
  1134. >save
  1135. Okay, done.
  1136.  
  1137. >s
  1138. Vestibule
  1139. 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.
  1140.  
  1141. >wait
  1142. Time passes.
  1143.  
  1144. "Turn back, brave Adventurer!"
  1145.  
  1146. You stare in horror at the platypus chained to the floor. It's Princess Tasmania!
  1147.  
  1148. >wait
  1149. Time passes.
  1150.  
  1151. "Behind you!" cries the Princess. "It's a trap!"
  1152.  
  1153. 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!
  1154.  
  1155. "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."
  1156.  
  1157.  
  1158.  
  1159.  
  1160.  
  1161.  
  1162.  
  1163.  
  1164.  
  1165.  
  1166.  
  1167.  
  1168.  
  1169.  
  1170.  
  1171.  
  1172.  
  1173.  
  1174.  
  1175.  
  1176.  
  1177. Torture Chamber
  1178. 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.
  1179.  
  1180. Princess Tasmania is clamped into the torture machine!
  1181.  
  1182. A ladder rises to meet an open hatch in the middle of the ceiling.
  1183.  
  1184. Mr. Crisp is gently polishing the diabolical machine.
  1185.  
  1186. >give note to mr crisp
  1187. Mr. Crisp takes the violet note and stares at it. His face turns pale. "Where did this come from?" he whispers, opening it.
  1188.  
  1189. An unbearably sweet expression spreads over his face as he reads. The violet note falls from his hands.
  1190.  
  1191. "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.
  1192.  
  1193. The hatch closes with a hollow thud.
  1194.  
  1195. >get coat
  1196. The chains cut painfully into your wrist as you strain to grasp the white lab coat. Your fingertips brush against the collar... There! You got it!
  1197.  
  1198. You hear the distant rattle of the drawbridge opening.
  1199.  
  1200. Princess Tasmania breathes a sigh of relief.
  1201.  
  1202. >look in coat
  1203. You can see a rusty key in the white lab coat.
  1204.  
  1205. You hear the distant rattle of the drawbridge closing.
  1206.  
  1207. Princess Tasmania strains against her clamps. "Release me from this torture machine, brave Adventurer! The merest pull of the lever will gain my freedom."
  1208.  
  1209. >get key
  1210. Taken.
  1211.  
  1212. [Your score just went up by 3 points! Your total score is 76 out of 100.]
  1213.  
  1214. >unlock chain with key
  1215. Okay, the chain is now unlocked and open.
  1216.  
  1217. [Your score just went up by 1 point! Your total score is 77 out of 100.]
  1218.  
  1219. >pull lever
  1220. The clamps on the torture machine retract, and Princess Tasmania leaps off. She's free!
  1221.  
  1222. "Again you spare my unworthy life, brave Adventurer." The platypus humbly licks your shoe, to your considerable embarrassment. "My father, King Anatinus, does not forget such kindness."
  1223.  
  1224. The little creature produces a silver whistle from her gown and blows into it gently. A clear, sweet note stills the night with its beauty.
  1225.  
  1226. "Your journey is not yet ended," she warns as a whirlpool of colored light envelops her. "But even if you fail, your deeds shall live forever in our legends. Have faith!"
  1227.  
  1228. When the colors fade, Princess Tasmania is gone.
  1229.  
  1230. >get note
  1231. Taken.
  1232.  
  1233. >read it
  1234. [Your score just went up by 3 points! Your total score is 80 out of 100.]
  1235.  
  1236. The handwritten note says:
  1237.  
  1238. "Corky-Poo,
  1239.  
  1240. I've got a plate of fresh oatmeal cookies waiting for you. Come over around sixish, and I'll show you my collection of Byron first editions, etc...
  1241.  
  1242. Violet
  1243.  
  1244. PS: If my little poodle yaps at you, just say ALEXIS, HEEL and she'll behave."
  1245.  
  1246. >open hatch
  1247. The heavy hatch opens reluctantly.
  1248.  
  1249. >u
  1250. Round Chamber
  1251. You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.
  1252.  
  1253. In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.
  1254.  
  1255. A corridor disappears to the north, and a damp stairway winds upward into the tower.
  1256.  
  1257. >u
  1258. Fuzziness
  1259. Everything around you appears blurry and blurred.
  1260.  
  1261. >wear glasses
  1262. Wow! As you put on the glasses the room fuses into a solid, 3-dimensional image.
  1263.  
  1264. Laboratory
  1265. The highest room in the tower is a laboratory, complete with bubbling chemicals and foul odors. An antique telescope is mounted near an open window to the north, and a control panel occupies most of the south wall.
  1266.  
  1267. The only exit is a damp stairway leading downward.
  1268.  
  1269. A black cat is sound asleep in the corner.
  1270.  
  1271. There's a broom here.
  1272.  
  1273. >get broom
  1274. Taken.
  1275.  
  1276. >examine panel
  1277. The control panel is equipped with two large power switches.
  1278.  
  1279. >push second switch
  1280. Okay, the second switch is turned off.
  1281.  
  1282. [Your score just went up by 3 points! Your total score is 83 out of 100.]
  1283.  
  1284. >d
  1285. Fuzziness
  1286. Everything around you appears fuzzy and blurred.
  1287.  
  1288. >remove glasses
  1289. Okay, you're no longer wearing the pair of 3D glasses.
  1290.  
  1291. Round Chamber
  1292. You're in a round chamber at the very heart of the tower. The clammy stone walls are hung with a series of paintings, all the same size and identically framed. Years of neglect have blackened the art almost beyond recognition.
  1293.  
  1294. In the corner is an open hatch. Peering downward, you see a ladder descending into gloom.
  1295.  
  1296. A corridor disappears to the north, and a damp stairway winds upward into the tower.
  1297.  
  1298. >push painting
  1299. Moving aside one of the paintings reveals a metal crank attached to the wall.
  1300.  
  1301. >turn crank
  1302. As you turn the metal crank you hear the distant rattle of the drawbridge opening.
  1303.  
  1304. [Your score just went up by 1 point! Your total score is 84 out of 100.]
  1305.  
  1306. >n
  1307. Vestibule
  1308. 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.
  1309.  
  1310. >n
  1311. Hilltop
  1312. You're on a hilltop overlooking the seaside village of Witchville.
  1313.  
  1314. 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 an open drawbridge and a dark window near the top.
  1315.  
  1316. Roads run down the hill to the east and west. There's a signpost nearby.
  1317.  
  1318. The moment you take your foot off the drawbridge it swings up over the moat and closes with a mighty thud.
  1319.  
  1320. >e
  1321. Outside Cottage
  1322. 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.
  1323.  
  1324. As you approach the cottage you are greeted by the biggest hellhound you've ever seen in your entire life. It charges across the street, roaring angrily and showing its sharp, bloody fangs.
  1325.  
  1326. You can smell the hellhound's hot breath as it roars.
  1327.  
  1328. >alexis, heel
  1329. Alexis pricks up her ears at the sound of her name. She sits obediently at your feet, gently licks your hand and thumps her big tail happily.
  1330.  
  1331. [Your score just went up by 5 points! Your total score is 89 out of 100.]
  1332.  
  1333. The vulture hovers high overhead.
  1334.  
  1335. >open door
  1336. Okay, the cottage door is now open.
  1337.  
  1338. >in
  1339. The hellhound thumps its big tail happily as you pass.
  1340.  
  1341. Cottage
  1342. This is the cottage of Miss Voss, the former town librarian. The walls are lined with timeworn books and dusty, faded photographs. Looks as if nobody's lived here for a long time.
  1343.  
  1344. There's a dusty bookcase with a steel key on it near the open front door. Somebody has scrawled a message in the dust on the bookcase.
  1345.  
  1346. >read message
  1347. The scrawled message is enclosed in a heart-shaped outline. It says,
  1348.  
  1349. VIOLET + CORKY
  1350. XXXX
  1351.  
  1352. >get steel key
  1353. Taken.
  1354.  
  1355. [Your score just went up by 3 points! Your total score is 92 out of 100.]
  1356.  
  1357. >out
  1358. Outside Cottage
  1359. 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.
  1360.  
  1361. A happy hellhound is thumping its tail nearby.
  1362.  
  1363. >n
  1364. The hellhound thumps its big tail happily as you pass.
  1365.  
  1366. Rotary South
  1367. This is the south side of the Witchville Rotary. A road branches south, towards Post Office Hill.
  1368.  
  1369. The Witchville Public Library, once famous for its museum of local historic artifacts, stands in a pitiful state of disrepair.
  1370.  
  1371. You can hear the tramp of marching boots to the east.
  1372.  
  1373. >unlock door with steel key
  1374. Okay, the library door is now unlocked and open.
  1375.  
  1376. [Your score just went up by 3 points! Your total score is 95 out of 100.]
  1377.  
  1378. [This might be a good time to SAVE your story position.]
  1379.  
  1380. >save
  1381. Okay, done.
  1382.  
  1383. >in
  1384. Circulation Desk
  1385. You're standing before a large desk at the library entrance. The top of the desk is almost hidden under a clutter of books, all grey with dust.
  1386.  
  1387. A dark corridor leads south into darkness. The library door stands invitingly open.
  1388.  
  1389. >wait
  1390. Time passes.
  1391.  
  1392. Bang! The library door slams shut. You hear a faint "click" as somebody locks it from the outside.
  1393.  
  1394. >s
  1395. Museum
  1396. Formerly a popular tourist attraction, the old Festeron Museum is in a sorry state. Many of the best exhibits have been carted away; the few remaining are sorely in need of renovation.
  1397.  
  1398. Fortunately, one of your childhood favorites is still intact. It's a pair of enormous fossil mailboxes, their metal bones locked together in a pose of eternal combat.
  1399.  
  1400. There's a glass display case in the corner. You can see a sculpture in the case.
  1401.  
  1402. >smash case with broom
  1403. Crash! You broke the display case open with the broom.
  1404.  
  1405. >examine sculpture
  1406. The black marble sculpture is about 14 inches high. It's exquisitely crafted in the likeness of a cat.
  1407.  
  1408. You can see a round, shallow hole carved into the forehead of the sculpture.
  1409.  
  1410. >insert wishbringer in sculpture
  1411. Wishbringer glows brighter as it nears the sculpture. It looks like it will fit perfectly into the black forehead.
  1412.  
  1413. "Wait!" commands a familiar voice.
  1414.  
  1415. You turn, and see the figure of an old woman standing in the darkness of the corridor.
  1416.  
  1417. "Your quest is ended, brave Adventurer," says the old woman. "The sculpture you see before you is Chaos, the Cat Which Was Stolen. Now give Wishbringer to me, and together we shall rejoice in your success."
  1418.  
  1419. Do you still want to put Wishbringer into the sculpture?
  1420.  
  1421. [Please type YES or NO.] >yes
  1422. "Don't!" barks the old woman as your hand moves closer to the sculpture.
  1423.  
  1424. Do you still want to put Wishbringer into the sculpture?
  1425.  
  1426. [Please type YES or NO.] >yes
  1427. "No!"
  1428.  
  1429. A blast of Magick shakes the building as Wishbringer touches the forehead of the sculpture. Violet sheets of energy, pure and brilliant, erupt from the very heart of the Stone and illuminate the room like daylight.
  1430.  
  1431. The woman's disguise evaporates in the glare. It's the Evil One, her mouth frozen open in a wail of despair as she fades into oblivion. The memory of that face will haunt your dreams as long as you live.
  1432.  
  1433. You watch as the sculpture begins to soften in the radiance. It wriggles like a thing alive, leaps across the floor and disappears into a vortex of color. The library folds around you like the closing of a great book...
  1434.  
  1435.  
  1436.  
  1437.  
  1438.  
  1439.  
  1440.  
  1441.  
  1442.  
  1443.  
  1444.  
  1445.  
  1446.  
  1447.  
  1448.  
  1449.  
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455. Cliff Edge
  1456. You're standing high on a rocky cliff, at the top of a steep trail leading downward. Looking southeast, you see a friendly orange sun rising from a bank of morning clouds.
  1457.  
  1458. Post Office Hill is visible to the south, topped as usual by the Festeron Post Office.
  1459.  
  1460. The Magick Shoppe stands nearby.
  1461.  
  1462. A black cat is rubbing against your leg.
  1463.  
  1464. >knock on door
  1465.  
  1466. The door of the Magick Shoppe creaks open, and the old woman, dressed in a nightgown, stands blinking in the morning sun. "Who's there?"
  1467.  
  1468. The black cat leaps into the woman's arms. "Chaos!" she cries, laughing and sobbing all at once as the cat licks tears of joy from her face.
  1469.  
  1470. At last the old woman lowers Chaos to the ground and walks over to where you're standing, red with embarrassment.
  1471.  
  1472. "Now you know me for the old liar I am," she chuckles, clasping your hands gratefully in her own. "I promised to give you Wishbringer, knowing full well that, if you succeeded, its virtue would be lost.
  1473.  
  1474. "In truth, the Stone would make a poor reward," she continues, stooping to tickle the cat's white forehead. "As you can see, it brings more joy in the shape of a companion than in any other. This is Wishbringer's finest Magick. A pity that my sister, the Evil One, did not know of it."
  1475.  
  1476. You can hear a familiar "clump-clump, clump-clump" sound behind you. It's the little mailbox, hopping bravely up the steep trail! The woman looks on with puzzled amusement as the faithful box hops to your side and rubs lovingly against your sleeve.
  1477.  
  1478. The old woman touches the violet note in your hand. "Make sure you give this to Mr. Crisp when you see him," she says with a sly wink. "And tell him I said hello."
  1479.  
  1480. Cradling Chaos in her arms like a child, the old woman ambles back into the Magick Shoppe. "Farewell!" she calls from the closing door, and the sunlight makes her face look young. "Now you are a true Adventurer."
  1481.  
  1482. A concealed bell tinkles merrily.
  1483.  
  1484.  
  1485.  
  1486.  
  1487.  
  1488.  
  1489.  
  1490.  
  1491.  
  1492.  
  1493.  
  1494.  
  1495.  
  1496.  
  1497.  
  1498.  
  1499.  
  1500.  
  1501.  
  1502.  
  1503.  
  1504.  
  1505. Congratulations! You've finished the story of Wishbringer!
  1506.  
  1507. [Your score is 100 points out of 100, in 175 moves.]
  1508.  
  1509. Would you like to start over, restore a saved position, end this session of the game, or look at hints?
  1510. (Type RESTART, RESTORE, QUIT, or HINTS):
  1511. >quit
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