Transcript enabled. > s Dirt Road This is a spot on a rutted dirt road which runs from north to south. Dark woods loom over you but through a break in the trees to the east you see an abandoned shack. > e Shack This is a long-abandoned one-room wooden shack. Thick dust covers broken floorboards and anything of any value was long ago spirited away. All that remains is a pile of sticks and branches in one corner. > search sticks You see an old brown fedora in the pile. > get sticks You can't take the pile of sticks. > get stick (I only understood you as far as wanting to take something.) > get fedora Taken. [Your score has gone up by ten points.] > l Shack This is a long-abandoned one-room wooden shack. Thick dust covers broken floorboards and anything of any value was long ago spirited away. All that remains is a pile of sticks and branches in one corner. > w Dirt Road This is a spot on a rutted dirt road which runs from north to south. Dark woods loom over you but through a break in the trees to the east you see an abandoned shack. > s East End Of Bridge You're standing on a dirt road that turns a corner here to lead north away from town and west across a wooden covered bridge. From here it's too dark to see within the wooden structure, much less through to the other side. > w Bridge This is the midpoint of a weathered covered bridge. Many of the floorboards are missing and, in places, you can see through to the river below. It's very dark in here but your eyes can sense slightly less darkness to the east and west. Doctor Zombie is to the west. > w Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is here, closely examining his hands. Doctor Zombie shuffles off to the north. > se Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Mechanic Zombie is to the south. > e The Thirsty Leech This is the local drinking establishment. Thick smoke hangs in the oppressive air, yellow in the faint light. It would have charitably been called a dive even in its prime. What it lacks in decor, though, it also lacks in ambiance. But it does have character. Mainly, the character of the clientele. A combo of skeleton musicians is playing on a small bandstand against one wall. On the stage in front of the band there is a black hat intended for tips. Doyle, a gregarious skeleton bartender, is manning the oaken bar. Above the bar is a sign for "Jeer Beer". It shows a smiling skeleton holding a frosty mug and giving a bony "thumbs up." Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. > put fedora on stage You put the brown fedora on the stage. The band is currently playing "Mack The Knife In My Chest." > get black fedora Taken. > get coins Taken. [Your score has gone up by ten points.] > put black fedora on stage You put the black fedora on the stage. > get brown fedora Taken. The band is currently playing "Days of Wine & Roses & Ectoplasm." > w Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Mechanic Zombie is here, turning his cap from back to front and back again. > s Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Mechanic Zombie is to the north. > w Taxidermy Shop You can feel your airways constrict from the suffocatingly thick dust in here. Dozens of stuffed animals are mounted on the walls surrounding you. They stare at you with dead glassy eyes. A large stained wooden table occupies the center of the room and a large framed photo hangs from one wall. The exit lies to the east. A small fabric bag sits on the table. > x photo It's an enlarged somewhat blurry black-and-white photograph of an alligator lying on the swamp bank. Based on the comparative size of a small pier next to him, he appears to be massive, at least thirty feet long. Hand-written in black ink in the lower right corner it reads "Tiny, 1988". > get bag Taken. [Your score has gone up by ten points.] > i You have a bag of gator nip, a brown fedora, and some coins. You're wearing a backpack. > x pack It's the same blue backpack you've had since highschool. It's currently open. A flashlight is in the backpack. A boarding pass is in the backpack. > put nip, coins in pack The bag of gator nip: You would first need to remove the backpack. > put nip in pack You would first need to remove the backpack. > remove pack You take off the backpack. > put nip in pack You put the bag of gator nip in the backpack. > put coins in pack You put the coins in the backpack. > put on pack You put on the backpack. > put on hat You put on the brown fedora. > w You can't go that way. > e Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Clown Zombie is to the south. > s Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Clown Zombie is here, absent-mindedly stroking his red nose. > w Bank This is the local bank which used to service the living and now serves the dead and mostly-dead. It's the best-preserved and only stone structure left in town. Your footsteps echo flatly off the stone floor and walls. There is a long wooden counter fronting the north wall. At the end of the counter stands a metal trash can. The entrance to the vault is to the west. > search can A slip of paper is in the garbage can. > get paper Taken. > read paper It's a blank deposit slip from the bank. > e Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Clown Zombie is here, picking debris from his purple wig. > s You can't go that way. > se River Road The road here turns northwest toward town or further off to the east. Low thorny vegetation prevents you from accessing the river directly but from here you can look out across the wide expanse of water glistening in the moonlight. The dark hulk of a steamboat lies offshore approximately fifty meters. Clown Zombie is to the northwest. > e Wharf This is a low wharf at the end of the road. Steamboats carrying tobacco and corn would have regularly moored here when this was a more prosperous area. A dilapidated road begins here and leads west. Offshore there is a steamboat anchored approximately fifty meters out in the river. You can step down from here onto a flat muddy patch of riverbank. > w River Road The road here turns northwest toward town or further off to the east. Low thorny vegetation prevents you from accessing the river directly but from here you can look out across the wide expanse of water glistening in the moonlight. The dark hulk of a steamboat lies offshore approximately fifty meters. Clown Zombie is to the northwest. > nw Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Clown Zombie is here, tracing patterns in the colorful dots of his jumper. > n Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Clown Zombie is to the south. Mechanic Zombie is to the east. Suddenly, someone hits you in the back of the head, knocking you to the ground. Lying on your back, you look up into the face of a very tall, very muscular man with yellow eyes and an evil leer on his face. Before you can react, he lunges down and grabs you by the shirt, picking you up and spinning you around as if you were a rag doll. While you are distracted by the big guy, someone behind you slips a handkerchief over your face. You smell an intense chemical smell. Everything immediately goes black.... You have a hazy sensation of lying on a hard table. A tall man with disheveled white hair stands over you, waving a glowing amulet in your face and chanting in a foreign tongue. At some point you feel someone cut a lock of your hair. (Really? Who does that?) A moment later, you feel warm liquid being dripped into one ear. "Put them in the holding cell while they make the change," a distant echoing voice says. After several minutes (hours? days?) you wake up on a thin lumpy mattress in a dingy room. > l In The Cell (on the mattress) This appears to be a small dimly-lit room in a repurposed log cabin. The only illumination comes from a bare light bulb hanging from the low ceiling and the walls are made of logs stacked together. Incongruently, a barred cell takes up most of the room to the south. Although the cabin is decidedly rustic, the floor is concrete. An open doorway leads north into darkness. You are in a cell which takes up most of the space within the room. Bars surround you on three sides, the log wall of the cabin occupies the fourth. Pushed against the wall, a bare mattress lies on the floor. On the floor through the bars you see a pair of bolt cutters and a laser pointer. You might be able to just reach the laser pointer. A small hook is attached to the wall opposite the cell. There's a silver key hanging on the hook. > get pointer You can't do anything until you get up. > get up (first attempting to get off the mattress) You get off the mattress. You can't go that way. > get pointer Taken. > move mattress It's already up against the wall. > pull mattress It's too heavy and awkward to pick up but you manage to pull it slightly away from the wall, exposing a gap in the logs, level with the floor. > x hook It's a rusted metal hook fixed to the wall. You hear a metal door "clang" open and the white-haired man from your chloroform-induced haze enters the room from the north, a short pear-shaped man behind him. Finally, you see the very tall blonde man who accosted you bringing up the rear. "Hello, there," the tall white-haired man begins. "I'm Dr. Ulysses Renfro. It was nice of you to come visit us, usually we have to go on the road to find subjects to turn," he chuckles disturbingly. "This is my associate Lafayette Gantry," he motions to the shorter gentleman, "and this is Albrecht," he waves toward the towering blonde figure. "I have some business to attend to," He turns to Gantry. "I'm going to the boat to work on the presentation for the investors. Annoyingly, I can't seem to find my laser pointer." He steps to the bars to face you. "You'll stay here until you've completed your transformation. I would enjoy my last hours of independent thought if I were you." The trio turn and leave to the north. You again hear the metallic "clang" of a door slamming shut. > get key You can't reach it. > x key It's a large silver deadbolt key on a round key ring. > turn on pointer You switch the laser pointer on. A cat pads silently into the room through the north doorway. He approaches the cell and hops through the bars. He begins to purr as he rubs against your legs. > point laser at key You see a bright red dot briefly bloom on the silver key. The cat freezes. He sees the point of light and runs over to the hook, leaping up to swat at the red dot. He manages to knock the key off the hook and onto the floor. He paws at the shiny metal object for a moment then takes the key ring in his mouth. Quite proud of himself, he pads back over to the cell and steps inside. > look in hole In the hole you see a mouse trap. > get trap Taken. > get mouse Taken. Ew. > drop mouse The cat drops the key and pounces on the dead mouse. He tosses it in the air and happily swats at it, then gently takes it in his mouth and pads away out the door to the north. > get key Taken. [Your score has gone up by ten points.] > unlock cell door (I only understood you as far as wanting to unlock something.) > unlock door (with the silver key) You unlock the door with the silver key. > open door You open the door. > out Dark Room This appears to be a small dimly-lit room in a repurposed log cabin. The only illumination comes from a bare light bulb hanging from the low ceiling and the walls are made of logs stacked together. Incongruently, a barred cell takes up most of the room to the south. Although the cabin is decidedly rustic, the floor is concrete. An open doorway leads north into darkness. A pair of bolt cutters lies discarded in one corner. A small hook is attached to the wall next to the doorway. > get cutters Taken. > put key in pack (I only understood you as far as wanting to put the silver key in something.) > n Anteroom This is a tiny dark anteroom. A larger space lies to the south and a closed wooden door lies to the north. You see a backpack here. You see a brown fedora here. You see a slip of paper here. > put key in pack You put the silver key in the backpack. > put paper in pack (first attempting to take the slip of paper) Taken. You put the slip of paper in the backpack. > put on pack (first attempting to take the backpack) Taken. You put on the backpack. > put on hat (first attempting to take the brown fedora) Taken. You put on the brown fedora. > l Anteroom This is a tiny dark anteroom. A larger space lies to the south and a closed wooden door lies to the north. > i You have a pair of bolt cutters, a mouse trap, and a laser pointer. You're wearing a brown fedora and a backpack. > put trap in pack You would first need to remove the backpack. > take off pack You take off the backpack. > put trap in pack You put the mouse trap in the backpack. > turn off pointer You switch the laser pointer off. > put pointer in pack You put the laser pointer in the backpack. > l Anteroom This is a tiny dark anteroom. A larger space lies to the south and a closed wooden door lies to the north. > n (first attempting to open the door to the north) You open the door. Outside Cabin This is the eastern end of a muddy spur that leads back to the west. A rough-hewn cabin lies to the south, surrounded by and nestled in the dark woods. There is a boarded-over window on either side of the wooden front door. As you pass through the door it swings shut behind you and locks with a "click". Mechanic Zombie is to the west. > i You have a backpack and a pair of bolt cutters. You're wearing a brown fedora. Mechanic Zombie is to the west. > put on pack You put on the backpack. Mechanic Zombie is to the west. > x pack It's the same blue backpack you've had since highschool. It's currently open. A laser pointer is in the backpack. A mouse trap is in the backpack. A slip of paper is in the backpack. A silver key is in the backpack. Some coins are in the backpack. A bag of gator nip is in the backpack. A flashlight is in the backpack. A boarding pass is in the backpack. Mechanic Zombie is to the west. > l Outside Cabin This is the eastern end of a muddy spur that leads back to the west. A rough-hewn cabin lies to the south, surrounded by and nestled in the dark woods. There is a boarded-over window on either side of the wooden front door. Mechanic Zombie is to the west. > w Muddy Trace The blackness of the woods encroach and hover over this rutted path of packed mud. There are gaps in the darkness to the east and west. Mechanic Zombie is here buttoning and un-buttoning one of the buttons of his overalls. > w Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Mechanic Zombie is to the east. > n Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. You notice you feel a bit feverish. Clown Zombie is to the northwest. > e The Thirsty Leech This is the local drinking establishment. Thick smoke hangs in the oppressive air, yellow in the faint light. It would have charitably been called a dive even in its prime. What it lacks in decor, though, it also lacks in ambiance. But it does have character. Mainly, the character of the clientele. A combo of skeleton musicians is playing on a small bandstand against one wall. On the stage in front of the band there is a black hat intended for tips. Doyle, a gregarious skeleton bartender, is manning the oaken bar. Above the bar is a sign for "Jeer Beer". It shows a smiling skeleton holding a frosty mug and giving a bony "thumbs up." Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. The band is currently playing "I Left My Heart (In the Other Room)" > show johnson coin (first attempting to take the coins) Taken. He blinks at your coinage with mild interest. "Would you like to make a deposit?" > show johnson paper (first attempting to take the slip of paper) Taken. The band is currently playing "I Left My Heart (In the Other Room)." "Ah, well then. Follow me, we can take care of this in no time." He hoists himself up, a little unsteady and clearly having had a bit too much to drink. Johnson clatters off to the west. > w Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Johnson is here. Clown Zombie is to the northwest. Johnson clatters off to the south. > s Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Johnson is here. Mechanic Zombie is to the east. Johnson clatters off to the south. > s Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Johnson is here. Johnson clatters off to the west. > w Bank This is the local bank which used to service the living and now serves the dead and mostly-dead. It's the best-preserved and only stone structure left in town. Your footsteps echo flatly off the stone floor and walls. There is a long wooden counter fronting the north wall. At the end of the counter stands a metal trash can. The entrance to the vault is to the west. Johnson is here. Mr. Johnson moves to the safe. With shockingly deft skeletal fingers he twirls the dial back and forth several times. You feel and hear a deep "clunk" and the door pops slightly ajar. "There you go. Put whatever you need in the safe. Just don't forget to close the door when you leave. " He smiles and doffs an imaginary hat to you. Johnson clatters off to the east. > w In The Vault This is the inside of the stone-lined claustrophobic vault. Banks of safe-deposit boxes line three of the walls and the door to the east is slightly ajar. On the floor you see a shiny brooch. > get brooch Taken. [Your score has gone up by ten points.] > x brooch It's a silver brooch with a ruby inlay in the center. It's quite lovely, actually; the ruby is almost hypnotizing. > l In The Vault This is the inside of the stone-lined claustrophobic vault. Banks of safe-deposit boxes line three of the walls and the door to the east is slightly ajar. > e Bank This is the local bank which used to service the living and now serves the dead and mostly-dead. It's the best-preserved and only stone structure left in town. Your footsteps echo flatly off the stone floor and walls. There is a long wooden counter fronting the north wall. At the end of the counter stands a metal trash can. The entrance to the vault is to the west. > e Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Mechanic Zombie is to the north. > n Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Mechanic Zombie is here absent-mindedly humming what sounds like 'My Sharona.' > n Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Doctor Zombie is to the northwest. Mechanic Zombie is to the south. > nw Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is here making motor-boat noises with his mouth. Clown Zombie is to the southwest. Doctor Zombie shuffles off to the southeast. > n Yard This is the center of what was once the carefully manicured front yard of the mansion. The grass is weedy and overgrown. Several once-decorative shrubs are still here but are only overgrown amorphous blobs at this point. The stone path weaves north through the weeds to the front portico of the house and south towards a road junction. > e You can't go that way. Clown Zombie is to the south. > n Portico This is the entryway into the mansion. The stately portico surrounded by tall Grecian columns still retains a bit of its former panache. The front door to the north has been boarded shut. The front yard lies to the south and there is a path running east and west skirting the front of the house. > e Eastern Front This is a spot in front of the mansion to the east of the front entrance which lies to the west. You can walk around the house to the northeast. > ne East Of Mansion This is the eastern side of the mansion which towers over you. You can walk around to the north and south. Built into the foundation here you see a pair of wooden cellar doors. > n Behind House-East You're behind the eastern edge of the mansion which lies to the south. You can walk around the house to the southeast and a path continues west towards the back door. > w Back Door This is the back door of the mansion, previously used exclusively by the staff. It's now emphatically boarded shut. You can continue east and west along the back of the house and north into the ornamental garden. There is a wooden trellis fixed to the side of the house here extending upward. You are here. > save Game state saved successfully. > up You gingerly step up on the trellis and slowly pull your way upward. Trellis Top You are clinging to the top of a rotting wooden trellis fixed to the side of the mansion. There is a broken window to the south. The trellis seems like it could collapse at any moment. > s Bedroom nursery This must have previously been a nursery. Most of the walls are now peeling paint and cracked plaster but you can also see patchy areas of faded robin's egg blue and a few white clouds. The door out lies to the west. As you haul yourself into the window, you hear a loud "crack" and the trellis finally gives, crumpling to the ground below in a dusty heap. [Your score has gone up by 20 points.] > w Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. > s Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > w Bedroom This is a nondescript former bedroom, notable mainly for large amounts of dust and large strips of old faded wallpaper hanging from the walls. The room is empty except for a feather-stuffed down mattress pushed up against one wall. > e Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > s Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. Andora the maid is here, humming while she sweeps. > d Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > d Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > w Salon This was once a formal sitting room. There are dust-coated overstuffed couches here lined in crushed velvet. Between two of the sofas there is a decorative end table. Portraits of previous denizens of the estate are posted on the walls. Arched doorways lead east and west. On the end table is a pocket watch. > get watch Taken. > w Library This large room is lined floor-to-ceiling with books of every size and color. Cushioned armchairs are scattered about. A wide doorway leads north and a smaller arched doorway leads east. > n Atrium This is a large glass-encased space taking up most of the west side of the mansion. Through the glass you can look out onto the surrounding gardens as well as the cemetery and mausoleum. Farther in the distance you can see the lake, black and glistening in the moonlight. A wide doorway leads south. You catch sight of an antique rifle in the corner. > get rifle Taken. > s Library This large room is lined floor-to-ceiling with books of every size and color. Cushioned armchairs are scattered about. A wide doorway leads north and a smaller arched doorway leads east. > e Salon This was once a formal sitting room. There are dust-coated overstuffed couches here lined in crushed velvet. Between two of the sofas there is a decorative end table. Portraits of previous denizens of the estate are posted on the walls. Arched doorways lead east and west. > e Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > e Ballroom South This is the southern half of a large ballroom. A massive cobwebbed chandelier hangs from the high arched ceiling and the walls are covered in places with the remains of fine wainscoting. The ballroom floor is marble. An open double doorway leads west and the ballroom continues to the north. > n Ballroom North This is the northern half of a large ballroom. Your footsteps reverberate off the marble floor and echo from the high arched ceiling above. A raised wooden platform occupies the north wall and the ballroom continues to the south. An wide double doorway leads out to the west. > w Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > n Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > w Servants' Quarters The female servants would have once been quartered here. It's empty now except for dust and cobwebs. The way out is to the east. > e Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > e Pantry This is a small room lined with empty shelves on the north and south walls. A dumbwaiter is in the east wall and the way out is to the west. > w Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > search oven You find nothing of interest. > i You have a rifle, a pocket watch, a brooch, some coins, and a pair of bolt cutters. You're wearing a backpack and a brown fedora. > s Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > s Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > up Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > Come again? > u Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. > s Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. > s Master Bedroom This appears to have been the master bedroom. It's a large wood-panelled room but much of the panelling is cracked and broken. The framework of an old canopy bed lies in the center of the room. The only exit is to the north. > x canopy It's the skeletal wooden framework of a once luxuriant canopy bed. > get wood (I only understood you as far as wanting to take something.) > get frame (I only understood you as far as wanting to take something.) > n Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. > w Study The air in this room is dry and heavy with the smell of old books and dust. A large wooden desk dominates the center of the room and a brass hat hook is fixed to the wall next to the doorway. A large bookcase full of dusty volumes fills the north wall. > pull hook With a deep "chunk" the hook pivots downward as you pull it and immediately rebounds to its original position. With a low rumble the center section of the bookcase rotates revealing a space behind. [Your score has gone up by 20 points.] > open drawer You open the drawer, revealing a manilla envelope. > get envelope Taken. > open envelope You open the manilla envelope, revealing the deed to the mansion. > read deed There's a lot of long words and latin phrases. > take off pack You take off the backpack. > i You have a backpack, a manilla envelope, a rifle, a pocket watch, a brooch, some coins, and a pair of bolt cutters. You're wearing a brown fedora. > put envelope in pack You put the manilla envelope in the backpack. > put deed in pack (first attempting to take the deed to the mansion) Taken. You put the deed to the mansion in the backpack. [Your score has gone up by ten points.] > put watch in pack You put the pocket watch in the backpack. > put coins in pack You put the coins in the backpack. > put brooch in pack You put the brooch in the backpack. > get flashlight Taken. > put on pack You put on the backpack. > i You have a flashlight, a rifle, and a pair of bolt cutters. You're wearing a backpack and a brown fedora. > l Study The air in this room is dry and heavy with the smell of old books and dust. A large wooden desk dominates the center of the room and a brass hat hook is fixed to the wall next to the doorway. A large bookcase full of dusty volumes fills the north wall. The center section of the bookcase is partially rotated revealing a space behind it. > n Behind The Books This is a small dark nook behind the bookcase. A flight of narrow rickety stairs leads upward into the darkness and the study lies to the south behind the open bookcase. > turn on light You switch the flashlight on. > u Attic West This is the western half of an expansive attic. Cobwebs hang from the timbers just above your head. Thick dust coats everything and your steps disturb it, causing it to waft into the air in little suffocating clouds. The space is cramped with crates, boxes, and pieces of old furniture. A faint square of light in the wooden floor outlines a narrow stairway leading downward and a narrow path through the clutter leads to the east. You notice what looks like a strange pair of goggles lying on the floor in the dust. > put on goggles (first attempting to take the goggles) Taken. You put on the goggles. Looking around, you notice that everything now has a subtle shine to it. Attic West This is the western half of an expansive attic. Cobwebs hang from the timbers just above your head. Thick dust coats everything and your steps disturb it, causing it to waft into the air in little suffocating clouds. The space is cramped with crates, boxes, and pieces of old furniture. A faint square of light in the wooden floor outlines a narrow stairway leading downward and a narrow path through the clutter leads to the east. A dishevelled ghost is here making faces at you because he's not sure you can see him. [Your score has gone up by ten points.] > talk to ghost His eyes widen and he seems surprised that you can see him. A barefoot ghost is here floating above the floor and slowly rotating in circles. > drop cutters, rifle The bolt cutters: Dropped. A dishevelled ghost is here making faces at you because he's not sure you can see him. The rifle: Dropped. A ghost is here pointing to the east. I don't think he wants you hanging around here. The dishevelled ghost seems to have decided that you are real, that you can see him, and that you aren't leaving anytime soon. With an audible *poof* he disappears in a puff of brown smoke. > i You have a flashlight. You're wearing some goggles, a backpack, and a brown fedora. > e Attic East This is the eastern extent of an expansive attic that continues into darkness to the west. Here you can see the the top of the dumbwaiter shaft. A cable attaches to the roof of the dumbwaiter, which is at floor-level here, and rises upwards where it wraps around a winch which is fixed high up in the rafters. > w Attic West This is the western half of an expansive attic. Cobwebs hang from the timbers just above your head. Thick dust coats everything and your steps disturb it, causing it to waft into the air in little suffocating clouds. The space is cramped with crates, boxes, and pieces of old furniture. A faint square of light in the wooden floor outlines a narrow stairway leading downward and a narrow path through the clutter leads to the east. You see a rifle here. You see a pair of bolt cutters here. > d Behind The Books This is a small dark nook behind the bookcase. A flight of narrow rickety stairs leads upward into the darkness and the study lies to the south behind the open bookcase. > d You can't go that way. > s Study The air in this room is dry and heavy with the smell of old books and dust. A large wooden desk dominates the center of the room and a brass hat hook is fixed to the wall next to the doorway. A large bookcase full of dusty volumes fills the north wall. The center section of the bookcase is partially rotated revealing a space behind it. > e Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. Andora the maid is here, humming while she sweeps. > n Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. Your fever seems worse and you start to feel achy, as if you have the flu. > n Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > e You get into the dumbwaiter. > w You get out of the dumbwaiter. Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > w Bedroom This is a nondescript former bedroom, notable mainly for large amounts of dust and large strips of old faded wallpaper hanging from the walls. The room is empty except for a feather-stuffed down mattress pushed up against one wall. > get mattress Taken. > e Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > s Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. > d Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > d Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > n Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > n Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > e Pantry This is a small room lined with empty shelves on the north and south walls. A dumbwaiter is in the east wall and the way out is to the west. > put mattress in shaft (first attempting to open the dumbwaiter) You open the dumbwaiter. You drop the down mattress into the shaft. After a few seconds you hear it hit the bottom. > w Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > s Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > s Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > u Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > u Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. > s Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. > w Study The air in this room is dry and heavy with the smell of old books and dust. A large wooden desk dominates the center of the room and a brass hat hook is fixed to the wall next to the doorway. A large bookcase full of dusty volumes fills the north wall. The center section of the bookcase is partially rotated revealing a space behind it. > n Behind The Books This is a small dark nook behind the bookcase. A flight of narrow rickety stairs leads upward into the darkness and the study lies to the south behind the open bookcase. > u Attic West This is the western half of an expansive attic. Cobwebs hang from the timbers just above your head. Thick dust coats everything and your steps disturb it, causing it to waft into the air in little suffocating clouds. The space is cramped with crates, boxes, and pieces of old furniture. A faint square of light in the wooden floor outlines a narrow stairway leading downward and a narrow path through the clutter leads to the east. You see a rifle here. You see a pair of bolt cutters here. > get rifle Taken. > get cutters Taken. > save Game state saved successfully. > i You have a pair of bolt cutters, a rifle, and a flashlight. You're wearing some goggles, a backpack, and a brown fedora. > e Attic East This is the eastern extent of an expansive attic that continues into darkness to the west. Here you can see the the top of the dumbwaiter shaft. A cable attaches to the roof of the dumbwaiter, which is at floor-level here, and rises upwards where it wraps around a winch which is fixed high up in the rafters. > drop rifle Dropped. > l Attic East This is the eastern extent of an expansive attic that continues into darkness to the west. Here you can see the the top of the dumbwaiter shaft. A cable attaches to the roof of the dumbwaiter, which is at floor-level here, and rises upwards where it wraps around a winch which is fixed high up in the rafters. You see a rifle here. > get rifle Taken. > i You have a rifle, a pair of bolt cutters, and a flashlight. You're wearing some goggles, a backpack, and a brown fedora. > get on dumbwaiter You get onto the dumbwaiter. > cut cable with cutters You strain with the bolt cutters and with a loud "snap" the cable gives way. The dumbwaiter cab plummets beneath you. You float in near free-fall for an exhilarating instant until gravity reasserts itself. The dumbwaiter cab drops into the cellar with you standing on it. Fortunately, the down mattress at the bottom of the shaft blunts the impact just enough so that you find yourself standing unharmed on a small pile of wooden rubble in the cellar surrounded by a swirl of down feathers. Shaft Bottom This is a dark claustrophobic space at the bottom of the dumbwaiter shaft. Looking upward you see only blackness above you. There is an opening in the wall to the west. There's a smashed dumbwaiter cab on the floor. [Your score has gone up by 20 points.] > i You have a rifle, a pair of bolt cutters, and a flashlight. You're wearing some goggles, a backpack, and a brown fedora. > w Cellar North This is a musty cellar with a packed dirt floor and stone walls. Through a gap in the east wall here you can see into the bottom of the dumbwaiter shaft. Inside you can see the shattered remains of a dumbwaiter cab and the feathery remains of a former down mattress. The cellar continues to the south. > s Cellar South This is the southern end of a dark, musty low-ceilinged but expansive cellar. Through the dim light you can see old pieces of furniture and dusty knickknacks. The cellar continues to the north and to the east there are cracked stone steps leading up towards a double set of wooden doors. > u The doors are closed. > open latch You slide the latch open. > open door You open the doors. > u East Of Mansion This is the eastern side of the mansion which towers over you. You can walk around to the north and south. Built into the foundation here you see a pair of wooden cellar doors. > n Behind House-East You're behind the eastern edge of the mansion which lies to the south. You can walk around the house to the southeast and a path continues west towards the back door. > w Back Door This is the back door of the mansion, previously used exclusively by the staff. It's now emphatically boarded shut. You can continue east and west along the back of the house and north into the ornamental garden. There is a wooden trellis fixed to the side of the house here extending upward. You are here. The remains of a trellis lie here in a dusty pile. > search trellis You find nothing of interest. > w Behind House-West A path here leads east to the back door of the mansion and west along a pathway of broken stones towards a squat stone building. Another path leads southwest around the corner of the house. Mascot Zombie is to the southwest. > w Outside Mausoleum From here a crushed-stone path leads north towards the cemetery. A second path leads east towards the rear of the mansion. The family crypt lies immediately to the west, the heavy iron door is partially open. Muscle Zombie is here guarding the door. > give brooch to zombie (first attempting to take the brooch) Taken. Muscle Zombie takes the brooch from you, smiles, and stares into it. He appears hypnotized and unable to take his eyes off of it. > get skeleton key You gingerly take the key from around his neck. [Your score has gone up by ten points.] > unlock door (with the skeleton key) You unlock the mausoleum door with the skeleton key. > open door The door is heavy and the hinges make a rusty screech as you open it. > w Mausoleum Your footfalls echo off the stone walls and you leave footsteps in the thick dust. Inscriptions line the walls, denoting the final resting place of previous inhabitants of the estate who've been entombed in the marble. Moonlight filters in from the open doorway to the east and a stairway leads downward through a doorway to the north. > n Mausoleum Basement This is the eastern end of a dark corridor. Far to the west you can see dim diffuse light. A stairway here leads upward to the south. > w Corridor This is a dark stone-lined corridor leading east toward a stairway leading upward and west into darkness. > w Corridor You're in a dark east-west running corridor. You think maybe there is subtly brightening light to the west. The corridor continues east into darkness. > w Corridor End This is the western end of a long stone-lined corridor. Bright flickering light streams through a doorway to the north. > n Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing the wall. > turn chicken You rotate the chicken statue to face you. With a "click" it locks into place. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing the wall. > turn tiger You rotate the tiger statue to face you. With a "click" it locks into place. > turn crocodile You rotate the crocodile statue to face you. With a "click" it locks into place. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > turn monkey You rotate the monkey statue to face you. With a "click" it locks into place. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > z Time passes. > z Time passes. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > x kevin (I only understood you as far as wanting to examine something.) > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x altar It's a wooden table covered with a white cloth. It's covered with numerous, presumably meaningful, items and knickknacks. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing the wall. > turn chicken, tiger, crocodile The chicken statue: You rotate the chicken statue to face the wall. It "clicks" into position. > turn tiger You rotate the tiger statue to face the wall. It "clicks" into position. > turn crocodile You rotate the crocodile statue to face the wall. It "clicks" into position. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing the wall. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > turn monkey You rotate the monkey statue to face you. With a "click" it locks into place. You hear a "click" from somewhere within the statues but nothing immediately seems to happen. Then, from over in the corner you hear a breathy scream. "Ohmigod ohmigod ohmigod, I can move!" You look over to see the wooden statue now animate and excitedly bouncing up and down. He trundles over to you and hugs your leg. "Thank you, nice person. I'm Kevin. I've been here longer than I can remember and I've seen so many terrible things. I sure hope you're here to get rid of the doctor man!" [Your score has gone up by 20 points.] > search altar You find nothing of interest. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. Kevin is here. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing the wall. > s Corridor End This is the western end of a long stone-lined corridor. Bright flickering light streams through a doorway to the north. Kevin tags along behind. > e Corridor You're in a dark east-west running corridor. You think maybe there is subtly brightening light to the west. The corridor continues east into darkness. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > e Corridor This is a dark stone-lined corridor leading east toward a stairway leading upward and west into darkness. Kevin runs in. > e Mausoleum Basement This is the eastern end of a dark corridor. Far to the west you can see dim diffuse light. A stairway here leads upward to the south. Kevin tags along behind. > s Mausoleum Your footfalls echo off the stone walls and you leave footsteps in the thick dust. Inscriptions line the walls, denoting the final resting place of previous inhabitants of the estate who've been entombed in the marble. Moonlight filters in from the open doorway to the east and a stairway leads downward through a doorway to the north. Kevin enters the room. > e Outside Mausoleum From here a crushed-stone path leads north towards the cemetery. A second path leads east towards the rear of the mansion. The family crypt lies immediately to the west, the heavy iron door is partially open. Muscle Zombie is here guarding the door. Kevin tags along behind. > n Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Boudreau Lanley is to the north. Kevin clatters along behind you. > x lanley (I only understood you as far as wanting to examine something.) > e Path This is a stone path leading east toward the ornamental gardens and west towards the family cemetery. To the north a small wooden shack squats against the edge of the lake. Kevin enters the room. > n Groundskeeper's Shack This would have been the quarters of the groundskeeper in charge of maintaining the extensive gardens surrounding the estate. The windows are broken and many of the floorboards are missing. You see a pair of work gloves here. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > get gloves Taken. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > put on gloves You put on the work gloves. > s Path This is a stone path leading east toward the ornamental gardens and west towards the family cemetery. To the north a small wooden shack squats against the edge of the lake. Kevin clatters along behind you. > e Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. Kevin tags along behind. > in Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. On the floor you see a pair of hedge clippers. The wooden statue runs after you on his round legs. Kevin is here, seeing how many times he can spin around without falling over. > i You have a skeleton key, a rifle, a pair of bolt cutters, and a flashlight. You're wearing a pair of work gloves, some goggles, a backpack, and a brown fedora. > drop cutters Dropped. > turn off light You switch the flashlight off. > put light in pack You would first need to remove the backpack. > take off pack You take off the backpack. "People turn green here and then they smell funny," Kevin volunteers. > put light in pack You put the flashlight in the backpack. > put key in pack You put the skeleton key in the backpack. > put on pack You put on the backpack. > i You have a rifle. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > out Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. Kevin suddenly stops and jumps up and down excitedly. "Hey, look what I can do." He screw his eyes closed and balls his fists tight. He strains and grunts. With a "POP" a small compartment suddenly opens in his abdomen. A cigarette lighter rolls out onto the floor. "How did that get in there?" Kevin hollers, surprised. "I hate fire!". Suddenly embarrassed, he hurriedly closes his hatch. Kevin enters the room. Kevin is here, seeing how many times he can spin around without falling over. > get lighter Taken. > take off pack You take off the backpack. > put lighter in pack You put the lighter in the backpack. > put on pack You put on the backpack. > i You have a rifle. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > out In what direction? > l Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. Kevin is here. Kevin is here polishing a scuff mark on his belly. > n Garden North This is the northern end of the formal gardens. A stone path leads south towards the center of the garden and a gazebo. A dirt path begins here and leads northwest down a gentle slope towards the lake. Kevin runs in. > nw Grotto This is a rocky outcropping looking out over the lake. It's been partially dynamited and the intent at some point was to turn this into a scenic grotto. Large slabs of stone surround you with the exception of the view to the north and a path leading upward to the southeast. Tucked up against the rocks you can see a bundle of dynamite. Kevin tags along behind. > get dynamite Taken. > n You can't go that way. > se Garden North This is the northern end of the formal gardens. A stone path leads south towards the center of the garden and a gazebo. A dirt path begins here and leads northwest down a gentle slope towards the lake. The wooden statue runs after you on his round legs. > take off pack You take off the backpack. > put dynamite in pack You put the bundle of dynamite in the backpack. > put on pack You put on the backpack. > i You have a rifle. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > s Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. "Slow down, my legs are shorter than yours," Kevin calls out behind you. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > w Path This is a stone path leading east toward the ornamental gardens and west towards the family cemetery. To the north a small wooden shack squats against the edge of the lake. Kevin runs in. Kevin is here, playing bongos on his abdomen. > w Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Boudreau Lanley is to the north. Kevin enters the room. > n Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. Colorful glowing spirits swirl about you as they converse and chase after each other among the headstones. Paths continue northwest towards the lake and south deeper into the cemetery. Just off the path lies a particularly prominent grave with an intact headstone. A glowing specter is here sitting on a headstone. This is Boudreau Lanley; he was once the huntsman and gamekeeper for the estate. He is glowing purple and wearing hunting apparel. Kevin clatters along behind you. > talk to lanley He politely tips his cap to you. Kevin is here, seeing how many times he can spin around without falling over. > ask lanley about tiny "Oh my, he's a big one. Quite a catch he'd be. You'd need a gator call to get his attention and some bait to draw him to you. Of course, drawing him to you may not be all that safe." > ask lanley about renfro "I'm afraid you've stumped me there, lad." > ask lanley about call "I'm afraid you've stumped me there, lad." > ask lanley about gator call "I'm afraid you've stumped me there, lad." > show rifle to lanley He sees the rifle and his face lights up. "Oh, Adeline, how I've missed you. Give her to me, good sir, and you are welcome to dig around in my grave to your heart's desire." Kevin is here polishing a scuff mark on his belly. > give rifle to lanley He caresses the rifle, his eyes shining wetly. "Thank you, sir. You've made an old ghost very happy. You are welcome to whatever you find in my grave." He doffs his hat and disappears in a puff of purple mist. > l Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. Colorful glowing spirits swirl about you as they converse and chase after each other among the headstones. Paths continue northwest towards the lake and south deeper into the cemetery. Just off the path lies a particularly prominent grave with an intact headstone. Kevin is here. Kevin is here, playing bongos on his abdomen. > nw Lake View This is an elevated rocky crag jutting out into the lake. Moonlight reflects off the black water below. The path leads southeast. You notice that your skin seem to be taking on a greenish pallor. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > se Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. Colorful glowing spirits swirl about you as they converse and chase after each other among the headstones. Paths continue northwest towards the lake and south deeper into the cemetery. Just off the path lies a particularly prominent grave with an intact headstone. Kevin runs in. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > i You have no possessions. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > s Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Kevin enters the room. > s Outside Mausoleum From here a crushed-stone path leads north towards the cemetery. A second path leads east towards the rear of the mansion. The family crypt lies immediately to the west, the heavy iron door is partially open. Muscle Zombie is here guarding the door. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > e Behind House-West A path here leads east to the back door of the mansion and west along a pathway of broken stones towards a squat stone building. Another path leads southwest around the corner of the house. Kevin runs in. > sw West Of Mansion This is the western face of the mansion. A glassy enclosed atrium dominates this side of the house. A path here runs north and south and the stables lie to the west. Mascot Zombie is to the south. Kevin enters the room. > w Stables East It smells of old hay and manure in here. The ground is packed mud with scattered patches of molded straw. Several horse-stalls here are empty. The stable continues to the west and the way out is to the east. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > w Stables West This is the western half of the stable. You can return to the east and a large wooden ladder leads upward into a hay loft. Kevin enters the room. > up Hay Loft This is a wooden platform built high in the upper reaches of the stables. There's very little hay left and what remains is mainly dust at this point. There is a shovel leaning against one of the beams (you'd rather not contemplate what it used to shovel). > get shovel Taken. > d Stables West This is the western half of the stable. You can return to the east and a large wooden ladder leads upward into a hay loft. Kevin is here. > e Stables East It smells of old hay and manure in here. The ground is packed mud with scattered patches of molded straw. Several horse-stalls here are empty. The stable continues to the west and the way out is to the east. Kevin runs in. Kevin is here, intently listening to the sound his wooden hands make when he claps them together. > e West Of Mansion This is the western face of the mansion. A glassy enclosed atrium dominates this side of the house. A path here runs north and south and the stables lie to the west. Mascot Zombie is to the south. Kevin clatters along behind you. > n Behind House-West A path here leads east to the back door of the mansion and west along a pathway of broken stones towards a squat stone building. Another path leads southwest around the corner of the house. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > w Outside Mausoleum From here a crushed-stone path leads north towards the cemetery. A second path leads east towards the rear of the mansion. The family crypt lies immediately to the west, the heavy iron door is partially open. Muscle Zombie is here guarding the door. The wooden statue runs after you on his round legs. Kevin is here, humming 'Norwegian Wood'. > n Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Kevin tags along behind. > n Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. Colorful glowing spirits swirl about you as they converse and chase after each other among the headstones. Paths continue northwest towards the lake and south deeper into the cemetery. Just off the path lies a particularly prominent grave with an intact headstone. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > dig grave (with the shovel) You start to dig. Luckily, recent rains have softened the ground and made your defilement more convenient. > dig grave (with the shovel) You've made significant progress, there's an impressive mound of dirt next to the hole you've made. > dig grave (with the shovel) As you dig in the soft earth you suddenly catch a glimpse of metal. > x metal It's a silver whistle open at one end and pursed at the other. > get whistle Taken. [Your score has gone up by ten points.] > s Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Kevin enters the room. > e Path This is a stone path leading east toward the ornamental gardens and west towards the family cemetery. To the north a small wooden shack squats against the edge of the lake. Kevin clatters along behind you. Kevin is here polishing a scuff mark on his belly. > e Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. The wooden statue runs after you on his round legs. > in Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. You see a pair of bolt cutters here. On the floor you see a pair of hedge clippers. Kevin runs in. > e (first stepping out of the gazebo) Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. The squirrel seems to chatter angrily at you. > attack squirrel Like Butch Cassidy and what's-his-name you bravely charge the massive beast. The topiary is momentarily startled by your foolhardy assault but quickly recovers. The massive tail nonchalantly swings toward you and you are impaled on a sharp thorny branch. *** You have been kebab-ed *** Game over. Your score is 170 out of a possible 300, in 345 moves. This designates you a zombie whisperer. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (attack squirrel). Garden East > z Time passes. Kevin clatters along behind you. Kevin is here, intently listening to the sound his wooden hands make when he claps them together. The topiary monster rustles it's branch arms at you menacingly. > l Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Kevin is here. You could almost swear the squirrel seems to be drooling? > l Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Kevin is here. "Hey, wait. I speak topiary. I can reason with this guy." He walks over to the squirrel, who towers over him. You hear an odd conversation that sounds like the clicking of branches in the wind. After a moment, the topiary monster lets out a deep raucous laugh, turns away, and lumbers off into the trees. Kevin approaches again. "I told him you were going to get rid of the bad men and he agreed to let us by. He also wanted to know why your branches are so small and I told him you were a sapling." > i You have a whistle and a shovel. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. Kevin is here doing the 'mashed potato'. > e Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin tags along behind. > s Midway Entrance This is the entrance to what appears to be a sort of midway that the zombies have cobbled together for their amusement. A sagging canvas sign is held up by two tall wooden poles and a wide dirt path leads south under the sign. A smaller dirt path leads to the north. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > s Midway North This is the northern end of the ersatz midway. Here you see what appears to be a sort of "zombie-go-round". Several zombies are shuffling in a circle. As they move they crouch down and then stand as if they are bobbing up and down. They seem to be enjoying themselves and everyone is smiling. The dirt path continues south and you can return back to the midway entrance to the north. Kevin clatters along behind you. Kevin is here polishing a scuff mark on his belly. > s Midway Center This is the midpoint of the midway. You can see zombie bumper cars taking place here. Several zombies are standing in and holding up garbage cans with the bottom knocked out. They are happily ramming into each other while they make motor noises with their mouths. The dirt path continues south or back to the north. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > s Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is not turning at the moment. The path returns to the north. Midway Zombie is here standing at the base of the scaffolding He notices you standing there. He doesn't seem to care that you are a non-zombie interloper. He looks at you sadly and points upward at the immobile wheel. Kevin enters the room. > climb scaffolding You clamber up into the scaffolding. In The Scaffolding You are roughly fifteen feet off the ground at the top of one side of the scaffolding. Here you would normally be face-to-face with the central hub of the wheel but a flap of metal blocks access to it. The wheel is not turning at the moment. > pull flap You strain at the piece of metal. With some effort you are able to pull it partially out of the way. > pull flap With one last sweaty yank, you are able to pull the flap clear of the hub. > x hub It's a large cylinder resting in a notch. A large peg is seated in a hole in the cylinder. > hit peg with shovel You hammer the peg halfway into the shaft. > hit peg with shovel You pound the peg flush with the shaft. The shaft, now free to rotate, groans and starts to slowly turn. You hear a squeal of delight from below. [Your score has gone up by 20 points.] > down Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. Midway Zombie is standing here Midway Zombie is looking up at the turning wheel and smiling. His yellow eyes are moist. He fumbles into a pants pocket, pulls something out, and puts it in your hand. "Pretty." He shuffles to the Ferris wheel and plops happily into one of the seats. [Your score has gone up by ten points.] > i You have a sea shell, a whistle, and a shovel. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. Kevin is here doing the 'mashed potato'. > x shell It's a small conch shell, perfectly formed. It's pure white on the outside and the shiny inside shimmers like a rainbow. > blow conch You spit a bit into the conch but can't seem to make it sing. > take off pack You take off the backpack. > put shell in pack You put the sea shell in the backpack. > put on pack You put on the backpack. > i You have a whistle and a shovel. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > take off pack You take off the backpack. > put whistle in pack You put the whistle in the backpack. > put on pack You put on the backpack. > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. > get on plank You hop into one of the seats as it glides by. Wheeeee! "People turn green here and then they smell funny," Kevin volunteers. You rise slowly, roughly halfway up the Ferris wheel. > z Time passes. Kevin is here, seeing how many times he can spin around without falling over. You are rotating through the highest point at the top of the wheel. > l Midway End (on the plank) The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. You are now roughly halfway back down toward the ground. > x maze (I only understood you as far as wanting to examine something.) > z Time passes. Your feet scrape the ground as the wheel rotates through it's lowest point. > get off plank You get off the seat, stepping aside as it silently glides past you. > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. > n Midway Center This is the midpoint of the midway. You can see zombie bumper cars taking place here. Several zombies are standing in and holding up garbage cans with the bottom knocked out. They are happily ramming into each other while they make motor noises with their mouths. The dirt path continues south or back to the north. Kevin runs in. > n Midway North This is the northern end of the ersatz midway. Here you see what appears to be a sort of "zombie-go-round". Several zombies are shuffling in a circle. As they move they crouch down and then stand as if they are bobbing up and down. They seem to be enjoying themselves and everyone is smiling. The dirt path continues south and you can return back to the midway entrance to the north. Kevin clatters along behind you. > n Midway Entrance This is the entrance to what appears to be a sort of midway that the zombies have cobbled together for their amusement. A sagging canvas sign is held up by two tall wooden poles and a wide dirt path leads south under the sign. A smaller dirt path leads to the north. Kevin enters the room. > n Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin tags along behind. > w Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. Kevin enters the room. Kevin is here, closely examining the wood grain of his hands. > w Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > in Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. You see a pair of bolt cutters here. On the floor you see a pair of hedge clippers. The wooden statue runs after you on his round legs. > drop shovel Dropped. > get clippers Taken. Kevin is here polishing a scuff mark on his belly. > l Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. You see a shovel here. Kevin is here. You see a pair of bolt cutters here. > out Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. Kevin enters the room. > e Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. The wooden statue runs after you on his round legs. > e Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin clatters along behind you. > read sign It's sun-bleached and faded but you can just make out the lettering: "Don't Bother Mapping Me" > n "I'm not a fan of mazes, too many twisty passages, most if not all alike. I'll meet you after you're done getting lost." He skips off into the night. In The Hedge Maze You are in the hedge maze. There are paths to the south, east, and west. > cut hedge with clippers You hack away at the hedge wall, bits of branches and leaves flying. Soon there's a passable opening in the wall. > in In what direction? > n In The Hedge Maze You are in the hedge maze. There are paths to the south and west. > w In The Hedge Maze You are in the hedge maze. There are paths to the north, east, and west. > n In The Hedge Maze You are in the hedge maze. There are paths to the north and south. > n In The Hedge Maze You are in the hedge maze. There are paths to the north, south, and west. > w In The Hedge Maze You are in the hedge maze. There are paths to the south and east. > cut hedge with clippers Did you want to cut the hedge to the north or the west wall with the hedge trimmers? > w You can't go that way. > cut hedge with clippers Did you want to cut the hedge to the north or the west wall with the hedge trimmers? > n You face-plant into a hedge wall. > l In The Hedge Maze You are in the hedge maze. There are paths to the south and east. > e In The Hedge Maze You are in the hedge maze. There are paths to the north, south, and west. > s In The Hedge Maze You are in the hedge maze. There are paths to the north and south. > cut hedge with clippers Did you want to cut the hedge to the east or the hedge to the west with the hedge trimmers? > e You face-plant into a hedge wall. > cut hedge with clippers Did you want to cut the hedge to the east or the hedge to the west with the hedge trimmers? > w You face-plant into a hedge wall. > l In The Hedge Maze You are in the hedge maze. There are paths to the north and south. > s In The Hedge Maze You are in the hedge maze. There are paths to the north, east, and west. > e In The Hedge Maze You are in the hedge maze. There are paths to the south and west. > cut hedge with clippers Did you want to cut the hedge to the south, the hedge to the east, or the hedge to the north with the hedge trimmers? > e You face-plant into a hedge wall. > cut hedge with clippers Did you want to cut the hedge to the south, the hedge to the east, or the hedge to the north with the hedge trimmers? > n You face-plant into a hedge wall. > l In The Hedge Maze You are in the hedge maze. There are paths to the south and west. > s In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > e In The Hedge Maze You are in the hedge maze. There are paths to the west and north. > n In The Hedge Maze You are in the hedge maze. There are paths to the north, south, and east. > n In The Hedge Maze You are in the hedge maze. There are paths to the south and east. > n You face-plant into a hedge wall. > cut hedge with clippers Did you want to cut the hedge to the west or the hedge to the north with the hedge trimmers? > n You face-plant into a hedge wall. > s In The Hedge Maze You are in the hedge maze. There are paths to the north, south, and east. > s In The Hedge Maze You are in the hedge maze. There are paths to the west and north. > cut hedge with clippers Did you want to cut the hedge to the east or the south wall with the hedge trimmers? > s You can't go that way. > cut hedge with clippers Did you want to cut the hedge to the east or the south wall with the hedge trimmers? > e You face-plant into a hedge wall. > cut hedge with clippers Did you want to cut the hedge to the east or the south wall with the hedge trimmers? > s You can't go that way. > w In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > s Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin skips up to you. "Are you done? Hey, did you know there's a hedge maze here?" > n "I'm not a fan of mazes, too many twisty passages, most if not all alike. I'll meet you after you're done getting lost." He skips off into the night. In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > e In The Hedge Maze You are in the hedge maze. There are paths to the west and north. > cut hedge with clippers Did you want to cut the hedge to the east or the south wall with the hedge trimmers? > e You face-plant into a hedge wall. > w In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > w In The Hedge Maze You are in the hedge maze. There are paths to the east and west. > w In The Hedge Maze You are in the hedge maze. There are paths to the east and north. > cut hedge with clippers Did you want to cut the south wall or the west wall with the hedge trimmers? > w You can't go that way. > cut hedge with clippers Did you want to cut the south wall or the west wall with the hedge trimmers? > w You can't go that way. > e In The Hedge Maze You are in the hedge maze. There are paths to the east and west. > e In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > n In The Hedge Maze You are in the hedge maze. There are paths to the south and west. > cut hedge with clippers Did you want to cut the hedge to the south, the hedge to the east, or the hedge to the north with the hedge trimmers? > n You face-plant into a hedge wall. > cut hedge with clippers Did you want to cut the hedge to the south, the hedge to the east, or the hedge to the north with the hedge trimmers? > cut n hedge with clippers You hack away at the hedge wall, bits of branches and leaves flying. Soon there's a passable opening in the wall. > n The hedges part and you enter into what appears to be the center of the maze. You are in the dead center of the hedge maze. There is a large boulder here. On the rock you see a skeleton mermaid basking in the moonlight. There are paths to the south. [Your score has gone up by 20 points.] > talk to mermaid She lets out a bored sigh. > show shell to mermaid (first attempting to take the sea shell) Taken. For an instant, you see a flash of desire in her eyes which she quickly hides. "Yes, the shell is nice. I've seen nicer. I'd be willing to trade you for it." She waves her hands and there's a flash of light. She plucks what looks like a swim cap out of the air in front of her and holds it up. > give shell to mermaid You give her the conch and she hands you the swim cap. The swim cap yells out, "Hey, dude! Are we going swimming?" [Your score has gone up by ten points.] > talk to swim cap "Hey, dude. Let's hit the water!" > s In The Hedge Maze You are in the hedge maze. There are paths to the south, north, and west. > s In The Hedge Maze You are in the hedge maze. There are paths to the south, north, east, and west. > s Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin skips up to you. "Are you done? Hey, did you know there's a hedge maze here?" > l Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin is here. Your breathing seems to be somewhat labored and you notice you are moaning slightly as you move. > i You have a swim cap and a pair of hedge trimmers. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > w Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. Kevin tags along behind. > w Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > in Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. You see a shovel here. You see a pair of bolt cutters here. Kevin clatters along behind you. > get shovel Taken. > get cutters Taken. Kevin is here, closely examining the wood grain of his hands. > i You have a pair of bolt cutters, a shovel, a swim cap, and a pair of hedge trimmers. You're wearing a backpack, a pair of work gloves, some goggles, and a brown fedora. > l Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. Kevin is here. > s (first stepping out of the gazebo) Back Door This is the back door of the mansion, previously used exclusively by the staff. It's now emphatically boarded shut. You can continue east and west along the back of the house and north into the ornamental garden. There is a wooden trellis fixed to the side of the house here extending upward. You are here. The remains of a trellis lie here in a dusty pile. > e Behind House-East You're behind the eastern edge of the mansion which lies to the south. You can walk around the house to the southeast and a path continues west towards the back door. > se East Of Mansion This is the eastern side of the mansion which towers over you. You can walk around to the north and south. Built into the foundation here you see a pair of wooden cellar doors. > s Eastern Front This is a spot in front of the mansion to the east of the front entrance which lies to the west. You can walk around the house to the northeast. > w Portico This is the entryway into the mansion. The stately portico surrounded by tall Grecian columns still retains a bit of its former panache. The front door to the north has been boarded shut. The front yard lies to the south and there is a path running east and west skirting the front of the house. Mechanic Zombie is to the south. > s Yard This is the center of what was once the carefully manicured front yard of the mansion. The grass is weedy and overgrown. Several once-decorative shrubs are still here but are only overgrown amorphous blobs at this point. The stone path weaves north through the weeds to the front portico of the house and south towards a road junction. Mechanic Zombie is here, turning his cap from back to front and back again. > s Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Mascot Zombie is to the southeast. Mechanic Zombie is to the north. > sw Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Clown Zombie is to the northwest. Doctor Zombie is to the northwest. > nw Lake View This is the end of a narrow path through the swamp. It continues to the southeast and terminates here on a small wooden pier which juts westward out into the water. Across the water to the north you can just make out the dark hulk of a sprawling mansion in the distance. To the west you can just see the other side of the lake through the mist and moonlight. It's a peaceful spot, quiet except for the frogs and the quiet lapping of the water against the bank. Floating on the dark water to the west you see what looks like a wooden mallet. Clown Zombie is here, absent-mindedly stroking his red nose. Doctor Zombie is here peering intently into his stethoscope. > kevin, get mallet (I'm sorry, I didn't understand what you wanted to do.) > tell kevin to get mallet (I only understood you as far as wanting to tell someone to take the wooden mallet.) > get mallet with kevin (I only understood you as far as wanting to take something.) > x mallet It's a wooden mallet. Kevin enters the room. > get mallet You are on the shore and the mallet is floating in the lake. Clown Zombie suddenly notices you and his face contorts into a terrible grimace. He emits an unhuman scream and you are suddenly surrounded on all sides by a horde of the mostly-dead. You are hit from behind, knocking you senseless. When you regain consciousness...well, you never actually do regain full consciousness. You just sort of drool, moan, and shuffle away your days as a zombie yourself. *** You have turned *** Game over. Your score is 230 out of a possible 300, in 468 moves. This designates you a class 'B' skulker. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (get mallet). Lake View > l Lake View This is the end of a narrow path through the swamp. It continues to the southeast and terminates here on a small wooden pier which juts westward out into the water. Across the water to the north you can just make out the dark hulk of a sprawling mansion in the distance. To the west you can just see the other side of the lake through the mist and moonlight. It's a peaceful spot, quiet except for the frogs and the quiet lapping of the water against the bank. Floating on the dark water to the west you see what looks like a wooden mallet. Kevin is here. Clown Zombie is here, picking debris from his purple wig. Doctor Zombie is here, closely examining his hands. Clown Zombie suddenly notices you and his face contorts into a terrible grimace. He emits an unhuman scream and you are suddenly surrounded on all sides by a horde of the mostly-dead. You are hit from behind, knocking you senseless. When you regain consciousness...well, you never actually do regain full consciousness. You just sort of drool, moan, and shuffle away your days as a zombie yourself. *** You have turned *** Game over. Your score is 230 out of a possible 300, in 468 moves. This designates you a class 'B' skulker. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (l). Lake View > undo Undoing the last turn (x mallet). Lake View > undo Undoing the last turn (get mallet with kevin). Lake View > undo Undoing the last turn (tell kevin to get mallet). Lake View > undo Undoing the last turn (kevin, get mallet). Lake View > undo Undoing the last turn (nw). Lake Path > l Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Clown Zombie is to the northwest. Doctor Zombie is to the northwest. Doctor Zombie shuffles in. The wooden statue runs after you on his round legs. > ne Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is to the southwest. Mascot Zombie is to the southeast. Mechanic Zombie is to the north. Kevin tags along behind. > s You can't go that way. Doctor Zombie is to the southwest. Mascot Zombie is to the southeast. Mechanic Zombie is to the north. > e Bridge This is the midpoint of a weathered covered bridge. Many of the floorboards are missing and, in places, you can see through to the river below. It's very dark in here but your eyes can sense slightly less darkness to the east and west. Kevin runs in. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > l Bridge This is the midpoint of a weathered covered bridge. Many of the floorboards are missing and, in places, you can see through to the river below. It's very dark in here but your eyes can sense slightly less darkness to the east and west. Kevin is here. > w Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Mechanic Zombie is to the north. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > sw Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Doctor Zombie is to the northwest. Clown Zombie is to the northwest. Kevin runs in. > ne Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Mechanic Zombie is to the north. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > e Bridge This is the midpoint of a weathered covered bridge. Many of the floorboards are missing and, in places, you can see through to the river below. It's very dark in here but your eyes can sense slightly less darkness to the east and west. Kevin clatters along behind you. > e East End Of Bridge You're standing on a dirt road that turns a corner here to lead north away from town and west across a wooden covered bridge. From here it's too dark to see within the wooden structure, much less through to the other side. Kevin runs in. Kevin is here polishing a scuff mark on his belly. > w Bridge This is the midpoint of a weathered covered bridge. Many of the floorboards are missing and, in places, you can see through to the river below. It's very dark in here but your eyes can sense slightly less darkness to the east and west. The wooden statue runs after you on his round legs. > w Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is to the southwest. Clown Zombie is to the southwest. Mechanic Zombie is to the north. Kevin enters the room. > sw Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Doctor Zombie is here peering intently into his stethoscope. Clown Zombie is here, absent-mindedly stroking his red nose. Kevin clatters along behind you. > nw Lake View This is the end of a narrow path through the swamp. It continues to the southeast and terminates here on a small wooden pier which juts westward out into the water. Across the water to the north you can just make out the dark hulk of a sprawling mansion in the distance. To the west you can just see the other side of the lake through the mist and moonlight. It's a peaceful spot, quiet except for the frogs and the quiet lapping of the water against the bank. Floating on the dark water to the west you see what looks like a wooden mallet. Doctor Zombie is to the southeast. Clown Zombie is to the southeast. Kevin enters the room. > x mallet It's a wooden mallet. Doctor Zombie is to the southeast. Clown Zombie is to the southeast. > kevin, get mallet Kevin looks out into the water and sees the mallet. "Hey, a hammer made of wood. I wonder if we're related." He plunges into the lake and bobs for a moment on the surface. He paddles out toward the mallet and, on reaching it, turns back and pushes it in front of him back to shore, depositing it onto the muddy bank. Doctor Zombie is to the southeast. Clown Zombie is to the southeast. Doctor Zombie shuffles in. > get mallet Taken. Clown Zombie is to the southeast. [Your score has gone up by ten points.] > se Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Clown Zombie is here, picking debris from his purple wig. Mascot Zombie is to the northeast. Doctor Zombie is to the northwest. The wooden statue runs after you on his round legs. > ne Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Mascot Zombie is here, clapping his furry paws together slowly. Clown Zombie is to the southwest. Mechanic Zombie is to the north. Kevin tags along behind. > w You can't go that way. Clown Zombie is to the southwest. Mechanic Zombie is to the north. Kevin is here, seeing how many times he can spin around without falling over. > se Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Mascot Zombie is to the northwest. Kevin enters the room. > s Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Kevin tags along behind. > s Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Kevin enters the room. > s You can't go that way. > se River Road The road here turns northwest toward town or further off to the east. Low thorny vegetation prevents you from accessing the river directly but from here you can look out across the wide expanse of water glistening in the moonlight. The dark hulk of a steamboat lies offshore approximately fifty meters. The wooden statue runs after you on his round legs. Kevin is here, intently listening to the sound his wooden hands make when he claps them together. > take off fedora You take off the brown fedora. > put on swim cap You squeeze your sweaty head into the elastic cap. As it snaps into place you feel a tingling all over and you suddenly feel somehow lighter than usual. The swim cap whoops excitedly, "Cowabunga, let's hit the water!" > blow whistle You blow but don't hear anything. > drop nip (first attempting to take the bag of gator nip) Taken. Kevin is here polishing a scuff mark on his belly. Dropped. > z Time passes. > z Time passes. > z Time passes. > blow whistle You blow but don't hear anything. > x whistle It's a silver whistle open at one end and pursed at the other. > i You have a brown fedora, a wooden mallet, a pair of bolt cutters, a shovel, and a pair of hedge trimmers. You're wearing a swim cap, a backpack, a pair of work gloves, and some goggles. Mascot Zombie is to the northwest. Mascot Zombie shuffles in. > get nip Taken. Kevin is here, seeing how many times he can spin around without falling over. > nw Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Mascot Zombie is to the southeast. Kevin tags along behind. > l Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Kevin is here. Mascot Zombie is to the southeast. > se River Road The road here turns northwest toward town or further off to the east. Low thorny vegetation prevents you from accessing the river directly but from here you can look out across the wide expanse of water glistening in the moonlight. The dark hulk of a steamboat lies offshore approximately fifty meters. Mascot Zombie is here doing very slow and sad jumping jacks. Mascot Zombie shuffles off to the northwest. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > e Wharf This is a low wharf at the end of the road. Steamboats carrying tobacco and corn would have regularly moored here when this was a more prosperous area. A dilapidated road begins here and leads west. Offshore there is a steamboat anchored approximately fifty meters out in the river. You can step down from here onto a flat muddy patch of riverbank. Kevin runs in. > down Riverbank The bank can be treacherous but this is a relatively flat and secure spot. The black water here laps at your feet. The steamboat is anchored directly to the south. From here you can step up back onto the wharf. Kevin clatters along behind you. > blow whistle You blow but don't hear anything. > drop nip Dropped. > z Time passes. Suddenly, the water before you starts to boil with activity and, to your horror, alligators of all sizes start to make their way onto the bank. Suddenly, there is a massive 'splash' and an alligator easily the length of a city bus pulls himself onto the shore. He sniffs the air for a moment then lumbers over to the bag of gator nip. With amazing delicacy, he gently picks it up between two massive teeth, jerks it into the air and swallows it. Satisfied, he turns back toward the water and slides into the darkness with surprisingly little splash. The others return as well and the water is still again. > s On The River You are standing on the surface of the river. The water is calm, like a black slab of marble. You can return to the riverbank to the north and a steamboat lies offshore to the south. Kevin paddles along behind you, bobbing on the surface. > s On The River You are standing on the surface of the river. You hear the gentle lapping of the water and an occasional splash of a fish jumping. The shore lies to the north, the steamboat to the south, and you can navigate around the steamboat to the southeast or southwest. Kevin paddles along behind you, bobbing on the surface. > undo Undoing the last turn (s). On The River > undo Undoing the last turn (s). Riverbank > undo Undoing the last turn (z). Riverbank > undo Undoing the last turn (drop nip). Riverbank > undo Undoing the last turn (blow whistle). Riverbank > undo Undoing the last turn (down). Wharf > l Wharf This is a low wharf at the end of the road. Steamboats carrying tobacco and corn would have regularly moored here when this was a more prosperous area. A dilapidated road begins here and leads west. Offshore there is a steamboat anchored approximately fifty meters out in the river. You can step down from here onto a flat muddy patch of riverbank. Kevin is here. Kevin is here, examining the wood grain in his right hand. > d Riverbank The bank can be treacherous but this is a relatively flat and secure spot. The black water here laps at your feet. The steamboat is anchored directly to the south. From here you can step up back onto the wharf. Kevin clatters along behind you. > s On The River You are standing on the surface of the river. The water is calm, like a black slab of marble. You can return to the riverbank to the north and a steamboat lies offshore to the south. Kevin paddles along behind you, bobbing on the surface. > s On The River You are standing on the surface of the river. You hear the gentle lapping of the water and an occasional splash of a fish jumping. The shore lies to the north, the steamboat to the south, and you can navigate around the steamboat to the southeast or southwest. Kevin paddles along behind you, bobbing on the surface. > sw On The River You are standing on the surface of the river. You are directly forward of the steamboat. You can navigate around it to the northeast or southeast. Kevin paddles along behind you, bobbing on the surface. > se On The River You are standing on the surface of the river. You hear the gentle lapping of the water and an occasional splash of a fish jumping. The steamboat lies to the north, the open river to the south, and you can navigate around the steamboat to the northeast or northwest. Kevin paddles along behind you, bobbing on the surface. > n Port Mooring You are standing on the surface of the river. This is a spot abutting the forward port deck. A break in the railing to the north allows access to the deck above. Open water is to the south. A small aluminum rowboat is docked here beside the steamboat. Kevin paddles along behind you, bobbing on the surface. > up Kevin excitedly jumps up on the deck and shakes the water off. "Awesome, a boat! My aunt was a pontoon boat." Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. As you step out of the dark water the swim cap starts to vibrate. "It's been real dude," the swim cap calls out. With a "puff" and a flash of light the cap disappears. Kevin tags along behind. Kevin is here, humming 'Norwegian Wood'. [Your score has gone up by 20 points.] > nw Main Deck Stairs You are in the bow of the boat. Deckways start here and wrap around to the northeast and southeast and a large once-ornamental grand staircase starts here and leads upward, a reminder of the vessel's past history as a gambling boat. "Slow down, my legs are shorter than yours," Kevin calls out behind you. Kevin is here, seeing how many times he can spin around without falling over. > ne Forward Starboard This is the forward section of the starboard deck of the boat. The open main deck lies to the south and you can continue rearward as well. The deck continues forward, curving to the southwest. Kevin runs in. > ne You can't go that way. > rearward (I'm sorry, I didn't understand what you wanted to do.) > n You can't go that way. > ne You can't go that way. > continue (I'm sorry, I didn't understand what you wanted to do.) > sw Main Deck Stairs You are in the bow of the boat. Deckways start here and wrap around to the northeast and southeast and a large once-ornamental grand staircase starts here and leads upward, a reminder of the vessel's past history as a gambling boat. The wooden statue runs after you on his round legs. > up Deck Two Stairs This is the forward-most point of the second deck. Deckways lead northeast and southeast. The grand staircase continues upward to the top deck and down to the main deck below. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > ne Deck Two - Starboard Forward You are standing on the starboard side of the upper deck. Walkways lead east towards the rear and southwest toward the bow. A cabin door is to the south. The wooden statue runs after you on his round legs. > s (first attempting to open the door to the south) You open the door. Master Cabin The word that comes to mind is "eclectic." This is a spacious cabin taking up most of the forward superstructure of this level. A large water bed is positioned against one wall, another is entirely taken up with open shelves and a closet of clothes. Voodoo artifacts and pieces of artwork are scattered about. A large oak desk and office chair are located in the corner. A wooden coat rack sits next to the door. In another corner sits a privacy screen made up of accordioned panels about six feet tall. The exit is through the door to the north and a door to a washroom to the west is currently closed. It sounds like someone may be in there. Hanging on the coat rack you see a smoking jacket. Kevin runs in. Someone is humming in the next room. > x jacket It's a Hefner-esque red velvet smoking jacket, with the initials 'U.R.' embroidered on the breast. Someone clears their throat from the room to the west. > get behind screen You duck behind the screen. In a panic you suddenly remember Kevin. You peek around the screen to see him standing frozen against the wall among the other voodoo artifacts. Luckily, he's quite good at imitating a statue. You hear breathing from the washroom. > z Time passes. You hear the toilet flush next door. > z Time passes. The green coloring to your skin is becoming more pronounced. Suddenly, the washroom door swings open. Ulysses Renfro enters from the west. He walks over to the coat rack, takes the objectively ugly smoking jacket and puts it on. He quickly ducks out the cabin door. > out In what direction? > l Master Cabin The word that comes to mind is "eclectic." This is a spacious cabin taking up most of the forward superstructure of this level. A large water bed is positioned against one wall, another is entirely taken up with open shelves and a closet of clothes. Voodoo artifacts and pieces of artwork are scattered about. A large oak desk and office chair are located in the corner. A wooden coat rack sits next to the door. In another corner sits a privacy screen made up of accordioned panels about six feet tall. The exit is through the door to the north and a door to a washroom to the west is currently open. Kevin is here. > undo Undoing the last turn (l). Master Cabin > undo Undoing the last turn (out). Master Cabin > undo Undoing the last turn (z). Master Cabin > undo Undoing the last turn (z). Master Cabin > undo Undoing the last turn (get behind screen). Master Cabin > get jacket You're already holding too much. You hear breathing from the washroom. > get behind screen You duck behind the screen. In a panic you suddenly remember Kevin. You peek around the screen to see him standing frozen against the wall among the other voodoo artifacts. Luckily, he's quite good at imitating a statue. You hear the toilet flush next door. > z Time passes. The green coloring to your skin is becoming more pronounced. Suddenly, the washroom door swings open. Ulysses Renfro enters from the west. He walks over to the coat rack, takes the objectively ugly smoking jacket and puts it on. He quickly ducks out the cabin door. > l Master Cabin The word that comes to mind is "eclectic." This is a spacious cabin taking up most of the forward superstructure of this level. A large water bed is positioned against one wall, another is entirely taken up with open shelves and a closet of clothes. Voodoo artifacts and pieces of artwork are scattered about. A large oak desk and office chair are located in the corner. A wooden coat rack sits next to the door. In another corner sits a privacy screen made up of accordioned panels about six feet tall. The exit is through the door to the north and a door to a washroom to the west is currently open. Kevin is here. > w Washroom This is a small washroom with the usual amenities including a mirror hanging over a sink. A doorway leads back east. Kevin tags along behind. > x mirror It's a standard bathroom mirror. Kevin is here, examining the wood grain in his right hand. > get mirror You can't take the mirror. > e Master Cabin The word that comes to mind is "eclectic." This is a spacious cabin taking up most of the forward superstructure of this level. A large water bed is positioned against one wall, another is entirely taken up with open shelves and a closet of clothes. Voodoo artifacts and pieces of artwork are scattered about. A large oak desk and office chair are located in the corner. A wooden coat rack sits next to the door. In another corner sits a privacy screen made up of accordioned panels about six feet tall. The exit is through the door to the north and a door to a washroom to the west is currently open. Kevin runs in. > x shelves You see identical shelves filled with identical pairs of neatly-folded skinny jeans. > search shelves You find nothing of interest. > x artifacts It's a spicy gumbo of wooden carvings, etchings, paintings, and statues scattered around the room and occupying most flat surfaces. There's a definite voodoo or West African vibe going on. > search artifacts You find nothing of interest. Kevin is here, intently listening to the sound his wooden hands make when he claps them together. > search clothes (I only understood you as far as wanting to search something.) > x desk It's a large oaken desk, currently closed. > open desk You open the desk, revealing some bundle of documents. > get documents Taken. > read documents They appear to outline a scheme to take over the world with zombies or something. Pretty derivative stuff, actually. Kevin is here, closely examining the wood grain of his hands. > l Master Cabin The word that comes to mind is "eclectic." This is a spacious cabin taking up most of the forward superstructure of this level. A large water bed is positioned against one wall, another is entirely taken up with open shelves and a closet of clothes. Voodoo artifacts and pieces of artwork are scattered about. A large oak desk and office chair are located in the corner. A wooden coat rack sits next to the door. In another corner sits a privacy screen made up of accordioned panels about six feet tall. The exit is through the door to the north and a door to a washroom to the west is currently open. Kevin is here. > n Deck Two - Starboard Forward You are standing on the starboard side of the upper deck. Walkways lead east towards the rear and southwest toward the bow. A cabin door is to the south. Kevin clatters along behind you. > e Deck Two - Starboard Rear The starboard deckway ends here at the stern. You can return forward to the west. Kevin tags along behind. > w Deck Two - Starboard Forward You are standing on the starboard side of the upper deck. Walkways lead east towards the rear and southwest toward the bow. A cabin door is to the south. Kevin enters the room. > sw Deck Two Stairs This is the forward-most point of the second deck. Deckways lead northeast and southeast. The grand staircase continues upward to the top deck and down to the main deck below. The wooden statue runs after you on his round legs. > se Deck Two - Port Forward You are standing on the port side of the upper deck. Walkways lead east towards the rear and northwest toward the bow. Kevin clatters along behind you. > e Deck Two - Port Rear You are standing at the rear of the port side of the upper deck. Walkways lead west toward the bow and there is a cabin door here to the north, currently closed. Kevin runs in. > open door You open the cabin door. > in In what direction? > n East Cabin This cabin is fairly spartan. Two twin beds are pushed against one wall and a locked wardrobe occupies another. A door leads west to a small washroom and south back out to the port deck. Lafayette Gantry is lying on one of the beds, snoring loudly. Albrecht the teutonic henchman is sitting on one of the beds, slowly stropping a large serrated knife. As you enter, Albrecht glances up at you. Although, momentarily stunned at your unexpected appearance, reflexively he acts. With expert precision, he launches the knife across the room toward you. It spins rapidly end-over-end and with a sickening 'thunk' penetrates your sternum. You look down at it and then at Albrecht, who is now smiling. As your vision fades you have to admit to yourself that that was pretty cool. *** You have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (n). Deck Two - Port Rear > undo Undoing the last turn (in). Deck Two - Port Rear > x door Through the cabin door you see the cabin. > x cabin Through the cabin door you see the cabin. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > lock door The cabin door can't be locked. > i You have some bundle of documents, a bag of gator nip, a brown fedora, a wooden mallet, a pair of bolt cutters, a shovel, and a pair of hedge trimmers. You're wearing a backpack, a pair of work gloves, and some goggles. > block door with shovel (I'm sorry, I didn't understand what you wanted to do.) > lock door with shovel The cabin door can't be locked. > look through door Through the cabin door you see a cabin. > x cabin Through the cabin door you see the cabin. Kevin is here doing the 'mashed potato'. > l Deck Two - Port Rear You are standing at the rear of the port side of the upper deck. Walkways lead west toward the bow and there is a cabin door here to the north, currently open. Kevin is here. > close door You close the cabin door. > block door with shovel (I'm sorry, I didn't understand what you wanted to do.) > x door The cabin door is currently closed. Kevin is here, examining the wood grain in his right hand. > lock door The cabin door can't be locked. > w Deck Two - Port Forward You are standing on the port side of the upper deck. Walkways lead east towards the rear and northwest toward the bow. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > nw Deck Two Stairs This is the forward-most point of the second deck. Deckways lead northeast and southeast. The grand staircase continues upward to the top deck and down to the main deck below. The wooden statue runs after you on his round legs. > up Deck Three Stairs You are standing on the top deck of the boat. You can look up at the moonlit starry sky and the black smokestacks towering high above you. From here the grand staircase falls away to the lower decks below. The deck continues to the east where you see Ulysses Renfro with his back to you playing a large calliope. Kevin enters the room. > blow whistle You blow but don't hear anything. Kevin is here doing the 'mashed potato'. > z Time passes. > z Time passes. Kevin is here, examining the wood grain in his right hand. > z Time passes. > z Time passes. > z Time passes. > d Deck Two Stairs This is the forward-most point of the second deck. Deckways lead northeast and southeast. The grand staircase continues upward to the top deck and down to the main deck below. Kevin tags along behind. > d Main Deck Stairs You are in the bow of the boat. Deckways start here and wrap around to the northeast and southeast and a large once-ornamental grand staircase starts here and leads upward, a reminder of the vessel's past history as a gambling boat. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > se Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Kevin tags along behind. Kevin is here doing the 'mashed potato'. > n Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. Kevin clatters along behind you. > n Forward Starboard This is the forward section of the starboard deck of the boat. The open main deck lies to the south and you can continue rearward as well. The deck continues forward, curving to the southwest. Kevin enters the room. > e Aft Starboard This is the aft section of the starboard deck of the boat. The open main deck lies to the south and you can continue forward as well. There's a gap in the railing to the north where one could step down to the river's surface. The wooden statue runs after you on his round legs. > e You can't go that way. > s Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. Kevin tags along behind. > open door With some effort you turn the heavy handle and lean into the door, pushing it open. Kevin is here polishing a scuff mark on his belly. > e Boiler Room This is the ship's boiler room. Everything is blackened and grimy from years of soot. A hopelessly convoluted tangle of pipes and valves fills most available space and the thick iron boiler itself fills the eastern half of the room. Kevin clatters along behind you. > drop dynamite (first attempting to take the bundle of dynamite) You're already holding too much. > i You have some bundle of documents, a bag of gator nip, a brown fedora, a wooden mallet, a pair of bolt cutters, a shovel, and a pair of hedge trimmers. You're wearing a backpack, a pair of work gloves, and some goggles. > drop trimmers Dropped. > drop dynamite (first attempting to take the bundle of dynamite) Taken. Dropped. > get lighter Taken. > light dynamite with lighter You hold the flame to the fuse and it starts to hiss and sizzle as it burns toward the dynamite. > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. Kevin enters the room. > s Aft Port This is the aft section of the port deck of the boat. The open main deck lies to the north and you can continue forward as well. Kevin runs in. > e You can't go that way. Suddenly, there is a loud "boom" that you both hear echoing through the night air as well as feel through the ground. Unfortunately, the explosion unleashes a fusillade of wood, stone, and metal projectiles. Unluckily, several of these skewer you in various vital organs. *** you have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (e). Aft Port > down You can't go that way. Suddenly, there is a loud "boom" that you both hear echoing through the night air as well as feel through the ground. Unfortunately, the explosion unleashes a fusillade of wood, stone, and metal projectiles. Unluckily, several of these skewer you in various vital organs. *** you have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (down). Aft Port > w Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Suddenly, there is a loud "boom" that you both hear echoing through the night air as well as feel through the ground. Unfortunately, the explosion unleashes a fusillade of wood, stone, and metal projectiles. Unluckily, several of these skewer you in various vital organs. *** you have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (w). Aft Port > undo Undoing the last turn (s). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > l Boiler Room This is the ship's boiler room. Everything is blackened and grimy from years of soot. A hopelessly convoluted tangle of pipes and valves fills most available space and the thick iron boiler itself fills the eastern half of the room. You see a bundle of dynamite here. You see a pair of hedge trimmers here. Kevin is here. > undo Undoing the last turn (l). Boiler Room > undo Undoing the last turn (light dynamite with lighter). Boiler Room > l Boiler Room This is the ship's boiler room. Everything is blackened and grimy from years of soot. A hopelessly convoluted tangle of pipes and valves fills most available space and the thick iron boiler itself fills the eastern half of the room. You see a bundle of dynamite here. You see a pair of hedge trimmers here. Kevin is here. > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > s Aft Port This is the aft section of the port deck of the boat. The open main deck lies to the north and you can continue forward as well. The wooden statue runs after you on his round legs. > s You can't go that way. > w Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Kevin clatters along behind you. > down Are you sure you want to enter the alligator-infested river? > no Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Kevin is here. > get in rowboat You gingerly step into the unstable little boat. Kevin excitedly clambers in next to you. "Yay, are we going on a ride?" Port Mooring (in the rowboat) You are in a rowboat bobbing gently on the river. This is a spot abutting the forward port deck. A break in the railing to the north allows access to the deck above. Open water is to the south. A small aluminum rowboat is docked here beside the steamboat. Kevin is here. > undo Undoing the last turn (get in rowboat). Forward Port > undo Undoing the last turn (down). Forward Port > undo Undoing the last turn (w). Aft Port > undo Undoing the last turn (s). Aft Port > undo Undoing the last turn (s). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > light dynamite with lighter You hold the flame to the fuse and it starts to hiss and sizzle as it burns toward the dynamite. > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. The wooden statue runs after you on his round legs. > w Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. Kevin enters the room. > get in rowboat (I only understood you as far as wanting to take something.) > s Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Suddenly, there is a loud "boom" that you both hear echoing through the night air as well as feel through the ground. Unfortunately, the explosion unleashes a fusillade of wood, stone, and metal projectiles. Unluckily, several of these skewer you in various vital organs. *** you have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (s). Main Deck Forward > undo Undoing the last turn (get in rowboat). Main Deck Forward > undo Undoing the last turn (w). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > undo Undoing the last turn (light dynamite with lighter). Boiler Room > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. Kevin enters the room. > s Aft Port This is the aft section of the port deck of the boat. The open main deck lies to the north and you can continue forward as well. Kevin runs in. > w Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. The wooden statue runs after you on his round legs. Kevin is here, closely examining the wood grain of his hands. > get in rowboat You gingerly step into the unstable little boat. Kevin excitedly clambers in next to you. "Yay, are we going on a ride?" Port Mooring (in the rowboat) You are in a rowboat bobbing gently on the river. This is a spot abutting the forward port deck. A break in the railing to the north allows access to the deck above. Open water is to the south. A small aluminum rowboat is docked here beside the steamboat. Kevin is here. > z Time passes. > z Time passes. > z Time passes. > undo Undoing the last turn (z). Port Mooring (in the rowboat) > undo Undoing the last turn (z). Port Mooring (in the rowboat) > undo Undoing the last turn (z). Port Mooring (in the rowboat) > undo Undoing the last turn (get in rowboat). Forward Port > undo Undoing the last turn (w). Aft Port > undo Undoing the last turn (s). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > undo Undoing the last turn (l). Boiler Room > light dynamite with lighter You hold the flame to the fuse and it starts to hiss and sizzle as it burns toward the dynamite. > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. The wooden statue runs after you on his round legs. > s Aft Port This is the aft section of the port deck of the boat. The open main deck lies to the north and you can continue forward as well. Kevin clatters along behind you. > w Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. Suddenly, there is a loud "boom" that you both hear echoing through the night air as well as feel through the ground. Unfortunately, the explosion unleashes a fusillade of wood, stone, and metal projectiles. Unluckily, several of these skewer you in various vital organs. *** you have died *** Game over. Your score is 260 out of a possible 300, in 544 moves. This designates you a budding action hero. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (w). Aft Port > undo Undoing the last turn (s). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > undo Undoing the last turn (light dynamite with lighter). Boiler Room > l Boiler Room This is the ship's boiler room. Everything is blackened and grimy from years of soot. A hopelessly convoluted tangle of pipes and valves fills most available space and the thick iron boiler itself fills the eastern half of the room. You see a bundle of dynamite here. You see a pair of hedge trimmers here. Kevin is here. > i You have a lighter, some bundle of documents, a bag of gator nip, a brown fedora, a wooden mallet, a pair of bolt cutters, and a shovel. You're wearing a backpack, a pair of work gloves, and some goggles. > drop documents Dropped. "People turn green here and then they smell funny," Kevin volunteers. > light documents with lighter That's not combustible. > * ??? > x pack It's the same blue backpack you've had since highschool. It's currently open. A whistle is in the backpack. A skeleton key is in the backpack. A flashlight is in the backpack. Some coins are in the backpack. A pocket watch is in the backpack. The deed to the mansion is in the backpack. A manilla envelope is in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A silver key is in the backpack. A boarding pass is in the backpack. > x envelope It's a standard manilla envelope. > read deed There's a lot of long words and latin phrases. > drop envelope (first attempting to take the manilla envelope) Taken. Kevin is here, seeing how many times he can spin around without falling over. Dropped. > light envelope with lighter You hold the flame to the envelope. It's rapidly consumed in a puff of smoke. > undo Undoing the last turn (light envelope with lighter). Boiler Room > put envelope on dynamite (first attempting to take the manilla envelope) Taken. You can't put things on the bundle of dynamite. Kevin is here, humming 'Norwegian Wood'. > attach envelope to dynamite There's no obvious way to tie the manilla envelope to the bundle of dynamite. > attach pass to dynamite There's no obvious way to tie the boarding pass to the bundle of dynamite. > put pass in envelope (first attempting to take the boarding pass) Taken. You put the boarding pass in the manilla envelope. > light envelope with lighter You hold the flame to the envelope. It's rapidly consumed in a puff of smoke. > undo Undoing the last turn (light envelope with lighter). Boiler Room > get envelope You're already holding the manilla envelope. > l Boiler Room This is the ship's boiler room. Everything is blackened and grimy from years of soot. A hopelessly convoluted tangle of pipes and valves fills most available space and the thick iron boiler itself fills the eastern half of the room. You see some bundle of documents here. You see a bundle of dynamite here. You see a pair of hedge trimmers here. Kevin is here. Kevin is here doing the 'mashed potato'. > i You have a manilla envelope, a lighter, a bag of gator nip, a brown fedora, a wooden mallet, a pair of bolt cutters, and a shovel. You're wearing a backpack, a pair of work gloves, and some goggles. > w Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. Kevin enters the room. > w Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. The wooden statue runs after you on his round legs. > e Main Deck Aft This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. A large watertight door is to the east and the open deck continues to the west. Kevin runs in. > w Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. You can't seem to pick your feet up as well and you are starting to shuffle as you walk. Kevin clatters along behind you. > n Forward Starboard This is the forward section of the starboard deck of the boat. The open main deck lies to the south and you can continue rearward as well. The deck continues forward, curving to the southwest. The wooden statue runs after you on his round legs. > e Aft Starboard This is the aft section of the starboard deck of the boat. The open main deck lies to the south and you can continue forward as well. There's a gap in the railing to the north where one could step down to the river's surface. Kevin runs in. > w Forward Starboard This is the forward section of the starboard deck of the boat. The open main deck lies to the south and you can continue rearward as well. The deck continues forward, curving to the southwest. Kevin enters the room. > w You can't go that way. > s Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. The wooden statue runs after you on his round legs. > up You can't go that way. > l Main Deck Forward This is the main lower level deck. It occupies most of the middle of the boat and is widely open, intended to allow as much space for cargo as possible. You can proceed north or south to the starboard or port sides, respectively. The open deck continues to the east. Kevin is here. > s Forward Port This is the forward section of the port deck. The open main deck lies to the north and you can continue rearward as well. The deck continues forward, curving to the northwest. There is a gap in the railing here and a small rowboat is here bobbing gently. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > nw Main Deck Stairs You are in the bow of the boat. Deckways start here and wrap around to the northeast and southeast and a large once-ornamental grand staircase starts here and leads upward, a reminder of the vessel's past history as a gambling boat. The wooden statue runs after you on his round legs. > undo Undoing the last turn (nw). Forward Port > undo Undoing the last turn (s). Main Deck Forward > undo Undoing the last turn (l). Main Deck Forward > undo Undoing the last turn (up). Main Deck Forward > undo Undoing the last turn (s). Forward Starboard > undo Undoing the last turn (w). Forward Starboard > undo Undoing the last turn (w). Aft Starboard > undo Undoing the last turn (e). Forward Starboard > undo Undoing the last turn (n). Main Deck Forward > undo Undoing the last turn (w). Main Deck Aft > undo Undoing the last turn (e). Main Deck Forward > undo Undoing the last turn (w). Main Deck Aft > undo Undoing the last turn (w). Boiler Room > undo Undoing the last turn (i). Boiler Room > undo Undoing the last turn (l). Boiler Room > undo Undoing the last turn (get envelope). Boiler Room > undo Undoing the last turn (put pass in envelope). Boiler Room > undo Undoing the last turn (attach pass to dynamite). Boiler Room > undo Undoing the last turn (attach envelope to dynamite). Boiler Room > undo Undoing the last turn (put envelope on dynamite). Boiler Room > undo Undoing the last turn (drop envelope). Boiler Room > undo Undoing the last turn (read deed). Boiler Room > undo Undoing the last turn (x envelope). Boiler Room > undo Undoing the last turn (x pack). Boiler Room > undo Undoing the last turn (light documents with lighter). Boiler Room > undo Undoing the last turn (drop documents). Boiler Room > undo Undoing the last turn (i). Boiler Room > undo Undoing the last turn (l). Boiler Room > undo Undoing the last turn (get lighter). Boiler Room > undo Undoing the last turn (drop dynamite). Boiler Room > undo Undoing the last turn (drop trimmers). Boiler Room > undo Undoing the last turn (i). Boiler Room > undo Undoing the last turn (drop dynamite). Boiler Room > undo Undoing the last turn (e). Main Deck Aft > undo Undoing the last turn (open door). Main Deck Aft > undo Undoing the last turn (s). Aft Starboard > undo Undoing the last turn (e). Aft Starboard > undo Undoing the last turn (e). Forward Starboard > undo Undoing the last turn (n). Main Deck Forward > undo Undoing the last turn (n). Forward Port > undo Undoing the last turn (se). Main Deck Stairs > undo Undoing the last turn (d). Deck Two Stairs > undo Undoing the last turn (d). Deck Three Stairs > undo Undoing the last turn (z). Deck Three Stairs > undo Undoing the last turn (z). Deck Three Stairs > undo Undoing the last turn (z). Deck Three Stairs > undo Undoing the last turn (z). Deck Three Stairs > undo Undoing the last turn (z). Deck Three Stairs > undo Failed to undo last turn. > l Deck Three Stairs You are standing on the top deck of the boat. You can look up at the moonlit starry sky and the black smokestacks towering high above you. From here the grand staircase falls away to the lower decks below. The deck continues to the east where you see Ulysses Renfro with his back to you playing a large calliope. Kevin is here. > hit renfro with mallet (I only understood you as far as wanting to hammer something with the wooden mallet.) > l Deck Three Stairs You are standing on the top deck of the boat. You can look up at the moonlit starry sky and the black smokestacks towering high above you. From here the grand staircase falls away to the lower decks below. The deck continues to the east where you see Ulysses Renfro with his back to you playing a large calliope. Kevin is here. > put nip in jacket (I only understood you as far as wanting to put the bag of gator nip in something.) >