Transcript enabled. > * I feel like the raving hordes of zombies might be a bigger issue for resale than the missing deed > * "Dimbulb Manor" is a quality joke > about "Zomburbia" A Text Adventure Game (C) 2023 Charles Moore, Jr. Special thanks to IF Community Forum members Warrigal and Jade for invaluable playtesting assistance. The command 'winnable on' will declare whether the game is or is not in an unwinnable state. If you prefer "expert mode", this can be turned off with 'winnable off' and it is also off initially by default. > winnable on Now the 'score' command will also indicate if the game is currently winnable. > score Your score is 0 points out of 300, in 0 moves, designating you first up for zombie brunch. The game is winnable from this point. > help The command 'winnable on' is available. When this is active, typing 'score' will also declare whether the game is winnable from this point. If you prefer "expert mode", this can be turned off with 'winnable off' and it is also off initially by default. There is also a 'diagnose' command which may be helpful later in the game. > diagnose Other than having a zit and some heartburn, you feel fine. > * could be worse! > x me You've looked better. > i You have no possessions. You're wearing a backpack. > x backpack 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. > x flashlight It's a standard flashlight, currently off. > take it Taken. > turn it on You switch the flashlight on. > turn it off You switch the flashlight off. > x pass It's your boarding pass from the trip down here. You had a layover in Atlanta, naturally. > close backpack You close the backpack. > l End Of The Road This is where your cab driver tossed you out, refusing to drive any farther into town or the haunted bayou and woods surrounding it. The cracked and weedy highway from the north ends here and is replaced by a dirt road leading south into the blackness of the night. Thick pines prevent movement otherwise. > x highway The highway ends here in a patch of rubble, cracked asphalt, and weeds. > x road The highway ends here in a patch of rubble, cracked asphalt, and weeds. > x weeds (I only understood you as far as wanting to examine something.) > x pines Thick black woods are all around. > sw You can't go that way. > 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. > x woods Thick black woods are all around. > x shack It's a small run-down wooden hovel. It seems to be one or two decent gusts of wind away from collapse. > 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. > x dust (I only understood you as far as wanting to examine something.) > x floorboards (I only understood you as far as wanting to examine something.) > x pile It's a dense pile of rotting sticks and branches. It may have been intended as kindling at some point. > search it You see an old brown fedora in the pile. > x fedora It's a dusty brown fedora. > take it Taken. [Your score has gone up by ten points.] > wear it You put on the brown fedora. > * helpful, I guess? > 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. > x pile It's a dense pile of rotting sticks and branches. It may have been intended as kindling at some point. > search it The pile of sticks is empty. > 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. > undo Undoing the last turn (w). East End Of Bridge > turn on flashlight You switch the flashlight on. > l 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. > x bridge It's a wooden timbered bridge spanning the creek which surrounds the town. The sides are enclosed and it's difficult in the darkness to see from one side through to the other. > turn off flashlight You switch the flashlight off. > 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. > turn on flashlight You switch the flashlight on. Doctor Zombie is to the west. > 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. Doctor Zombie is to the west. > * flashlight doesn't seem to make a difference? > x zombie (I only understood you as far as wanting to examine something.) > x doctor (I only understood you as far as wanting to examine something.) > 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. 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. > * ruh ruh > * who's Doctor Zombie? > 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. > x me You've looked better. > i You have no possessions. > x bulb 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. > * A little awkward > x mattress It's a bare mattress, fairly stained and dirty. It's pushed up against the wall. > look under mattress You find nothing under the mattress. 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 notices it on the floor. "Ah, there you are." He picks it up and pockets it. 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. > score Your score is 10 points out of 300, in 45 moves, designating you first up for zombie brunch. The game is *not* winnable from this point. > * FFS > undo Undoing the last turn (score). In The Cell > undo Undoing the last turn (look under mattress). In The Cell > undo Undoing the last turn (x mattress). In The Cell > undo Undoing the last turn (get up). In The Cell (on the mattress) > undo Undoing the last turn (x bulb). In The Cell (on the mattress) > undo Undoing the last turn (i). In The Cell (on the mattress) > undo Undoing the last turn (x me). In The Cell (on the mattress) > undo Undoing the last turn (l). In The Cell (on the mattress) > undo Undoing the last turn (w). Bridge > score Your score is 10 points out of 300, in 36 moves, designating you first up for zombie brunch. The game is winnable from this point. > * oi > 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. > score Your score is 10 points out of 300, in 37 moves, designating you first up for zombie brunch. The game is winnable from this point. > 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 northeast. > 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 here making motor-boat noises with his mouth. 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. > score Your score is 10 points out of 300, in 39 moves, designating you first up for zombie brunch. The game is winnable from this point. > take pointer You can't do anything until you get up. > u (first attempting to get off the mattress) You get off the mattress. You can't go that way. > take pointer Taken. > score Your score is 10 points out of 300, in 43 moves, designating you first up for zombie brunch. The game is winnable from this point. > z Time passes. > z Time passes. > z Time passes. > z Time passes. 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. > score Your score is 10 points out of 300, in 47 moves, designating you first up for zombie brunch. The game is winnable from this point. > undo Undoing the last turn (score). In The Cell > undo Undoing the last turn (z). In The Cell > undo Undoing the last turn (z). In The Cell > undo Undoing the last turn (z). In The Cell > undo Undoing the last turn (z). In The Cell > undo Undoing the last turn (score). In The Cell > undo Undoing the last turn (take pointer). In The Cell > undo Undoing the last turn (u). In The Cell (on the mattress) > undo Undoing the last turn (take pointer). In The Cell (on the mattress) > undo Undoing the last turn (score). In The Cell (on the mattress) > undo Undoing the last turn (ne). Lake Path > undio (I'm sorry, I didn't understand what you wanted to do.) > 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. Doctor Zombie is to the northeast. > 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. 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. > undo Undoing the last turn (nw). Lake Path > 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 here making motor-boat noises with his mouth. > x doctor He's in his early 50s, slight build, with thinning brown hair. He's wearing a long white coat and wearing a stethoscope around his neck. > talk to doctor There is no reply. 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. > undo Undoing the last turn (talk to doctor). Junction > 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. Doctor Zombie is to the west. 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. > * OK guess this is basically inevitable > stand You get off the mattress. > take pointer Taken. > l In The Cell 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. A small hook is attached to the wall opposite the cell. There's a silver key hanging on the hook. > take cutters You can't reach them from here. > take key You can't reach it. > move mattress It's already up against the wall. > x pointer It's a small handheld laser pointer with a raised button to turn it on and off. It's currently turned off. > turn it on You switch the laser pointer on. 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. > score Your score is 10 points out of 300, in 50 moves, designating you first up for zombie brunch. The game is winnable from this point. > l In The Cell 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. A small hook is attached to the wall opposite the cell. There's a silver key hanging on the hook. > save Game state saved successfully. > x bulb It's a simple light bulb dangling from the ceiling. > x bars High bars surround you on three sides. The wall of the cabin makes up the fourth. The floor is cement. 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. > pet cat He purrs louder and happily rubs his head against your hand. > i You have a laser pointer. > aim pointer at key (I'm sorry, I didn't understand what you wanted to do.) > turn on pointer The laser pointer is already on. > point pointer (I'm sorry, I didn't understand what you wanted to do.) > aim pointer (I'm sorry, I didn't understand what you wanted to do.) > point (I'm sorry, I didn't understand what you wanted to do.) > x pointer It's a small handheld laser pointer with a raised button to turn it on and off. It's currently on, producing a bright red dot at whatever it points at. > * sure seems like I should be able to point it, then! > shine (I only understood you as far as wanting to clean something.) > shine pointer 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. > take key The cat darts out of reach. > pet cat He purrs louder and happily rubs his head against your hand. > g He purrs louder and happily rubs his head against your hand. > take key The cat darts out of reach. > score Your score is 10 points out of 300, in 62 moves, designating you first up for zombie brunch. The game is winnable from this point. > i You have a laser pointer. > shine on mattress (I only understood you as far as wanting to point something at the mattress.) > shine pointer at mattress You see a bright red dot briefly bloom on the mattress. > shine pointer at floor You see a bright red dot briefly bloom on the cement floor. > shine pointer at cat You see a bright red dot briefly bloom on the cat. > shine pointer at me You see a bright red dot briefly bloom on yourself. > x cat He's a big boy, mainly white but with patches of orange on his back, paws, and face. In his mouth he holds a key ring with a silver key dangling from it. > purr (I'm sorry, I didn't understand what you wanted to do.) > pet cat He purrs louder and happily rubs his head against your hand. > take key The cat darts out of reach. > * aww come on > l In The Cell 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. A small hook is attached to the wall opposite the cell. A large white and orange cat is sitting here. > move mattress It's already up against the wall. > x wall The walls are made of stacked wooden logs. They appear quite sturdy. > 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 gap It's a small opening, about three inches across and level with the floor. > look in gap In the hole you see a mouse trap. > x trap It's a standard spring-type mouse trap. It's been sprung, sadly. In the trap lies a dead mouse. > * ick > take mouse Taken. Ew. > x it It's a recently deceased mouse. > show it to cat The cat freezes. His eyes lock on the mouse. > 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. > score Your score is 10 points out of 300, in 81 moves, designating you first up for zombie brunch. The game is winnable from this point. > take key Taken. [Your score has gone up by ten points.] > unlock door (with the silver key) You unlock the door with the silver key. > out (first attempting to open the door to the north) You open the door. 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. > take cutters Taken. > x them It's a standard pair of heavy-duty bolt cutters. You notice you feel a bit feverish. > * of course there's a timer > push bulb You can't reach the lightbulb. > 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 flashlight here. > take all The backpack: Taken. The brown fedora: Taken. The flashlight: Taken. > wear backpack You put on the backpack. > Come again? > x flashlight It's a standard flashlight, currently on. > turn it off You switch the flashlight off. > * oi hopefully that didn't drain the battery > wear fedora You put on the brown fedora. > open door You open the door. > n 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". > score Your score is 20 points out of 300, in 97 moves, designating you first up for zombie brunch. The game is winnable from this point. > * phew > x window They're thick boards covering over two small windows. > open boards The cabin windows don't open. > 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. Clown Zombie is to the west. > * clown zombie, you say? Oh so Doctor Zombie was a description, not a naame > x mud (I only understood you as far as wanting to examine something.) > x clown (I only understood you as far as wanting to examine something.) > z Time passes. Clown Zombie is to the west. > z Time passes. > z Time passes. Clown Zombie is to the west. > z Time passes. Clown Zombie is to the west. > z Time passes. > 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. Clown Zombie is to the south. > * I see > 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. > * hopefully this lets me hide from the zombie > x animals Some are frozen in whimsical poses, others with bared teeth and horrifying grimaces. You're fairly certain that you'll have several nightmares involving this place. > search animals You find nothing of interest. > x table It's quite substantial. The wooden tabletop is scratched and stained from years of use. > 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". > x bag Did you want to examine the backpack or the bag of gator nip? > nip It's full of some kind of smelly powder. But it's sewn shut and doesn't appear to be intended to be opened. A label on the side reads "Aunt Betty's Gator Nip - 4 Out of 5 Alligators recommend Aunt Betty's for hunters who use gator bait." > take it Taken. [Your score has gone up by ten points.] > 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. Clown Zombie shuffles off to the north. > * oh, guess the zombies aren't dangerous. At least not to proto-zombies like me... > 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. > x counter It's a long wooden waist-high counter. > x can It's a metal garbage can. > look in can In the garbage can you see a slip of paper. > x slip It's a small slip of paper. > take it Taken. > read it It's a blank deposit slip from the bank. > w (first attempting to open the door to the west) The door is locked. > cut door with bolt cutters You consider cutting the door, but admirably decide against such useless destruction. > 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. > 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. > x river It's wide and deep and just keeps rollin' along. > x boat It's a large hulking triple-decker mass anchored off shore. The paddle wheel is motionless. Two smoke stacks tower above the bow. You can make out lights from the second deck superstructure. > x wheel It's a large hulking triple-decker mass anchored off shore. The paddle wheel is motionless. Two smoke stacks tower above the bow. You can make out lights from the second deck superstructure. > s You can't go that way. > swim In what? > river You can't swim in the river. > * why not? > l 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. > * oh vegetation is in the way > x vegetation (I only understood you as far as wanting to examine something.) > 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. > 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. > x wharf It's a cloudless night and the full moon is bright enough to almost make you squint. > s Are you sure you want to enter the alligator-infested river? > y On The River For a brief moment, you are treading water. 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. Unfortunately, your splashing and kicking quickly attract a variety of underwater predators. Suddenly, you feel something nibbling at your feet followed by something much larger pulling you under. You do not resurface. *** You have died *** Game over. Your score is 30 out of a possible 300, in 136 moves. This designates you first up for zombie brunch. 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). Riverbank > put bag in water You can't put things in the river. > open bag You open the backpack, revealing a boarding pass. > open nip The bag of gator nip doesn't open. > x nip It's full of some kind of smelly powder. But it's sewn shut and doesn't appear to be intended to be opened. A label on the side reads "Aunt Betty's Gator Nip - 4 Out of 5 Alligators recommend Aunt Betty's for hunters who use gator bait." > throw nip At what? > river Throwing the bag of gator nip at the river would achieve little. > put nip in river You can't put things in the river. > l 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. > x water It's big and wet and a metaphor for life, or something. > x bank (I only understood you as far as wanting to examine something.) > w You can't go that way. > e You can't go that way. > throw nip at gator Throwing the bag of gator nip at the bag of gator nip would achieve little. > x gator It's full of some kind of smelly powder. But it's sewn shut and doesn't appear to be intended to be opened. A label on the side reads "Aunt Betty's Gator Nip - 4 Out of 5 Alligators recommend Aunt Betty's for hunters who use gator bait." > * maybe supposed to do something else > n You can't go that way. > u 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. > e You can't go that way. > se You can't go that way. > ne You can't go that way. > n You can't go that way. > sw You can't go that way. > nw You can't go that way. > 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. > w You can't go that way. > 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 to the north. > nn (I'm sorry, I didn't understand what you wanted to do.) > 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 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. > 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 "Smoke Gets In Your Eye Socket." > * OK this is how we're rolling > x musicians They are a five-piece skeletal combo (drums, upright bass, trumpet, saxophone, banjo) all decked in sunglassess and black suits. The band is currently playing "I Left My Heart (In the Other Room)." > * ha! > x hat Did you want to examine the brown fedora or the black fedora? > black It's a dusty black fedora, presumably intended for tips. > look in black In the black fedora you see some coins. The band is currently playing "I Left My Heart (In the Other Room)" > x coins It's a handful of coins of various denominations. > l 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. > take coins The saxophone player stomps on your hand. > * fair > x bandstand It's a utilitarian low wooden riser. On the stage you see a black fedora. The band is currently playing "I've Got You Under My Skin." > x bar It's an oaken bar. Decades of spills and stains have enhanced its character. > x sign (I only understood you as far as wanting to examine something.) > x doyle He wears thick horn-rimmed glasses, a stylish blue beret, and an apron stained with an almost impressionistic assortment of colors. He wears a perpetual smile. > talk to doyle He nods at you. "Good evening, friend. What can I get you?" The band is currently playing "The Ghoul from Ipanema." > order beer (I'm sorry, I didn't understand what you wanted to do.) > ask doyle for beer (I only understood you as far as wanting to ask Doyle for something.) > ask doyle about beer "It's a special brew, made by German elves from deep in The Black Forest. It can pack a bit of a wallop. Many see premonitions or visions the first time they try it. You're welcome to try your luck if you've got the funds, friend." The band is currently playing "Days of Wine & Roses & Ectoplasm." > * OK > x johnson Mr. Johnson is the president of the local bank, which is defunct for the living but still services the needs of the dead or nearly-dead. He's a skeleton in a three piece suit and quite portly which seems odd for a skeleton. He has a handlebar mustache and wears glasses. Your fever seems worse and you start to feel achy, as if you have the flu. > ask johnson about himself "I've been managing the bank for decades. I got the job in 1929 when the great crash happened and the previous bank president jumped out of a window and landed on me." > ask johnson about bank He seems to swell slightly with pride. "The bank has been in business for nearly a century, serving the needs of the area living, dead, and undead for decades. The vault was forged in the depths of a patagonian volcano and is essentially impenetrable." > ask johnson about vault He seems to swell slightly with pride. "The bank has been in business for nearly a century, serving the needs of the area living, dead, and undead for decades. The vault was forged in the depths of a patagonian volcano and is essentially impenetrable." > ask johnson about slip "Why, would you like to make a transaction?" The band is currently playing "I Left My Heart (In the Other Room)." > 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. Clown 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. > ask johnson about deed He seems too engrossed in the music to pay attention. > * alas > 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. Clown 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. > * aha! > 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. > x river It's a small river or large creek. The water is up currently as it meanders under the bridge. > 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. > 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. > put nip in water You can't put things in the creek. > 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. > 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. > 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. > x pier (I only understood you as far as wanting to examine something.) > x mansion It's a massive brick and stone gothic mansion. A large glass atrium dominates the western flank. From here you can just make out a squat stone mausoleum to the west of the house and a cemetery behind it. > x mallet It's a wooden mallet. > take it You are on the shore and the mallet is floating in the lake. > w Are you sure you want to enter the alligator-infested water? > y On The Lake You are standing on the surface of the lake. The shore lies to the east and the lake continues into darkness to the west. You see a wooden mallet bobbing on the surface. Unfortunately, your splashing and kicking quickly attract a variety of underwater predators. Suddenly, you feel something nibbling at your feet followed by something much larger pulling you under. You do not resurface. *** You have died *** Game over. Your score is 30 out of a possible 300, in 194 moves. This designates you first up for zombie brunch. 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). Lake View > score Your score is 30 points out of 300, in 193 moves, designating you first up for zombie brunch. The game is winnable from this point. > throw nip in water Throwing the bag of gator nip at the lake would achieve little. > drop nip Dropped. > take nip Taken. > open nio (I only understood you as far as wanting to open something.) > open nip The bag of gator nip doesn't open. > 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. > i You have a bag of gator nip, a slip of paper, a flashlight, a pair of bolt cutters, a silver key, and a laser pointer. You're wearing a brown fedora and a backpack. > shine pointer at mallet You see a bright red dot briefly bloom on the wooden mallet. > w Are you sure you want to enter the alligator-infested water? > n 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. > e You can't go that way. > 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. > 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. Clown Zombie is to the north. > 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. Clown Zombie is here, picking debris from his purple wig. > search grass (I only understood you as far as wanting to search something.) > x clown Did you want to examine Clown Zombie or the purple clown wig? > zombie He's a clown wearing whiteface which somewhat hides his green zombie complexion. He wears a large purple wig, red nose, frilly collar and kaleidoscopic jumper suit. > ask zombie about zombie Did you want to ask Clown Zombie about zombies or Clown Zombie? > clown zombie You think better against drawing attention to yourself. 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 30 out of a possible 300, in 207 moves. This designates you first up for zombie brunch. 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 (ask zombie about zombie). Yard > * eek > l 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. Clown Zombie is here, tracing patterns in the colorful dots of his jumper. 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 30 out of a possible 300, in 207 moves. This designates you first up for zombie brunch. 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). Yard > search shrubs You find nothing of interest. 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 30 out of a possible 300, in 207 moves. This designates you first up for zombie brunch. 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 (search shrubs). Yard > 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. Clown Zombie is to the south. > x portico It's a formal entranceway surrounded by stately columns. > search it You find nothing of interest. > x door These were once glass-filled double french doors leading into a formal foyer. Now there is only a tangle of boards nailed across the entryway. > open door The front door doesn't open. > w Western Front This is a spot in front of the mansion to the west of the front portico which lies to the east. You can walk around the house to the northwest. > nw 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. > x atrium It's a large glass-enclosed space taking up most of the western shoulder of the mansion. You can see lights through the glass. > look through atrium The atrium can't contain things. > look through glass (I only understood you as far as wanting to look in something.) > 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. > x ground (I only understood you as far as wanting to examine something.) > x straw (I only understood you as far as wanting to examine something.) > x stalls (I only understood you as far as wanting to examine something.) > x stall (I only understood you as far as wanting to examine something.) > smell You sniff at the air, perceiving nothing out of the ordinary. > 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. > x ladder It's a rough-hewn wooden ladder, fixed from the hay-loft above. > take it You can't take the ladder. > u 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). > x shovel It's a standard shovel. > take it 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. > 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. > 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. > e You can't go that way. > 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. > 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. > 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. > e 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. > break boards You consider attacking the boards, but reject the idea. > x trellis It's a wooden trellis fixed to the side of the house. It extends upward towards the second floor. > * you are here? > climb trellis 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. You hear soft disconcerting cracking sounds coming from the trellis. > undo Undoing the last turn (climb trellis). Back Door > 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. > s You can't go that way. > x mansion From here you are looking up at the rear of the mansion. > 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. > x doors They're wooden double doors that open upwards towards the outside. They're currently closed. > open doors They're apparently latched from the inside. > sw You can't go that way. > 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. > w Western Front This is a spot in front of the mansion to the west of the front portico which lies to the east. You can walk around the house to the northwest. > nw 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. > 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. > 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. > x muscle He's a hulking figure, at least 6' 3'', and was apparently an avid body builder in his previous life. He's wearing denim short-shorts and a muscle tank top with an advertisement for 'ladies' night' at a Texas bar. He appears to be wearing a key on a chain around his neck. > w (first attempting to open the mausoleum door to the west) The mausoleum door is locked. Muscle 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 30 out of a possible 300, in 248 moves. This designates you first up for zombie brunch. 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). Outside Mausoleum > l 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. Muscle 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 30 out of a possible 300, in 248 moves. This designates you first up for zombie brunch. 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). Outside Mausoleum > 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 but you can't see anyone here. Paths lead north, south, and east. Mechanic Zombie is to the north. > x headstones Most are simple white stones. Some are still standing upright, others are leaning precariously or have fallen over. Most of the inscriptions have worn away. Mechanic Zombie is to the north. > listen You hear fragments of conversation and occasional laughter. Mechanic Zombie is to the north. > 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. > 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 but you can't see anyone here. Paths lead north, south, and east. Mechanic Zombie is to the north. > n Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. 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. Mechanic Zombie is here, turning his cap from back to front and back again. > x grave The grave is overgrown with grass and weeds. You can just make out a faint inscription. > read it "Boudreau Lanley, 1822-1882, beloved employee, master of the hunt" There's nothing written on the grave. Mechanic 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 30 out of a possible 300, in 255 moves. This designates you first up for zombie brunch. 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 (read it). Cemetery North > undo Undoing the last turn (x grave). Cemetery North > dig grave (with the shovel) It's rude to dig up a grave without permission from the occupant. Mechanic Zombie shuffles off to the south. > read grave "Boudreau Lanley, 1822-1882, beloved employee, master of the hunt" There's nothing written on the grave. Mechanic Zombie is to the south. > * missing period > 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. > x water (I only understood you as far as wanting to examine something.) > x lake This is an elevated rocky crag jutting out into the lake. Moonlight reflects off the black water below. The path leads southeast. > x crag (I only understood you as far as wanting to examine something.) > d You can't go that way. > put nip in lake Dropped. > l 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 see a bag of gator nip here. > take naip (I only understood you as far as wanting to take something.) > take nip Taken. > x water (I only understood you as far as wanting to examine something.) > se Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. 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. Mechanic Zombie is to the south. > e You can't go that way. Mechanic Zombie is to the south. > 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 but you can't see anyone here. Paths lead north, south, and east. Mechanic Zombie is here buttoning and un-buttoning one of the buttons of his overalls. > 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. Mechanic Zombie is to the west. > 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. > take gloves Taken. > wear them You put on the work gloves. > x them It's a pair of thick leather work gloves. > x floorboards (I only understood you as far as wanting to examine something.) > 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. Mechanic Zombie is to the west. > 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. > x gazeb (I only understood you as far as wanting to examine something.) > x gazebo In from here is a gazebo. > 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. > x clippers It's a standard pair of hedge trimmers. > * OK! > take clippers You're already holding too much. > x them It's a standard pair of hedge trimmers. > i You have a bag of gator nip, a shovel, a slip of paper, a flashlight, a pair of bolt cutters, a silver key, and a laser pointer. You're wearing a pair of work gloves, a brown fedora, and a backpack. > put all in backpack The bag of gator nip: You would first need to remove the backpack. > remove backpack You take off the backpack. > put all in backpack The bag of gator nip: You put the bag of gator nip in the backpack. The shovel: You put the shovel in the backpack. The slip of paper: You put the slip of paper in the backpack. The flashlight: There's not enough room in the backpack. > wear backpack You put on the backpack. > 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. On the floor you see a pair of hedge clippers. > take clippers Taken. > 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. > 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. Mechanic Zombie is to the west. > s 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. > n 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. Mechanic Zombie is to the west. > 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. > 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. > x slaps (I only understood you as far as wanting to examine something.) > x dynamite It's a bundle of seven sticks of dynamite bound together. A short fuse exits each stick to combine into a single fuse at the top. > take it Taken. > 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. > e You can't go that way. > 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. Mechanic Zombie is to the west. Mechanic Zombie shuffles in. > 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. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Mascot Zombie is to the east. Mechanic Zombie is to the west. The squirrel seems to chatter angrily at you. > x shrubs (I only understood you as far as wanting to examine something.) > x weeds (I only understood you as far as wanting to examine something.) > x squirrel It's a large woody bush in the shape of a squirrel. It was probably an adorable well-manicured topiary animal in the past but has since grown into a towering angry monster with massive wooden central incisors and a huge tail spiked with thorns. Mascot Zombie is to the east. Mechanic Zombie is to the west. The topiary monster rustles it's branch arms at you menacingly. > x tail (I only understood you as far as wanting to examine something.) > x monster It's a large woody bush in the shape of a squirrel. It was probably an adorable well-manicured topiary animal in the past but has since grown into a towering angry monster with massive wooden central incisors and a huge tail spiked with thorns. Mascot Zombie is to the east. Mechanic Zombie is to the west. You could almost swear the squirrel seems to be drooling? > trim it (with the hedge trimmers) Before you can even brandish the trimmers, the topiary squirrel reaches out a massive paw and plucks them from your grasp. He snaps the blades apart violently, irrevocably breaking them, then drops them to the ground. Mascot Zombie is to the east. Mechanic Zombie is to the west. The squirrel's massive bushy tail spasms angrily. > score Your score is 30 points out of 300, in 301 moves, designating you first up for zombie brunch. The game is *not* winnable from this point. > undo Undoing the last turn (score). Garden East > undo Undoing the last turn (trim it). Garden East > score Your score is 30 points out of 300, in 300 moves, designating you first up for zombie brunch. The game is winnable from this point. > * sigh > 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. Mascot Zombie is to the east. Mechanic Zombie is to the west. The squirrel's massive bushy tail spasms angrily. > e The monster topiary squirrel roars and blocks your way. The squirrel, apparently fed up with your presence, deftly turns its back to you. With a sweep of it's massive tail you are thrown to the ground. In an instant, the angry bush is looming over your supine figure as if you are a particularly inviting walnut. In another moment you are impaled by two large buck teeth. *** You have died *** Game over. Your score is 30 out of a possible 300, in 302 moves. This designates you first up for zombie brunch. 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). Garden East > 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. Mechanic Zombie is to the south. Mechanic Zombie shuffles in. > 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. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Mechanic Zombie is to the west. The squirrel seems to chatter angrily at you. > e The monster topiary squirrel roars and blocks your way. Mechanic Zombie is to the west. The topiary monster rustles it's branch arms at you menacingly. > 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. Mechanic Zombie is here absent-mindedly humming what sounds like 'My Sharona.' > s 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. Mechanic Zombie is to the north. > 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. > 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. Mechanic Zombie is to the north. > climb trellis 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. You hear soft disconcerting cracking sounds coming from the trellis. > u You can't go that way. The trellis seems to groan softly. > 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. Andora the maid is here, humming while she sweeps. 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.] > score Your score is 50 points out of 300, in 311 moves, designating you a seer of dead people. The game is winnable from this point. > x andora She's a skeleton with blond hair pulled back into a tight bun. She wears a dark maid's uniform, skirt, and cap. She's sweeping the floor with an ancient broom with very little straw left. > talk to andora "Why hello, love. We don't see many 'alivers' around here, dearie." You notice that your skin seem to be taking on a greenish pallor. Andora sweeps away to the west. > l 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. > x walls 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. > x plaster (I only understood you as far as wanting to examine something.) > w Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. Andora the maid is here, humming while she sweeps. > ask andora about deed "I'm sorry, love. I don't know anything about that." > ask andora about doctor "I've heard he's an expert of some sort on the paranormal. He learned how to turn people into zombies and he's made them his own private army, dontcha know? Quite repulsive, really. Some of the local spirits tried to give him the boot but he's always protected by those zombies of his. Oooh, I wish someone would hash his potatoes and end the spell." > ask andora about alligators Did you want to ask Andora about Tiny or the gators? > tiny "I'm sorry, love. I don't know anything about that." > ask andora about gators "I'm sorry, love. I don't know anything about that." > l Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. Andora the maid is here, humming while she sweeps. > 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. Andora enters from the north. > x dumbwaiter It's an open dumbwaiter cab 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. > x mattress It's a large soft down mattress. It looks very cushiony. > search it You find nothing of interest. > sit on it You get onto the down mattress. > x it It's a large soft down mattress. It looks very cushiony. > push it You give the down mattress a bit of a push. > feel it The down mattress feels as expected. > take it You're already holding too much. > push it You give the down mattress a bit of a push. > move it You give the down mattress a bit of a push. > look under mattress You find nothing under the down mattress. > search it You are on the down mattress. > u (first attempting to get off the down mattress) You get off the down mattress. You can't go that way. > search it You find nothing of interest. > look behind mattress You find nothing behind the down mattress. > 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. > 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. > cut mattress (with the hedge trimmers) You cut into the mattress with barely restrained enthusiasm. It nearly explodes in a cloud of feathers. > x feathers It's a large pile of feathers. > search it You paw through the feathers but find nothing. > take it That's not practical. > l 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. There's a messy pile of down feathers here. > * huh > 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. > 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. > smell You sniff at the air, perceiving nothing out of the ordinary. > x desk It's a substantial wooden desk made of dark wood. It has a single drawer. > x hook It's a brass hook attached to the wall. It seems somewhat out of place. > put hat on hook (first attempting to remove the brown fedora) You take off the brown fedora. You put the brown fedora on the hat hook. > x hook It's a brass hook attached to the wall. It seems somewhat out of place. A brown fedora is on the hat hook. > push it Did you want to push the hat hook or the brown fedora? > hook You apply a bit of force to the hat hook, but it doesn't budge. > 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.] > * yay! > take fedora Taken. > x drawer It's currently closed. > open it You open the drawer, revealing a manilla envelope. > x envelope It's a standard manilla envelope. > take it Taken. > open it You open the manilla envelope, revealing the deed to the mansion. > * OK we've won, right? > x deed It's a stamped and notarized document denoting your legal ownership of Dimbulb Manor. At least you assume it is; you don't speak lawyer. > diagnose Your skin seem to be taking on a greenish pallor. > 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. > x bookcase It takes up nearly the entire wall. It's packed floor to ceiling with books. The middle section has rotated slightly revealing an opening to the north. > x books They represent a wide array of reading material. Apparently, someone was a fan of the classics as much of it is in Greek and Latin. > sarch books (I'm sorry, I didn't understand what you wanted to do.) > search books You find nothing of interest. > 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 In the dark You are surrounded by darkness. > turn on flashlight You switch the flashlight on. > l 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. > x crates It's a dusty array of worthless junk. > search junk (I only understood you as far as wanting to search something.) > search crates You find nothing of interest. > x goggles It's a thick leather strap holding two large glass eyepieces. > wear 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 ghost is here pointing to the east. I don't think he wants you hanging around here. [Your score has gone up by ten points.] > x ghost He's a disheveled figure with long wiry hair. He's barefoot and wearing tattered pants (held up with a length of rope) and an equally tattered shirt. A barefoot ghost is here floating above the floor and slowly rotating in circles. > talk to ghost His eyes widen and he seems surprised that you can see him. A bedraggled specter is here staring at you. > ask ghost about rope He simply grins and points to the east. A dishevelled ghost is here making faces at you because he's not sure you can see him. 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. > undo Undoing the last turn (ask ghost about rope). Attic West > 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. > x shaft (I only understood you as far as wanting to examine something.) > x cable It's a steel cable connecting the top of the dumbwaiter cab to a winch above. > x winch It's a metal winch fixed high in the ceiling above the dumbwaiter. It's covered in rust. > turn winch You can't reach the winch. > pull cable You put all your weight into it but the mechanism seems to be hopelessly rusted in place. > i You have a manilla envelope, a brown fedora, a bundle of dynamite, a pair of hedge trimmers, a flashlight, a pair of bolt cutters, a silver key, and a laser pointer. You're wearing some goggles, a backpack, and a pair of work gloves. > look in backpack In the backpack you see a slip of paper, a shovel, a bag of gator nip, and a boarding pass. > * hmm > 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. 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. > 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. > score Your score is 80 points out of 300, in 389 moves, designating you a seer of dead people. The game is *not* winnable from this point. > * FFS > undo Undoing the last turn (score). Behind The Books > undo Undoing the last turn (d). Attic West > undo Undoing the last turn (w). Attic East > undo Undoing the last turn (look in backpack). Attic East > undo Undoing the last turn (i). Attic East > undo Undoing the last turn (pull cable). Attic East > undo Undoing the last turn (turn winch). Attic East > undo Undoing the last turn (x winch). Attic East > undo Undoing the last turn (x cable). Attic East > undo Undoing the last turn (x shaft). Attic East > undo Undoing the last turn (e). Attic West > undo Undoing the last turn (talk to ghost). Attic West > undo Undoing the last turn (x ghost). Attic West > undo Undoing the last turn (wear goggles). Attic West > undo Undoing the last turn (x goggles). Attic West > undo Undoing the last turn (search crates). Attic West > undo Undoing the last turn (search junk). Attic West > undo Undoing the last turn (x crates). Attic West > undo Undoing the last turn (l). Attic West > undo Undoing the last turn (turn on flashlight). In the dark > score Your score is 70 points out of 300, in 372 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). In the dark > undo Undoing the last turn (u). Behind The Books > undo Undoing the last turn (n). Study > undo Undoing the last turn (search books). Study > undo Undoing the last turn (sarch books). Study > undo Undoing the last turn (x books). Study > undo Undoing the last turn (x bookcase). Study > score Your score is 70 points out of 300, in 367 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). Study > undo Undoing the last turn (l). Study > undo Undoing the last turn (diagnose). Study > undo Undoing the last turn (x deed). Study > undo Undoing the last turn (open it). Study > undo Undoing the last turn (take it). Study > undo Undoing the last turn (x envelope). Study > undo Undoing the last turn (open it). Study > undo Undoing the last turn (x drawer). Study > undo Undoing the last turn (take fedora). Study > undo Undoing the last turn (pull hook). Study > undo Undoing the last turn (push it). Study > undo Undoing the last turn (x hook). Study > undo Undoing the last turn (put hat on hook). Study > score Your score is 50 points out of 300, in 353 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). Study > undo Undoing the last turn (x hook). Study > undo Undoing the last turn (x desk). Study > undo Undoing the last turn (smell). Study > undo Undoing the last turn (w). Hallway South End > undo Undoing the last turn (s). Hallway Middle > score Your score is 50 points out of 300, in 348 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). Hallway Middle > undo Undoing the last turn (s). Hallway > undo Undoing the last turn (e). Bedroom > undo Undoing the last turn (l). Bedroom > undo Undoing the last turn (take it). Bedroom > undo Undoing the last turn (search it). Bedroom > undo Undoing the last turn (x feathers). Bedroom > undo Undoing the last turn (cut mattress). Bedroom > undo Undoing the last turn (w). Hallway > score Your score is 50 points out of 300, in 340 moves, designating you a seer of dead people. The game is winnable from this point. > 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. > cut mattress (with the hedge trimmers) You cut into the mattress with barely restrained enthusiasm. It nearly explodes in a cloud of feathers. > score Your score is 50 points out of 300, in 342 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). Bedroom > * OK that was it > 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. > w You can't go that way. > 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. Andora the maid is here, humming while she sweeps. > 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. There's a messy pile of down feathers here. > score Your score is 50 points out of 300, in 347 moves, designating you a seer of dead people. The game is *not* winnable from this point. > undo Undoing the last turn (score). Bedroom > undo Undoing the last turn (w). Hallway > undo Undoing the last turn (n). Hallway Middle > nudo (I'm sorry, I didn't understand what you wanted to do.) > nudo (I'm sorry, I didn't understand what you wanted to do.) > undo Undoing the last turn (nudo). Hallway Middle > undo Undoing the last turn (nudo). Hallway Middle > undo Undoing the last turn (w). Hallway Middle > undo Undoing the last turn (s). Hallway > undo Undoing the last turn (e). Bedroom > undo Undoing the last turn (cut mattress). Bedroom > score Your score is 50 points out of 300, in 341 moves, designating you a seer of dead people. The game is winnable from this point. > 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. Andora enters from the north. > 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. > 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. > open drawer You open the drawer, revealing a manilla envelope. > take envelope Taken. > open it You open the manilla envelope, revealing the deed to the mansion. > x deed It's a stamped and notarized document denoting your legal ownership of Dimbulb Manor. At least you assume it is; you don't speak lawyer. > 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.] > u You can't go that way. > 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 In the dark You are surrounded by darkness. > turn on flashlight You switch the flashlight on. > take goggles Taken. [Your score has gone up by ten points.] > wear them 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 ghost is here pointing to the east. I don't think he wants you hanging around here. > score Your score is 80 points out of 300, in 356 moves, designating you a seer of dead people. The game is winnable from this point. > 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. > 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. > 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 panelling (I only understood you as far as wanting to examine something.) > x bed It's the skeletal wooden framework of a once luxuriant canopy bed. > search it You find nothing of interest. > look under it You find nothing under the canopy bed. > look behind it You find nothing behind the canopy bed. > 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. > 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. > 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. > 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. > 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. Andora the maid is here, humming while she sweeps. > x dumbwaiter It's an open dumbwaiter cab embedded in the east wall. > enter it You get into the dumbwaiter. > search it You are in the dumbwaiter. > out You get out of the dumbwaiter. > look in dumbwaiter The dumbwaiter is empty. > 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. > score Your score is 80 points out of 300, in 377 moves, designating you a seer of dead people. The game is winnable from this point. > 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. > x couches There are two overstuffed sofas separated by an end table. > search couches You find nothing of interest. > look under counches (I only understood you as far as wanting to look under something.) > look under couches You find nothing under the sofa. > look behind couches You find nothing behind the sofa. > x table It's a small carved wooden table with a marble top. > open it The end table doesn't open. > look under it You find nothing under the end table. > x portraits They're dusty oil paintings in large ornate frames. Pictured are previous inhabitants of the estate. > l 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. > x watch It's a pocket watch in a scratched gold case. The glass facing is broken and the winding stem is missing. The watch doesn't seem to be working. > take it Taken. > x case (I only understood you as far as wanting to examine something.) > x watch It's a pocket watch in a scratched gold case. The glass facing is broken and the winding stem is missing. The watch doesn't seem to be working. > open it The pocket watch doesn't open. > close it The pocket watch can't be closed. > x facine (I only understood you as far as wanting to examine something.) > x facing (I only understood you as far as wanting to examine something.) > l 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. > 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. > x books There are probably thousands of them, none of them particularly stand out. > search books You find nothing of interest. > x armchains (I only understood you as far as wanting to examine something.) > x armchairs There are several overstuffed armchairs scattered about the room. > seach armchairs (I'm sorry, I didn't understand what you wanted to do.) > seacrh armchairs (I'm sorry, I didn't understand what you wanted to do.) > 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. > x gardens You can see the previously well-manicured gardens, once the pride and joy of the estate. > x cemetery Dozens of tombstones and crypts dot the rise of ground northwest of the mansion. > x mausoleum From here it's a squat featureless stone building off to the west. > x lake From here the lake is a black void in the distance, wrapping around your view from west to north. > x rifle It's an old hunting rifle. The barrel has a small crack running partway down it's length. Inscribed onto the stock you see "B.L.". > take it You're already holding too much. > x crack (I only understood you as far as wanting to examine something.) > open it The rifle doesn't open. > put all in backpack The pocket watch: You would first need to remove the backpack. > remove backpack You take off the backpack. > put all in backpack The pocket watch: There's not enough room in the backpack. > 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. > drop all The backpack: Dropped. The pocket watch: Dropped. The manilla envelope: Dropped. The bundle of dynamite: Dropped. The hedge trimmers: Dropped. The flashlight: Dropped. The bolt cutters: Dropped. The silver key: Dropped. The laser pointer: Dropped. > take flashlight Taken. > turn it off You switch the flashlight off. > 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. > n You can't go that way. > 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. > take rifle Taken. > x barrel (I only understood you as far as wanting to examine something.) > shoot rifle That seems unlikely. It probably hasn't been discharged in generations. > 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. > l 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. You see a laser pointer here. You see a silver key here. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a manilla envelope here. You see a pocket watch here. You see a backpack here. > take envelope Taken. > 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. High above you a trio of ghosts chase each other in a circle around the chandelier. > x chandelier It's a gleaming mass of light, although the light is now sickly and yellow. > x ghosts You can just make out a blonde woman in a green dress, a boy around eight years old wearing a schoolboy uniform, and an older white-haired gentleman wearing long johns. You hear laughter as they swoop and dart one after another. > score Your score is 80 points out of 300, in 436 moves, designating you a seer of dead people. The game is winnable from this point. > x gentleman He's appears to be a white-haired octagenarian. He's wearing long-johns. > talk to gentleman He's too high up to hear you. > 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. On the platform you see a ghost string quartet tuning up. > x platform It's a low wooden platform, about ten feet across by five feet deep. On it you can see a ghost string quartet tuning up. > listen You hear the quartet noodling as they warm up. > x quartet A teutonic corpulent bald ghost and a thin heavily mustachioed fellow are playing pizzicato on their violins while a young woman with long red hair noodles on a viola. A gray haired man overdressed in a tuxedo saws at his cello. > 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. > x carpet You can see frayed and tattered remnants of a hallway runner. > look under runner (I only understood you as far as wanting to look under something.) > look under carpet You find nothing under the carpet. > 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. > x stove It's an old gas stove with several burners on top and a large oven underneath. > turn it on The stove can't be switched on. Your breathing seems to be somewhat labored and you notice you are moaning slightly as you move. > x oven It's a large oven, part of an old gas stove. It's currently open. > open oven The oven is already open. > look in oven The oven is empty. > l 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. > score Your score is 80 points out of 300, in 452 moves, designating you a seer of dead people. The game is winnable from this point. > x counters (I only understood you as far as wanting to examine something.) > 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. > x shelves They're empty except for sheets of dust. > e You can't go that way. > x dumbwaiter It's an empty dumbwaiter shaft with a sliding panel over the entrance. It's currently closed. > open panel You open the panel. > look in shaft The dark shaft drops away below. Just above, you can see the bottom of the dumbwaiter cab. > enter shaft I don't think you want to do that. That's an empty shaft. > g Ignoring the sage advice of your game narrator, you crawl into the dumbwaiter opening and plummet downward, landing in a crumpled heap at the bottom of the shaft. *** You have died *** Game over. Your score is 80 out of a possible 300, in 459 moves. This designates you a seer of dead people. 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 (g). Pantry > 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. > 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. > n You can't go that way. > open door Nope. > i You have a manilla envelope, a rifle, and a flashlight. You're wearing some goggles, a pair of work gloves, 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. You see a laser pointer here. You see a silver key here. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. You see a backpack here. > take shovel Taken. > look in backpack In the backpack you see a slip of paper, a bag of gator nip, and a boarding pass. > 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. High above you a trio of ghosts chase each other in a circle around the chandelier. > u You can't go that way. > w 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. You see a laser pointer here. You see a silver key here. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. You see a backpack here. > 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. > u You can't go that way. > 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 In the dark You are surrounded by darkness. A bedraggled specter is here staring at you. > e You can't seem to feel your way in the dark. In the dark You are surrounded by darkness. A barefoot ghost is here floating above the floor and slowly rotating in circles. > turn on flashlight You switch the flashlight on. A bedraggled specter is here staring at you. 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. > 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. > score Your score is 80 points out of 300, in 482 moves, designating you a seer of dead people. The game is winnable from this point. > x winch It's a metal winch fixed high in the ceiling above the dumbwaiter. It's covered in rust. > hit winch You can't reach the winch. > hit winch with shovel You can't reach the winch. > x cable It's a steel cable connecting the top of the dumbwaiter cab to a winch above. > climb cable It's not possible to get onto the cable. > hint (I'm sorry, I didn't understand what you wanted to do.) > help The command 'winnable on' is available. When this is active, typing 'score' will also declare whether the game is winnable from this point. If you prefer "expert mode", this can be turned off with 'winnable off' and it is also off initially by default. There is also a 'diagnose' command which may be helpful later in the game. > 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. > enter dumbwaiter It's not possible to get into the dumbwaiter. > x roof (I only understood you as far as wanting to examine something.) > get on dumbwatier (I only understood you as far as wanting to take something.) > get on dumbwaiter You get onto the dumbwaiter. > cut cable With what? > cutters (I only understood you as far as wanting to cut the cable with something.) > w (first attempting to get off the dumbwaiter) You get off the dumbwaiter. 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. > s You can't go that way. > 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. > e 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. > 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. > s You can't go that way. > 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. > d You can't go that way. > 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. > 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. You see a laser pointer here. You see a silver key here. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. You see a backpack here. > take all The laser pointer: Taken. The silver key: Taken. The bolt cutters: You're already holding too much. > l 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. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. You see a backpack here. > i You have a silver key, a laser pointer, a shovel, a manilla envelope, a rifle, and a flashlight. You're wearing some goggles, a pair of work gloves, and a brown fedora. > drop key Dropped. > drop pounter (I only understood you as far as wanting to drop something.) > Come again? > l 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. You see a silver key here. You see a pair of bolt cutters here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. You see a backpack here. > wear backpack (first attempting to take the backpack) You're already holding too much. > i You have a laser pointer, a shovel, a manilla envelope, a rifle, and a flashlight. You're wearing some goggles, a pair of work gloves, and a brown fedora. > drop all The laser pointer: Dropped. The shovel: Dropped. The manilla envelope: Dropped. The rifle: Dropped. The flashlight: Dropped. > take bacpack (I only understood you as far as wanting to take something.) > take backpack Taken. > wear it You put on the backpack. > take cutters Taken. > take flashlight Taken. > l 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. You see a rifle here. You see a manilla envelope here. You see a shovel here. You see a laser pointer here. You see a silver key here. You see a pair of hedge trimmers here. You see a bundle of dynamite here. You see a pocket watch here. > take trimmers Taken. > take envelope Taken. > take shovel Taken. The green coloring to your skin is becoming more pronounced. > take watch Taken. > 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. Andora the maid is here, humming while she sweeps. Andora sweeps away to the north. > 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. > 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. > w You can't go that way. > 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. > 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. > get on dumbwaiter You get onto the dumbwaiter. > cut cable (with the hedge trimmers) That's apparently not strong enough. > 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 crashes into the cellar with a sickening cacophany of shattering wood. Unfortunately, you crash into the cellar with it. *** You have died *** Game over. Your score is 80 out of a possible 300, in 537 moves. This designates you a seer of dead people. 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 (cut cable with cutters). Attic East (on the dumbwaiter) > * maybe this is why I need the mattres? > d You get off the dumbwaiter. > 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. > Come again? > 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. > 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. > 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. > w You can't go that way. > 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. Andora the maid is here, humming while she sweeps. > 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. > take mattres (I only understood you as far as wanting to take something.) > take mattress You're already holding too much. > drop all The pocket watch: Dropped. The shovel: Dropped. Andora enters from the east. The manilla envelope: Dropped. The hedge trimmers: Dropped. The flashlight: Dropped. Andora sweeps away to the east. The bolt cutters: Dropped. > take 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. Andora the maid is here, humming while she sweeps. > put mattress in dumbwaiter You put the down mattress in the dumbwaiter. > 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. You see a pair of bolt cutters here. You see a flashlight here. You see a pair of hedge trimmers here. You see a manilla envelope here. You see a shovel here. You see a pocket watch here. > take all The bolt cutters: Taken. The flashlight: Taken. The hedge trimmers: Taken. The manilla envelope: Taken. The deed to the mansion: Taken. The shovel: Taken. The pocket watch: You're already holding too much. [Your score has gone up by ten points.] > * hmm > fullscore (I'm sorry, I didn't understand what you wanted to do.) > score Your score is 90 points out of 300, in 564 moves, designating you an overwhelmed interloper. The game is winnable from this point. > full score Your score breakdown is: 10 points for finding the brown fedora. 10 points for finding the spirit goggles. 10 points for nipping the gator nip. 10 points for getting the key to the cell. 10 points for finding the deed. 20 points for getting into the mansion. 20 points for opening the hidden room behind the bookcase. > drop deed Dropped. > take it Taken. Andora enters from the east. > * huh > s You can't go that way. > i You have the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, a flashlight, and a pair of bolt cutters. You're wearing a backpack, some goggles, a pair of work gloves, and a brown fedora. > l 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. Andora the maid is here, humming while she sweeps. You see a pocket watch here. Andora sweeps away to the east. > 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. Andora the maid is here, humming while she sweeps. Andora sweeps away to the west. > 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. > w You can't go that way. > 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. > u You can't go that way. > 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. > 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. > get on dumbwaiter You get onto the dumbwaiter. > cut cable (with the hedge trimmers) That's apparently not strong enough. > cut cable with clippers That's apparently not strong enough. > 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 inside the dumbwaiter cab 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.] > score Your score is 110 points out of 300, in 582 moves, designating you an overwhelmed interloper. The game is winnable from this point. > * whew > turn on flashlight The flashlight is already on. > x cab It's a pile of smashed wood and metal, formerly comprising a dumbwaiter cab. > search it You find nothing of interest. > x feathers (I only understood you as far as wanting to examine something.) > 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. > x furniture It's an eclectic collection of discarded tables, chests, lamps, etc. > x knickknacks It's basically several generations of yard-sale material. > search them (I only understood you as far as wanting to search something.) > search it You find nothing of interest. > e (first attempting to open the doors to the east) You need to open the latch first. > x latch It's a sliding bolt on the underside of the door. It's currently closed. > open it You slide the latch open. > open doors You open the doors. > e 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. > score Your score is 110 points out of 300, in 595 moves, designating you an overwhelmed interloper. The game is winnable from this point. > 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. Mascot Zombie is to the west. > i You have the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, a flashlight, and a pair of bolt cutters. You're wearing a backpack, some goggles, a pair of work gloves, and a brown fedora. Mascot Zombie is to the west. > * hmm maybe ambient ghosts will help now? > s You can't go that way. Mascot Zombie is to the west. > 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. Mascot Zombie is here, clapping his furry paws together slowly. > x mascot You assume there'a a zombie in there, encased in a large mascot costume. He or she is some sort of angry feral cat wearing a jersey with a large number 'two'. > * "there'a" should be "there's" > 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. Mascot Zombie is to the north. > 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. > 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. > 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." Several ghosts holding ghostly mugs and cocktail glasses sit on or float slightly above bar stools. Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. > put fedora on stage (first attempting to remove the brown fedora) You take off the brown fedora. You put the brown fedora on the stage. > take black You're already holding too much. The band is currently playing "Mack The Knife In My Chest." > wear black (first attempting to take the black fedora) You're already holding too much. > i You have the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, a flashlight, and a pair of bolt cutters. You're wearing a backpack, some goggles, and a pair of work gloves. > drop cutters Dropped. > turn off flashlight You switch the flashlight off. > take black Taken. You can't seem to pick your feet up as well and you are starting to shuffle as you walk. > take coins Taken. [Your score has gone up by ten points.] > x them It's a handful of coins of various denominations. > 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. > 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. 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." Several ghosts holding ghostly mugs and cocktail glasses sit on or float slightly above bar stools. Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. You see a pair of bolt cutters here. > show coins to johnson He blinks at your coinage with mild interest. "Would you like to make a deposit?" The band is currently playing "Days of Wine & Roses & Ectoplasm." > yes (I'm sorry, I didn't understand what you wanted to do.) > give slip to johnson (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. 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. Johnson is here. Johnson clatters off to the south. > score Your score is 120 points out of 300, in 620 moves, designating you an overwhelmed interloper. The game is winnable from this point. > 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. 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. Clown Zombie is to the southeast. 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. > x brooch It's a silver brooch with a ruby inlay in the center. It's quite lovely, actually; the ruby is almost hypnotizing. > take it Taken. [Your score has gone up by ten points.] > x it It's a silver brooch with a ruby inlay in the center. It's quite lovely, actually; the ruby is almost hypnotizing. > wear it The brooch can't be worn. > 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. > score Your score is 130 points out of 300, in 629 moves, designating you a paranormal dilettante. The game is winnable from this point. > 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 to the southeast. > 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. > e 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. > 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. > 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. Mascot 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. 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." Several ghosts holding ghostly mugs and cocktail glasses sit on or float slightly above bar stools. Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. You see a pair of bolt cutters here. > buy beer "Sure thing, friend. One cold one coming up." Doyle takes the coins from you and produces a cold mug from under the bar, fills it from the tap, and slides it across the bar to you. The band is currently playing "Smoke Gets In Your Eye Socket." > ask doyle about beer "It's a special brew, made by German elves from deep in The Black Forest. It can pack a bit of a wallop. Many see premonitions or visions the first time they try it. You're welcome to try your luck if you've got the funds, friend." The band is currently playing "I've Grown Accustomed to her Face (It's here in a jar)." > take it Taken. > drink it You take a gulp. The golden glowing fluid is delicious as it slides down your gullet. After a moment, though, you start to feel slightly dizzy and the room around you seems to go dark and withdraw into the distance. You blink heavily and you are suddenly standing in a dark hallway. The floor and walls are stone and seem to be glowing slightly, providing light. The hallway leads west into the darkness. Dark Hallway You're standing at the end of a dim hallway. It extends west into darkness. > score Your score is 130 points out of 300, in 639 moves, designating you a paranormal dilettante. The game is winnable from this point. > i You have a brooch, a black fedora, the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, and a flashlight. You're wearing a backpack, some goggles, and a pair of work gloves. > w Dark Hallway This is the end of a dark hallway. It leads east into pitch blackness. Misty light filters out of an open 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 two statues that have apparently come to life. A monkey statue and a tiger statue are sitting at a small table playing cards. > x monkey Not much to say, really. It's a large stone monkey playing cards. The statues seem to notice you standing there. Looking up from their cards, they turn their heads toward you and smile. > score Your score is 130 points out of 300, in 643 moves, designating you a paranormal dilettante. The game is winnable from this point. > talk to monkey There is no reply. Suddenly, the air around you seems to spark and crackle and the humming grows louder. Once again your vision begins to fade and you feel yourself propelled by some unseen engine down a dark hallway. Abruptly, all is quiet. You blink your eyes and find yourself back in the bar. 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. 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." Several ghosts holding ghostly mugs and cocktail glasses sit on or float slightly above bar stools. Mr. Johnson, the president of the local bank is sitting at a table here bobbing his skull to the music. You see a pair of bolt cutters here. There's a beer mug on the bar. > score Your score is 130 points out of 300, in 644 moves, designating you a paranormal dilettante. The game is winnable from this point. > take beer (I only understood you as far as wanting to take something.) > take beer (I only understood you as far as wanting to take something.) > take mug Taken. > 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. > n You can't go that way. > w You can't go that way. > 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. > 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. > w You can't go that way. > 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. > w Western Front This is a spot in front of the mansion to the west of the front portico which lies to the east. You can walk around the house to the northwest. > n You can't go that way. > w You can't go that way. > w You can't go that way. > nw 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 north. > 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. > 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 north. > 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. Mascot Zombie is here doing very slow and sad jumping jacks. Mechanic Zombie is to the east. Mascot Zombie shuffles off to the east. > 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. > show brooch to muscle Muscle Zombie takes the brooch from you, smiles, and stares into it. He appears hypnotized and unable to take his eyes off of it. > score Your score is 130 points out of 300, in 662 moves, designating you a paranormal dilettante. The game is winnable from this point. > * I saw that when I glanced at the invisiclues... a little tricky > w (first attempting to open the mausoleum door to the west) The mausoleum door is locked. > x muscle He's a hulking figure, at least 6' 3'', and was apparently an avid body builder in his previous life. He's wearing denim short-shorts and a muscle tank top with an advertisement for 'ladies' night' at a Texas bar. He appears to be wearing a key on a chain around his neck. He's smiling at staring blankly at the brooch in his hands. > take key You gingerly take the key from around his neck. [Your score has gone up by ten points.] > x it It's a gold thick-barreled skeleton key hanging from a chain. > w (first attempting to open the mausoleum door to the west) (first attempting to unlock the mausoleum door to the west with the skeleton key) You unlock the mausoleum door with the skeleton key. The door is heavy and the hinges make a rusty screech as you open it. 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. > x inscriptions They're inscriptions marking the resting places of those entombed within the walls. > n In the dark You are surrounded by darkness. > turn on flashlight You switch the flashlight on. > l 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. > * herre we go! > turn monkey You rotate the monkey statue to face you. With a "click" it locks into place. > turn tiger You rotate the tiger 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.] > x wooden He's a dark shiny wooden statue, between two and three feet in stature. His head is round and sits on a round body. He has short arms terminating in bulbous hands and short legs ending in feet resembling dinner rolls. His head is adorned by two large black eyes. He's covered in whorling patterns carved into the wood. > ask kevin about doctor "He's scary. But He does weird things and makes people act strange. You'll probably start to act strange soon, too." > * "He" shouldn't be capitalized > 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 altar It's a wooden table covered with a white cloth. It's covered with numerous, presumably meaningful, items and knickknacks. > x items The offerings include photos, bottles of wine and other spirits, as well as numerous other items. > search altar You find nothing of interest. > search items 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 kevin He's a dark shiny wooden statue, between two and three feet in stature. His head is round and sits on a round body. He has short arms terminating in bulbous hands and short legs ending in feet resembling dinner rolls. His head is adorned by two large black eyes. He's covered in whorling patterns carved into the wood. > listen You hear a strange musical humming sound. > i You have a skeleton key, a mug, a black fedora, the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, and a flashlight. You're wearing a backpack, some goggles, and a pair of work gloves. > kevin, follow me Kevin refuses. > 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. Kevin clatters along behind you. > * oh OK > e Corridor This is a dark stone-lined corridor leading east toward a stairway leading upward and west into darkness. Kevin enters the room. > 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 clatters along behind you. Kevin is here, examining the wood grain in his right hand. > 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 runs in. > 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. Mechanic Zombie is here, turning his cap from back to front and back again. The wooden statue runs after you on his round legs. Kevin is here, playing bongos on his abdomen. > e 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. Suddenly, your left pinky finger falls off. Luckily, you're right-handed. Mechanic Zombie is to the west. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > * eek! > n 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 clatters along behind you. > 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. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Kevin enters the room. You could almost swear the squirrel seems to be drooling? > e The monster topiary squirrel roars and blocks your way. The squirrel's massive bushy tail spasms angrily. > 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. Mechanic Zombie is to the south. Kevin tags along behind. > 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 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 polishing a scuff mark on his belly. > * oh handy > x lighter It's a standard lighter. > take it Taken. > l 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 is here. > 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. The wooden statue runs after you on his round legs. > 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. > 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. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > 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 enters the room. > x boudreau He's a distinguished gentleman wearing a deerstalker cap and dressed in tweed hunting garb. Muttonchops frame his square ruddy face and, despite the mustache and beard, his overall bearing is surprisingly youthful. > talk to him He politely tips his cap to you. Kevin is here, humming 'Norwegian Wood'. > i You have a lighter, a skeleton key, a mug, a black fedora, the deed to the mansion, a shovel, a manilla envelope, a pair of hedge trimmers, and a flashlight. You're wearing a backpack, some goggles, and a pair of work gloves. > * Oh he probably wants his rifle > * can I get back into the house though? > 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. Boudreau Lanley is to the north. Kevin clatters along behind you. > 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. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > s You can't go that way. > 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. Mascot Zombie is to the east. Kevin clatters along behind you. > s 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. Kevin runs in. > s The back door is boarded over. But maybe if you tried again? Kevin is here, closely examining the wood grain of his hands. > s You face-plant into the boarded-up door. Sorry, just entertaining ourselves. > s You face-plant into the boarded-up door. Sorry, just entertaining ourselves. > s You face-plant into the boarded-up door. Sorry, just entertaining ourselves. Kevin is here, intently listening to the sound his wooden hands make when he claps them together. > u You can't go that way. Mascot Zombie is to the north. "People turn green here and then they smell funny," Kevin volunteers. > x trellis It's a dusty pile of crushed rotted wood. > * hm > 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. Kevin enters the room. > 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. Mechanic Zombie is to the south. Kevin tags along behind. > w 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. > n 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. > u You can't go that way. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > e 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. Kevin runs in. > u You can't go that way. > climb shaft You can't go that way. Kevin is here, playing bongos on his abdomen. > e You can't go that way. > n You can't go that way. Kevin is here doing the 'mashed potato'. > u You can't go that way. > s You can't go that way. > 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. Kevin enters the room. > u You can't go that way. > score Your score is 160 points out of 300, in 739 moves, designating you a paranormal dilettante. The game is winnable from this point. > u You can't go that way. > 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 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. Kevin jumps out from a bush in an attempt to surprise you. "Boo! It sure is scary around here." > w 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. > n 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. > in 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. > u You can't go that way. Kevin clatters along behind you. > 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. The wooden statue runs after you on his round legs. > n You can't go that way. Kevin is here, closely examining the wood grain of his hands. > w You can't go that way. > Come again? > 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. > s You can't go that way. > w You can't go that way. > s You can't go that way. > e 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. Kevin jumps out from a bush in an attempt to surprise you. "Boo! It sure is scary around here." > e You can't go that way. > e You can't go that way. > 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. Kevin clatters along behind you. > s You can't go that way. > u You can't go that way. > s You can't go that way. > 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. Mascot Zombie is to the north. Kevin tags along behind. > s The back door is boarded over. But maybe if you tried again? Mascot Zombie is to the north. > s You face-plant into the boarded-up door. Sorry, just entertaining ourselves. Mascot Zombie is to the north. > restart Restart the game from the beginning? (y/n) > ye Please answer yes or no > y "You're crazy, man, going to that place." The cab driver has repeated this or some variation of this several times. "It's a ghost town, totally haunted. Plus, they say there's a guy there, used to be a professor of the occult or something, who learned how to make people into voodoo zombies." It's late and the cab is hurtling down empty black highways through dense moonlit pine and mangrove forests. You've learned that the mansion you're inheriting from your great Uncle Ambrose lies deep in bayou country, in an abandoned river town surrounded by alligator-filled swamps and lakes. The lawyer who called you with the news certainly seemed ambivalent. "You legally inherit your great uncle's estate, Dimbulb Manor, but the deed is missing. We assume," she continued, "it's most likely somewhere in the mansion. But we can't find anyone willing to go there to look for it. The locals talk about the place being haunted and overrun by zombies. You'll need that deed if you plan on selling or developing the property." So you came down here to claim your inheritance, monsters and demons be damned. It's not like you had anything better to do. Zomburbia A text adventure by Charles Moore, Jr. Release 1. Serial number 240318. Dialog compiler version 0m/03. Library version 0.46. End Of The Road This is where your cab driver tossed you out, refusing to drive any farther into town or the haunted bayou and woods surrounding it. The cracked and weedy highway from the north ends here and is replaced by a dirt road leading south into the blackness of the night. Thick pines prevent movement otherwise. > quit Really quit? (y/n) > y Thanks for playing!