Transcript enabled. > l 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. > n Dirt Road This is a spot on a rutted dirt road which runs from north to south. Dark woods loom over you but through a break in the trees to the east you see an abandoned shack. > e Shack This is a long-abandoned one-room wooden shack. Thick dust covers broken floorboards and anything of any value was long ago spirited away. All that remains is a pile of sticks and branches in one corner. > search sticks You see an old brown fedora in the pile. > get fedora Taken. [Your score has gone up by ten points.] > x fedora It's a dusty brown fedora. > 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 branches It's a dense pile of rotting sticks and branches. It may have been intended as kindling at some point. > get stick (I only understood you as far as wanting to take something.) > get branch (I only understood you as far as wanting to take something.) > e You can't go that way. > 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. > out 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. > x doctor (I only understood you as far as wanting to examine something.) > x doctor zombie (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. > x zombie 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 zombie There is no reply. Doctor 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 10 out of a possible 300, in 21 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 (talk to zombie). Junction > 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. > 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. > get mallet You are on the shore and the mallet is floating in the lake. > swim In what? > swim in lake You can't swim in the lake. > wade in lake (I'm sorry, I didn't understand what you wanted to do.) > get in lake Did you want to get into the watery spot on the lake or the lake path? > spot Are you sure you want to enter the alligator-infested water? > no 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. > w Are you sure you want to enter the alligator-infested water? > no 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. > w Are you sure you want to enter the alligator-infested water? > yes 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 10 out of a possible 300, in 27 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 > 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. > 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. > 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." 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 "Mack The Knife In My Chest." > talk to doyle He nods at you. "Good evening, friend. What can I get you?" > a mansion (I'm sorry, I didn't understand what you wanted to do.) > ask doyle about mansion "Well friend, it used to be a beautiful place. But then all the Dimbulbs left or went insane and now it's kinf of a ruin. Rumor has it, though, there's priceless treasure hidden somewhere in the old place." The band is currently playing "Smoke Gets In Your Eye Socket." > ask doyle about zombies His face tightens and his smile disappears. "The zombies aren't supposed to be here, friend. They were created by an evil voodoo practitioner named Renfro. He and his henchmen kidnap the living like yourself and turn them into zombies. Then they use them as their own personal militia while they plot who-knows-what?" "The zombies aren't hard to avoid. Just don't hang out for long in the same location or 'room' with them." He pauses and shakes his head slowly. "We tried to stop him a while back. But not only is he protected by a phalanx of zombies but by black magic and voodoo trinkets." "Maybe you can take out Renfro, friend. Presumably, the end of him means the end of the spell." The band is currently playing "Can't Help Lovin' Dat Zombie." > ask doyle about renfro "We heard he was a university professor specializing in the occult and parapsychology. He was kicked out, though, due to his dangerous interest in zombification." > ask doyle about lake "Sorry, friend. Can't help you there." The band is currently playing "The Ghoul from Ipanema." > bye (I'm sorry, I didn't understand what you wanted to do.) > 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. > talk to johnson He nods in your direction. > a johnson about mansion (I'm sorry, I didn't understand what you wanted to do.) > ask johnson about mansion "The establishment of the estate predates my arrival here. But I believe the manor and grounds have been in the Dimbulb family for nearly two centuries. They're quite run down, now. Whoever the current owner is would have quite a bit of maintenance costs on their hands." > ask johnson about renfro "If you mean the gentleman creating all the zombies, I don't know anything about him." > ask johnson about zombies "I avoid them and leave them be. My condolences if you become one." > tell johnson about inheritance He seems too engrossed in the music to pay attention. > ask doyle for beer (I only understood you as far as wanting to ask Doyle for something.) > 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. > x tips It's a handful of coins of various denominations. > sing You hum a few notes. The band is currently playing "Days of Wine & Roses & Ectoplasm." > out In what direction? > 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. > 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. > 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. Clown Zombie is here, absent-mindedly stroking his red nose. > 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. Clown 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. > 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. > i You have no possessions. > get pointer You can't do anything until you get up. > get up (first attempting to get off the mattress) You get off the mattress. You can't go that way. > 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 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. > look under mattress You find nothing under the mattress. > get pointer Taken. 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. > i You have a laser pointer. > 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. > get key You can't reach it. A cat pads silently into the room through the north doorway. He approaches the cell and hops through the bars. He begins to purr as he rubs against your legs. > point laser at key The laser pointer isn't on. > turn on pointer You switch the laser pointer on. > point laser at key You see a bright red dot briefly bloom on the silver key. The cat freezes. He sees the point of light and runs over to the hook, leaping up to swat at the red dot. He manages to knock the key off the hook and onto the floor. He paws at the shiny metal object for a moment then takes the key ring in his mouth. Quite proud of himself, he pads back over to the cell and steps inside. > get key The cat darts out of reach. > point laset at me (I only understood you as far as wanting to point something at yourself.) > point laser 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. > pet cat He purrs louder and happily rubs his head against your hand. > get key The cat darts out of reach. > point laser at floor You see a bright red dot briefly bloom on the cement floor. > 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. > point laset at cat (I only understood you as far as wanting to point something at the cat.) > point laser at cat You see a bright red dot briefly bloom on the cat. > point laser at wall You see a bright red dot briefly bloom on the walls. > turn off pointer You switch the laser pointer off. > x (I only understood you as far as wanting to examine something.) > 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. > 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. > search mattress You find nothing of interest. > lift mattress (I'm sorry, I didn't understand what you wanted to do.) > get 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. > point laser at gap The laser pointer isn't on. > turn on laser You switch the laser pointer on. > point laser at gap You see a bright red dot briefly bloom on the hole. > look in hole In the hole you see a mouse trap. > get trap Taken. > x trap It's a standard spring-type mouse trap. It's been sprung, sadly. In the trap lies a dead mouse. > get mouse Taken. Ew. > throw mouse to cat Throwing the dead mouse at the cat would achieve little. > drop mouse The cat drops the key and pounces on the dead mouse. He tosses it in the air and happily swats at it, then gently takes it in his mouth and pads away out the door to the north. > get key Taken. [Your score has gone up by ten points.] > unlock cell The cell can't be unlocked. > x door It's a barred cell door, currently closed. > open door (first attempting to unlock the door to the north with the silver key) You unlock the door with the silver key. You open the door. > get cutters You can't reach them from here. > 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. Pulled a few inches away from 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. > out Dark Room This appears to be a small dimly-lit room in a repurposed log cabin. The only illumination comes from a bare light bulb hanging from the low ceiling and the walls are made of logs stacked together. Incongruently, a barred cell takes up most of the room to the south. Although the cabin is decidedly rustic, the floor is concrete. An open doorway leads north into darkness. A pair of bolt cutters lies discarded in one corner. A small hook is attached to the wall next to the doorway. You notice you feel a bit feverish. > get cutters Taken. > 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. > get backback, fedora (I only understood you as far as wanting to take something.) > get backpack, fedora The backpack: Taken. The brown fedora: Taken. > put fedora in pack You put the brown fedora in the backpack. > put cutters in pack You put the bolt cutters in the backpack. > i You have a backpack, a silver key, a mouse trap, and a laser pointer. > put mouse trap in pack You put the mouse trap in the backpack. > put key in pack You put the silver key in the backpack. > turn off pointer You switch the laser pointer off. > put pointer in pack You put the laser pointer in the backpack. > l Anteroom This is a tiny dark anteroom. A larger space lies to the south and a closed wooden door lies to the north. > i You have a backpack. > x backpack It's the same blue backpack you've had since highschool. It's currently open. A laser pointer is in the backpack. A silver key is in the backpack. A mouse trap is in the backpack. A pair of bolt cutters are in the backpack. A brown fedora is in the backpack. A flashlight is in the backpack. A boarding pass is in the backpack. > x pass It's your boarding pass from the trip down here. You had a layover in Atlanta, naturally. > x flashlight It's a standard flashlight, currently off. > l Anteroom This is a tiny dark anteroom. A larger space lies to the south and a closed wooden door lies to the north. > 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". > open door Apparently, you can't open it from this side. > l Outside Cabin This is the eastern end of a muddy spur that leads back to the west. A rough-hewn cabin lies to the south, surrounded by and nestled in the dark woods. There is a boarded-over window on either side of the wooden front door. > e You can't go that way. > 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. > 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. > w Taxidermy Shop You can feel your airways constrict from the suffocatingly thick dust in here. Dozens of stuffed animals are mounted on the walls surrounding you. They stare at you with dead glassy eyes. A large stained wooden table occupies the center of the room and a large framed photo hangs from one wall. The exit lies to the east. A small fabric bag sits on the table. > x photo It's an enlarged somewhat blurry black-and-white photograph of an alligator lying on the swamp bank. Based on the comparative size of a small pier next to him, he appears to be massive, at least thirty feet long. Hand-written in black ink in the lower right corner it reads "Tiny, 1988". > get photo You can't take the photo. > 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." > get nip Taken. [Your score has gone up by ten points.] > l 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. > 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. > get animal (I only understood you as far as wanting to take something.) > get stuffed animal (I only understood you as far as wanting to take something.) > out 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. > 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 "Can't Help Lovin' Dat Zombie." > ask doyle about cure "Sorry, friend. Can't help you there." > ask johnson about cure He seems too engrossed in the music to pay attention. > out In what direction? > 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. > nw Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is 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. Doctor Zombie is here making motor-boat noises with his mouth. Doctor Zombie shuffles off to the northwest. > nw Lake View This is the end of a narrow path through the swamp. It continues to the southeast and terminates here on a small wooden pier which juts westward out into the water. Across the water to the north you can just make out the dark hulk of a sprawling mansion in the distance. To the west you can just see the other side of the lake through the mist and moonlight. It's a peaceful spot, quiet except for the frogs and the quiet lapping of the water against the bank. Floating on the dark water to the west you see what looks like a wooden mallet. Doctor Zombie is here peering intently into his stethoscope. > 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. Doctor Zombie is to the 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. Clown Zombie shuffles in. > 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. Clown Zombie is to the northwest. > 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. > 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. Mechanic Zombie is here, turning his cap from back to front and back again. > 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. > get can You can't take the garbage can. > x can It's a metal garbage can. > search can A slip of paper is in the garbage can. > x paper It's a small slip of paper. > get paper Taken. > x paper It's a blank discarded deposit slip. > read paper It's a blank deposit slip from the bank. > l 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. > w (first attempting to open the door to the west) The door is locked. > x counter It's a long wooden waist-high counter. > look under counter You find nothing under the counter. > w (first attempting to open the door to the west) The door is locked. > unlock door With what? > key (first attempting to take the silver key) Taken. You fail to unlock the door with the silver key. > l 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. > out 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. Mechanic Zombie is here buttoning and un-buttoning one of the buttons of his overalls. > 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. Mechanic Zombie is to the west. > down Riverbank The bank can be treacherous but this is a relatively flat and secure spot. The black water here laps at your feet. The steamboat is anchored directly to the south. From here you can step up back onto the wharf. > s Are you sure you want to enter the alligator-infested river? > n 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. > throw nip At what? > drop nip Dropped. > z Time passes. > z Time passes. > z Time passes. > get nip Taken. > s Are you sure you want to enter the alligator-infested river? > yes 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 168 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 > 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. > throw nip in lake (I only understood you as far as wanting to throw the bag of gator nip at something.) > throw nip at lake (I only understood you as far as wanting to throw the bag of gator nip at something.) > dip nip in lake (I'm sorry, I didn't understand what you wanted to do.) > up 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. Mechanic Zombie is to the west. > 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. Mechanic Zombie is here absent-mindedly humming what sounds like 'My Sharona.' > 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. Mechanic 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. > e 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. > open door Apparently, you can't open it from this side. > 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. > 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. > Come again? > n Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Doctor Zombie is to the northwest. > 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 doyle about tiny "He's, supposedly, a massive alligator somewhere out in the surrounding waters. Rumor has is it he's fifty feet long and a century old at least." > ask johnson about paper "Why, would you like to make a transaction?" > 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 lock He seems too engrossed in the music to pay attention. The band is currently playing "Smoke Gets In Your Eye Socket." > ask johnson about vault lock He seems too engrossed in the music to pay attention. The band is currently playing "Can't Help Lovin' Dat Zombie." > ask johnson about vault combination He seems too engrossed in the music to pay attention. > out In what direction? > 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. > nw Junction Two dirt roads meet here. The first starts here and leads east across the covered bridge. The other leads north towards the mansion that dominates the landscape as well as southeast towards the remains of the town and the river beyond it. In addition, you can make out a break in the trees to the southwest. Doctor Zombie is here, closely examining his hands. > 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. Clown Zombie is to the northwest. > nw Lake View This is the end of a narrow path through the swamp. It continues to the southeast and terminates here on a small wooden pier which juts westward out into the water. Across the water to the north you can just make out the dark hulk of a sprawling mansion in the distance. To the west you can just see the other side of the lake through the mist and moonlight. It's a peaceful spot, quiet except for the frogs and the quiet lapping of the water against the bank. Floating on the dark water to the west you see what looks like a wooden mallet. Clown Zombie is here, picking debris from his purple wig. Your fever seems worse and you start to feel achy, as if you have the flu. Clown Zombie shuffles off to the southeast. > drop nip Dropped. Clown Zombie is to the southeast. > get mallet You are on the shore and the mallet is floating in the lake. Clown Zombie is to the southeast. > x pack It's the same blue backpack you've had since highschool. It's currently open. A laser pointer is in the backpack. A mouse trap is in the backpack. A pair of bolt cutters are in the backpack. A brown fedora is in the backpack. A flashlight is in the backpack. A boarding pass is in the backpack. Clown Zombie is to the southeast. > get nip Taken. Clown Zombie is to the southeast. > se Lake Path This is a secluded path running through swampy underbrush. Thorns and weeds snag at your legs and spider webs catch in your hair. Surrounded by cypress trees, the path turns here and continues to the northeast and northwest. Clown Zombie is here, tracing patterns in the colorful dots of his jumper. > 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 southwest. Doctor 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. Doctor Zombie is here making motor-boat noises with his mouth. Doctor Zombie shuffles off to the north. > 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. Doctor Zombie is here peering intently into his stethoscope. > 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. Doctor Zombie is to the east. > 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. > 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. > 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. > up Hay Loft This is a wooden platform built high in the upper reaches of the stables. There's very little hay left and what remains is mainly dust at this point. There is a shovel leaning against one of the beams (you'd rather not contemplate what it used to shovel). > get shovel Taken. > down 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. Doctor Zombie is to the south. > 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. Doctor Zombie is to the south. > break window (I only understood you as far as wanting to attack something.) > hit window (I only understood you as far as wanting to hammer something.) > hit window with cutters (I only understood you as far as wanting to hammer something with the bolt cutters.) > 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. > w (first attempting to open the mausoleum door to the west) The mausoleum door is locked. > cut lock with cutters (I only understood you as far as wanting to cut something with the bolt cutters.) > open iron door (I only understood you as far as wanting to open something.) > enter crypt It's not possible to get into the mausoleum. 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 211 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 (enter crypt). 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 211 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 > undo Undoing the last turn (open iron door). Outside Mausoleum > undo Undoing the last turn (cut lock with cutters). 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 211 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 > undo Undoing the last turn (w). Outside Mausoleum > undo Undoing the last turn (w). Behind House-West > l 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. > 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. > 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. > x headstone Did you want to examine the headstones or the headstone? > headstone Did you want to examine the headstone or the headstones? > x grave The grave is overgrown with grass and weeds. You can just make out a faint inscription. > read grave "Boudreau Lanley, 1822-1882, beloved employee, master of the hunt" There's nothing written on the grave. > l 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. > 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 lake This is an elevated rocky crag jutting out into the lake. Moonlight reflects off the black water below. The path leads southeast. > 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. > 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. > 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. > 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. > get gloves Taken. > 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. > 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. > 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. > get clippers You're already holding too much. > i You have a pair of work gloves, a shovel, a bag of gator nip, a silver key, a slip of paper, and a backpack. > put gloves, shovel, nip, key paper in pack Dropped. (I'm sorry, I didn't understand what you wanted to do.) > i You have a shovel, a bag of gator nip, a silver key, a slip of paper, and a backpack. > put gloves in pack (first attempting to take the work gloves) Taken. You put the work gloves in the backpack. > put shovel in pack There's not enough room in the backpack. > put nip in pack You put the bag of gator nip in the backpack. > put key in pack You put the silver key in the backpack. > put paper in pack You put the slip of paper in the backpack. > i You have a shovel and a backpack. > x pack It's the same blue backpack you've had since highschool. It's currently open. A slip of paper is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A pair of work gloves are in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A pair of bolt cutters are in the backpack. A brown fedora is in the backpack. A flashlight is in the backpack. A boarding pass is in the backpack. > read pass It's your boarding pass from the trip down here. You had a layover in Atlanta, naturally. > get clippers Taken. > put clippers in pack There's not enough room in 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. > 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. > 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. > get dynamite You're already holding too much. > s You can't go that way. > n You can't go that way. > se Garden North This is the northern end of the formal gardens. A stone path leads south towards the center of the garden and a gazebo. A dirt path begins here and leads northwest down a gentle slope towards the lake. > 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. Mascot Zombie is to the south. > 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. > drop clippers, shovel The hedge trimmers: Dropped. The shovel: Dropped. > 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. Mascot Zombie is to the south. > 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. > get dynamite Taken. > put dynamite in pack You put the bundle of dynamite in the backpack. > 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. > 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. > in Gazebo You are standing under a circus tent roof in a charming small gazebo. The white paint has largely peeled away from the wooden railing and pillars. From here you can step out into the formal gardens. You see a shovel here. You see a pair of hedge trimmers here. > get trimmers, shovel The hedge trimmers: Taken. The shovel: Taken. > 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. > 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. The squirrel seems to chatter angrily at you. > trim squirrel (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. The topiary monster rustles it's branch arms at you menacingly. > x pack It's the same blue backpack you've had since highschool. It's currently open. A bundle of dynamite is in the backpack. A slip of paper is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A pair of work gloves are in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A pair of bolt cutters are in the backpack. A brown fedora is in the backpack. A flashlight is in the backpack. A boarding pass is in the backpack. You could almost swear the squirrel seems to be drooling? > l Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. On the floor you see a pair of broken hedge trimmers. The squirrel's massive bushy tail spasms angrily. > get trimmers Taken. 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 268 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 (get trimmers). Garden East > undo Undoing the last turn (l). Garden East > 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. > 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. On the floor you see a pair of broken hedge trimmers. The squirrel seems to chatter angrily at you. > get trimmers Taken. 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. > fix trimmers You can't find anything wrong with the broken hedge trimmers. > x trimmers It's a standard pair of hedge trimmers, quite broken > l Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. > 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. > 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. > s Bedroom nursery This must have previously been a nursery. Most of the walls are now peeling paint and cracked plaster but you can also see patchy areas of faded robin's egg blue and a few white clouds. The door out lies to the west. As you haul yourself into the window, you hear a loud "crack" and the trellis finally gives, crumpling to the ground below in a dusty heap. [Your score has gone up by 20 points.] > w Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. Andora the maid is here, humming while she sweeps. > talk to andora "Why hello, love. We don't see many 'alivers' around here, dearie." > ask andora about deed "I'm sorry, love. I don't know anything about that." > ask andora about squirrel "I'm sorry, love. I don't know anything about that." > ask andora about renfro "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." Andora sweeps away to the east. > 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 enters from the east. > s Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > w Bedroom This is a nondescript former bedroom, notable mainly for large amounts of dust and large strips of old faded wallpaper hanging from the walls. The room is empty except for a feather-stuffed down mattress pushed up against one wall. > x mattress It's a large soft down mattress. It looks very cushiony. > lie on mattress You get onto the down mattress. > z Time passes. > get up (first attempting to get off the down mattress) You get off the down mattress. You can't go that way. > look under mattress You find nothing under the down mattress. > 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 except for a feather-stuffed down mattress pushed up against one wall. > get mattress You're already holding too much. > move mattress You give the down mattress a bit of a push. > 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 except for a feather-stuffed down mattress pushed up against one wall. > out In what direction? > w You can't go that way. > 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. > 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. > get fedora Taken. > hang fedora on hook You put the brown fedora on the hat hook. > 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. > get fedora Taken. > put on hat You put on the brown fedora. > x hook It's a brass hook attached to the wall. It seems somewhat out of place. > 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.] > 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. > up In the dark You are surrounded by darkness. > get flashlight Taken. > turn on light You switch the flashlight on. > up You can't go that way. > 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 goggles It's a thick leather strap holding two large glass eyepieces. > get goggles You're already holding too much. > i You have a flashlight, a pair of broken hedge trimmers, a shovel, and a backpack. You're wearing a brown fedora. > drop trimmers Dropped. > get goggles Taken. [Your score has gone up by ten points.] > put on goggles 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. You see a pair of broken hedge trimmers here. A ghost is here pointing to the east. I don't think he wants you hanging around here. > get trimmers Taken. A barefoot ghost is here floating above the floor and slowly rotating in circles. > 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. > turn winch You can't reach the winch. > pull rope (I only understood you as far as wanting to pull something.) > w Attic West This is the western half of an expansive attic. Cobwebs hang from the timbers just above your head. Thick dust coats everything and your steps disturb it, causing it to waft into the air in little suffocating clouds. The space is cramped with crates, boxes, and pieces of old furniture. A faint square of light in the wooden floor outlines a narrow stairway leading downward and a narrow path through the clutter leads to the east. You notice that your skin seem to be taking on a greenish pallor. A dishevelled ghost is here making faces at you because he's not sure you can see him. > talk to ghosst (I only understood you as far as wanting to talk to someone.) > talk to ghost His eyes widen and he seems surprised that you can see him. 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. > 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. > search boxes You find nothing of interest. > down 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. > x desk It's a substantial wooden desk made of dark wood. It has a single drawer. > open drawer You open the drawer, revealing a manilla envelope. > get envelope You're already holding too much. > drop cutters (first attempting to take the bolt cutters) You're already holding too much. > i You have a pair of broken hedge trimmers, a flashlight, a shovel, and a backpack. You're wearing some goggles and a brown fedora. > drop trimmers Dropped. > get envelope Taken. > x envelope It's a standard manilla envelope. > open envelope You open the manilla envelope, revealing the deed to the mansion. > read deed There's a lot of long words and latin phrases. > put deed in pack (first attempting to take the deed to the mansion) Taken. You put the deed to the mansion in the backpack. [Your score has gone up by ten points.] > put envelope in pack You put the manilla envelope in the backpack. > get trimmers Taken. > x desk It's a substantial wooden desk made of dark wood. It has a single drawer. > x drawer It's currently open. > search drawer You find nothing of interest. > 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. > w You can't go that way. > 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. > 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. > 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 bed It's the skeletal wooden framework of a once luxuriant canopy bed. > look under bed You find nothing under 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. Andora the maid is here, humming while she sweeps. > ask andora about ghost Did you want to ask Andora about Boudreau Lanley, the string quartet, or the ghosts? > lanley "I'm sorry, love. I don't know anything about that." > ask andora about ghosts "Why, yes. The house is simply crawling with ghosts. Don't be afraid of them, dearie. Some of them may be a bit grumpy at times but they're harmless." Andora sweeps away to the north. > ask andora about quartet (I only understood you as far as wanting to ask someone about the string quartet.) > ask andora about string quartet (I only understood you as far as wanting to ask someone about the string quartet.) > l Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. Andora enters from the north. > 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. > down 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. > down Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > w Salon This was once a formal sitting room. There are dust-coated overstuffed couches here lined in crushed velvet. Between two of the sofas there is a decorative end table. Portraits of previous denizens of the estate are posted on the walls. Arched doorways lead east and west. On the end table is a pocket watch. > x portraits They're dusty oil paintings in large ornate frames. Pictured are previous inhabitants of the estate. > drop trimmers Dropped. > get watch Taken. > 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 watch The pocket watch doesn't open. > x case (I only understood you as far as wanting to examine something.) > put watch in pack You put the pocket watch in the backpack. > 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. You see a pair of broken hedge trimmers here. > x table It's a small carved wooden table with a marble top. > search couches You find nothing of interest. > get trimmers Taken. > 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. > n Atrium This is a large glass-encased space taking up most of the west side of the mansion. Through the glass you can look out onto the surrounding gardens as well as the cemetery and mausoleum. Farther in the distance you can see the lake, black and glistening in the moonlight. A wide doorway leads south. You catch sight of an antique rifle in the corner. > get rifle You're already holding too much. > drop trimmers Dropped. > get rifle Taken. > 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.". > shoot rifle That seems unlikely. It probably hasn't been discharged in generations. > l 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 see a pair of broken hedge trimmers here. > 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. > find trimmers Did you want to find the hedge trimmers or the broken hedge trimmers? > hedge trimmers Did you want to find the hedge trimmers or the broken hedge trimmers? > find broken hedge trimmers (attempting to go to the atrium) Due to wandering zombies, that feature is disabled. > e Salon This was once a formal sitting room. There are dust-coated overstuffed couches here lined in crushed velvet. Between two of the sofas there is a decorative end table. Portraits of previous denizens of the estate are posted on the walls. Arched doorways lead east and west. > e Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > e Ballroom South This is the southern half of a large ballroom. A massive cobwebbed chandelier hangs from the high arched ceiling and the walls are covered in places with the remains of fine wainscoting. The ballroom floor is marble. An open double doorway leads west and the ballroom continues to the north. High above you a trio of ghosts chase each other in a circle around the chandelier. > x trio 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. > talk to ghosts There is no reply. > 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. > dance You practise your moves. > talk to quartet There is no reply. > 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. > 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. > n Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > n Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > e Pantry This is a small room lined with empty shelves on the north and south walls. A dumbwaiter is in the east wall and the way out is to the west. > 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. > 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. > e You can't go that way. > get in dumbwaiter I don't think you want to do that. That's an empty shaft. > 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. > x dumbwaiter It's an empty dumbwaiter shaft with a sliding panel over the entrance. It's currently open. > look in shaft The dark shaft drops away below. Just above, you can see the bottom of the dumbwaiter cab. > l Pantry This is a small room lined with empty shelves on the north and south walls. A dumbwaiter is in the east wall and the way out is to the west. > w Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > x stove It's an old gas stove with several burners on top and a large oven underneath. > open stove The stove doesn't open. > open oven The oven is already open. > x oven It's a large oven, part of an old gas stove. It's currently open. > 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. > n You can't go that way. > x door It's boarded over and quite impassable. > s Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > s Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > up Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > up 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. > ask andora about quartet "Oh my. They were performing at a lawn party out in the garden years ago when a bolt of lightning struck nearby. Poor dears."" > ask andora about lanley "I'm sorry, love. I don't know anything about that." Andora sweeps away to the north. > ask andora about exit (I only understood you as far as wanting to ask someone about something.) > ask andora about quarters (I only understood you as far as wanting to ask someone about something.) > l 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. > 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. > 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. Andora sweeps away to the south. > x dumbwaiter It's an open dumbwaiter cab embedded in the east wall. > get in cab You get into the dumbwaiter. > l Hallway (in the dumbwaiter) You're crammed into a small dumbwaiter cab. You can climb out into the hallway. > up (first attempting to get out of the dumbwaiter) You get out of the dumbwaiter. Andora enters from the south. You can't go that way. > x cab It's an open dumbwaiter cab embedded in the east wall. Andora sweeps away to the west. > get in cab You get into the dumbwaiter. > close panel (I only understood you as far as wanting to close something.) > l Hallway (in the dumbwaiter) You're crammed into a small dumbwaiter cab. You can climb out into the hallway. > Come again? > Come again? > out You get out of the dumbwaiter. > l 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. Andora the maid is here, humming while she sweeps. > 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. > n Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. > e 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 window It's basically an open square since the glass is broken and the panes are rotted away. > open window The broken window doesn't open. > 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. > out The trellis is gone and there's no way down. > 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 plaster (I only understood you as far as wanting to examine something.) > s You can't go that way. > e You can't go that way. > w Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. > s Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. 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. > sleep You're not all that sleepy. > 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. > e You get into the dumbwaiter. > down (first attempting to get out of the dumbwaiter) You get out of the dumbwaiter. Andora sweeps away to the west. You can't go that way. > 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. The center section of the bookcase is partially rotated revealing a space behind it. Your breathing seems to be somewhat labored and you notice you are moaning slightly as you move. > 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. > up 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. > turn off light You switch the flashlight off. > l In the dark You are surrounded by darkness. > turn on light 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. > x boxes It's a dusty array of worthless junk. > 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. > pull cable You put all your weight into it but the mechanism seems to be hopelessly rusted in place. > get on dumbwaiter You get onto the dumbwaiter. > jump It's good exercise but nothing seems to happen. > 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. > down Behind The Books This is a small dark nook behind the bookcase. A flight of narrow rickety stairs leads upward into the darkness and the study lies to the south behind the open bookcase. > turn off light You switch the flashlight off. > l 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.) > Come again? > l 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. > 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. > 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. > 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. Andora the maid is here, humming while she sweeps. > get mattress You're already holding too much. > i You have a rifle, a flashlight, a shovel, and a backpack. You're wearing some goggles and a brown fedora. > drop rifle Dropped. > get mattress You're already holding too much. > get rifle Taken. > n You can't go that way. > 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 west. > n Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. > n You can't go that way. > e 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. > drop rifle out window That would be littering. > throw rifle out window (I only understood you as far as wanting to throw something.) > drop shovel out window That would be littering. > s You can't go that way. > e You can't go that way. > w Hallway North End This is the northern end of a long hallway that extends to the south. A doorway lies to the east. > s Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. 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. Andora enters from the east. > drop shovel, rifle The shovel: Dropped. The rifle: Dropped. > get mattress You're already holding too much. > i You have a flashlight and a backpack. You're wearing some goggles and a brown fedora. > put light in pack There's not enough room in the backpack. > x pack It's the same blue backpack you've had since highschool. It's currently open. A pocket watch is in the backpack. A manilla envelope is in the backpack. The deed to the mansion is in the backpack. A bundle of dynamite is in the backpack. A slip of paper is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A pair of work gloves are in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A pair of bolt cutters are in the backpack. A boarding pass is in the backpack. > put on gloves (first attempting to take the work gloves) Taken. You put on the work gloves. > put light in pack You put the flashlight in the backpack. > get mattress You're already holding too much. Andora sweeps away to the east. > i You have a backpack. You're wearing a pair of work gloves, some goggles, and a brown fedora. > drop pack Dropped. > get mattress Taken. > e Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. 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. > 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. > 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. Andora the maid is here, humming while she sweeps. You see a backpack here. You see a rifle here. You see a shovel here. > get light Taken. 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 south. > s Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. Andora the maid is here, humming while she sweeps. > 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. > up In the dark You are surrounded by darkness. > turn on light You switch the flashlight on. > 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. > put mattress on waiter (I only understood you as far as wanting to put the down mattress on something.) > put mattress on dumbwaiter You put the down mattress on 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. > down 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. > 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. > 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 backpack here. You see a rifle here. You see a shovel here. > get pack, rifle, shovel The backpack: Taken. The rifle: Taken. The shovel: Taken. > e Hallway This is a hallway leading north and south. A doorway lies to the west and an open dumbwaiter is embedded in the east wall. > s Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. The green coloring to your skin is becoming more pronounced. > 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. Andora the maid is here, humming while she sweeps. > 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. > up 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 mattress You get onto the down mattress. > get cutters You're already holding too much. > drop rifle Dropped. > get cutters Taken. > cut cable (with the bolt cutters) You might be able to reach it, if you were standing on the dumbwaiter. > get on waiter (I only understood you as far as wanting to take something.) > stand on dumbwaiter You get onto the dumbwaiter. > cut cable (with the bolt 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 90 out of a possible 300, in 548 moves. This designates you an overwhelmed interloper. 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). Attic East (on the dumbwaiter) > drop pack, cutters The backpack: Dropped. The bolt cutters: Dropped. > i You have a shovel and a flashlight. You're wearing a pair of work gloves, some goggles, and a brown fedora. > drop shovel Dropped. > get mattress Taken. > 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. > 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. Andora enters from the east. > 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. > d Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > d Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > n Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > e 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. > w Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > n Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > e Pantry This is a small room lined with empty shelves on the north and south walls. A dumbwaiter is in the east wall and the way out is to the west. > put mattress in shaft You drop the down mattress into the shaft. After a few seconds you hear it hit the bottom. > w Kitchen This was once the kitchen. An iron stove squats against one wall and wooden counters line the others. The back door to the north is boarded shut. Doorways otherwise lead west, east, and south. > s Great Hall This is a wide long hall. The tattered remnants of a scarlet carpet run down the center. Small chandeliers hang from the ceiling every few feet. The hallway continues north and south and a large arched doorway lies to the east. > s Entry Hall This is the formal entry foyer into the mansion. Thick dust coats the marble floor and tendrils of cobwebs hang from the ceiling high above. A hallway starts here and leads north. The main entrance, a substantial set of French double doors, lies to the south but has been nailed and boarded over. Arched doorways lead to the east and west. A broad staircase begins here and leads upward to a wide landing. > u Landing This is a wide landing halfway up or down a broad ornate staircase. A grand entry-foyer is below you and an upstairs hallway is above. > u Hallway Middle This is roughly the midpoint of a long north-south hallway. An ornate carved wooden staircase begins here and leads downward to a broad landing. > s Hallway South End This is the south end of a long north-south hallway. There's a large room through a doorway to the south and a smaller room to the west. Andora the maid is here, humming while she sweeps. Andora sweeps away to the north. > 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. > 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. > get pack Taken. > get shovel Taken. > 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. > turn on light The flashlight is already on. > get rifle (I only understood you as far as wanting to take something.) > 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. > x pack It's the same blue backpack you've had since highschool. It's currently open. A pocket watch is in the backpack. A manilla envelope is in the backpack. The deed to the mansion is in the backpack. A bundle of dynamite is in the backpack. A slip of paper is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A boarding pass is in the backpack. > x shovel It's a standard shovel. > get on dumbwaiter You get onto the dumbwaiter. > cut cable with cutters (first attempting to take the bolt cutters) Taken. You strain with the bolt cutters and with a loud "snap" the cable gives way. The dumbwaiter cab plummets beneath you. You float in near free-fall for an exhilarating instant until gravity reasserts itself. The dumbwaiter cab drops into the cellar with you standing on it. Fortunately, the down mattress at the bottom of the shaft blunts the impact just enough so that you find yourself standing unharmed on a small pile of wooden rubble in the cellar surrounded by a swirl of down feathers. Shaft Bottom This is a dark claustrophobic space at the bottom of the dumbwaiter shaft. Looking upward you see only blackness above you. There is an opening in the wall to the west. There's a smashed dumbwaiter cab on the floor. [Your score has gone up by 20 points.] > 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. > 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 latch You slide the latch open. > open door You open the doors. > l 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. > find rifle You don't know how to get to the rifle from here. > 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. > climb shaft It's not possible to get onto the dumbwaiter bottom. > 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. > 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. > 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. > n You can't go that way. > 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. Clown Zombie is 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. Clown Zombie is here, absent-mindedly stroking his red nose. Clown Zombie shuffles off to the south. > 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. > get watch Taken. > give watch to zombie Muscle Zombie doesn't appear to be interested. 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 110 out of a possible 300, in 609 moves. This designates you an overwhelmed interloper. 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 (give watch to zombie). Outside Mausoleum > s You can't go that way. 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 110 out of a possible 300, in 609 moves. This designates you an overwhelmed interloper. 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). 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 110 out of a possible 300, in 609 moves. This designates you an overwhelmed interloper. 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 > undo Undoing the last turn (get watch). Outside Mausoleum > undo Undoing the last turn (w). Behind House-West > l 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. Clown Zombie is to the south. > s 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. Clown Zombie is here, picking debris from his purple wig. > s You can't go that way. > e Portico This is the entryway into the mansion. The stately portico surrounded by tall Grecian columns still retains a bit of its former panache. The front door to the north has been boarded shut. The front yard lies to the south and there is a path running east and west skirting the front of the house. Mechanic Zombie is to the south. Clown Zombie is to the west. > s Yard This is the center of what was once the carefully manicured front yard of the mansion. The grass is weedy and overgrown. Several once-decorative shrubs are still here but are only overgrown amorphous blobs at this point. The stone path weaves north through the weeds to the front portico of the house and south towards a road junction. Mechanic Zombie is here, turning his cap from back to front and back again. Mechanic Zombie shuffles off to the south. > 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. Mechanic Zombie is here buttoning and un-buttoning one of the buttons of his overalls. Mascot Zombie is to the southeast. > se Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Mascot Zombie is here, clapping his furry paws together slowly. Mechanic Zombie is to the northwest. > e The Thirsty Leech This is the local drinking establishment. Thick smoke hangs in the oppressive air, yellow in the faint light. It would have charitably been called a dive even in its prime. What it lacks in decor, though, it also lacks in ambiance. But it does have character. Mainly, the character of the clientele. A combo of skeleton musicians is playing on a small bandstand against one wall. On the stage in front of the band there is a black hat intended for tips. Doyle, a gregarious skeleton bartender, is manning the oaken bar. Above the bar is a sign for "Jeer Beer". It shows a smiling skeleton holding a frosty mug and giving a bony "thumbs up." 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. > 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. You can't seem to pick your feet up as well and you are starting to shuffle as you walk. > put brown fedora on stage (first attempting to remove the brown fedora) You take off the brown fedora. You put the brown fedora on the stage. > get black fedora Taken. The band is currently playing "Days of Wine & Roses & Ectoplasm." > x black fedora It's a dusty black fedora. > look in fedora Did you want to look in the brown fedora or the black fedora? > black In the black fedora you see some coins. > get coins Taken. [Your score has gone up by ten points.] > 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. 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. > ask johnson about coins "Yes, if you'd like to make a deposit in the bank you'll need a deposit slip." > show slip to johnson (first attempting to take the slip of paper) Taken. He takes the slip, adjusts his glassess, and squints at it. Satisfied, he deposits it into a breast pocket. "Do you have anything to deposit?" > give coin to johnson "Ah, well then. Follow me, we can take care of this in no time." He hoists himself up, a little unsteady and clearly having had a bit too much to drink. Johnson clatters off to the west. > w Corduroy Road This is the northern end of a corduroy road that continues south through town. Immediately to the east lies the local saloon and you can return to a road junction to the northwest. Johnson is here. Mascot Zombie is to the south. Mechanic Zombie is to the south. Johnson clatters off to the south. > s Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Doctor Zombie is here, closely examining his hands. Johnson is here. Mascot Zombie is here doing very slow and sad jumping jacks. Mechanic Zombie is here absent-mindedly humming what sounds like 'My Sharona.' 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. Doctor Zombie is to the north. Mascot Zombie is to the north. Mechanic Zombie is to the north. Johnson clatters off to the west. > w Bank This is the local bank which used to service the living and now serves the dead and mostly-dead. It's the best-preserved and only stone structure left in town. Your footsteps echo flatly off the stone floor and walls. There is a long wooden counter fronting the north wall. At the end of the counter stands a metal trash can. The entrance to the vault is to the west. Johnson is here. Mr. Johnson moves to the safe. With shockingly deft skeletal fingers he twirls the dial back and forth several times. You feel and hear a deep "clunk" and the door pops slightly ajar. "There you go. Put whatever you need in the safe. Just don't forget to close the door when you leave. " He smiles and doffs an imaginary hat to you. Johnson clatters off to the east. > w In The Vault This is the inside of the stone-lined claustrophobic vault. Banks of safe-deposit boxes line three of the walls and the door to the east is slightly ajar. On the floor you see a shiny brooch. > get brooch Taken. [Your score has gone up by ten points.] > x brooch It's a silver brooch with a ruby inlay in the center. It's quite lovely, actually; the ruby is almost hypnotizing. > x ruby (I only understood you as far as wanting to examine something.) > x boxes It appears they're all securely locked. > l In The Vault This is the inside of the stone-lined claustrophobic vault. Banks of safe-deposit boxes line three of the walls and the door to the east is slightly ajar. > e Bank This is the local bank which used to service the living and now serves the dead and mostly-dead. It's the best-preserved and only stone structure left in town. Your footsteps echo flatly off the stone floor and walls. There is a long wooden counter fronting the north wall. At the end of the counter stands a metal trash can. The entrance to the vault is to the west. > e Corduroy Road The road here turns and runs north and southeast. To the west lies the imposing hulk of the former bank, a still-substantial stone structure. Mechanic Zombie is here, turning his cap from back to front and back again. Doctor Zombie is to the north. Mascot Zombie is to the north. > n Corduroy Road The road here runs north and south. A small wooden building lies to the west. A weathered sign over the door reads 'Taxidermy.' To the east a narrow muddy path leads through a dark clearing in the trees. Doctor Zombie is here making motor-boat noises with his mouth. Mascot Zombie is to the north. Mechanic Zombie is to the south. > 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 here absent-mindedly flipping one large fuzzy ear back and forth. Clown Zombie is to the northwest. Doctor 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. Clown Zombie is here, tracing patterns in the colorful dots of his jumper. Mascot Zombie is to the southeast. Clown Zombie shuffles off to the southeast. > n Yard This is the center of what was once the carefully manicured front yard of the mansion. The grass is weedy and overgrown. Several once-decorative shrubs are still here but are only overgrown amorphous blobs at this point. The stone path weaves north through the weeds to the front portico of the house and south towards a road junction. > nw You can't go that way. > 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. > 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. > n Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Boudreau Lanley is to the north. > x lanley (I only understood you as far as wanting to examine something.) > x bourdreau (I only understood you as far as wanting to examine something.) > 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. > talk to lanley He politely tips his cap to you. > a lanley about rifle (I'm sorry, I didn't understand what you wanted to do.) > ask lanley about rifle "Ah, Adeline. I lost her at the time of my untimely death. She was the finest firearm I ever owned. Of course by now she would be so old that she'd never again be discharged. How I'd love to see her again, though." He turns aside and furtively wipes away a tear. > i You have a brooch, some coins, a black fedora, a pair of bolt cutters, a shovel, a backpack, and a flashlight. You're wearing a pair of work gloves and some goggles. > l Cemetery North This is the northern end of the cemetery. Rows of headstones surround you, popping up out of the weeds. Colorful glowing spirits swirl about you as they converse and chase after each other among the headstones. Paths continue northwest towards the lake and south deeper into the cemetery. Just off the path lies a particularly prominent grave with an intact headstone. Boudreau Lanley is here sitting on his tombstone. > find rifle You don't know how to get to the rifle from here. > 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. > s Outside Mausoleum From here a crushed-stone path leads north towards the cemetery. A second path leads east towards the rear of the mansion. The family crypt lies immediately to the west, the heavy iron door is partially open. Muscle Zombie is here guarding the door. > give brooch to zombie Muscle Zombie takes the brooch from you, smiles, and stares into it. He appears hypnotized and unable to take his eyes off of it. > w (first attempting to open the mausoleum door to the west) The mausoleum door is locked. > open door with cutters (I only understood you as far as wanting to open something.) > x door It's a heavy iron door, ornamented with copper filigree. It's currently closed. > ask zombie for key Did you want to ask Muscle Zombie for the skeleton key or the silver key? > skeleton Muscle Zombie refuses. > x skeleton key It's a gold thick-barreled skeleton key hanging from a chain. > 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. > get skeleton key You gingerly take the key from around his neck. [Your score has gone up by ten points.] > open door (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. > open door The mausoleum door is already open. > w Mausoleum Your footfalls echo off the stone walls and you leave footsteps in the thick dust. Inscriptions line the walls, denoting the final resting place of previous inhabitants of the estate who've been entombed in the marble. Moonlight filters in from the open doorway to the east and a stairway leads downward through a doorway to the north. > n Mausoleum Basement This is the eastern end of a dark corridor. Far to the west you can see dim diffuse light. A stairway here leads upward to the south. > w Corridor This is a dark stone-lined corridor leading east toward a stairway leading upward and west into darkness. > w Corridor You're in a dark east-west running corridor. You think maybe there is subtly brightening light to the west. The corridor continues east into darkness. > w Corridor End This is the western end of a long stone-lined corridor. Bright flickering light streams through a doorway to the north. > n Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x statue Did you want to examine the wooden statue, the crocodile statue, the elephant statue, the monkey statue, the tiger statue, or the chicken statue? > wooden It's a dark shiny wooden statue, between two and three feet in stature. A round head sits on a round body. Short arms terminate in bulbous hands and short legs end in feet resembling dinner rolls. The head is adorned by two large black eyes. > x eyes (I only understood you as far as wanting to examine something.) > x wooden head (I only understood you as far as wanting to examine something.) > x black eyes (I only understood you as far as wanting to examine something.) > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > turn chicken You rotate the chicken 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. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > turn monkey You rotate the monkey statue to face you. With a "click" it locks into place. > turn crocodile You rotate the crocodile statue to face you. With a "click" it locks into place. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > *state > turn wooden statue Turning the wooden statue has no apparent effect. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > climb wooden statue It's not possible to get onto the wooden statue. > x beads They hang down like dozens of colorful stalactites. > x altar It's a wooden table covered with a white cloth. It's covered with numerous, presumably meaningful, items and knickknacks. > x photos The offerings include photos, bottles of wine and other spirits, as well as numerous other items. > look under altar You find nothing under the altar. > get on altar It's not possible to get onto the altar. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > turn chicken You rotate the chicken statue to face you. With a "click" it locks into place. > turn crocodile You rotate the crocodile statue to face the wall. It "clicks" into position. > turn crocodile You rotate the crocodile statue to face you. With a "click" it locks into place. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing outward. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x wooden statue It's a dark shiny wooden statue, between two and three feet in stature. A round head sits on a round body. Short arms terminate in bulbous hands and short legs end in feet resembling dinner rolls. The head is adorned by two large black eyes. > x statue Did you want to examine the wooden statue, the crocodile statue, the elephant statue, the monkey statue, the tiger statue, or the chicken statue? > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing outward. > z Time passes. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing outward. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. Suddenly, your left pinky finger falls off. Luckily, you're right-handed. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > z Time passes. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > turn chicken You rotate the chicken statue to face you. With a "click" it locks into place. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > x wooden It's a dark shiny wooden statue, between two and three feet in stature. A round head sits on a round body. Short arms terminate in bulbous hands and short legs end in feet resembling dinner rolls. The head is adorned by two large black eyes. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing outward. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing outward. The monkey statue is facing outward. > push wooden You apply a bit of force to the wooden statue, but it doesn't budge. > turn wooden Turning the wooden statue has no apparent effect. > push altar You apply a bit of force to the altar, but it doesn't budge. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing outward. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing outward. > turn tiger You rotate the tiger statue to face the wall. It "clicks" into position. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing outward. The elephant statue is facing the wall. The monkey statue is facing outward. > turn crocodile You rotate the crocodile statue to face the wall. It "clicks" into position. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing outward. > x wooden It's a dark shiny wooden statue, between two and three feet in stature. A round head sits on a round body. Short arms terminate in bulbous hands and short legs end in feet resembling dinner rolls. The head is adorned by two large black eyes. > x statuesx (I only understood you as far as wanting to examine something.) > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing outward. > turn monkey You rotate the monkey statue to face the wall. It "clicks" into position. > x statues They're a quintet of stone statues: a monkey, a tiger, a crocodile, an elephant, and a chicken. The chicken statue is facing the wall. The tiger statue is facing the wall. The crocodile statue is facing the wall. The elephant statue is facing the wall. The monkey statue is facing the wall. > l Shrine Dozens of burning candles are placed all around this room and a forest of strands of beads hangs from the ceiling. Incense burns from several dishes scattered on the floor. You hear and feel a strange musical humming from an unlocatable source. A large table or altar is pushed against the far wall. It's covered with a white cloth and a wide variety of seemingly random items ranging from black-and-white photos to bottles of various wines and spirits. Arranged against the west wall you see five stone statues: a tiger, an elephant, a monkey, a crocodile, and a chicken. Each statue seems to be fixed to a round stone base. They are all turned facing away from you. A carved wooden statue is standing in the corner. > turn elephant You rotate the elephant statue to face you. With a "click" it locks into place. > turn chicken You rotate the chicken 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 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. > ask kevin about himself "I don't really remember much. Seems like I was in that scary room forever. Now here I am." > ask keving about lanley (I only understood you as far as wanting to ask someone about Boudreau Lanley.) > ask kevin about lanley He looks puzzled. "Ummmmmmm...." > ask kevin about renfro "He's scary. But He does weird things and makes people act strange. You'll probably start to act strange soon, too." > ask kevin about squirrel He looks puzzled. "Ummmmmmm...." > i You have a skeleton key, some coins, a black fedora, a pair of bolt cutters, a shovel, a backpack, and a flashlight. You're wearing a pair of work gloves and some goggles. > x pack It's the same blue backpack you've had since highschool. It's currently open. A pocket watch is in the backpack. A manilla envelope is in the backpack. The deed to the mansion is in the backpack. A bundle of dynamite is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A boarding pass is in the backpack. Kevin is here, humming 'Norwegian Wood'. > i You have a skeleton key, some coins, a black fedora, a pair of bolt cutters, a shovel, a backpack, and a flashlight. You're wearing a pair of work gloves and some goggles. > 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. > 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 enters the room. > s You can't go that way. > 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. The wooden statue runs after you on his round legs. > e Corridor This is a dark stone-lined corridor leading east toward a stairway leading upward and west into darkness. Kevin clatters along behind you. > 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 runs in. > 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. > 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. "Slow down, my legs are shorter than yours," Kevin calls out behind you. > 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. Kevin is here. Muscle Zombie is here guarding the door. > n Cemetery South This is the south end of an extensive cemetery. Generations of descendants from the estate were buried here as well as countless townspeople from the surrounding region. Dozens of headstones, some intact, some cracked, and some lying on the ground, shine in the moonlight. You can hear laughter and muffled conversations on the night air and you can see numerous ghosts floating and darting among the rows. Some are dressed in fine suits and dresses, others in plain work clothes. Paths lead north, south, and east. Kevin 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. Boudreau Lanley is to the north. Kevin runs in. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > get lighter Taken. Boudreau Lanley is to the north. > put lighter in pack You put the lighter in the backpack. Boudreau Lanley 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. The wooden statue runs after you on his round legs. > e Garden Center This is the center of the garden. North-south and east-west crushed-stone paths meet here. There's a lovely gazebo here which you could step into. Kevin tags along behind. > 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 clatters along behind you. You could almost swear the squirrel seems to be drooling? > light dynamite with lighter You hold the flame to the fuse and it starts to hiss and sizzle as it burns toward the dynamite. The squirrel's massive bushy tail spasms angrily. > throw dynamite at squirrel (first attempting to take the bundle of dynamite) Taken. The squirrel seems to chatter angrily at you. Throwing the bundle of dynamite at the topiary monster would achieve little. "Hey, wait. I speak topiary. I can reason with this guy." He walks over to the squirrel, who towers over him. You hear an odd conversation that sounds like the clicking of branches in the wind. After a moment, the topiary monster lets out a deep raucous laugh, turns away, and lumbers off into the trees. Kevin approaches again. "I told him you were going to get rid of the bad men and he agreed to let us by. He also wanted to know why your branches are so small and I told him you were a sapling." With a deafening "boom" the dynamite explodes. Deafening, that is, because your ears (as well as the rest of you) are essentially vaporized and no longer a going concern. *** you have died *** Game over. Your score is 160 out of a possible 300, in 755 moves. This designates you a paranormal dilettante. 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 (throw dynamite at squirrel). Garden East > undo Undoing the last turn (light dynamite with lighter). Garden East > l Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Kevin is here. The squirrel's massive bushy tail spasms angrily. > e The monster topiary squirrel roars and blocks your way. The squirrel seems to chatter angrily at you. > attack squirrel Like Butch Cassidy and what's-his-name you bravely charge the massive beast. The topiary is momentarily startled by your foolhardy assault but quickly recovers. The massive tail nonchalantly swings toward you and you are impaled on a sharp thorny branch. *** You have been kebab-ed *** Game over. Your score is 160 out of a possible 300, in 754 moves. This designates you a paranormal dilettante. Would you like to: UNDO the last move, RESTORE a saved position, see the FULL breakdown of your score, QUIT the program, or RESTART from the beginning? > undo Undoing the last turn (attack squirrel). Garden East > l Garden East This is the easternmost extent of the formal gardens. Weedy shrubs dot the landscape. A path leads further off to the east and west back towards the center of the gardens. An enormous topiary squirrel is here, angrily chittering and brandishing his thorny tail. Kevin is here. "Hey, wait. I speak topiary. I can reason with this guy." He walks over to the squirrel, who towers over him. You hear an odd conversation that sounds like the clicking of branches in the wind. After a moment, the topiary monster lets out a deep raucous laugh, turns away, and lumbers off into the trees. Kevin approaches again. "I told him you were going to get rid of the bad men and he agreed to let us by. He also wanted to know why your branches are so small and I told him you were a sapling." "People turn green here and then they smell funny," Kevin volunteers. > e Outside The Hedge Maze You are standing just outside of a large hedge maze. It's an impressive labyrinth made of tangled and thick English yews, 10 feet tall. The entrance is to the north and a faded sign is posted on the wall next to it. A path leads to the west and a dirt trace leads south. Kevin tags along behind. > read sign It's sun-bleached and faded but you can just make out the lettering: "Don't Bother Mapping Me" > s Midway Entrance This is the entrance to what appears to be a sort of midway that the zombies have cobbled together for their amusement. A sagging canvas sign is held up by two tall wooden poles and a wide dirt path leads south under the sign. A smaller dirt path leads to the north. Kevin enters the room. Kevin pipes up. "That mean doctor guy is a big scaredy cat when it comes to alligators." > s Midway North This is the northern end of the ersatz midway. Here you see what appears to be a sort of "zombie-go-round". Several zombies are shuffling in a circle. As they move they crouch down and then stand as if they are bobbing up and down. They seem to be enjoying themselves and everyone is smiling. The dirt path continues south and you can return back to the midway entrance to the north. Kevin runs in. > s Midway Center This is the midpoint of the midway. You can see zombie bumper cars taking place here. Several zombies are standing in and holding up garbage cans with the bottom knocked out. They are happily ramming into each other while they make motor noises with their mouths. The dirt path continues south or back to the north. The wooden statue runs after you on his round legs. > s Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is not turning at the moment. The path returns to the north. Midway Zombie is here standing at the base of the scaffolding He notices you standing there. He doesn't seem to care that you are a non-zombie interloper. He looks at you sadly and points upward at the immobile wheel. Kevin runs in. > x motor It looks like it was purloined from a large truck or maybe a boat. > turn on motor The engine can't be switched on. > x engine It looks like it was purloined from a large truck or maybe a boat. > get on ferris wheel You get onto one of the planks. It sways slightly. Isn't this fun? > z Time passes. > z Time passes. > z Time passes. > off (I'm sorry, I didn't understand what you wanted to do.) > get off You get off the plank. Kevin is here polishing a scuff mark on his belly. > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is not turning at the moment. The path returns to the north. Kevin is here. Midway Zombie is standing here sadly looking up at the motionless Ferris wheel. > turn on motor The engine can't be switched on. > start motor (I'm sorry, I didn't understand what you wanted to do.) > x engine It looks like it was purloined from a large truck or maybe a boat. > ask zombie to turn ferris wheel Midway Zombie refuses. Kevin is here, seeing how many times he can spin around without falling over. > start motor (I'm sorry, I didn't understand what you wanted to do.) > x motor It looks like it was purloined from a large truck or maybe a boat. > x chain Did you want to examine the skeleton key or the chain? > chain Each link is about the size of a man's hand. > pull chain Did you want to pull the skeleton key or the chain? > chain You yank at the chain, but it won't budge. > turn wheel Turning the Ferris wheel has no apparent effect. > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is not turning at the moment. The path returns to the north. Kevin is here. Midway Zombie is standing here sadly looking up at the motionless Ferris wheel. > climb wheel You get onto one of the planks. It sways slightly. Isn't this fun? > climb wheel You're already on the plank. > off (I'm sorry, I didn't understand what you wanted to do.) > get off plank You get off the plank. > run motor (I'm sorry, I didn't understand what you wanted to do.) > hint (I'm sorry, I didn't understand what you wanted to do.) > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is not turning at the moment. The path returns to the north. Kevin is here. Midway Zombie is standing here sadly looking up at the motionless Ferris wheel. > climb scaffolding You clamber up into the scaffolding. In The Scaffolding You are roughly fifteen feet off the ground at the top of one side of the scaffolding. Here you would normally be face-to-face with the central hub of the wheel but a flap of metal blocks access to it. The wheel is not turning at the moment. > get flap You can't take the metal flap. > move flap You push but it doesn't budge. You may be able to pull it, though. > pull flap You strain at the piece of metal. With some effort you are able to pull it partially out of the way. > x flap It's a thick flat piece of metal. It's been partially pulled away from the central hub. > x hub The metal flap is blocking access to the hub. > pull flap With one last sweaty yank, you are able to pull the flap clear of the hub. > x hub It's a large cylinder resting in a notch. A large peg is seated in a hole in the cylinder. > x peg It's a thick metal peg, about the size of a soda can. It's protruding from the main shaft and catching on the scaffolding, preventing it from turning. > hit peg With what? > x pack It's the same blue backpack you've had since highschool. It's currently open. A lighter is in the backpack. A pocket watch is in the backpack. A manilla envelope is in the backpack. The deed to the mansion is in the backpack. A bundle of dynamite is in the backpack. A silver key is in the backpack. A bag of gator nip is in the backpack. A laser pointer is in the backpack. A mouse trap is in the backpack. A boarding pass is in the backpack. > i You have a skeleton key, some coins, a black fedora, a pair of bolt cutters, a shovel, a backpack, and a flashlight. You're wearing a pair of work gloves and some goggles. > hit peg with shovel You hammer the peg halfway into the shaft. > hit peg with shovel You pound the peg flush with the shaft. The shaft, now free to rotate, groans and starts to slowly turn. You hear a squeal of delight from below. [Your score has gone up by 20 points.] > down Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. Midway Zombie is standing here Midway Zombie is looking up at the turning wheel and smiling. His yellow eyes are moist. He fumbles into a pants pocket, pulls something out, and puts it in your hand. "Pretty." He shuffles to the Ferris wheel and plops happily into one of the seats. [Your score has gone up by ten points.] > i You have a sea shell, a skeleton key, some coins, a black fedora, a pair of bolt cutters, a shovel, a backpack, and a flashlight. You're wearing a pair of work gloves and some goggles. > x shell It's a small conch shell, perfectly formed. It's pure white on the outside and the shiny inside shimmers like a rainbow. > blow conch You spit a bit into the conch but can't seem to make it sing. > listen to conch You hear no particular sound coming from the sea shell. > l Midway End The midway ends here at the base of what looks like a Ferris wheel. It's maybe thirty feet in diameter, fashioned from scraps of metal and wood. Bare planks hang down from several places to serve as seats. The central axis of the wheel is supported on each side by ramshackle scaffolding. A large chain wraps around the central axis and extends downward to connect to what appears to be a large engine. The wheel is slowly turning. The path returns to the north. Kevin is here. > get on plank You hop into one of the seats as it glides by. Wheeeee! You rise slowly, roughly halfway up the Ferris wheel. > z Time passes. You are rotating through the highest point at the top of the wheel. > x maze (I only understood you as far as wanting to examine something.) > x hedge maze (I only understood you as far as wanting to examine something.) > restart Restart the game from the beginning? (y/n) > 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 240405. 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. >