Start of a transcript of: Hell Ride The ride of a lifetime... by Dana Montgomery Release 1 / Serial number 250331 / Inform 7 v10.1.2 Inform 7 v10.1.2 Identification number: //E0A5AFB9-18BF-4485-B083-426CA51CCE70// Interpreter version 2.2.1 / VM 3.1.3 Hacking by Mathbrush Simple Multimedia Effects For V10 version 6 by Mathbrush Basic Help Menu version 4 by Wade Clarke Menus version 5 by Wade Clarke Undo Output Control version 6.0.220529 by Nathanael Nerode (based on the extension by Erik Temple; integrates Empty Command Handling by Daniel Stelzer based on code by Matt Weiner) Command Preloading version 1.0.20230916 by Daniel Stelzer (based on I6 code by Andrew Plotkin) Autosave version 2.0.231013 by Daniel Stelzer (based on I6 code from Ultra Undo by Danii Willis) Story Mode version 2.0.1 by Drew Cook >images on Images on. Game images will be displayed. >i You are carrying: a wallet a coupon $25.00 in cash a notebook a fanny pack (being worn, and open but empty) >x notebook You haven't collected any evidence yet. >x coupon You found this in a stack of coupons on the counter of the gas station. >read coupon You found this in a stack of coupons on the counter of the gas station. >images off Images off. Game images will not be displayed. >x coupon You found this in a stack of coupons on the counter of the gas station. >images on Images on. Game images will be displayed. >x coupon You found this in a stack of coupons on the counter of the gas station. >x bush This is a high bush blueberry plant. In the blueberry bush are some blueberries. >get blueberries Taken. >put blueberries in fanny pack You put the blueberries into the fanny pack. >enter car You get into the beater car. In the beater car you can see an air freshener. >open glove box (first unlocking the glove box) Your keys must be around here somewhere. >x ignition It's an ignition. You put your car key here and start your car. >get key You can't see any such thing. >search car In the beater car is an air freshener. >search pockets You can't see any such thing. >x pocket You can't see any such thing. >x hand You can't see any such thing. >x air freshener This is one of those air fresheners that are shaped like a pine tree and smell like one too. You bought it the last time you went to the car wash. >x seat A faux leather seat that looked great when it was new. >x dashboard It looks like you could set something there. >search dashboard There is nothing on the dashboard. >search seat There is nothing on the seat. >search ignition The ignition is empty. >search rear view mirror You find nothing of interest. >x rear view mirror You catch a glimpse of yourself in the rear view mirror. "Looking good!" you think. >out You get out of the beater car. Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. The attendant has a parking ticket. The price of a parking ticket is $5.00. You can see a parking attendant here. >talk to attendant To start a conversation, try to ASK the parking attendant ABOUT something or TELL the parking attendant ABOUT something. >ask attendant about ticket The parking attendant says, "You need to buy a ticket in order to ride the attractions." >buy ticket The attendant mumbles something about the stub. You fork over $5.00 for the parking ticket, leaving yourself with $20.00. >i You are carrying: a parking ticket a parking stub a wallet a coupon $20.00 in cash a notebook a fanny pack (being worn, and open) some blueberries >x ticket This is your receipt for parking. >x stub This stub is meant to be placed on your dashboard to indicate you paid for parking. >enter car You get into the beater car. In the beater car you can see an air freshener. >put stub on dashboard You put the parking stub on the dashboard. >exit car You get off the beater car. Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >n From here, the only way out is south. >s Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Hell Ride ticket, Fortune Teller ticket, Ferris Wheel ticket, Bumper Cars ticket, and Carousel ticket. You can see a cashier here. >read signboard $4.00 Hell Ride Ticket $3.00 Fortune Teller Ticket $2.00 Ferris Wheel Ticket $2.00 Bumper Cars Ticket $1.00 Carousel Ticket The janitor arrives from the Carousel. >ask cashier about hell ride "Hell Ride is so old that It's falling apart. I wouldn't ride it." says the cashier. You've collected some new evidence. You've discovered some evidence. To see a list and weighting of the evidence you've collected, type "SHOW EVIDENCE". To collect more evidence, try to ASK someone ABOUT something. Or SHOW something TO someone. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 3 Evidence concerning accidents with the attractions ------ -------------------------------------------------------- ? 3 Total Weighted Evidence You haven't got enough evidence for an arrest. >x notebook Weight Evidence collected: ------ -------------------------------------------------------- ? 3 Evidence concerning accidents with the attractions ------ -------------------------------------------------------- ? 3 Total Weighted Evidence You haven't got enough evidence for an arrest. >ask cashier about fortune teller "Esmeralda? She's down-right spooky. I asked her for a tarot reading, and boy, the things she told me!" says the cashier. >ask cashier about ferris wheel The cashier says, "Isn't the Ferris wheel so romantic? I sure think so!" >ask cashier about bumper cars "It's fun to knock other people's cars around!" the cashier says. The janitor heads to the High Striker. >ask cashier about high striker The cashier says, "Win a prize for your sweetie!" >ask cashier about carousel The cashier says, "The lions are my favorite!" >show cashier parking ticket "I'm afraid you've got me there," the cashier drawls. >buy hell ride ticket You fork over $4.00 for the Hell Ride ticket, leaving yourself with $16.00. [Your score has just gone up by five points.] [Sound effect number 31 here.] >buy fortune teller ticket You fork over $3.00 for the Fortune Teller ticket, leaving yourself with $13.00. >buy ferris wheel ticket You fork over $2.00 for the Ferris Wheel ticket, leaving yourself with $11.00. >buy bumper cars ticket You fork over $2.00 for the Bumper Cars ticket, leaving yourself with $9.00. >by carousel ticket I didn't understand that sentence. >buy carousel ticket You fork over $1.00 for the Carousel ticket, leaving yourself with $8.00. >i You are carrying: a Carousel ticket a Bumper Cars ticket a Ferris Wheel ticket a Fortune Teller ticket a Hell Ride ticket a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and open) some blueberries >put tickets in fanny pack Carousel ticket: Done. Bumper Cars ticket: Done. Ferris Wheel ticket: Done. Fortune Teller ticket: Done. Hell Ride ticket: Done. >close fanny pack You close the fanny pack. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a janitor, a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >ask janitor about hell ride The janitor looks at you and waits for you to proceed. "Hell Ride is a finicky ride. I'm fixing something there every week. Last week, Mr. Whidbey asked me to skip Hell Ride's maintenance slot. There was a real fire in the Stakes Room last month. And just yesterday I caught him creeping around the guillotine room" says the janitor. You've collected some new evidence. >ask janitor about whidbey The janitor looks at you expectantly. The janitor says , "Mr. Whidbey? He creeps me out. It always seems like he's hiding something. Just yesterday I caught him sneaking around the guillotine room in Hell Ride." You've collected some new evidence. >ask janitor about fortune teller The janitor looks bored as he waits for you to speak. "Her fortunes are always crazy accurate. She's spooky and so pretty. I wonder if I should ask her out on a date?" the janitor asks. >ask janitor about carousel The janitor looks at you and waits for you to proceed. "The carousel is hard to maintain because of all the animals moving up and down. There's a lot of moving parts in that one", says the janitor. >ask janitor about high striker The janitor looks at you expectantly. "Another rigged game. The mallet isn't heavy enough to strike the bell. Find something heavier" says the janitor. >ask janitor about ferris wheel The janitor looks at you and waits for you to proceed. The janitor remarks, "The other day, I found a bolt on one of the gondolas so loose it had almost come off. That would have been a tragedy!" You've collected some new evidence. >ask janitor about bumper cars The janitor looks at you expectantly. The janitor says, "That reminds me. Not long ago, one of the bumper cars was shorting out and electrifying the car. A visitor got hurt. A young lad, what was his name? Fred something, I think." You've collected some new evidence. >x notebook Weight Evidence collected: ------ -------------------------------------------------------- ? 18 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ------ -------------------------------------------------------- ? 23 Total Weighted Evidence You haven't got enough evidence for an arrest. The janitor heads to the Concession Stand. >s From here, the viable exits are northeast, southeast, east, and west. >ne Dime Toss Game The booth is brightly colored with red-and-white stripes, twinkling lights, and a sign reading "TOSS A DIME - WIN A PRIZE!" Prizes hang around the booth, from stuffed animals to shiny trinkets. Gleaming plates reflect the light, waiting for dimes. The "ping" of dimes hitting plates is followed by the satisfying "plop" when they land. Shouts of victory and playful groans mix with carnival music and laughter. The operator calls out, drawing in onlookers. You're surprised to see that this game only costs a dime. The exit is to the southwest. You can see a Dime Toss attendant, some Dime Toss prizes, and a plate here. >ask operator about ferris wheel The Dime Toss attendant says, "You can see the whole carnival from up there!" >ask operator about hell ride "Hell Ride is behind on its maintenance schedule. Might want to skip that one." says the Dime Toss attendant. >ask operator about carousel The Dime Toss attendant says, "I've loved the carousel ever since I was a little kid!" >ask operator about bumper cars "The bumper cars are so much fun. You're heading for someone's car and bam! You get hit instead!" the Dime Toss attendant says. >ask operator about janitor "Hmm, I haven't the faintest," the Dime Toss attendant replies. >ask operator about whidbey The Dime Toss attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" You've collected some new evidence. >ask operator about fortune teller "Esmeralda? She read my palm. I don't know how she knew the things she told me." says the Dime Toss attendant. >ask operator about high striker The Dime Toss attendant says, "You're a strong guy. Go for it!" >ask operator about dime toss "It's just like skipping a stone." the Dime Toss attendant says. >x prizes The prizes are a stuffed monkey, an orange colored fuse, a poster of Billie Eilish, and a horseshoe magnet. >x plate These are small, flat plates, almost saucers. You are meant to toss a dime on these plates to win a prize! >sw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >x prizes The prizes are a teddy bear, a knock-off Swiss Army knife, a magenta colored fuse, and a poster of Taylor Swift. >ask attendant about ferris wheel The High Striker attendant says, "Are you and your sweetie going to ride the Ferris wheel?" >ask attendant about fortune teller "Esmeralda? She's been with the carnival for so long that no one knows how old she is, and yet, she looks so young. She's been here forever!" says the High Striker attendant. >ask attendant about whidbey The High Striker attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >ask attendant about dime "I'm afraid I don't know much about that," the High Striker attendant drawls. >ask attendant about dime toss "Careful now! Don't want it skidding off the other side." the High Striker attendant says. >ask attendant about hell ride "Last time I rode Hell Ride, I heard strange noises." says the High Striker attendant. >ask attendant about bumper cars "It's fun to knock other people's cars around!" the High Striker attendant says. >ask attendant about janitor "Sorry, I haven't the faintest," the High Striker attendant comments. >ask attendant about high striker The High Striker attendant says, "Win a prize for your sweetie!" >ask attendant about mallet Use the mallet to strike the bullseye. Ring the bell to win a prize. >l High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >x mallet The mallet is over sized, perhaps to give you an advantage in the Strong Man game. It can be yours for $2.00. Over the loudspeaker, an announcement blares: Attention please. There is a vehicle being towed from the parking lot for parking illegally. The license plate of the car is "862901". You breathe a sigh of relief as you realize that's not your license plate. I guess it's a good thing you remembered to place the parking stub on the dashboard. >x pole There are five levels marked on the pole: Weakling, Getting There, Average, Almost There, and Muscle Man. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You thought you caught a flash of something coming from the area of the booth. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >x booth With its colorful banners and flashing lights, the booth buzzes with energy, drawing a crowd. You can see something shiny on the ground under the booth. >look under booth You find the Mercury dime! >x mercury dime The Mercury dime is a ten-cent coin struck by the United States Mint from late 1916 to 1945. Designed by Adolph Weinman and also referred to as the Winged Liberty Head dime, it gained its common name because the obverse depiction of a young Liberty, identifiable by her winged Phrygian cap, was confused with the Roman god Mercury. It is 90% silver, 10% copper, and has a weight of 2.50 grams. >x prizes The prizes are a crimson colored fuse, a plush donkey, a goldfish in a bowl, and a poster of Lourde. >ask attendant about fuse "Hmm, I don't know much about that," the Pitchers Mound attendant replies. >ask attendant about hell ride "Hell Ride is so old that It's falling apart. I wouldn't ride it." says the Pitchers Mound attendant. >ask attendant about janitor "Sorry, you've got me there," the Pitchers Mound attendant comments. >ask attendant about whidbey The Pitchers Mound attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >ask attendant about dime "I'm afraid I haven't the faintest," the Pitchers Mound attendant exclaims. >ask attendant about dime toss "It's just like skipping a stone." the Pitchers Mound attendant says. >ask attendant about high striker The Pitchers Mound attendant says, "Swing the mallet and ring the bell!" >ask attendant about pitcher "Hmm, I don't know much about that," the Pitchers Mound attendant comments. >ask attendant about ferris wheel The Pitchers Mound attendant says, "You can see the whole carnival from up there!" >ask attendant about esmerelda "I'm afraid you've got me there," the Pitchers Mound attendant exclaims. >ask attendant about fortune teller "Esmeralda? She read my palm. I don't know how she knew the things she told me." says the Pitchers Mound attendant. >ask attendant about bumper cars "Last time I was on the bumper cars, I nailed everyone there!" the Pitchers Mound attendant says. >ne From here, the only way out is northwest. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >e Ferris Wheel The Ferris wheel dominates the carnival, its bright lights visible from every corner. Its massive steel frame arches high, with colorful gondolas swaying as it turns. At night, flashing in bursts of red, green, and white, the wheel dazzles with lights. The air buzzes with the hum of the motor. The operator calls, "Step right up! The best view of the carnival awaits!" From the top, riders get a panoramic view of the fairgrounds, with city lights stretching to the horizon. Hey! Is that a two dollar bill on the ground? You can also see a janitor and a Ferris Wheel attendant here. >get bill Taken. You now have $10.00. >x bill You can't see any such thing. >ask janitor about dime toss The janitor looks at you and waits for you to proceed. The janitor says, "The problem with that one is that a modern dime weighs 2.268 grams and isn't heavy enough to land on the plate. The trick with that one is to find a Mercury dime. It weighs 2.50 grams." >ask janitor about pitcher's mound The janitor looks bored as he waits for you to speak. "Hmm, I don't know much about that," the janitor comments. >ask janitor about pitchers mound The janitor looks at you and waits for you to proceed. The janitor says "That's a tricky one. You have to aim at just the right bottle. Throw the baseball at bottle 5." >thank janitor I didn't understand that sentence. >tell janitor thank you I didn't understand that sentence. >show janitor dime You can't see any such thing. >i You are carrying: a parking ticket a wallet a coupon $10.00 in cash a notebook a fanny pack (being worn, and closed) >e From here, the only way out is west. >w High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Mercury dime, a Pitchers Mound attendant, and some Pitchers Mound prizes here. >get mercury dime Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >e Ferris Wheel The Ferris wheel dominates the carnival, its bright lights visible from every corner. Its massive steel frame arches high, with colorful gondolas swaying as it turns. At night, flashing in bursts of red, green, and white, the wheel dazzles with lights. The air buzzes with the hum of the motor. The operator calls, "Step right up! The best view of the carnival awaits!" From the top, riders get a panoramic view of the fairgrounds, with city lights stretching to the horizon. You can see a Ferris Wheel attendant here. >ask attendant about whidbey The Ferris Wheel attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >ask attendant about high striker The Ferris Wheel attendant says, "Win a prize for your sweetie!" >ask attendant about hell ride "Last time I rode Hell Ride, I heard strange noises." says the Ferris Wheel attendant. >show operator ferris wheel ticket "Hmm, I haven't the faintest," the Ferris Wheel attendant exclaims. >enter ferris wheel (the Ferris Wheel) That's not something you can enter. >ride ferris wheel (the Ferris Wheel) >i You are carrying: a Mercury dime a parking ticket a wallet a coupon $10.00 in cash a notebook a fanny pack (being worn, and closed) >oper fanny pack I didn't understand that sentence. >open fanny pack You open the fanny pack, revealing a Hell Ride ticket, a Fortune Teller ticket, a Ferris Wheel ticket, a Bumper Cars ticket, a Carousel ticket, and some blueberries. >get ferris wheel ticket Taken. >close fanny pack You close the fanny pack. >show ferris wheel ticket to operator "Sorry, you've got me there," the Ferris Wheel attendant replies. >give ferris wheel ticket to operator You give the Ferris Wheel ticket to the Ferris Wheel attendant. As you enter the gondola, the safety bar clicks into place, and the Ferris wheel begins its ascent. The sounds of the carnival fade, replaced by the hum of machinery and a soft breeze. At the peak, the carnival sprawls below, its lights twinkling against the twilight sky. The world falls quiet up here. The gondola sways gently, adding excitement to the serene view. From the top you can see something to the west of the concession stand. As you descend, the sounds of the carnival return, bringing you back to the fun. >w High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. >w In front of the tent, the barker gestures excitedly, calling out: Ladies and gentlemen, boys and girls, gather 'round! Step right up and witness the spectacle that's taken the world by storm! She walks, she talks, she crawls on her belly like a reptile. Behold the one, the only Little Egypt, performing her legendary Dance of the Pyramids - a dazzling display of mystery, grace, and allure! For just a dime, a mere one tenth of a dollar, prepare to be transported to the sands of Cairo, where enchantment and wonder await! Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. The janitor arrives from the Head of the Line. >ask cashier about dime "I'm afraid you've got me there," the cashier drawls. >buy dimes That's not for sale. >w Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >ask barker about hell ride "Hell Ride is our most popular attraction but there always seems to be something wrong with it," says the Barker. You've collected some new evidence. >ask barker about whidbey The Barker says , "Mr. Whidbey? He's always done right by me." You've collected some new evidence. >ask barker about esmeralda "Hmm, I haven't the faintest," the Barker replies. >ask barker about ferris wheel "Sorry, you've got me there," the Barker exclaims. >ask barker about carousel "Hmm, I haven't the faintest," the Barker replies. >ask barker about bumper cars The Barker says, "There was an unfortunate accident on the bumper cars a couple of weeks ago." You've collected some new evidence. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 24 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ? 1 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 30 Total Weighted Evidence You haven't got enough evidence for an arrest. >ask barker about invoices The Barker says, "These are pretty disturbing. I wonder if the carnival will close." You've collected some new evidence. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 24 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ? 2 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 31 Total Weighted Evidence You haven't got enough evidence for an arrest. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a janitor, Mr Whidbey, and a cashier here. >x whidbey Mr Whidbey looks at you expectantly. The owner of the carnival, Mr. Whidbey, is dressed in a black tuxedo with a red and white striped vest. He is sporting a snazzy top hat. >ask whidbey about hell ride Mr Whidbey waits for you to speak. "Hell Ride is the premier attraction here at Whidbey Amusements. It's both spooky and fun! The visitors love it! The fire last month was unfortunate and expensive" says Mr Whidbey. Mr. Whidbey's eyes dart up and to the left. >ask whidbey about invoices Mr Whidbey nervously shifts his weight from one foot to the other. Mr Whidbey says, "I know this doesn't look good but the cost of consumables go up every week and attendance is down. I have to pinch pennies somehow, don't I? And that fire was very expensive to repair." You've collected some new evidence. >ask whidbey about bumper cars Mr Whidbey looks at you expectantly. "That incident the other week with that Needleman kid was unfortunate" says Mr Whidbey. You've collected some new evidence. The janitor heads to the Carousel. >ask whidbey about ferris wheel Mr Whidbey nervously shifts his weight from one foot to the other. Mr Whidbey says "The Ferris Wheel is my favorite ride. It's always relaxing and romantic." >ask whidbey about carousel Mr Whidbey looks at you expectantly. "The carousel is just one of the many rides that thrill and delight our visitors every day," says Mr Whidbey Mr. Whidbey quickly changes the subject >ask whidbey about esmeralda Mr Whidbey waits for you to speak. Mr Whidbey says "I see her regularly to have my fortune told. We're lucky to have her here. She's very beautiful. It's a wonder she's never been married." >ask whidbey about janitor Mr Whidbey nervously shifts his weight from one foot to the other. "Sorry, I don't know much about that," Mr Whidbey exclaims. >ask whidbey about maintainence Mr Whidbey looks at you expectantly. "Hmm, you've got me there," Mr Whidbey comments. The janitor arrives from the Carousel. >s Head of the Line You are standing in front of an attendant with his hand open waiting for your ticket. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >open fanny pack You open the fanny pack, revealing a Hell Ride ticket, a Fortune Teller ticket, a Bumper Cars ticket, a Carousel ticket, and some blueberries. >get hell ride ticket Taken. >close fanny pack You close the fanny pack. >give hell ride ticket to operator You give the Hell Ride ticket to the Hell Ride attendant. >ask attendant about hell ride "Hell Ride is behind on its maintenance schedule. Might want to skip that one." says the Hell Ride attendant. >ask attendant about whidbey The Hell Ride attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >x darkness You can't see any such thing. >enter darkness You can't see any such thing. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. [Your score has just gone up by five points.] [Sound effect number 31 here.] >search trash In the pile of junk is a flashlight. >get flashlight Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] >turn on flashlight You flip a switch. A strong, narrow beam of light shines from the lit flashlight. >search junk The pile of junk is empty. >search dust You find nothing of interest. >l Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >search tools You find nothing of interest. >search parts You find nothing of interest. >search paint You find nothing of interest. >search jars You find nothing of interest. >search wires You find nothing of interest. >search gears You find nothing of interest. >search bench You find nothing of interest. >search springs You find nothing of interest. >x vise This is just a standard issue vice. >x mechanism You can't see any such thing. >x ride You can't see any such thing. >x manual The manual is titled: "Fixing Your Ferris Wheel. It's Easier Than You Think!" >read manual The manual is titled: "Fixing Your Ferris Wheel. It's Easier Than You Think!" >x photo This is a photo of the carnival in its heyday! A ragtag bunch of people are featured in the picture in front of the Hell Ride facade. On the back reads a date: "03/22/62". >x poster You can't see any such thing. >x corkboard The corkboard is covered with schedules and notes. >x schedule You can't see any such thing. >x notes Looking at the maintenance schedules and notes, all you can see are the illegible scribbles of a child. >look under desk You find nothing of interest. >search desk On the desk are a coffee mug and a radio. >x photo This is a photo of the carnival in its heyday! A ragtag bunch of people are featured in the picture in front of the Hell Ride facade. On the back reads a date: "03/22/62". >x photo on desk I only understood you as far as wanting to examine the worn photo. >x worn photo This is a photo of the carnival in its heyday! A ragtag bunch of people are featured in the picture in front of the Hell Ride facade. On the back reads a date: "03/22/62". >x radio The radio is off. The radio is silent. You're saving the batteries. >get radio That's fixed in place. >turn radio on You switch the radio on. You whistle along to "Margaritaville" by Jimmy Buffet. >listen Through the static, you pick up hear bits of the music. "Margaritaville" by Jimmy Buffet plays on the radio. >turn off radio You switch the radio off. >w (first opening the aqua colored door) (first unlocking the aqua colored door) You lack a key that fits the aqua colored door. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see a closed door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west. >w (first opening the metal door) (first unlocking the metal door) You lack a key that fits the metal door. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west. >w (first opening the crimson colored door) (first unlocking the crimson colored door) You lack a key that fits the crimson colored door. >x pipes The pipes head in every direction. >search ground You find nothing of interest. >search pipes You find nothing of interest. >search puddles You find nothing of interest. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west. You can also see a toolbox (closed) and a sledgehammer here. >x pump This is some of the equipment that keeps the carnival running smoothly. >x circuit breaker These are electrical panels for other parts of the carnival. >search workbench Which do you mean, the small workbench or the mechanical workbench? >small You find nothing of interest. >search workbench Which do you mean, the small workbench or the mechanical workbench? >mechanical You find nothing of interest. >x diagram This is an electrical diagram for something. >x parts Wires, spare parts, and hydraulic tubing is here. >search parts You find nothing of interest. >w (first opening the emerald colored door) (first unlocking the emerald colored door) You lack a key that fits the emerald colored door. >x hammer You can't see any such thing. >x sledgehammer This is an eight pound sledgehammer. Feels really hefty. >get sledgehammer Taken. >open toolbox You open the toolbox, revealing an adjustable wrench, some channel locks, and a hammer. >get wrench Taken. >x locks Just one of the many tools used to maintain the carnival. >get locks Taken. >x hammer Just one of the many tools used to maintain the carnival. >get hammer Taken. >l Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west. You can also see a grate (in which is an emerald colored fuse) here. >x log You can't see any such thing. >search table You find nothing of interest. >x fan This is an overworked fan. >w (first opening the gray colored door) (first unlocking the gray colored door) You lack a key that fits the gray colored door. >x grate This grate leads down into the darkness. Too bad it's locked. In the grate is an emerald colored fuse. >get fuse Your fingers won't fit inside the grate. You can't reach the emerald colored fuse. If only you could grab the emerald colored fuse with something. >grab fuse with wrench I didn't understand that sentence. >get fuse with wrench I only understood you as far as wanting to get the emerald colored fuse. >use wrench on fuse I didn't understand that sentence. >take fuse with wrench I only understood you as far as wanting to take the emerald colored fuse. >commands I didn't understand that sentence. >verbs I didn't understand that sentence. >put wrench in grate You put the adjustable wrench into the grate. >take fuse Your fingers won't fit inside the grate. You can't reach the emerald colored fuse. If only you could grab the emerald colored fuse with something. >get wrench Your fingers won't fit inside the grate. You can't reach the adjustable wrench. If only you could grab the adjustable wrench with something. >undo Mechanical Room South [Previous turn undone.] >undo Mechanical Room South [Previous turn undone.] >undo Mechanical Room South [Previous turn undone.] >undo Mechanical Room South [Previous turn undone.] >i You are carrying: a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a Mercury dime a parking ticket a wallet a coupon $10.00 in cash a notebook a fanny pack (being worn, and closed) >l Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west. You can also see a grate (in which is an emerald colored fuse) here. >x wrench Just one of the many tools used to maintain the carnival. >adjust wrench What do you want to adjust the adjustable wrench on? >adjust wrench on fuse Putting things on the emerald colored fuse would achieve nothing. >i You are carrying: a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a Mercury dime a parking ticket a wallet a coupon $10.00 in cash a notebook a fanny pack (being worn, and closed) >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west. >x manual The cover reads, "Put The Bump In Your Bumper Cars". >x workbench This is a work bench. For working on things. >search canister You find nothing of interest. >x canister This is a canister of grease used to provide proper lubrication to the machinery. >search workbench You find nothing of interest. >x display The display shows various power levels. >w (first opening the indigo colored door) (first unlocking the indigo colored door) You lack a key that fits the indigo colored door. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is oozing with electromagnetic energy. You can feel your hair stand on end and all your nerves twitching. This feels dangerous! There are exits in all directions. >x panel Which do you mean, the central breaker panel or the emergency shutdown panel? >central breaker This breaker panel controls various portions of the carnival. >x emergency panel This is an emergency shut down panel. There is a switch on the panel. >x cables This is a junction box routing the various wires and electrical cables running through the back stage area. >search cables You find nothing of interest. >turn switch off You switch the red switch off. >l Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is oozing with electromagnetic energy. You can feel your hair stand on end and all your nerves twitching. This feels dangerous! There are exits in all directions. >x switch This is a big red switch, presumably to shut down the carnival rides. It is currently switched off. >x diagram It's hard to make out what this is supposed to be. Better leave it alone. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west. The electromagnetic energy that this room creates leaves you confused. Instead of going north, you find yourself back in the Generator Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west. You can also see a grate (in which is an emerald colored fuse) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see a closed door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west. >w (first opening the metal door) (first unlocking the metal door) You lack a key that fits the metal door. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >w From here, the viable exits are north, south, and east. >s You can't go that way. >enter car You get into the Hell Ride car. >z Time passes. Ride Entrance (in the Hell Ride car) The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. Mist fills the area as you move to the next room... >z Time passes. Stocks Room (in the Hell Ride car) The public square is a cobblestone stretch surrounded by weathered buildings. The air smells of smoke, damp earth, and a nearby smithy. At the center, old stocks stand with iron clasps holding captives in shameful positions. Their tattered clothes offer little against the cold wind. The animatronics are lifelike, enhancing the grim atmosphere. The crowd mocks the prisoners, hurling insults and rotten food. Jeers mix with their laughter. The square hums with noise. Unnoticed by the crowd, the sky darkens as the spectacle continues. Nearby a wooden door leads east to the Maintenance Office. You can also see a wooden stocks here. Mist fills the area as you move to the next room... >z Time passes. Gallows Room (in the Hell Ride car) The public square, wet from morning drizzle, lies under a dark sky. At its center, the gallows loom, ropes swaying. Their eyes fixed on the scene, the crowd stands in silence. A hooded executioner, cold and focused, adjusts the noose. Pale and bound, the condemned man trembles as his eyes dart around the crowd. Sweat and rain mix on his face as he breathes shallowly. Vendors shout, children push forward, and an old man whispers prayers. Above, the bell tolls, marking the man's final moments. A raven watches from the gallows beam. The air is heavy as distant thunder rumbles. Nearby a wooden door leads east to the Crawl Space. You can also see a gallows platform here. Mist fills the area as you move to the next room... >z Time passes. Stake Room (in the Hell Ride car) The public square is silent, broken only by crackling flames. At its center, three women are bound to wooden stakes, their faces showing defiance, resignation, and terror. A crowd watches, some jeering, others praying or looking away. Torch in hand, the executioner steps forward igniting the pyre. Flames roar as the women cry out, their voices lost in the heat. Gray clouds loom above as a raven caws. Church bells toll, marking the tragedy. Some onlookers stay, others quietly leave. Nearby a wooden door leads east to the Mechanical Room North. The flames of the pyre burn ever brighter and rise ever higher engulfing the victims. Mist fills the area as you move to the next room... >z Time passes. Dungeon (in the Hell Ride car) The dungeon is dark and damp, the air thick with sweat, blood, and mildew. Lanterns flicker on rusted sconces, casting twisted shadows. Chains rattle, mixed with distant moans and screams. Water drips from a cracked ceiling, pooling on the blood-dark floor. Instruments of torture clutter the room: a broken rack, a brazier with bloodstained tools, and a spiked chair. Prisoners endure all these things, bound or writhing in agony. The torturer moves with cold precision, ignoring the suffering. Above, rats scurry in the shadows, and the heavy, oppressive air thickens with despair. Nearby a wooden door leads east to the Mechanical Room South. You can also see an iron chair, a splintered rack, and a glowing brazier here. Mist fills the area as you move to the next room... >z Time passes. Guillotine Room (in the Hell Ride car) The public square hums with tension under gray skies. A wooden platform stands at the center, a grim focal point. A lone figure, hands bound and head bowed, stands on the scaffold. Their tattered clothes reveal a once-gilded past. The crowd jeers while children watch wide-eyed. The town crier proclaims, "High treason against the crown!" The condemned remains silent as the executioner, robed in black, stands beside the guillotine. The blade gleams in the dim light. The crowd's murmurs die, replaced by silence. As the condemned approaches, the guillotine's timing falters. Instead of falling on the scaffold, the blade swings over the cars, threatening any unlucky passenger who passes beneath. Looks like your goose is cooked. Say "Goodnight, Gracie!" You are stupefied as you sit watching guillotine rising and falling, dropping like a stone on the cars in front of you. Thank goodness they are empty. As your turn comes, you raise your hands in a feeble attempt to stop the inevitable. As you perish, you can see... Nearby a wooden door leads east to the Generator Room. You can also see a guillotine platform here. Mist fills the area as you move to the next room... *** You have died! *** Wow, you've received 20 points out of a possible 200 in 268 moves! I'm very proud of you. This was a triumph. I'm being so sincere right now. You have received points for the following: ? Buying the Hell Ride ticket: 5 points ? Taking the Mercury dime: 5 points ? Finding the Dark Passage: 5 points ? Taking the flashlight: 5 points Weight Evidence collected: ------ -------------------------------------------------------- ? 27 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 37 Total Weighted Evidence You have enough evidence to press charges. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, or HINTS? > undo Dungeon [Previous turn undone.] >undo Stake Room [Previous turn undone.] >undo Gallows Room [Previous turn undone.] >undo Stocks Room [Previous turn undone.] >undo Ride Entrance [Previous turn undone.] >undo Ride Entrance [Previous turn undone.] >undo Ride Entrance [Previous turn undone.] >undo Ride Entrance [Previous turn undone.] >undo Ride Entrance [Previous turn undone.] >undo Dark Passage [Previous turn undone.] >l Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 27 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 37 Total Weighted Evidence You have enough evidence to press charges. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. Mr Whidbey arrives from the Concession Stand. >press charges You can't see any such thing. >n Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >enter car You get into the beater car. In the beater car you can see an air freshener. >leave You get out of the beater car. Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >enter car You get into the beater car. In the beater car you can see an air freshener. >drive home I didn't understand that sentence. >exit car You get off the beater car. Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >s Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a janitor and a cashier here. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The attendant is holding a mallet. >x base (the High Striker) The High Striker is a tall, eye-catching machine adorned with bright, colorful lights. A large sign at the top reads "Test Your Strength!". The machine's base is made of polished wood. At the center is a sturdy metal pole, with a large bell hanging at the top. >hit high striker with sledgehammer (the High Striker with the sledgehammer) Nothing happens. >hit base with sledgehammer (the High Striker with the sledgehammer) Nothing happens. >hit pole with sledgehammer Nothing happens. >buy mallet You fork over $2.00 for the mallet, leaving yourself with $8.00. >hit base with mallet (the High Striker with the mallet) Nothing happens. >ask attendant about high striker The High Striker attendant says, "You're a strong guy. Go for it!" >use mallet I didn't understand that sentence. >hit machine with mallet Nothing happens. >x base (the High Striker) The High Striker is a tall, eye-catching machine adorned with bright, colorful lights. A large sign at the top reads "Test Your Strength!". The machine's base is made of polished wood. At the center is a sturdy metal pole, with a large bell hanging at the top. >x pole There are five levels marked on the pole: Weakling, Getting There, Average, Almost There, and Muscle Man. The janitor arrives from the Ticket Booth. >x bell This is the bell that will ring out when you prove to everyone that you're a "Muscle Man". >strike What do you want to strike the mallet with? >sledgehammer You can't see any such thing. >i You are carrying: a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a Mercury dime a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and closed) >strike with sledgehammer You can't see any such thing. >ring bell I didn't understand that sentence. >ne Dime Toss Game The booth is brightly colored with red-and-white stripes, twinkling lights, and a sign reading "TOSS A DIME - WIN A PRIZE!" Prizes hang around the booth, from stuffed animals to shiny trinkets. Gleaming plates reflect the light, waiting for dimes. The "ping" of dimes hitting plates is followed by the satisfying "plop" when they land. Shouts of victory and playful groans mix with carnival music and laughter. The operator calls out, drawing in onlookers. You're surprised to see that this game only costs a dime. The exit is to the southwest. You can see a Dime Toss attendant, some Dime Toss prizes, and a plate here. >throw mercury dime Dropped. >get mercury dime Taken. >toss mercury dime What do you want to toss the Mercury dime at? >plate You toss the dime. The heavier Mercury dime hits the plate, starts to spins, and lands in the center of the plate. The attendant shouts out, "Winner! Winner!" Which prize would you like? 1) a stuffed monkey, 2) an orange colored fuse, 3) a poster of Billie Eilish, 4) a horseshoe magnet? >2 You are now holding an orange colored fuse. [Your score has just gone up by five points.] [Sound effect number 31 here.] >sw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >buy baseball That's not for sale. >buy ball That's not for sale. >get ball That seems to belong to the Pitchers Mound attendant. >buy ticket That's not for sale. >ask attendant about ball "Sorry, I haven't the faintest," the Pitchers Mound attendant exclaims. >throw ball at 5 (first taking the baseball) That seems to belong to the Pitchers Mound attendant. >i You are carrying: an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and closed) >give money to operator (first taking $8.00 in cash) Best to leave it alone until you need to BUY something. >buy What do you want to buy? >baseball That's not for sale. >x prizes The prizes are a crimson colored fuse, a plush donkey, a goldfish in a bowl, and a poster of Lourde. >buy 3 baseballs baseball: That's not for sale. baseball: That's not for sale. baseball: That's not for sale. >give dime to attendant You can't see any such thing. >ne From here, the only way out is northwest. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >ne Dime Toss Game The booth is brightly colored with red-and-white stripes, twinkling lights, and a sign reading "TOSS A DIME - WIN A PRIZE!" Prizes hang around the booth, from stuffed animals to shiny trinkets. Gleaming plates reflect the light, waiting for dimes. The "ping" of dimes hitting plates is followed by the satisfying "plop" when they land. Shouts of victory and playful groans mix with carnival music and laughter. The operator calls out, drawing in onlookers. You're surprised to see that this game only costs a dime. The exit is to the southwest. You can see a Dime Toss attendant, some Dime Toss prizes, and a plate here. >get dime Which do you mean, the Dime Toss attendant, the Dime Toss booth, the Dime Toss sign, or the Dime Toss prizes? >sw I only understood you as far as wanting to get southwest. >se From here, the only way out is southwest. >sw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >hit bullseye with sledgehammer [Sound effect number 31 here.] As you swing, you feel the extra weight from the sledgehammer. As it comes down on the bullseye, you can't help but feel like the extra weight gives you an edge. The bell rings as the striker reaches the top of the pole. The attendant says, "You're a Muscle Man. Here's a prize for you." Which prize would you like? 1) a teddy bear, 2) a knock-off Swiss Army knife, 3) a magenta colored fuse, 4) a poster of Taylor Swift? >3 You are now holding a magenta colored fuse. [Your score has just gone up by five points.] [Sound effect number 31 here.] >i You are carrying: a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and closed) >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >look under booth You find nothing of interest. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >look under machine You find nothing of interest. >nw From here, the viable exits are northeast, southeast, east, and west. >ne Dime Toss Game The booth is brightly colored with red-and-white stripes, twinkling lights, and a sign reading "TOSS A DIME - WIN A PRIZE!" Prizes hang around the booth, from stuffed animals to shiny trinkets. Gleaming plates reflect the light, waiting for dimes. The "ping" of dimes hitting plates is followed by the satisfying "plop" when they land. Shouts of victory and playful groans mix with carnival music and laughter. The operator calls out, drawing in onlookers. You're surprised to see that this game only costs a dime. The exit is to the southwest. You can see a Dime Toss attendant, some Dime Toss prizes, and a plate here. >x plate These are small, flat plates, almost saucers. You are meant to toss a dime on these plates to win a prize! >search plate There is nothing on the plate. >look under booth You find nothing of interest. >get time You can't see any such thing. >get mercury dime You can't see any such thing. >i You are carrying: a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and closed) >sw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a janitor and a cashier here. >n Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >enter car You get into the beater car. In the beater car you can see an air freshener. >x floor You see nothing special about the ground. >search floor You find nothing of interest. >look under seat You find the three quarters, the nickel, the three dimes, and your keys! [Your score has just gone up by five points.] [Sound effect number 31 here.] >get quarters quarter: Taken. quarter: Taken. quarter: Taken. >get nickel Taken. >get dimes dime: Taken. dime: Taken. dime: Taken. >get keys Taken. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 27 Evidence concerning accidents with the attractions ? 5 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 37 Total Weighted Evidence You have enough evidence to press charges. >put keys in ignition You put your keys into the ignition. >drive I didn't understand that sentence. >turn on car It isn't something you can switch. >start car I didn't understand that sentence. >start ignition I didn't understand that sentence. >turn ignition It is fixed in place. >turn on ignition It isn't something you can switch. >start engine I didn't understand that sentence. >get keys Taken. >out You get out of the beater car. Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >s Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >give dime to attendant The attendant gives you three baseballs in return. >throw baseball at 5 You wind up and throw the baseball at the milk bottles. The ball hits the bottles in the sweet spot and they topple over onto the platform. The attendant shouts out, "Winner! Winner!" Which prize would you like? 1) a crimson colored fuse, 2) a plush donkey, 3) a goldfish in a bowl, 4) a poster of Lourde? >1 You are now holding a crimson colored fuse. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >ne From here, the only way out is northwest. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. The janitor arrives from the Ticket Booth. >ask janitor about fuses The janitor looks at you expectantly. The janitor says "Funny thing about that. The fuses that belong in the electrical panels in the electrical area of backstage seem to be missing. Finding them might help with disabling Hell Ride." You've collected some new evidence. >ask janitor about lourde The janitor looks at you and waits for you to proceed. "Hmm, you've got me there," the janitor comments. >e Ferris Wheel The Ferris wheel dominates the carnival, its bright lights visible from every corner. Its massive steel frame arches high, with colorful gondolas swaying as it turns. At night, flashing in bursts of red, green, and white, the wheel dazzles with lights. The air buzzes with the hum of the motor. The operator calls, "Step right up! The best view of the carnival awaits!" From the top, riders get a panoramic view of the fairgrounds, with city lights stretching to the horizon. You can see a Ferris Wheel attendant here. >w High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a janitor, a High Striker attendant, a bullseye, and some High Striker prizes here. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. >w Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >give dime to barker You hand over a dime, and the barker nods, waving you through. As you step up to the entrance, the air feels thicker and the sounds of the carnival fade away. You've entered an entirely different world now. Before you, there is a tent. Intrigued, you take your first step towards the Little Egypt Show. You can now head west into the show. >w Show Tent You are inside the Little Egypt Show. The attraction's facade is to the east. There are folding chairs standing vigil in neat in rows. The show should start soon. >x chairs This is one of many folding chairs in the tent tonight. >look under chairs You find nothing of interest. >sit in chair You get onto the folding chair. >z Time passes. >z Time passes. >z Time passes. >z Time passes. The tent is dimly lit, the stage is a fully decorated representation of some Middle Eastern palace, featuring rich, colorful fabrics, brass ornaments, and lanterns casting a warm, flickering glow. Heady incense wafts through the air, softening everything around the edges. Enhancing the mystique, the backdrop displays painted scenes of pyramids, desert landscapes, and domed structures. The colorful onion topped buildings and jewel tones set to the sepia colored landscape have you transported far away. >x lanterns This is a highly polished brass lantern. It is currently switched off. Little Egypt emerges, draped in flowing silken veils. Skillfully she twirls using them as part of the dance. A sparkling, sequined bodice opens into a gauze skirt, adorned with jingling coin belts and jewelry that accentuate her dance. >x little egypt Little Egypt is a beautiful woman who is draped in flowing silk veils which she skillfully uses as part of the dance. Her attire consists of a sparkling, sequined bodice and a flowing skirt, adorned with jingling coin belts and jewelry that accentuate her movements. The performance begins with slow, undulating movements, drawing you into the rhythm of the music. Traditional instruments like the oud, darbuka, or zurna are an accompanying chorus. As the tempo builds, her hips, torso, and hands twist in an intricate and mesmerizing pattern. Little Egypt demonstrates remarkable control and fluidity. She dramatically spins, drops, and shimmies, often punctuating the beat with a quick jingle of her coin belt. >turn on lantern You're much too entranced by the show to do anything other than watch the show. You are riveted! Little Egypt makes eye contact with you and smiles enigmatically. In her performance she balances a fine silver sword on her head and accents her dance with tinkling finger cymbals. >give quarter to little egypt You're much too entranced by the show to do anything other than watch the show. You are riveted! The music oscillates between hauntingly slow melodies and rapid, energetic drum beats, a roller coaster of emotion that leaves you entranced. Little Egypt relies on the music's dynamic changes to tell a story with movements reflecting joy, sorrow, seduction, and celebration. >z Time passes. The performance concludes with a dramatic flourish, an energetic shimmy, a bold spin, and Little Egypt casts off her veils. The dancer takes a bow to thunderous applause, leaving you spellbound by the sensual display. You applaud until your hands are sore. Did she just wink at you? As she leaves the stage, Little Egypt tosses one of her veils to you! >i You are carrying: a sheer veil a crimson colored fuse your keys a dime a nickel three quarters a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a wallet a coupon $8.00 in cash a notebook a fanny pack (being worn, and closed) >x veil This is a sheer pink veil that Little Egypt wore (and removed) during her show. Your head swims as you smell the scent of her perfume on the veil: Pyramid Patchouli. >turn on lantern You flip a switch. A strong, narrow beam of light shines from the lit lantern. >get lantern Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] >w There's no exit that way, and you are on the folding chair anyway. >stand up You get off the folding chair. Show Tent You are inside the Little Egypt Show. The attraction's facade is to the east. There are folding chairs standing vigil in neat in rows. The show should start soon. >w From here, the only way out is east. >e Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >ask barker about fuse "Sorry, I don't know much about that," the Barker exclaims. >hint Sometimes the temptation to rely on hints becomes overwhelming, and you may prefer to turn off hints now. If you do so, the hints will be removed from the help menu. Turn off hints? >no (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (The Carnival Office) 1. What about the Invoices? 2. What about the Filing Cabinet? 3. What about the Safe? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >n From here, the viable exits are east and west. >s From here, the viable exits are east and west. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Ferris Wheel ticket. You can see a cashier here. >nw Bumper Cars The bumper cars are a lively scene of flashing lights and vibrant decorations. The arena is surrounded by padded barriers, ensuring the rider's safety. Cars in faded reds, blues, yellows, and greens glide across the slick floor, each equipped with a steering wheel and padded bumper. Riders maneuver their cars with intensity, creating a din of bumps and laughter. Overhead, electric poles hum with energy. While onlookers cheer from the sidelines, the bumper cars offer playful competition and nostalgic fun for all. The Ticket Kiosk is southeast of here. You can see a Bumper Cars attendant here. >x cars (the Bumper Cars) The Bumper Cars are small, colorful, electric-powered vehicles equipped with a padded outer rim to absorb impacts. This allows riders to safely bump into each other as part of the game. The ceiling has a conductive surface that powers the cars. Riders enjoy the challenge of maneuvering away from - or into - other drivers. >ask attendant about whidbey The Bumper Cars attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >ask attendant about hell ride "Last time I rode Hell Ride, I heard strange noises." says the Bumper Cars attendant. >open fanny pack You open the fanny pack, revealing a Fortune Teller ticket, a Bumper Cars ticket, a Carousel ticket, and some blueberries. >get bumper cars ticket (putting the notebook into the fanny pack to make room) Taken. >close fanny pack You close the fanny pack. >give ticket to attendant (the Bumper Cars ticket to the Bumper Cars attendant) You give the Bumper Cars ticket to the Bumper Cars attendant. You hand your ticket to the attendant and slide into the bucket seat, gripping the wheel as the arena comes alive with flashing lights and the hum of electric currents. Riders lock eyes, eager for the ride to begin. The car jolts forward, and you steer into the fray. A sudden crash spins you around, but you recover and aim for a friend. Each collision is met with laughs as you dodge, swerve, and plot your next move in the chaos. You find yourself giddy as you exit the ride. The janitor arrives from the Ticket Booth. >exits From here, the only way out is southeast. >se Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Bumper Cars ticket and Ferris Wheel ticket. You can see a cashier here. >exits From here, the viable exits are north, northeast, northwest, south, southeast, southwest, east, and west. >sw Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south. You can also see Mr Whidbey, a concession attendant, and a menu here. >x menu $2.00 Drink $2.50 Bucket Of Popcorn $1.50 Candy Apple $1.50 Cotton Candy $1.50 Soft Pretzel $1.00 Bubblegum Mr Whidbey heads to the Ticket Booth. >ask attendant about whidbey The concession attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >i You are carrying: a lit lantern (providing light) a sheer veil a crimson colored fuse your keys a dime a nickel three quarters a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a wallet a coupon $8.00 in cash a fanny pack (being worn, and closed) >buy candy apple You fork over $1.50 for the Candy Apple, leaving yourself with $6.50. >eat candy apple You eat the Candy Apple. Not bad. >s (first opening the sturdy door) (first unlocking the sturdy door) You lack a key that fits the sturdy door. >w Behind the Concession Stand Behind the concession stand, to one side, is the trash generated from the day's activities and to the other side boxes of supplies. There is a chair here surrounded by cigarette butts. There is an exit to the east. You can see a trash can (closed) and some concession boxes here. >x boxes The boxes of supplies are stacked high behind the concession stand. They contain buckets for the popcorn and cones for the cotton candy. Stuff like that. >search boxes You find nothing of interest. >x trash This a garbage can overflowing with trash. >search trash You can't see inside, since the trash can is closed. >open trashc an You can't see any such thing. >open trash can You open the trash can, revealing a khaki colored fuse. >search trash In the trash can is a khaki colored fuse. >get fuse (the khaki colored fuse) Taken. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >unstack boxes I didn't understand that sentence. >move boxes They are fixed in place. >look under boxes You find nothing of interest. >w From here, the only way out is east. >e Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south. You can also see a concession attendant and a menu here. >ne Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Bumper Cars ticket and Ferris Wheel ticket. You can see a cashier here. >ne Carousel The carousel radiates charm with its brightly painted horses, lights, and calliope music. The platform features a canopy of colors and decorative mirrors. Hand-carved animals, including horses, lions, tigers, and sea dragons, circle as the carousel spins. The animals rise and fall gently, adding to the charm. The music rises from the Carousel inviting riders of all ages to enjoy this most basic symbol of the carnival. The Ticket Kiosk is back to the southwest; the way you came. You can see a Carousel attendant here. >x animals The carousel is populated with creatures like lions, tigers, and sea dragons, adding whimsy to the ride. >ask attendant about whidbey The Carousel attendant says , "Mr. Whidbey? I guess he's alright. He's not in any trouble is he?" >open fanny pack You open the fanny pack, revealing a notebook, a Fortune Teller ticket, a Carousel ticket, and some blueberries. >get carousel ticket (putting the wallet into the fanny pack to make room) Taken. >close fanny pack You close the fanny pack. >give carousel ticket to attendant You give the Carousel ticket to the Carousel attendant. Stepping onto the carousel, you're surrounded by colorful beasts, glittering lights, and carved details. The cheerful calliope music fills the air as you choose your mount - a galloping horse, a snarling lion, or a graceful giraffe. Gripping the pole, you settle into the saddle as the carousel begins to spin. As it speeds up, the world blurs in a swirl of colors, and the gentle rise and fall mimics a playful gallop. Laughter mixes with the music, creating a nostalgic atmosphere. As the ride slows, you step off smiling, the music still echoing in your ears, and return to the bustling carnival. >sw Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >se Fortune Teller Approaching the fortune teller's booth, you are drawn in by its mysterious allure and inky softness. Draped in deep purple curtains adorned with golden moons and stars, the booth is lit only with the flickering of candles. The air is heavy with the scent of incense, mingling with and then overpowering the ever-present sugary odor of carnival treats. A sign sways slightly in the evening breeze. You can see Esmeralda here. >x esmeralda The fortune teller sits in a dimly lit booth, draped in rich fabrics of deep purple and gold adorned with celestial patterns of stars and moons. Her appearance is enigmatic, with piercing eyes that seem to look right through you and a knowing smile that hints at secrets yet untold. She wears flowing robes embellished with shimmering beads, and a jeweled headpiece catches the flickering light of nearby candles. >x curtains The curtains are deep purple with golden moons and stars. >x candles The candles flicker in the soft breeze casting light on Esmeralda's face. >ask esmeralda about whidbey Esmeralda says , "Mr. Whidbey? He creeps me out. He's up to something." You've collected some new evidence. >ask esmeralda about hell ride "Hell Ride is the flagship ride at Whidbey Amusements. It's always made me feel nervous," says Esmeralda. You've collected some new evidence. >open fanny pack You open the fanny pack, revealing a wallet, a notebook, a Fortune Teller ticket, and some blueberries. >get fortune teller ticket Taken. >close fanny pack You close the fanny pack. >give fortune teller ticket to esmeralda You give the Fortune Teller ticket to Esmeralda. Stepping inside, you're greeted by Esmeralda, a figure cloaked in flowing robes with a jeweled headpiece catching the flickering light. Her piercing eyes seem to look right through you as they gesture for you to sit at a small round table. At its center rests a glowing crystal ball, surrounded by tarot cards and mysterious trinkets. Esmeralda's voice is low and melodic, weaving an air of intrigue as they ask you to focus on a question and offer you a tarot reading. The room seems to shrink, the bustling carnival outside fading into the background as she reveals your fate. Each card turned feels significant, as though unlocking a secret you didn't know you carried. Past: The High Priestess (reversed) High Priestess reversed indicates blocked psychic abilities, and little to no awareness of the subconscious influence on your reality. This reversal suggests a lack of trust in your inner voice and a disconnection from spiritual realms. It may indicate a struggle to access your intuition, leading to confusion and indecision. The reversed High Priestess also urges caution in matters of secrecy and deception. It is important to exercise discernment as there may be hidden agendas or deceitful individuals around. It is crucial for you to seek inner clarity now. >l Past: The High Priestess (reversed) High Priestess reversed indicates blocked psychic abilities, and little to no awareness of the subconscious influence on your reality. This reversal suggests a lack of trust in your inner voice and a disconnection from spiritual realms. It may indicate a struggle to access your intuition, leading to confusion and indecision. The reversed High Priestess also urges caution in matters of secrecy and deception. It is important to exercise discernment as there may be hidden agendas or deceitful individuals around. It is crucial for you to seek inner clarity now. Present: Six of Swords (upright) Six of Swords brings a sense of calm and transition. As you embark on this journey, find solace in leaving behind turbulent waters and moving towards a more peaceful horizon. The image of the boat slowly gliding across the steady river symbolizes the passage from one phase of life to another, offering the opportunity to heal, reflect, and gather your strength. This card invites you to embrace the subtle winds of change and trust that better days lie ahead. >z Time passes. Challenge: Queen of Swords (reversed) Queen of Swords reversed exudes an air of manipulation, deception, and cruelty. Her once discerning and judicious nature has turned into a cold hearted determination to achieve her own agenda, regardless of the consequences. She wields her intellectual prowess as a weapon, using it to strip others of their power and inflict emotional harm. With her cutting words and dismissive actions, she creates an atmosphere of hostility and mistrust. The Queen of Swords Reversed serves as a reminder to be cautious of those who may mask their malicious intentions with intelligence and charm. >z Time passes. Opportunity: Two of Swords (upright) Two of Swords encourages you to remove the blindfold and honestly assess the situation at hand. It may be necessary to weigh the pros and cons of different options, gather more information, or seek guidance from others to help you make an informed decision. However, prolonged indecision can lead to stagnation, and it's important to eventually address the issue at hand. The crossed swords symbolize the need to find a balance between opposing forces and find a way to reconcile conflicting aspects. >z Time passes. Future: The Lovers (reversed) Lovers reversed indicates a breakup between partners, families or friends. Lovers reversed can also indicate a wrong choice being made. It represents disharmony and conflicts within relationships, a lack of balance, and difficult choices. In its reversed form, this card serves as a reminder to evaluate the foundations of your relationships and address any underlying issues. It urges you to explore your desires, fears, and doubts, as well as to reflect upon the consequences of your choices. As the reading concludes, Esmeralda gazes into your eyes with a cryptic smile and delivers their final words of wisdom: "The order of things is important. Alphabetically and numerically; one follows another and provides the link between the two. If you will learn, think on this carefully. Also, don't trust Whidbey. He's up to something." Whether you leave with a sense of wonder or unease, the encounter lingers with you - it's a touch of magic amid the bustling carnival, as if you've glimpsed something beyond the ordinary. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 28 Evidence concerning accidents with the attractions ? 6 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ------ -------------------------------------------------------- ? 39 Total Weighted Evidence You have enough evidence to press charges. >exits From here, the only way out is northwest. >nw Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >ne Carousel The carousel radiates charm with its brightly painted horses, lights, and calliope music. The platform features a canopy of colors and decorative mirrors. Hand-carved animals, including horses, lions, tigers, and sea dragons, circle as the carousel spins. The animals rise and fall gently, adding to the charm. The music rises from the Carousel inviting riders of all ages to enjoy this most basic symbol of the carnival. The Ticket Kiosk is back to the southwest; the way you came. You can see a Carousel attendant here. >exits From here, the only way out is southwest. >sw Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >nw Bumper Cars The bumper cars are a lively scene of flashing lights and vibrant decorations. The arena is surrounded by padded barriers, ensuring the rider's safety. Cars in faded reds, blues, yellows, and greens glide across the slick floor, each equipped with a steering wheel and padded bumper. Riders maneuver their cars with intensity, creating a din of bumps and laughter. Overhead, electric poles hum with energy. While onlookers cheer from the sidelines, the bumper cars offer playful competition and nostalgic fun for all. The Ticket Kiosk is southeast of here. You can see a Bumper Cars attendant here. >exits From here, the only way out is southeast. >se Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >ask janitor about office The janitor looks bored as he waits for you to speak. "Hmm, I haven't the faintest," the janitor replies. >w Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >exits From here, the viable exits are east and west. >w Show Tent You are inside the Little Egypt Show. The attraction's facade is to the east. There are folding chairs standing vigil in neat in rows. The show should start soon. >exits From here, the only way out is east. >e Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >exits From here, the viable exits are northeast, southeast, east, and west. >e Ferris Wheel The Ferris wheel dominates the carnival, its bright lights visible from every corner. Its massive steel frame arches high, with colorful gondolas swaying as it turns. At night, flashing in bursts of red, green, and white, the wheel dazzles with lights. The air buzzes with the hum of the motor. The operator calls, "Step right up! The best view of the carnival awaits!" From the top, riders get a panoramic view of the fairgrounds, with city lights stretching to the horizon. You can see a Ferris Wheel attendant here. >exits From here, the only way out is west. >w High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >ne Dime Toss Game The booth is brightly colored with red-and-white stripes, twinkling lights, and a sign reading "TOSS A DIME - WIN A PRIZE!" Prizes hang around the booth, from stuffed animals to shiny trinkets. Gleaming plates reflect the light, waiting for dimes. The "ping" of dimes hitting plates is followed by the satisfying "plop" when they land. Shouts of victory and playful groans mix with carnival music and laughter. The operator calls out, drawing in onlookers. You're surprised to see that this game only costs a dime. The exit is to the southwest. You can see a Dime Toss attendant, some Dime Toss prizes, and a plate here. >exits From here, the only way out is southwest. >sw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >exits From here, the only way out is northwest. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >exits From here, the viable exits are north and south. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >exits From here, the viable exits are north, south, and east. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >search desk On the desk are a coffee mug and a radio. >turn on radio You switch the radio on. You sing along to Elvis Presley's "Suspicious Minds". >turn off radio You switch the radio off. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see a closed door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west. >w (first opening the metal door) (first unlocking the metal door) You lack a key that fits the metal door. >i You are carrying: a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse your keys a dime a nickel three quarters a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a fanny pack (being worn, and closed) >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >x drawer The single drawer is shut. >x desk It's a desk. There are coffee stains and cigarette burns from years of abuse. The single drawer is shut. On the desk are a coffee mug and a radio. >open drawer You open the drawer, revealing some scissors, a stapler, a ballpoint pen, a pad of paper, and a silver key. >get key (the silver key) Taken. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see a closed door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west. >w (first opening the metal door) (first unlocking the metal door) You lack a key that fits the metal door. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. You can see Mr Whidbey here. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >sw Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south. You can also see a concession attendant and a menu here. >s (first opening the sturdy door) (first unlocking the sturdy door) You lack a key that fits the sturdy door. >i You are carrying: a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse your keys a dime a nickel three quarters a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a fanny pack (being worn, and closed) >ne Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >w (first opening the aqua colored door) (first unlocking the aqua colored door) (with the silver key) Stocks Room The public square is a cobblestone stretch surrounded by weathered buildings. The air smells of smoke, damp earth, and a nearby smithy. At the center, old stocks stand with iron clasps holding captives in shameful positions. Their tattered clothes offer little against the cold wind. The animatronics are lifelike, enhancing the grim atmosphere. The crowd mocks the prisoners, hurling insults and rotten food. Jeers mix with their laughter. The square hums with noise. Unnoticed by the crowd, the sky darkens as the spectacle continues. Nearby a wooden door leads east to the Maintenance Office. You can also see Mr Whidbey and a wooden stocks here. >ask whidbey about stocks Mr Whidbey nervously shifts his weight from one foot to the other. "Sorry, you've got me there," Mr Whidbey comments. >x stocks (the wooden stocks) At the square's center stand a row of crude wooden stocks, their heavy beams stained from years of weather and use. Iron clasps hold the unfortunate captives by their wrists and necks, their bodies forced into unnatural, humiliating postures. >e Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west. >w (first opening the crimson colored door) (first unlocking the crimson colored door) (with the silver key) Gallows Room The public square, wet from morning drizzle, lies under a dark sky. At its center, the gallows loom, ropes swaying. Their eyes fixed on the scene, the crowd stands in silence. A hooded executioner, cold and focused, adjusts the noose. Pale and bound, the condemned man trembles as his eyes dart around the crowd. Sweat and rain mix on his face as he breathes shallowly. Vendors shout, children push forward, and an old man whispers prayers. Above, the bell tolls, marking the man's final moments. A raven watches from the gallows beam. The air is heavy as distant thunder rumbles. Nearby a wooden door leads east to the Crawl Space. You can also see a gallows platform here. >x platform At the center of the square, rising like a grim monument to mortality, stands the gallows - a wooden platform, darkened by age and weather, with thick ropes hanging like vipers poised to strike. >look under platform You find nothing of interest. >get rope You can't see any such thing. >search gallows (the gallows platform) There is nothing on the gallows platform. >e Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west. You can also see a toolbox (empty) here. >w (first opening the emerald colored door) (first unlocking the emerald colored door) (with the silver key) Stake Room The public square is silent, broken only by crackling flames. At its center, three women are bound to wooden stakes, their faces showing defiance, resignation, and terror. A crowd watches, some jeering, others praying or looking away. Torch in hand, the executioner steps forward igniting the pyre. Flames roar as the women cry out, their voices lost in the heat. Gray clouds loom above as a raven caws. Church bells toll, marking the tragedy. Some onlookers stay, others quietly leave. Nearby a wooden door leads east to the Mechanical Room North. The flames of the pyre burn ever brighter and rise ever higher engulfing the victims. You can also see Mr Whidbey here. Mr Whidbey heads to the Dungeon. >x pyres You can't see any such thing. >x pyre The flames burn ever higher. In the pyre is a quartz colored fuse. >get quartz fuse (putting the parking ticket into the fanny pack to make room) The fanny pack is closed. >open fanny pack You open the fanny pack, revealing a wallet, a notebook, and some blueberries. >i You are carrying: a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse your keys a dime a nickel three quarters a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a parking ticket a fanny pack (being worn, and open) a wallet a coupon $6.50 in cash a notebook some blueberries >put dimes in fanny pack You put the dime into the fanny pack. >put nickel in fanny pack You put the nickel into the fanny pack. >put quarters in fanny pack quarter: Done. quarter: Done. quarter: Done. >put parking ticket in fanny pack You put the parking ticket into the fanny pack. >put my keys in fanny pack You put your keys into the fanny pack. >close fanny pack You close the fanny pack. >get quartz fuse Taken. >i You are carrying: a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a fanny pack (being worn, and closed) >e Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west. You can also see a grate (in which is an emerald colored fuse) here. >w (first opening the gray colored door) (first unlocking the gray colored door) (with the silver key) Dungeon The dungeon is dark and damp, the air thick with sweat, blood, and mildew. Lanterns flicker on rusted sconces, casting twisted shadows. Chains rattle, mixed with distant moans and screams. Water drips from a cracked ceiling, pooling on the blood-dark floor. Instruments of torture clutter the room: a broken rack, a brazier with bloodstained tools, and a spiked chair. Prisoners endure all these things, bound or writhing in agony. The torturer moves with cold precision, ignoring the suffering. Above, rats scurry in the shadows, and the heavy, oppressive air thickens with despair. Nearby a wooden door leads east to the Mechanical Room South. You can also see an iron chair, a splintered rack, and a glowing brazier here. >x chair A spiked chair looms in the corner, its cruel design gleaming faintly in the dim light. >look under chair You find nothing of interest. >search chair There is nothing on the iron chair. >x brazier It is glowing red with an infernal heat raising the temperature of the bloodstained tools. >search brazier You find nothing of interest. >x rack The rack has a prisoner splayed in four directions. >search rack You find nothing of interest. >e Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >get fuse with veil You can't see any such thing. >get fuse (the emerald colored fuse) Your fingers won't fit inside the grate. You can't reach the emerald colored fuse. If only you could grab the emerald colored fuse with something. >grab fuse with veil I didn't understand that sentence. >i You are carrying: a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a fanny pack (being worn, and closed) >hit grate with hammer Nothing happens. >hit grate with sledgehammer Nothing happens. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west. >w (first opening the indigo colored door) (first unlocking the indigo colored door) (with the silver key) As you enter the room, you can see Mr Whidbey across the way. He seems to be doing something around the guillotine platform. You walk closer to see what he is doing and startle him. Mr Whidbey spins around and glares at you. As he turns and walks out of the room, you think you saw him drop something. Guillotine Room The public square hums with tension under gray skies. A wooden platform stands at the center, a grim focal point. A lone figure, hands bound and head bowed, stands on the scaffold. Their tattered clothes reveal a once-gilded past. The crowd jeers while children watch wide-eyed. The town crier proclaims, "High treason against the crown!" The condemned remains silent as the executioner, robed in black, stands beside the guillotine. The blade gleams in the dim light. The crowd's murmurs die, replaced by silence. As the condemned approaches, the guillotine's timing falters. Instead of falling on the scaffold, the blade swings over the cars, threatening any unlucky passenger who passes beneath. There is just one problem: the guillotine is being raised and lowered by some mechanism. It appears that the timing of the guillotine is off and it is being lowered onto the cars instead of between them. If a person were to be in a car as it passed under the guillotine, they would be seriously injured. You're glad you're not in one of those cars now. You must do something to stop it before someone gets hurt! Nearby a wooden door leads east to the Generator Room. You can also see a guillotine platform here. >x platform At the center of the square stands a raised wooden platform, stark and imposing, where the grim sentence is to be carried out. You can just make out something underneath the platform in the dark. >look under platform You find the pliers! >get pliers Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] >x blade You can't see any such thing. >x guillotine (the guillotine platform) At the center of the square stands a raised wooden platform, stark and imposing, where the grim sentence is to be carried out. You can just make out something underneath the platform in the dark. >hit guillotine with hammer (the guillotine platform with the hammer) Nothing happens. >hit guillotine with sledgehammer (the guillotine platform with the sledgehammer) Nothing happens. >e Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is oozing with electromagnetic energy. You can feel your hair stand on end and all your nerves twitching. This feels dangerous! There are exits in all directions. >exits From here, the viable exits are north, northeast, northwest, south, southeast, southwest, east, and west. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. The electromagnetic energy that this room creates leaves you confused. Instead of going south, you find yourself back in the Generator Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is oozing with electromagnetic energy. You can feel your hair stand on end and all your nerves twitching. This feels dangerous! There are exits in all directions. >e Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. The electromagnetic energy that this room creates leaves you confused. Instead of going east, you find yourself back in the Generator Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >grab fuse with pliers I didn't understand that sentence. >get fuse with pliers You can't see any such thing. >x pliers It's an ordinary pair of pliers but you can't help but wonder why they are in the guillotine room and not in a tool box somewhere. >open pliers They aren't something you can open. >take fuse with pliers You can't see any such thing. >x fuse (the emerald colored fuse) This is emerald colored electrical fuse. >take emerald fuse with pliers I only understood you as far as wanting to take the emerald colored fuse. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >w Gallows Room The public square, wet from morning drizzle, lies under a dark sky. At its center, the gallows loom, ropes swaying. Their eyes fixed on the scene, the crowd stands in silence. A hooded executioner, cold and focused, adjusts the noose. Pale and bound, the condemned man trembles as his eyes dart around the crowd. Sweat and rain mix on his face as he breathes shallowly. Vendors shout, children push forward, and an old man whispers prayers. Above, the bell tolls, marking the man's final moments. A raven watches from the gallows beam. The air is heavy as distant thunder rumbles. Nearby a wooden door leads east to the Crawl Space. You can also see a gallows platform here. >e Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >w Stake Room The public square is silent, broken only by crackling flames. At its center, three women are bound to wooden stakes, their faces showing defiance, resignation, and terror. A crowd watches, some jeering, others praying or looking away. Torch in hand, the executioner steps forward igniting the pyre. Flames roar as the women cry out, their voices lost in the heat. Gray clouds loom above as a raven caws. Church bells toll, marking the tragedy. Some onlookers stay, others quietly leave. Nearby a wooden door leads east to the Mechanical Room North. The flames of the pyre burn ever brighter and rise ever higher engulfing the victims. >e Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >w Dungeon The dungeon is dark and damp, the air thick with sweat, blood, and mildew. Lanterns flicker on rusted sconces, casting twisted shadows. Chains rattle, mixed with distant moans and screams. Water drips from a cracked ceiling, pooling on the blood-dark floor. Instruments of torture clutter the room: a broken rack, a brazier with bloodstained tools, and a spiked chair. Prisoners endure all these things, bound or writhing in agony. The torturer moves with cold precision, ignoring the suffering. Above, rats scurry in the shadows, and the heavy, oppressive air thickens with despair. Nearby a wooden door leads east to the Mechanical Room South. You can also see an iron chair, a splintered rack, and a glowing brazier here. >e Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >w Guillotine Room The public square hums with tension under gray skies. A wooden platform stands at the center, a grim focal point. A lone figure, hands bound and head bowed, stands on the scaffold. Their tattered clothes reveal a once-gilded past. The crowd jeers while children watch wide-eyed. The town crier proclaims, "High treason against the crown!" The condemned remains silent as the executioner, robed in black, stands beside the guillotine. The blade gleams in the dim light. The crowd's murmurs die, replaced by silence. As the condemned approaches, the guillotine's timing falters. Instead of falling on the scaffold, the blade swings over the cars, threatening any unlucky passenger who passes beneath. There is just one problem: the guillotine is being raised and lowered by some mechanism. It appears that the timing of the guillotine is off and it is being lowered onto the cars instead of between them. If a person were to be in a car as it passed under the guillotine, they would be seriously injured. You're glad you're not in one of those cars now. You must do something to stop it before someone gets hurt! Nearby a wooden door leads east to the Generator Room. You can also see a guillotine platform here. >e Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. The janitor heads to the Head of the Line. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a janitor and a Hell Ride attendant here. >show pliers to janitor "I've been missing those. " says the janitor. You've collected some new evidence. >give pliers to janitor "Hey! Thanks. These have been missing from my tool box. Where did you find them?" asks the janitor. >tell janitor about pliers The janitor looks at you expectantly. The janitor looks at you and waits for you to proceed. "My pliers have been missing. Thanks for finding them." the janitor says. You've collected some new evidence. >i You are carrying: a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks an adjustable wrench a sledgehammer a lit flashlight (providing light) a fanny pack (being worn, and closed) The janitor heads to the Ticket Booth. >show fuse to janitor Which do you mean, the quartz colored fuse, the khaki colored fuse, the crimson colored fuse, the magenta colored fuse, or the orange colored fuse? >khaki You can't see any such thing. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >show khaki to janitor "Hey! That's important. It should be in an electrical panel", the janitor says. You've collected some new evidence. >give khaki to janitor The janitor doesn't seem interested in the khaki colored fuse. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 34 Evidence concerning accidents with the attractions ? 6 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 46 Total Weighted Evidence You have enough evidence to press charges. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is oozing with electromagnetic energy. You can feel your hair stand on end and all your nerves twitching. This feels dangerous! There are exits in all directions. >x panel Which do you mean, the central breaker panel or the emergency shutdown panel? >central This breaker panel controls various portions of the carnival. >open panel Which do you mean, the central breaker panel or the emergency shutdown panel? >central It isn't something you can open. >open emergency shutdown panel It isn't something you can open. >put fuse in panel Which do you mean, the quartz colored fuse, the khaki colored fuse, the crimson colored fuse, the magenta colored fuse, or the orange colored fuse? >khaki Which do you mean, the central breaker panel or the emergency shutdown panel? >central That can't contain things. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. The electromagnetic energy that this room creates leaves you confused. Instead of going north, you find yourself back in the Generator Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >w Stocks Room The public square is a cobblestone stretch surrounded by weathered buildings. The air smells of smoke, damp earth, and a nearby smithy. At the center, old stocks stand with iron clasps holding captives in shameful positions. Their tattered clothes offer little against the cold wind. The animatronics are lifelike, enhancing the grim atmosphere. The crowd mocks the prisoners, hurling insults and rotten food. Jeers mix with their laughter. The square hums with noise. Unnoticed by the crowd, the sky darkens as the spectacle continues. Nearby a wooden door leads east to the Maintenance Office. You can also see a wooden stocks here. >n Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see Mr Whidbey and a Hell Ride car (empty) here. Mr Whidbey heads to Dark Passage. >ask whidbey about pliers You can't see any such thing. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. The janitor heads to the High Striker. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a janitor, a High Striker attendant, a bullseye, and some High Striker prizes here. >ask janitor about flashlight The janitor looks bored as he waits for you to speak. "I seem to have lost my flashlight" the janitor says. You've collected some new evidence. >give flashlight to janitor The janitor says, "Thanks for returning my pliers and flashlight. Here, take this key." Taken. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >nw Bumper Cars The bumper cars are a lively scene of flashing lights and vibrant decorations. The arena is surrounded by padded barriers, ensuring the rider's safety. Cars in faded reds, blues, yellows, and greens glide across the slick floor, each equipped with a steering wheel and padded bumper. Riders maneuver their cars with intensity, creating a din of bumps and laughter. Overhead, electric poles hum with energy. While onlookers cheer from the sidelines, the bumper cars offer playful competition and nostalgic fun for all. The Ticket Kiosk is southeast of here. You can see a Bumper Cars attendant here. >ask attendant about wrench "I'm afraid I don't know much about that," the Bumper Cars attendant replies. >give wrench to attendant Hey! Thanks, I really appreciate it. Usually no one ever responds to the radio in the Control Room. Here, take this fuse. Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] [Your score has just gone up by ten points.] [Sound effect number 31 here.] >i You are carrying: a gray colored fuse a brass ring a brass key a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks a sledgehammer a fanny pack (being worn, and closed) >se Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >sw Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south. You can also see a concession attendant and a menu here. >s (first opening the sturdy door) (first unlocking the sturdy door) (with the brass key) Carnival Office Dim, yellow light from an overhead bulb casts long shadows over the room, A single desk lamp, flickering provides additional light. A few carnival-themed knick-knacks sit atop the desk. A framed photograph hangs askew on the wall. The desk is covered in stacks of paperwork, old receipts, invoices, and faded carnival brochures. A locked cabinet is tucked away against one wall. Next to it, there's a small, heavy safe. Nearby a sturdy door leads north to the Concession Stand. On the messy desk are a mini Ferris wheel and a mini carousel. You can also see a safe (closed), a filing cabinet (closed), and a framed photograph here. As you enter the room, you see Mr Whidbey with his back to the door. He's talking on the telephone. "Hello? Oh, it's you." says Mr. Whidbey. >n You're afraid if you move too much, Mr Whidbey will notice you! Mr. Whidbey listens to the other end of the conversation. >wear veil You're afraid if you move too much, Mr Whidbey will notice you! "I know, I know, but what am I supposed to do. We have to get that Needleman kid more money. Another $15,000 ought to do it." >z Time passes. Isn't this why I buy insurance? Don't worry. You'll get your piece. Everyone will get their piece. >z Time passes. Mr. Whidbey says "I need that money in a hurry though before anyone gets suspicious. If anything happens then you'll go down too." >z Time passes. "Ok, I'll try to stall for a bit but I won't be able to do it for long." >z Time passes. "Hey! What are you doing here? This is area is for employees only," Mr. Whidbey shouts at you. "Get out of here. Now!" Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. You suddenly find yourself escorted outside the Carnival Office unceremoniously only to find yourself in the Concession Stand. >s Carnival Office Dim, yellow light from an overhead bulb casts long shadows over the room, A single desk lamp, flickering provides additional light. A few carnival-themed knick-knacks sit atop the desk. A framed photograph hangs askew on the wall. The desk is covered in stacks of paperwork, old receipts, invoices, and faded carnival brochures. A locked cabinet is tucked away against one wall. Next to it, there's a small, heavy safe. Nearby a sturdy door leads north to the Concession Stand. On the messy desk are a mini Ferris wheel and a mini carousel. You can also see a safe (closed), a filing cabinet (closed), and a framed photograph here. >x photograph This appears to be a photo of the carnival's opening night, a once proud moment lost in time. On the back reads a date: "03/22/62". This looks like the same photo you found in the Maintenance Office. >x brochure The brochures are meant to be left at convenience stores restaurants, and other businesses as a way to attract visitors to the carnival. >x cabinet A locked cabinet, likely filled with old carnival financial records, is tucked away against one wall. >open cabinet (first unlocking the filing cabinet) You lack a key that fits the filing cabinet. >x ferris wheel (the mini Ferris wheel) This is a miniature reproduction of the Ferris wheel. >x carousel This is a miniature replica of the Carousel. >x safe Next to the filing cabinet, there's a small, heavy safe where the owner keeps more sensitive materials. There is a knob on the front of the safe. You haven't turned the knob to any combination yet. >x knob Next to the filing cabinet, there's a small, heavy safe where the owner keeps more sensitive materials. There is a knob on the front of the safe. You haven't turned the knob to any combination yet. >set knob to 3 You turn the knob to 3. >set knob to 22 You turn the knob to 22. >set knob to 62 You turn the knob to 62. >open safe (first unlocking the safe) You lack a key that fits the safe. >set dial to 62 You turn the knob to 62. >set dial to 22 You turn the knob to 22. >set dial to 3 You turn the knob to 3, and you hear a click. Mr Whidbey arrives from the Guillotine Room. >n Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. >z Time passes. >z Time passes. >z Time passes. >s Carnival Office Dim, yellow light from an overhead bulb casts long shadows over the room, A single desk lamp, flickering provides additional light. A few carnival-themed knick-knacks sit atop the desk. A framed photograph hangs askew on the wall. The desk is covered in stacks of paperwork, old receipts, invoices, and faded carnival brochures. A locked cabinet is tucked away against one wall. Next to it, there's a small, heavy safe. Nearby a sturdy door leads north to the Concession Stand. On the messy desk are a mini Ferris wheel and a mini carousel. You can also see Mr Whidbey, a safe (closed), a filing cabinet (closed), and a framed photograph here. Mr Whidbey shouts, "Hey! Get out of here! Can't you read the sign? Employees only!" Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. You suddenly find yourself escorted outside the Carnival Office unceremoniously only to find yourself in the Concession Stand. Mr Whidbey arrives from the Carnival Office. >s Carnival Office Dim, yellow light from an overhead bulb casts long shadows over the room, A single desk lamp, flickering provides additional light. A few carnival-themed knick-knacks sit atop the desk. A framed photograph hangs askew on the wall. The desk is covered in stacks of paperwork, old receipts, invoices, and faded carnival brochures. A locked cabinet is tucked away against one wall. Next to it, there's a small, heavy safe. Nearby a sturdy door leads north to the Concession Stand. On the messy desk are a mini Ferris wheel and a mini carousel. You can also see a safe (closed), a filing cabinet (closed), and a framed photograph here. >x safe Next to the filing cabinet, there's a small, heavy safe where the owner keeps more sensitive materials. There is a knob on the front of the safe. You have turned the knob to 62, 22, and 3. >open safe You open the safe, revealing an indigo colored fuse, a gold key, and an insurance policy. >get gold key Taken. >get policy Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] >get indigo fuse Taken. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >x insurance policy This is an insurance policy on the Whidbey Amusements. It is for $1,000,000. That's an awfully high number and it was dated last month. It says here that insurance paid will be doubled for incidents involving bodily injury. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 35 Evidence concerning accidents with the attractions ? 6 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 47 Total Weighted Evidence You have enough evidence to press charges. >ne From here, the only way out is north. >n Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. >ne Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor, Mr Whidbey, and a cashier here. Mr Whidbey heads to the Head of the Line. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see Mr Whidbey and a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see a closed door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west. >w (first opening the metal door) (first unlocking the metal door) (with the brass key) Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels remain oddly dark. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch with sparks arcing out from it. Nearby a metal door leads east to Dark Hallway. Currently there are sparks arcing out from the switch. It looks dangerous. [Your score has just gone up by five points.] [Sound effect number 31 here.] >i You are carrying: an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks a sledgehammer a fanny pack (being worn, and closed) >x log You can't see any such thing. >x panel [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] Which do you mean, Control Panel One, the aqua button, the aqua dial, the aqua colored light, Control Panel Three, the crimson button, the crimson dial, the crimson colored light, Control Panel Five, the emerald button, the emerald dial, the emerald colored light, Control Panel Seven, the gray button, the gray dial, the gray colored light, Control Panel Nine, the indigo button, the indigo dial, the indigo colored light, Control Panel Eleven, the khaki button, the khaki dial, or the khaki colored light? >x aqua light This is the aqua colored light. The light is off. >turn off switch with veil You can't see any such thing. >turn off switch There's a big arc flash as you reach for the switch with your bare hands. You can feel the electricity coursing through your body, electrocuting you on the spot. *** You have died! *** Wow, you've received 100 points out of a possible 200 in 635 moves! I'm very proud of you. This was a triumph. I'm being so sincere right now. You have received points for the following: ? Buying the Hell Ride ticket: 5 points ? Taking the Mercury dime: 5 points ? Finding the Dark Passage: 5 points ? Taking the flashlight: 5 points ? Winning the Orange fuse: 5 points ? Winning the Magenta fuse: 5 points ? Finding the coins and keys: 5 points ? Winning the Crimson fuse: 10 points ? Taking the lantern: 5 points ? Acquiring the Khaki fuse: 10 points ? Acquiring the pliers: 5 points ? Bringing the wrench to the Bumper Cars: 5 points ? Acquiring the Gray fuse: 10 points ? Finding the insurance policy: 5 points ? Acquiring the Indigo fuse: 10 points ? Finding the Control Room: 5 points Weight Evidence collected: ------ -------------------------------------------------------- ? 35 Evidence concerning accidents with the attractions ? 6 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 47 Total Weighted Evidence You have enough evidence to press charges. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, or HINTS? > undo Control Room [Previous turn undone.] >l Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels remain oddly dark. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch with sparks arcing out from it. Nearby a metal door leads east to Dark Hallway. Currently there are sparks arcing out from the switch. It looks dangerous. >w From here, the only way out is east. >e Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a metal door leads west to Control Room. Nearby a ladder leads down to the Maintenance Office. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >w Stocks Room The public square is a cobblestone stretch surrounded by weathered buildings. The air smells of smoke, damp earth, and a nearby smithy. At the center, old stocks stand with iron clasps holding captives in shameful positions. Their tattered clothes offer little against the cold wind. The animatronics are lifelike, enhancing the grim atmosphere. The crowd mocks the prisoners, hurling insults and rotten food. Jeers mix with their laughter. The square hums with noise. Unnoticed by the crowd, the sky darkens as the spectacle continues. Nearby a wooden door leads east to the Maintenance Office. You can also see a wooden stocks here. >n Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >n Parking Lot The lot stretches across an open field, gravel crunching under the tires of arriving cars. Floodlights and the carnival's colorful glow light the area, accompanied by distant laughter, music, and the hum of rides. Cars park haphazardly, guided by makeshift signs and fluttering flags. Families and visitors mingle, some lingering in vehicles, preparing for the chilly evening ahead. Shadows from encroaching trees are pierced by the occasional flash of a flashlight. At the entrance, an attendant collects fees in a weathered booth, making change from a cash box. Puddles from recent rain shimmer under the lights, while patches of mud cling to shoes. In the distance, RVs and trailers sit quietly, their occupants watching the Ferris wheel turn against the evening sky. The lot serves as a transition between the mundane and the magical world inside the carnival. The midway is to the south. There is a blueberry bush here. The bush has been picked clean. Your car is here. It's a bit of a beater. Inside the car, you can see the glove box, the seat, the rear view mirror, the ignition, and the dashboard. You can see a parking attendant here. >enter car You get into the beater car. In the beater car you can see an air freshener. >open glove box (first unlocking the glove box) Your keys must be around here somewhere. >open fanny pack You open the fanny pack, revealing your keys, a parking ticket, three quarters, a nickel, a dime, a wallet, a notebook, and some blueberries. >open glove box (first unlocking the glove box) Your keys must be around here somewhere. >get my keys Taken. >open glove box (first unlocking the glove box) (with your keys) You open the glove box, revealing a 14" long piece of string and a pair of gloves. >take string Taken. >take gloves Taken. >x gloves A nice set of fur-lined leather gloves. They're very warm. >wear gloves You put on the pair of gloves. >put my keys in fanny pack You put your keys into the fanny pack. >close fanny pack You close the fanny pack. >s (first getting out of the beater car) Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby an aqua colored door leads west to the Stocks Room. Nearby a ladder leads up to Dark Hallway. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >w Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels remain oddly dark. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch with sparks arcing out from it. Nearby a metal door leads east to Dark Hallway. Currently there are sparks arcing out from the switch. It looks dangerous. >turn off switch You switch the big switch off. [Your score has just gone up by five points.] [Sound effect number 31 here.] >x panel [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] Which do you mean, Control Panel One, the aqua button, the aqua dial, the aqua colored light, Control Panel Three, the crimson button, the crimson dial, the crimson colored light, Control Panel Five, the emerald button, the emerald dial, the emerald colored light, Control Panel Seven, the gray button, the gray dial, the gray colored light, Control Panel Nine, the indigo button, the indigo dial, the indigo colored light, Control Panel Eleven, the khaki button, the khaki dial, or the khaki colored light? >l Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels remain oddly dark. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch. Nearby a metal door leads east to Dark Hallway. You can also see a big switch here. >x control panel [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] Which do you mean, Control Panel One, the aqua button, the aqua dial, the aqua colored light, Control Panel Three, the crimson button, the crimson dial, the crimson colored light, Control Panel Five, the emerald button, the emerald dial, the emerald colored light, Control Panel Seven, the gray button, the gray dial, the gray colored light, Control Panel Nine, the indigo button, the indigo dial, the indigo colored light, Control Panel Eleven, the khaki button, the khaki dial, or the khaki colored light? >x emerald light This is the emerald colored light. The light is off. >e Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a metal door leads west to Control Room. Nearby a ladder leads down to the Maintenance Office. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >e Electrical Closet Three This is Electrical Closet Three. There's an electrical panel here and an exit to the west. >x panel Electrical Panel 3 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >open panel (first unlocking Electrical Panel 3) You lack a key that fits Electrical Panel 3. >w Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >w Electrical Closet Nine This is Electrical Closet Nine. There's an electrical panel here and an exit to the east. >x panel Electrical Panel 9 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >open panel (first unlocking Electrical Panel 9) You lack a key that fits Electrical Panel 9. >e Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >sw Electrical Closet Seven This is Electrical Closet Seven. There's an electrical panel here and an exit to the northeast. >x panel Electrical Panel 7 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >ne Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >ne Electrical Closet One This is Electrical Closet One. There's an electrical panel here and an exit to the southwest. >x panel Electrical Panel 1 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >sw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >nw Electrical Closet Eleven This is Electrical Closet Eleven. There's an electrical panel here and an exit to the southeast. >x panel Electrical Panel 11 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >se Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >sw Electrical Closet Seven This is Electrical Closet Seven. There's an electrical panel here and an exit to the northeast. >ne Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >se Electrical Closet Five This is Electrical Closet Five. There's an electrical panel here and an exit to the northwest. >x panel Electrical Panel 5 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >nw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >s Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west. >search shelves You find nothing of interest. >search tarps You find nothing of interest. >x flyers You can't see any such thing. >x schedule You can't see any such thing. >w (first opening the khaki colored door) (first unlocking the khaki colored door) (with the silver key) Ride Exit The exit of Hell Ride leaves you unsettled. You emerge from a dark corridor, the walls peeling and streaked with black and red. Flickering lights cast shifting shadows on the sloped floor, and the air is damp with a metallic tang. Whispers and distant screams echo softly in the background. In a small courtyard, a rusted fence draped with cobwebs and plastic bones encloses the area. A worn sign reads, "You've Survived? For Now." Nearby, carnival workers in tattered costumes watch quietly, muttering, "Not everyone makes it out." The nearby gift shop glows red. The bright lights and sounds of the carnival feel distant and jarring after the oppressive atmosphere of the ride. The exit ensures Hell Ride isn't just an experience - it lingers, blurring the line between thrill and fear. There is a price list next to the cash register. An attendant is here to assist you with your purchases. The stand has aqua colored fuse, Plastic Bones, Devil Horns, Key Chains, and T-Shirts for sale. Nearby a wooden door leads east to the Storage Room. You can also see a merchandise attendant here. >x list $2.00 Key Chains $3.50 Aqua Colored Fuse $2.00 Devil Horns $1.00 Plastic Bones $7.50 T-Shirts >ask attendant about hell ride "Hell Ride is behind on its maintenance schedule. Might want to skip that one." says the merchandise attendant. >buy aqua fuse You fork over $3.50 for the aqua colored fuse, leaving yourself with $3.00. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >i You are carrying: an aqua colored fuse a pair of gloves (being worn) a 14" long piece of string an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks a sledgehammer a fanny pack (being worn, and closed) >x fence You can't see any such thing. >exits From here, the viable exits are north and east. >e Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west to the Ride Exit. >n Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >tie string to emerald fuse You tie the 14" long piece of string to the emerald colored fuse. >get string You already have that. >get emerald fuse Your fingers won't fit inside the grate. You can't reach the emerald colored fuse. If only you could grab the emerald colored fuse with something. >pull string Nothing obvious happens. >get string You already have that. >i You are carrying: an aqua colored fuse a pair of gloves (being worn) a 14" long piece of string (tied to an emerald colored fuse) an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a mallet a hammer some channel locks a sledgehammer a fanny pack (being worn, and closed) >yank string I didn't understand that sentence. >pull fuse (the emerald colored fuse) Nothing obvious happens. >pull string Nothing obvious happens. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >s Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west to the Ride Exit. >w Ride Exit The exit of Hell Ride leaves you unsettled. You emerge from a dark corridor, the walls peeling and streaked with black and red. Flickering lights cast shifting shadows on the sloped floor, and the air is damp with a metallic tang. Whispers and distant screams echo softly in the background. In a small courtyard, a rusted fence draped with cobwebs and plastic bones encloses the area. A worn sign reads, "You've Survived? For Now." Nearby, carnival workers in tattered costumes watch quietly, muttering, "Not everyone makes it out." The nearby gift shop glows red. The bright lights and sounds of the carnival feel distant and jarring after the oppressive atmosphere of the ride. The exit ensures Hell Ride isn't just an experience - it lingers, blurring the line between thrill and fear. There is a price list next to the cash register. An attendant is here to assist you with your purchases. The stand has Plastic Bones, Devil Horns, Key Chains, and T-Shirts for sale. Nearby a wooden door leads east to the Storage Room. You can also see a merchandise attendant here. >e Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west to the Ride Exit. >n Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >ne Electrical Closet One This is Electrical Closet One. There's an electrical panel here and an exit to the southwest. >open panel (first unlocking Electrical Panel 1) You lack a key that fits Electrical Panel 1. >x panel Electrical Panel 1 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >sw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. > I didn't understand that sentence. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor, Mr Whidbey, and a cashier here. >w Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >s From here, the viable exits are east and west. >w Show Tent You are inside the Little Egypt Show. The attraction's facade is to the east. There are folding chairs standing vigil in neat in rows. The show should start soon. >e Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see Mr Whidbey and a Hell Ride attendant here. Mr Whidbey heads to Ride Entrance. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >sw Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. >s Carnival Office Dim, yellow light from an overhead bulb casts long shadows over the room, A single desk lamp, flickering provides additional light. A few carnival-themed knick-knacks sit atop the desk. A framed photograph hangs askew on the wall. The desk is covered in stacks of paperwork, old receipts, invoices, and faded carnival brochures. A locked cabinet is tucked away against one wall. Next to it, there's a small, heavy safe. Nearby a sturdy door leads north to the Concession Stand. On the messy desk are a mini Ferris wheel and a mini carousel. You can also see a safe (empty), a filing cabinet (closed), and a framed photograph here. >open cabinet (first unlocking the filing cabinet) (with the gold key) You open the filing cabinet, revealing an envelope, a Cash 'N' Carry invoice, a Frank's Market invoice, an Oriental Trading invoice, and a Mystic Industries invoice. >x envelope This is an envelope with the name "Fred Needleman" written on the outside. >get envelope Taken. >x invoice (the Cash 'N' Carry invoice) The Cash 'N' Carry invoice reads: Cash 'N' Carry. 121 Maple St Stoneham, WA 98132 2 cases of Soda Cups $82.50 1 case of Popcorn Buckets $106.73 3 cases of Napkins $56.41 Total: $245.64 After the 10th of the month, this invoice will be assessed a finance charge of 3.75% per month, We appreciate your prompt payment. >get invoices Cash 'N' Carry invoice: (putting the sledgehammer into the fanny pack to make room) The fanny pack is closed. Frank's Market invoice: (putting the sledgehammer into the fanny pack to make room) The fanny pack is closed. Oriental Trading invoice: (putting the sledgehammer into the fanny pack to make room) The fanny pack is closed. Mystic Industries invoice: (putting the sledgehammer into the fanny pack to make room) The fanny pack is closed. >open fanny pack You open the fanny pack, revealing your keys, a parking ticket, three quarters, a nickel, a dime, a wallet, a notebook, and some blueberries. >get invoices Cash 'N' Carry invoice: (putting the sledgehammer into the fanny pack to make room) Taken. Frank's Market invoice: (putting the channel locks into the fanny pack to make room) Taken. Oriental Trading invoice: (putting the hammer into the fanny pack to make room) Taken. Mystic Industries invoice: (putting the mallet into the fanny pack to make room) Taken. [Your score has just gone up by five points.] [Sound effect number 31 here.] [Your score has just gone up by five points.] [Sound effect number 31 here.] [Your score has just gone up by five points.] [Sound effect number 31 here.] [Your score has just gone up by five points.] [Sound effect number 31 here.] >put invoices into fanny pack Cash 'N' Carry invoice: Done. Mystic Industries invoice: There's no room in the fanny pack to hold the Mystic Industries invoice. Oriental Trading invoice: There's no room in the fanny pack to hold the Oriental Trading invoice. Frank's Market invoice: There's no room in the fanny pack to hold the Frank's Market invoice. >n Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a concession attendant and a menu here. >get mallet Taken. >drop mallet Dropped. >put invoices into fanny pack Mystic Industries invoice: Done. Oriental Trading invoice: There's no room in the fanny pack to hold the Oriental Trading invoice. Frank's Market invoice: There's no room in the fanny pack to hold the Frank's Market invoice. >get sledgehammer Taken. >get channel locks Taken. >put invoices into fanny pack Oriental Trading invoice: Done. Frank's Market invoice: Done. >close fanny pack You close the fanny pack. >i You are carrying: some channel locks a sledgehammer an envelope (closed) an aqua colored fuse a pair of gloves (being worn) a 14" long piece of string (tied to an emerald colored fuse) an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a fanny pack (being worn, and closed) >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 35 Evidence concerning accidents with the attractions ? 6 Evidence concerning Mr Whidbey ? 5 Evidence concerning past due invoices ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 47 Total Weighted Evidence You have enough evidence to press charges. >open envelope You open the envelope, revealing a check stub. >x stub This check stub is for a check made payable to "Fred Needleman". The amount is $10,000 and the memo line reads "For services rendered." >hint (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (The Electrical Area) 1. What's going on in the Electrical Room? 2. What about the electrical panels? 3. Are the fuses important? (The Electrical Area - What about the electrical panels?) Press H to reveal the first hint. ------------------------ (The Electrical Area - What about the electrical panels?) 1/4: There's a socket, a switch, and an indicator in each one. Press H to reveal another hint. ------------------------ (The Electrical Area - What about the electrical panels?) 1/4: There's a socket, a switch, and an indicator in each one. 2/4: You could probably put something in the socket. Press H to reveal another hint. ------------------------ (The Electrical Area - What about the electrical panels?) 1/4: There's a socket, a switch, and an indicator in each one. 2/4: You could probably put something in the socket. 3/4: Looks like a fuse will fit in the socket. Press H to reveal another hint. ------------------------ (The Electrical Area - What about the electrical panels?) 1/4: There's a socket, a switch, and an indicator in each one. 2/4: You could probably put something in the socket. 3/4: Looks like a fuse will fit in the socket. 4/4: I'd put a fuse in the socket and flip the switch. (You have revealed all the hints on this page.) ------------------------ (The Electrical Area) 1. What's going on in the Electrical Room? 2. What about the electrical panels? 3. Are the fuses important? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (The Control Room) 1. Tell me about the big switch. 2. What about the control panels? (The Control Room - What about the control panels?) Press H to reveal the first hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. 5/9: Spin the dials to the right number. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. 5/9: Spin the dials to the right number. 6/9: Is there a number that corresponds to each color? Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. 5/9: Spin the dials to the right number. 6/9: Is there a number that corresponds to each color? 7/9: Aqua = A = 1, Crimson = C = 3, etc. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. 5/9: Spin the dials to the right number. 6/9: Is there a number that corresponds to each color? 7/9: Aqua = A = 1, Crimson = C = 3, etc. 8/9: The colors correspond to the scenes in Hell Ride. Press H to reveal another hint. ------------------------ (The Control Room - What about the control panels?) 1/9: There's a dial, a button, and a light in each one. 2/9: These are pretty colors. 3/9: Have you seen these colors anywhere else? 4/9: Try spinning the dials. 5/9: Spin the dials to the right number. 6/9: Is there a number that corresponds to each color? 7/9: Aqua = A = 1, Crimson = C = 3, etc. 8/9: The colors correspond to the scenes in Hell Ride. 9/9: Push the indigo button. (You have revealed all the hints on this page.) ------------------------ (The Control Room) 1. Tell me about the big switch. 2. What about the control panels? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (The Carnival Office) 1. What about the Invoices? 2. What about the Filing Cabinet? 3. What about the Safe? (The Carnival Office - What about the Filing Cabinet?) Press H to reveal the first hint. ------------------------ (The Carnival Office - What about the Filing Cabinet?) 1/3: You need a key to get into it. Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Filing Cabinet?) 1/3: You need a key to get into it. 2/3: The key is in the safe. Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Filing Cabinet?) 1/3: You need a key to get into it. 2/3: The key is in the safe. 3/3: There is evidence in the filing cabinet. You should probably examine it. (You have revealed all the hints on this page.) ------------------------ (The Carnival Office) 1. What about the Invoices? 2. What about the Filing Cabinet? 3. What about the Safe? (The Carnival Office - What about the Safe?) Press H to reveal the first hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. 2/6: Looks like it needs a three number combination. Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. 2/6: Looks like it needs a three number combination. 3/6: Have you seen three numbers around anywhere? Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. 2/6: Looks like it needs a three number combination. 3/6: Have you seen three numbers around anywhere? 4/6: Maybe a date Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. 2/6: Looks like it needs a three number combination. 3/6: Have you seen three numbers around anywhere? 4/6: Maybe a date 5/6: Look at the photo. Press H to reveal another hint. ------------------------ (The Carnival Office - What about the Safe?) 1/6: It's locked. 2/6: Looks like it needs a three number combination. 3/6: Have you seen three numbers around anywhere? 4/6: Maybe a date 5/6: Look at the photo. 6/6: The combination is the date backwards. (You have revealed all the hints on this page.) ------------------------ (The Carnival Office) 1. What about the Invoices? 2. What about the Filing Cabinet? 3. What about the Safe? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (Where Are The Fuses?) 1. Where's the Aqua fuse? 2. Where's the Crimson fuse? 3. Where's the Emerald fuse? 4. Where's the Gray fuse? 5. Where's the Indigo fuse? 6. Where's the Khaki fuse? 7. Where's the Magenta fuse? 8. Where's the Orange fuse? 9. Where's the Quartz fuse? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) ( - How Points Are Awarded (Spoilers)) Note that not all of these points are awarded. Some are mutually exclusive of others. 5 - Eating the blueberries: 5 - Finding the coins and keys: 5 - Buying the Hell Ride ticket: 5 - Wearing the sheer veil: 5 - Finding the Cash 'N' Carry invoice: 5 - Finding the Oriental Trading invoice: 5 - Finding the Frank's Market invoice: 5 - Finding the Mystic Industries invoice: 5 - Finding the insurance policy: 5 - Acquiring the brass key: 10 - Acquiring the cashier's check stub: 5 - Acquiring the pliers: 5 - Taking the lantern: 5 - Taking the flashlight: 5 - Taking the Mercury dime: 5 - Turning off the big switch: 5 - Finding the Control Room: 5 - Finding the Dark Passage: 5 - Bringing the wrench to the Bumper Cars: 10 - Acquiring the Aqua fuse: 10 - Acquiring the Emerald fuse: 10 - Acquiring the Gray fuse: 10 - Acquiring the Indigo fuse: 10 - Acquiring the Khaki fuse: 5 - Flipping the Aqua switch: 5 - Flipping the Crimson switch: 5 - Flipping the Emerald switch: 5 - Flipping the Gray switch: 5 - Flipping the Indigo switch: 5 - Flipping the Khaki switch: 5 - Winning the teddy bear: 5 - Winning the knock-off Swiss Army knife: 5 - Winning the poster of Taylor Swift: 5 - Winning the Magenta fuse: 5 - Winning the stuffed monkey: 5 - Winning the Orange fuse: 5 - Winning the poster of Billie Eilish: 5 - Winning the horseshoe magnet: 10 - Winning the Crimson fuse: 5 - Winning the a plush donkey: 5 - Winning the goldfish in a bowl: 5 - Winning the poster of Lourde: ------------------------ (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) (Back Stage) 1. Why do I get eaten by a grue? 2. Are the doors important? (Back Stage - Are the doors important?) Press H to reveal the first hint. ------------------------ (Back Stage - Are the doors important?) 1/5: Only if you want to know what's on the other side. Press H to reveal another hint. ------------------------ (Back Stage - Are the doors important?) 1/5: Only if you want to know what's on the other side. 2/5: Have you tried checking what's on the other side? Press H to reveal another hint. ------------------------ (Back Stage - Are the doors important?) 1/5: Only if you want to know what's on the other side. 2/5: Have you tried checking what's on the other side? 3/5: You'll need a key Press H to reveal another hint. ------------------------ (Back Stage - Are the doors important?) 1/5: Only if you want to know what's on the other side. 2/5: Have you tried checking what's on the other side? 3/5: You'll need a key 4/5: You have to find it Press H to reveal another hint. ------------------------ (Back Stage - Are the doors important?) 1/5: Only if you want to know what's on the other side. 2/5: Have you tried checking what's on the other side? 3/5: You'll need a key 4/5: You have to find it 5/5: It's in Electrical Closet One (You have revealed all the hints on this page.) ------------------------ (Back Stage) 1. Why do I get eaten by a grue? 2. Are the doors important? (If you're using a screen reader, press S to turn on Screen Reader mode. This message only appears on the front page of the menu system.) 1. Introduction to Hell Ride 2. Hell Ride Origins 3. Introduction to Interactive Fiction 4. Settings 5. Credits 6. ----- The Hints Below Contain Out Right Solutions ----- 7. The Parking Lot 8. The Attractions 9. The Games 0. The Carnival Office A. Back Stage B. Hell Ride C. The Electrical Area D. Where Are The Fuses? E. The Control Room F. Collecting Evidence G. How Points Are Awarded (Spoilers) Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a mallet, a concession attendant, and a menu here. >ne Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >x workbench This is a cluttered work bench. You would have a hard time finding room to do anything on it. >search workbench You find nothing of interest. >x panel Which do you mean, the central breaker panel or the emergency shutdown panel? >emergency This is an emergency shut down panel. There is a switch on the panel. >open panel Which do you mean, the central breaker panel or the emergency shutdown panel? >emergency It isn't something you can open. >turn emergency switch I only understood you as far as wanting to turn the emergency shutdown panel. >turn off emergency panel It isn't something you can switch. >turn switch Nothing obvious happens. >x fire extinguisher This is a Class E fire extinguisher, specially made for electrical fires. >get fire extinguisher That's hardly portable. >e Electrical Closet Three This is Electrical Closet Three. There's an electrical panel here and an exit to the west. >w Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >w Electrical Closet Nine This is Electrical Closet Nine. There's an electrical panel here and an exit to the east. >e Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >nw Electrical Closet Eleven This is Electrical Closet Eleven. There's an electrical panel here and an exit to the southeast. >se Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >ne Electrical Closet One This is Electrical Closet One. There's an electrical panel here and an exit to the southwest. >x panel Electrical Panel 1 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is closed. There are screws holding it shut. >open panel (first unlocking Electrical Panel 1) You lack a key that fits Electrical Panel 1. >sw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >se Electrical Closet Five This is Electrical Closet Five. There's an electrical panel here and an exit to the northwest. >ne From here, the only way out is northwest. >sw From here, the only way out is northwest. >nw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >sw Electrical Closet Seven This is Electrical Closet Seven. There's an electrical panel here and an exit to the northeast. >ne Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >s Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west to the Ride Exit. >w Ride Exit The exit of Hell Ride leaves you unsettled. You emerge from a dark corridor, the walls peeling and streaked with black and red. Flickering lights cast shifting shadows on the sloped floor, and the air is damp with a metallic tang. Whispers and distant screams echo softly in the background. In a small courtyard, a rusted fence draped with cobwebs and plastic bones encloses the area. A worn sign reads, "You've Survived? For Now." Nearby, carnival workers in tattered costumes watch quietly, muttering, "Not everyone makes it out." The nearby gift shop glows red. The bright lights and sounds of the carnival feel distant and jarring after the oppressive atmosphere of the ride. The exit ensures Hell Ride isn't just an experience - it lingers, blurring the line between thrill and fear. There is a price list next to the cash register. An attendant is here to assist you with your purchases. The stand has Plastic Bones, Devil Horns, Key Chains, and T-Shirts for sale. Nearby a wooden door leads east to the Storage Room. You can also see a merchandise attendant here. >x list $2.00 Key Chains $3.50 Aqua Colored Fuse (purchased) $2.00 Devil Horns $1.00 Plastic Bones $7.50 T-Shirts >n Guillotine Room The public square hums with tension under gray skies. A wooden platform stands at the center, a grim focal point. A lone figure, hands bound and head bowed, stands on the scaffold. Their tattered clothes reveal a once-gilded past. The crowd jeers while children watch wide-eyed. The town crier proclaims, "High treason against the crown!" The condemned remains silent as the executioner, robed in black, stands beside the guillotine. The blade gleams in the dim light. The crowd's murmurs die, replaced by silence. As the condemned approaches, the guillotine's timing falters. Instead of falling on the scaffold, the blade swings over the cars, threatening any unlucky passenger who passes beneath. There is just one problem: the guillotine is being raised and lowered by some mechanism. It appears that the timing of the guillotine is off and it is being lowered onto the cars instead of between them. If a person were to be in a car as it passed under the guillotine, they would be seriously injured. You're glad you're not in one of those cars now. You must do something to stop it before someone gets hurt! Nearby a wooden door leads east to the Generator Room. You can also see a guillotine platform here. >e Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. You can see Mr Whidbey here. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >e High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a janitor, a High Striker attendant, a bullseye, and some High Striker prizes here. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a Pitchers Mound attendant and some Pitchers Mound prizes here. >i You are carrying: some channel locks a sledgehammer an envelope (open) a check stub an aqua colored fuse a pair of gloves (being worn) a 14" long piece of string (tied to an emerald colored fuse) an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a fanny pack (being worn, and closed) >drop sledgehammer Dropped. >open fanny pack You open the fanny pack, revealing a Frank's Market invoice, an Oriental Trading invoice, a Mystic Industries invoice, a Cash 'N' Carry invoice, a hammer, your keys, a parking ticket, three quarters, a nickel, a dime, a wallet, a notebook, and some blueberries. >get dime Taken. >close fanny pack You close the fanny pack. >throw baseball at 5 You can't see any such thing. >give dime to attendant The Pitchers Mound attendant says, "Sorry. You only get to play once." >x prizes The prizes are a plush donkey, a goldfish in a bowl, and a poster of Lourde. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a janitor, a High Striker attendant, a bullseye, and some High Striker prizes here. >x prizes The prizes are a teddy bear, a knock-off Swiss Army knife, a poster of Taylor Swift. >se Pitchers Mound The milk bottle toss is a classic game of skill and luck. A pyramid of colorful bottles sits on a sturdy platform - three on the bottom, two in the middle, and one at the top. Players throw baseballs to knock down the stack and win a prize. The booth is lively, with cheering and the clatter of falling bottles. The attendant calls, "Step right up! Three balls for a dime!" Prizes from toys to stuffed animals hang nearby. With this carnival favorite, every toss is filled with suspense. You're surprised to see that this game only costs a dime. The High Striker is to the northwest. The milk bottles are stacked in three neat rows: three bottles on the bottom, two in the middle, and one on top. 1 2 3 4 5 6 You can also see a sledgehammer, a Pitchers Mound attendant, and some Pitchers Mound prizes here. >get sledgehammer Taken. >nw High Striker A tall machine stands with bright red, yellow, and blue lights. A sign sits at the top reading "Test Your Strength!" The base is dark, polished wood, with a sturdy metal pole and a bell at the top. Markings along the pole indicate strength. A smaller sign says, "Buy a mallet, strike the bell, win a prize." Spectators cheer as the sound of the mallet hitting the target fills the night. The Ticket Kiosk is to the west. Other games are northeast and southeast of here. The Ferris Wheel lies to the east. You can see a High Striker attendant, a bullseye, and some High Striker prizes here. >hit bullseye with sledgehammer [Sound effect number 31 here.] As you swing, you feel the extra weight from the sledgehammer. As it comes down on the bullseye, you can't help but feel like the extra weight gives you an edge. The bell rings as the striker reaches the top of the pole. The attendant says, "You're a Muscle Man. Here's a prize for you." Which prize would you like? 1) a teddy bear, 2) a knock-off Swiss Army knife, 4) a poster of Taylor Swift? >2 You are now holding a knock-off Swiss Army knife. [Your score has just gone up by five points.] [Sound effect number 31 here.] >x knife This is a knock-off Swiss Army knife. It has a screwdriver, an awl, a fingernail clippers, a can opener, and a corkscrew. >w Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >s Storage Room The storage room is cramped and hidden, with rusted walls and peeling wood. The air smells of dust, damp canvas, and stale popcorn. Shelves are packed with light bulbs, wire, and old ride parts. Flags, lights, and crates of toys clutter the space. In one corner, tarps and tent poles are stacked. Spare ride seats and an old carousel horse sit under tarps in the center. A cluttered desk holds schedules and coffee cups, with a bulletin board full of flyers. The concrete floor is littered with scraps and dirt. Rats scurry and cobwebs move. This forgotten room stores the remnants of the carnival, waiting to be revived. There is an exit to the north. Nearby a khaki colored door leads west to the Ride Exit. >n Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >w Electrical Closet Nine This is Electrical Closet Nine. There's an electrical panel here and an exit to the east. >open panel (first unlocking Electrical Panel 9) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 9. >x panel Electrical Panel 9 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is open. Inside the panel you see a switch, a socket, and an indicator light. The screws for the door are gone. >x light The indicator is currently indicating nothing. >x socket Socket 9 is part of electrical panel 9. A fuse probably goes in here. >x switch Switch 9 is part of Electrical Panel 9. It's a big switch. You could probably turn it on if you wanted to. It is currently switched off. >put aqua fuse in socket You put the aqua colored fuse into socket 9. >turn on switch Nothing obvious happens. >turn off switch That's already off. >get aqua fuse Taken. >i You are carrying: an aqua colored fuse a knock-off Swiss Army knife a sledgehammer some channel locks an envelope (open) a check stub a pair of gloves (being worn) a 14" long piece of string (tied to an emerald colored fuse) an indigo colored fuse an insurance policy a gold key a gray colored fuse a brass ring a brass key (which opens the sturdy door and the metal door) a quartz colored fuse a silver key a khaki colored fuse a lit lantern (providing light) a sheer veil a crimson colored fuse a magenta colored fuse an orange colored fuse a fanny pack (being worn, and closed) >put indigo fuse in socket You hear a satisfying snick as the indigo fuse slides into place. >flip switch You switch Electrical Panel 9's switch on. The indigo indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >e Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >e Electrical Closet Three This is Electrical Closet Three. There's an electrical panel here and an exit to the west. >open panel (first unlocking Electrical Panel 3) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 3. >x socket Socket 3 is part of electrical panel 3. A fuse probably goes in here. >x light The indicator is currently indicating nothing. >put aqua fuse in socket You put the aqua colored fuse into socket 3. >get aqua fuse Taken. >put gray fuse in socket You put the gray colored fuse into socket 3. >get gray fuse Taken. >put quartz fuse in socket You put the quartz colored fuse into socket 3. >get quartz fuse Taken. >put khaki fuse in socket You put the khaki colored fuse into socket 3. >get khaki fuse Taken. >put crimson fuse in socket You hear a satisfying snick as the crimson fuse slides into place. >flip switch You switch Electrical Panel 3's switch on. The crimson indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >w Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >ne Electrical Closet One This is Electrical Closet One. There's an electrical panel here and an exit to the southwest. >open panel (first unlocking Electrical Panel 1) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 1. >x socket Socket 1 is part of electrical panel 1. A fuse probably goes in here. >x light The indicator is currently indicating nothing. >put aqua fuse in socket You hear a satisfying snick as the aqua fuse slides into place. >flip switch You switch Electrical Panel 1's switch on. The aqua indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >sw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >nw Electrical Closet Eleven This is Electrical Closet Eleven. There's an electrical panel here and an exit to the southeast. >open panel (first unlocking Electrical Panel 11) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 11. >x socket Socket 11 is part of electrical panel 11. A fuse probably goes in here. >x light The indicator is currently indicating nothing. >put gray fuse in socket You put the gray colored fuse into socket 11. >get gray fuse Taken. >put quartz fuse in socket You put the quartz colored fuse into socket 11. >get quartz fuse Taken. >put khaki fuse in socket You hear a satisfying snick as the khaki fuse slides into place. >flip switch You switch Electrical Panel 11's switch on. The khaki indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >se Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >sw Electrical Closet Seven This is Electrical Closet Seven. There's an electrical panel here and an exit to the northeast. >open panel (first unlocking Electrical Panel 7) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 7. >x socket Socket 7 is part of electrical panel 7. A fuse probably goes in here. >x light The indicator is currently indicating nothing. >put gray fuse in socket You hear a satisfying snick as the gray fuse slides into place. >flip switch You switch Electrical Panel 7's switch on. The gray indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >ne Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >se Electrical Closet Five This is Electrical Closet Five. There's an electrical panel here and an exit to the northwest. >open panel (first unlocking Electrical Panel 5) (with the knock-off Swiss Army knife) Using the screwdriver on the knock-off Swiss Army knife, you remove the screws holding the electrical panel shut. You open Electrical Panel 5. >x socket Socket 5 is part of electrical panel 5. A fuse probably goes in here. >x light The indicator is currently indicating nothing. >put quartz fuse in socket You put the quartz colored fuse into socket 5. >get quartz fuse Taken. >put magenta guse in socket You can't see any such thing. >put magenta fuse in socket You put the magenta colored fuse into socket 5. >get magenta fuse Taken. >put orange fuse in socket You put the orange colored fuse into socket 5. >get orange fuse Taken. >ne From here, the only way out is northwest. >nw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. >drop magenta fuse Dropped. >drop quartz fuse Dropped. >drop orange fuse Dropped. >i You are carrying: a knock-off Swiss Army knife a sledgehammer some channel locks an envelope (open) a check stub a pair of gloves (being worn) a 14" long piece of string (tied to an emerald colored fuse) an insurance policy a gold key a brass ring a brass key (which opens the sturdy door and the metal door) a silver key a lit lantern (providing light) a sheer veil a fanny pack (being worn, and closed) >open fanny pack You open the fanny pack, revealing a Frank's Market invoice, an Oriental Trading invoice, a Mystic Industries invoice, a Cash 'N' Carry invoice, a hammer, your keys, a parking ticket, three quarters, a nickel, a wallet, a notebook, and some blueberries. >close fanny pack You close the fanny pack. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see Mr Whidbey and a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >w Show Facade As you walk west through the midway, the lights fade to a soft glow, leading you to a tent. A sign reads "Little Egypt Show - A Journey Into the Mysterious and Unknown!" The barker, wearing a fez and smiling, points to another sign: "Little Egypt - Dime Admission." The ticket kiosk is behind you to the east. There is a stage in front of the tent. The Barker is encouraging you to step up and enjoy. You can see a Barker here. >s From here, the viable exits are east and west. >e Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >sw Concession Stand The concession stand is a destination for many along the midway. Twinkling lights frame the stand making it glow amid the carnival's buzz. Behind the counter, popcorn churns in the machine, candy apples gleam, and cotton candy spins in clouds. Warm pretzels sit under a heat lamp, while sodas chill in a frosted cooler. The counter is cluttered with bags, napkins, and sprinkle cups. Kids tug at parents, teens share pretzels, and the crowd buzzes with energy. There is a menu to the right of the window. You can see the treats inside the stand. There are exits to the south, west, and northeast. Nearby a sturdy door leads south to the Carnival Office. You can also see a mallet, a concession attendant, and a menu here. >x menu $2.00 Drink $2.50 Bucket Of Popcorn $1.50 Candy Apple $1.50 Cotton Candy $1.50 Soft Pretzel $1.00 Bubblegum >buy bubblegum You fork over $1.00 for the Bubblegum, leaving yourself with $2.00. >get bubblegum You already have those. >ne Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. You can see Mr Whidbey here. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. Mr Whidbey arrives from Dark Passage. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (in which is an emerald colored fuse) here. >untie string What do you want to untie the 14" long piece of string (tied to an emerald colored fuse) from? >emerald You untie the 14" long piece of string (tied to an emerald colored fuse) from the emerald colored fuse. >get string You already have that. >chew gum You chew the bubblegum, blowing a few bubbles as you do so. >tie string to gum You tie the 14" long piece of string to the chewed bubblegum. >put gum on fuse Putting things on the emerald colored fuse would achieve nothing. >put gum in grate You drop the chewed bubblegum into the grate. The emerald colored fuse attaches to the chewed bubblegum. You quickly and carefully raise the chewed bubblegum and drop emerald colored fuse into your hand. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >i You are carrying: an emerald colored fuse some chewed bubblegum a knock-off Swiss Army knife a sledgehammer some channel locks an envelope (open) a check stub a pair of gloves (being worn) a 14" long piece of string (tied to some chewed bubblegum) an insurance policy a gold key a brass ring a brass key (which opens the sturdy door and the metal door) a silver key a lit lantern (providing light) a sheer veil a fanny pack (being worn, and closed) >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. You can see an orange colored fuse, a quartz colored fuse, and a magenta colored fuse here. >se Electrical Closet Five This is Electrical Closet Five. There's an electrical panel here and an exit to the northwest. >x panel Electrical Panel 5 is a standard issue 200 amp electrical panel supplying 220 power throughout the ride. The electrical panel is open. Inside the panel you see a switch, a socket, and an indicator light. The screws for the door are gone. >put emeral fuse in socket You can't see any such thing. >put emerald fuse in socket You hear a satisfying snick as the emerald fuse slides into place. >flip switch You switch Electrical Panel 5's switch on. The emerald indicator's light goes on. [Your score has just gone up by five points.] [Sound effect number 31 here.] >nw Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. You can see an orange colored fuse, a quartz colored fuse, and a magenta colored fuse here. >x panel Which do you mean, the central breaker panel or the emergency shutdown panel? >central This breaker panel controls various portions of the carnival. >switch off central panel It isn't something you can switch. >x emergency panel This is an emergency shut down panel. There is a switch on the panel. >turn off emergency switch You can't see any such thing. >flip emergency switch I only understood you as far as wanting to flip the emergency shutdown panel. >turn switch on emergency panel I only understood you as far as wanting to turn the red switch. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch on. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch off. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (empty) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >w Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels remain oddly dark. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch. Nearby a metal door leads east to Dark Hallway. You can also see a big switch here. >x switch This is a large switch. It's the kind Dr. Frankenstein might push to route the lightning to his creature. A label underneath the switch reads: "Electrical Room". It is currently switched off. >x panel [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] [** Programming error: tried to read (something) **] Which do you mean, Control Panel One, the aqua button, the aqua dial, the aqua colored light, Control Panel Three, the crimson button, the crimson dial, the crimson colored light, Control Panel Five, the emerald button, the emerald dial, the emerald colored light, Control Panel Seven, the gray button, the gray dial, the gray colored light, Control Panel Nine, the indigo button, the indigo dial, the indigo colored light, Control Panel Eleven, the khaki button, the khaki dial, or the khaki colored light? >x aqua light This is the aqua colored light. The light is off. >x aqua dial This is the aqua colored dial. It is currently set to 0. I bet you could SET it to a number. >set aqua dial to 1 The aqua colored dial is now set to 1. >x aqua button This is the aqua colored button. It is currently switched off. >push aqua button You switch the aqua button on. >x crimson dial This is the crimson colored dial. It is currently set to 0. I bet you could SET it to a number. >set crimson dial to 3 The crimson colored dial is now set to 3. >push crimson button You switch the crimson button on. >x crimson light This is the crimson colored light. The light is on. >x emerald dial This is the emerald colored dial. It is currently set to 0. I bet you could SET it to a number. >set emerald dial to 5 The emerald colored dial is now set to 5. >push emerald button You switch the emerald button on. >x emerald light This is the emerald colored light. The light is on. >x gray dial This is the gray colored dial. It is currently set to 0. I bet you could SET it to a number. >set gray dial to 7 The gray colored dial is now set to 7. >push gray button You switch the gray button on. >x gray light This is the gray colored light. The light is on. >x indigo dial This is the indigo colored dial. It is currently set to 0. I bet you could SET it to a number. >set indigo dial to 9 The indigo colored dial is now set to 9. >push indigo button You switch the indigo button on. >x indigo light This is the indigo colored light. The light is on. >x khaki dial This is the khaki colored dial. It is currently set to 0. I bet you could SET it to a number. >set khaki dial to 11 The khaki colored dial is now set to 11. >push khaki button You switch the khaki button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor shows the gift shop located at the Hell Ride exit. The khaki light is now on. >x khaki light This is the khaki colored light. The light is on. >x monitor The monitor flickers for a second and the scene it displays changes to something different. The monitor shows the gift shop located at the Hell Ride exit. >l Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels are lit. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch. Nearby a metal door leads east to Dark Hallway. You can also see a big switch here. >e Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a metal door leads west to Control Room. Nearby a ladder leads down to the Maintenance Office. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (empty) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. You can see an orange colored fuse, a quartz colored fuse, and a magenta colored fuse here. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch on. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch off. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (empty) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >w Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels are lit. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch. Nearby a metal door leads east to Dark Hallway. You can also see a big switch here. >flip switch You switch the big switch on. >l Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels are lit. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch with sparks arcing out from it. Nearby a metal door leads east to Dark Hallway. Currently there are sparks arcing out from the switch. It looks dangerous. >e Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a metal door leads west to Control Room. Nearby a ladder leads down to the Maintenance Office. >d Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >s Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >s Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >s Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (empty) here. >s Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. >s Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. You can see an orange colored fuse, a quartz colored fuse, and a magenta colored fuse here. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch on. >flip red switch You apply a considerable amount of force and push the red switch. You listen and can still hear the sounds of the machinery working somewhere. Nothing happens. You switch the red switch off. >l Electrical Room The electrical room is small, hidden behind the carnival's attractions. The air smells of overheated wires and metal. A central breaker panel dominates one wall, with labels like "Ferris Wheel Lights" and "Carousel Motors." Indicator lights blink intermittently. Thick cables hang from the ceiling, connected to the carnival's power network. A junction box spills wires, and a workbench holds tools and a smudged wiring diagram. The floor is scratched and stained. A faint vibration pulses in the air. An emergency shutdown panel and fire extinguisher sit nearby. Fluorescent lights cast shifting shadows. The room is raw and essential, a behind-the-scenes look at the carnival's power. This room is eerily quiet, missing the ever present buzz of electricity. There are exits in all directions. You can see an orange colored fuse, a quartz colored fuse, and a magenta colored fuse here. >n Generator Room The generator room is small, with concrete walls stained by oil and grime. The air smells of diesel, metal, and damp earth. The main generator hums, connected by thick cables to circuit breakers and a cluttered panel with switches and gauges. A flickering display shows power levels. The cracked floor is littered with puddles. Shelves hold spare parts and manuals, and a workbench sits next to a grease canister. The room is the carnival's power source, hidden but essential. The backstage area continues north and south of here. Nearby an indigo colored door leads west to the Guillotine Room. The electromagnetic energy that this room creates leaves you confused. Instead of going north, you find yourself back in the Generator Room. >n Mechanical Room South The south mechanical room is the heart of the ride, with a massive motor powering the thick belts, pulleys, and gears. Electrical panels line the walls, flashing "High Voltage" and colorful indicator lights. Conduits and wires snake across the ceiling, connecting systems. A cluttered table holds tools, spare parts, and maintenance logs stained with grease. The air smells of oil, metal, and ozone. A cooling fan struggles to cut the warmth as the hum of machinery mixes with the hiss of hydraulics and clinking chains. The floor is a patchwork of metal grates and worn concrete. The room is busy; every movement is precise and controlled. You can travel north and south from here. Nearby a gray colored door leads west to the Dungeon. You can also see a grate (empty) here. >n Mechanical Room North The north mechanical room is compact, housing auxiliary systems for the ride. A soft hum of capacitors and relays fills the space, interrupted only by the occasional hissing of hydraulic fluid. Circuit breaker panels line the walls, labeled for different functions. Cables and conduits connect the systems to the main hub. Flickering with gauges, a hydraulic pump in the corner manages lifting arms and platforms. A small workbench is cluttered with parts, while shelves above hold spare parts like cables and hydraulic tubing. A faded ride diagram with red annotations is pinned nearby. The room feels cool and damp. There are exists north and south. Nearby an emerald colored door leads west to the Stake Room. You can also see a toolbox (empty) here. >n Crawl Space The crawl space beneath the ride is cramped and dark, filled with the hum of machinery above. The air is thick with oil and rust. Sounds echo - groaning steel, clanking chains, and the rhythmic thrum of motors. The ground is uneven, a mix of dirt, gravel, and scattered tools. Pipes overhead are wrapped in fraying insulation, crackling as you move. Small puddles of murky water collect. The backstage area continues north and south. Nearby a crimson colored door leads west to the Gallows Room. >n Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >n Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see a Hell Ride car (empty) here. >n Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >n Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. >ask janitor about janitor The janitor looks at you expectantly. The janitor says, "I'm the maintenance engineer for the carnival. I've been working here for the past four years." >show invoices to janitor You can't see any such thing. >open fanny pack You open the fanny pack, revealing a Frank's Market invoice, an Oriental Trading invoice, a Mystic Industries invoice, a Cash 'N' Carry invoice, a hammer, your keys, a parking ticket, three quarters, a nickel, a wallet, a notebook, and some blueberries. >show invoices to janitor You can't use multiple objects with that verb. >show frank invoice to janitor You can't see any such thing. >l Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a janitor and a cashier here. The janitor heads to the Bumper Cars. >nw Bumper Cars The bumper cars are a lively scene of flashing lights and vibrant decorations. The arena is surrounded by padded barriers, ensuring the rider's safety. Cars in faded reds, blues, yellows, and greens glide across the slick floor, each equipped with a steering wheel and padded bumper. Riders maneuver their cars with intensity, creating a din of bumps and laughter. Overhead, electric poles hum with energy. While onlookers cheer from the sidelines, the bumper cars offer playful competition and nostalgic fun for all. The Ticket Kiosk is southeast of here. You can see a janitor and a Bumper Cars attendant here. >show frank's market to janitor (first taking the Frank's Market invoice) The janitor says, "Looks like the carnival is in some financial trouble." You've collected some new evidence. >show oriental invoice to janitor (first taking the Oriental Trading invoice) The janitor says, "These prizes are cheaper and flimsier than usual." You've collected some new evidence. >show mystic to invoice You can only do that to something animate. >show mystic to janitor (first taking the Mystic Industries invoice) The janitor says, That fire in Hell Ride was really bad. It took almost two weeks to get it fully repaired. But it shouldn't have cost this much. I think Mr Whidbey got ripped off. Or, he got it fixed on the cheap and pocketed the rest." You've collected some new evidence. >ask janitor about fire The janitor looks bored as he waits for you to speak. "The very real fire in the Stakes Room in Hell Ride was a scary event. I couldn't put it out with a fire extinguisher. We had to wait for the fire department and by then there was a lot of damage done" says the janitor. You've collected some new evidence. >show stub to janitor (first taking the check stub) The janitor says "What?! That's the name of the kid who got hurt in the Bumper Cars incident." You've collected some new evidence. [Your score has just gone up by ten points.] [Sound effect number 31 here.] >show insurance to janitor "An insurance policy? For a million dollars? Something is fishy for sure!" the janitor says. You've collected some new evidence. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 41 Evidence concerning accidents with the attractions ? 8 Evidence concerning insurance ? 7 Evidence concerning past due invoices ? 6 Evidence concerning Mr Whidbey ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 63 Total Weighted Evidence You have enough evidence to press charges. >se Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see Mr Whidbey and a cashier here. Mr Whidbey heads to the Head of the Line. >show evidence to whibdey You can't see any such thing. >se Fortune Teller Approaching the fortune teller's booth, you are drawn in by its mysterious allure and inky softness. Draped in deep purple curtains adorned with golden moons and stars, the booth is lit only with the flickering of candles. The air is heavy with the scent of incense, mingling with and then overpowering the ever-present sugary odor of carnival treats. A sign sways slightly in the evening breeze. You can see Esmeralda here. >ask esmeralda about fire "There was a fire in one of the rooms in Hell Ride," says Esmeralda. You've collected some new evidence. >show check stub to esmeralda Esmeralda says "I know nothing about that." You've collected some new evidence. >show insurance to esmeralda "An insurance policy? For a million dollars? Something is fishy for sure!" Esmeralda says. You've collected some new evidence. >ask esmeralda about needleman "Hmm, you've got me there," Esmeralda drawls. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 44 Evidence concerning accidents with the attractions ? 11 Evidence concerning insurance ? 7 Evidence concerning past due invoices ? 6 Evidence concerning Mr Whidbey ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 69 Total Weighted Evidence You have enough evidence to press charges. >nw Ticket Booth Painted in bright red and yellow stripes, the ticket kiosk stands at the entrance with flickering lights to draw attention. A smiling cashier hands out tickets, while the cash drawer jingles. A digital payment system sits in the corner. Too bad you don't have a debit card. To the right, a signboard displays ticket prices alongside illustrations of the rides. Pennant flags flutter and the air is filled with the scent of popcorn, pretzels, and grease. The ground is worn from the steps of carnival goers eagerly waiting in line as they approach the midway. The midway continues in all directions from here. There is a cashier here. A price list for attraction tickets is on the signboard. The cashier has Fortune Teller ticket, Carousel ticket, Bumper Cars ticket, and Ferris Wheel ticket. You can see a cashier here. >s Head of the Line You are standing in front of an attendant. The entrance to the ride is south of here. The ride operator tells you that you're lucky you showed up when you did because this will be the last trip through Hell Ride for the night. You notice that all the other cars are empty. The Ticket Kiosk is north of here. You can see a Hell Ride attendant here. >s Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see Mr Whidbey and a Hell Ride car (empty) here. >ask whidbey about whibdey Mr Whidbey looks at you expectantly. "I'm afraid I don't know much about that," Mr Whidbey replies. >ask whidbey about whidbey Mr Whidbey waits for you to speak. "I've been at the helm of Whidbey Amusements since 1991. We've seen a lot of changes in that time," says Mr Whidbey. >ask whidbey about fuse Mr Whidbey looks at you expectantly. "I know nothing about fuses", Mr Whidbey says. >ask whidbey about fire Mr Whidbey nervously shifts his weight from one foot to the other. The fire was most unfortunate. It put Hell Ride out of commission for two weeks. Not only did it cost me $22,500 to repair but I lost revenue while it was closed. Mr. Whidbey meets your eyes and quickly looks away. You've collected some new evidence. >ask whidbey about insurance Mr Whidbey waits for you to speak. "An insurance policy? Of course, all reputable businesses have insurance. Even small time carnivals" Mr Whidbey stammers. You've collected some new evidence. >show check stub to whidbey Mr Whidbey says "Uh, Fred is a special... contractor... We paid him. For services rendered." You've collected some new evidence. >ask whidbey about fred Mr Whidbey looks at you expectantly. Mr Whidbey says "Uh, Fred is a special... contractor... We paid him. For services rendered." You've collected some new evidence. >show mystic invoice to whidbey Mr Whidbey says, "That fire in Hell Ride was very expensive to repair. And it put the ride out of commission for two weeks." Mr. Whidbey's eyes dart up and to the left. You've collected some new evidence. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 54 Evidence concerning accidents with the attractions ? 20 Evidence concerning insurance ? 7 Evidence concerning past due invoices ? 6 Evidence concerning Mr Whidbey ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 88 Total Weighted Evidence You've got enough evidence for a conviction. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >u From here, the viable exits are south and west. >w Ride Entrance The cars for Hell Ride stop here, and the safety bar clicks into place as riders board the cars. Ahead, the grotesque entrance looms - a twisted metal archway adorned with spikes, skulls, and flickering blood-red lights. A faint sulfuric smell mixes with the scent of popcorn. The "HELL RIDE" sign pulses above the door, while demon statues with clawed hands seem to beckon. The entrance is shrouded in darkness, broken only by eerie green flashes that reveal twisted paths. Faint whispers and distant organ music grow louder. To one side, the darkness looks a little bit darker than the rest of the room. You can see Mr Whidbey and a Hell Ride car (empty) here. >e Dark Passage This room is backstage at the Hell Ride attraction. The room is littered with bags of trash, piles of junk, and dust bunnies so large they should be paying rent. There an exit to the south and west. >s Maintenance Office The maintenance office is a dim, cluttered space, filled with the smells of grease, sweat, and popcorn. Disorganized shelves are lined with tools and parts, while paint cans and grease jars clutter the workbenches. A battered desk holds wires, gears, and springs, with a bent piece of metal in a vise. A flickering fluorescent light barely brightens the room. In one corner, a disassembled ride mechanism hangs with chains and pulleys. A greasy manual and a half-empty coffee mug sit on a nearby stool. Faded safety posters and a worn photo of the carnival decorate the walls, along with a corkboard full of schedules and notes, and a worn photo of the carnival in its prime. The floor is gritty with dust and scattered nails. Despite the mess, the room buzzes with purpose and keeps the carnival running, fueled by sweat and ingenuity. Exits lead north and south. Nearby a ladder leads up to Dark Hallway. Nearby an aqua colored door leads west to the Stocks Room. You can also see a worn photo and a desk (on which are a coffee mug and a radio) here. >u Dark Hallway This is a poorly lit hallway. Ahead to the west you can see the glow of an open door. Nearby a ladder leads down to the Maintenance Office. Nearby a metal door leads west to Control Room. >w Control Room The backstage control room is a functional space with gray, scuffed walls. A large monitor shows live feeds while control panels with dials, buttons, and lights manage the rides and systems. The panels are lit. The hum of electronics is interrupted by a crackling radio: "Maintenance to Bumper Cars - wrench needed!" Papers, tools, and coffee cups clutter the floor. A desk holds logs and schedules, and a corkboard displays charts and red-marked notes, including one that says "Check Zipper circuit breakers." A single light casts harsh shadows, and the air smells of lubricant and burnt wires, mingling with dampness. The room is hidden but vital, keeping the carnival running. On one wall, a switch sparks with blue and white arcs. On one wall is a large switch with sparks arcing out from it. Nearby a metal door leads east to Dark Hallway. Currently there are sparks arcing out from the switch. It looks dangerous. >flip switch You switch the big switch off. >x aqua button This is the aqua colored button. It is currently switched off. >push aqua button You switch the aqua button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor now shows a tableau of poor unfortunate townsfolk locked in stocks. The aqua light is now on. >x crimson button This is the crimson colored button. It is currently switched off. >push crimson button You switch the crimson button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor now shows a scene of someone waiting to be hanged. The crimson light is now on. >x emerald button This is the emerald colored button. It is currently switched off. >push emerald button You switch the emerald button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor now displays a scene of three women being burned at the stake. The emerald light is now on. >x gray button This is the gray colored button. It is currently switched off. >push gray button You switch the gray button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor now shows the implements of torture in the dungeon. The gray light is now on. >x indigo button This is the indigo colored button. It is currently switched off. >push gray button You switch the gray button off. The monitor turns off and the screen goes black. The monitor now shows nothing but snow. The gray light is now off. >push indigo button You switch the indigo button on. The monitor flickers for a second and the scene it displays changes to something different. The monitor now shows a tableau of a guillotine rising and falling over the ride exit. The indigo light is now on. As you push the indigo button, the monitor switches to a view of the guillotine room. You still see the blade rising and falling over the cars. Suddenly, the blade starts slowing down, taking longer and longer to fall. Until it finally comes to a complete rest. The room is heavy with uneasy silence. Hell Ride, once a thrilling spectacle, now looms motionless, as the guillotine blade is frozen halfway down its track. Moments ago, chaos erupted as the malfunctioning mechanism sent the blade crashing unpredictably, ripping through the roofs of cars on the track. A single car, its roof gashed open, sits under the still blade - a grim reminder of the disaster narrowly averted. Above, a black crow lands on the guillotine's frame, its sharp caw cutting through the murmurs of anger and fear. Two mechanics climb the scaffolding with tools in hand, their appearance met with wary hope. A crowd has gathered and is watching, holding their breath, as the cursed ride's fate hangs in the balance. After a moment, applause rises from the assembled crowd, cheering your accomplishment. Mr. Whidbey, the Mayor, the Chief of Police, and the janitor arrive on the scene and extend their gratitude for saving the day, not to mention lives! "But wait", you say, "There is more afoot here than meets the eye. I think we need to talk to Mr Whidbey some more... confront him about a few things. Accusations might be made." Mr Whidbey exclaims, "Accusations? What accusations?" The Police Chief listens with interest to what you have to say. >show evidence Weight Evidence collected: ------ -------------------------------------------------------- ? 54 Evidence concerning accidents with the attractions ? 20 Evidence concerning insurance ? 7 Evidence concerning past due invoices ? 6 Evidence concerning Mr Whidbey ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 88 Total Weighted Evidence You've got enough evidence for a conviction. >show insurance to chief To engage the Chief of Police, "SHOW evidence TO Chief of Police". >show evidence to chief (first taking the notebook) Mr Whidbey waits for you to speak. "Ok, I guess you got me. The carnival was losing money and we were going to go out of business. I was desperate to turn things around. Then that Needleman kid got hurt on the bumper cars. We filed an insurance claim for it. When he got paid, Needleman asked if we could get more and split it. It seemed like a good idea at the time. I could get some extra cash to pay the carnival's bills. Then the thought of the money got overwhelming and I thought, "What if there was a fire and the estimate for repairs was, let's shall we say, generous. We could take the extra money, pay bills, and pocket the rest. The Chief of Police pays particular attention to Mr. Whidbey's confession. He approaches Whidbey and says "You have the right to remain silent. Anything you say will be used against you in a court of law. You have the right to an attorney during interrogation; if you cannot afford an attorney, one will be appointed to you." He handcuffs Whidbey, thanks you for your service to the community, and leads Mr Whidbey away to jail. *** You have won! *** You've received 190 points out of a possible 200 in 1083 moves! You have received points for the following: ? Buying the Hell Ride ticket: 5 points ? Taking the Mercury dime: 5 points ? Finding the Dark Passage: 5 points ? Taking the flashlight: 5 points ? Winning the Orange fuse: 5 points ? Winning the Magenta fuse: 5 points ? Finding the coins and keys: 5 points ? Winning the Crimson fuse: 10 points ? Taking the lantern: 5 points ? Acquiring the Khaki fuse: 10 points ? Acquiring the pliers: 5 points ? Bringing the wrench to the Bumper Cars: 5 points ? Acquiring the Gray fuse: 10 points ? Finding the insurance policy: 5 points ? Acquiring the Indigo fuse: 10 points ? Finding the Control Room: 5 points ? Turning off the big switch: 5 points ? Acquiring the Aqua fuse: 10 points ? Finding the Cash 'N' Carry invoice: 5 points ? Finding the Oriental Trading invoice: 5 points ? Finding the Frank's Market invoice: 5 points ? Finding the Mystic Industries invoice: 5 points ? Winning the knock-off Swiss Army knife: 5 points ? Flipping the Indigo switch: 5 points ? Flipping the Crimson switch: 5 points ? Flipping the Aqua switch: 5 points ? Flipping the Khaki switch: 5 points ? Flipping the Gray switch: 5 points ? Acquiring the Emerald fuse: 10 points ? Flipping the Emerald switch: 5 points ? Acquiring the cashier's check stub: 10 points Weight Evidence collected: ------ -------------------------------------------------------- ? 54 Evidence concerning accidents with the attractions ? 20 Evidence concerning insurance ? 7 Evidence concerning past due invoices ? 6 Evidence concerning Mr Whidbey ? 1 Evidence concerning fuses ------ -------------------------------------------------------- ? 88 Total Weighted Evidence You've got enough evidence for a conviction. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, or HINTS? >