Nice! This is a much appreciated transcript of Identification number: //971ADFDD-20C5-4708-B319-1FEEB6323EB5// Interpreter version 1.3.5 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson numbered disambiguation choices version 7/140501 by Aaron Reed >* well this is certainly in medias res! You try to act, but you're distracted by a threatening motion from your enemy. >x me Today is your first day as queen. And possibly your last. >x dragon The red dragon is truly terrible to behold! It's watching you, waiting for the best moment to strike. Its head is close enough for you to attack. But what can a small queen like you do against a beast like this? >run You run but the dragon is hot on your heels. The crowd screams as the dragon approaches and backs away. The dragon pushes closer, biting at the air by your head. >hide You try to act, but you're distracted by a threatening motion from your enemy. >about Grooverland is a game made in honor of the ongoing works of Chandler Groover. It isn't necessary to have played any of his games, but if you have, you'll definitely notice some references. This game was beta tested by: Chandler Groover, Lance Campbell, thecheddarman, Hugo Labrande, Sean M. Shore, Mike Spivey, Greg Frost, AKheon, Feneric, Austin Auclair, and an anonymous tester. Wren Harper provided writing guidance. Cover art is by @Maudou_art. Conversation in this game uses TALK TO and ASK (or TELL, which does the same thing). You can generally only ask people about notable things you've seen in the game. Alice can tell you more about which game each location references. If you are stuck, type HINT for hints! All exits are listed in the status bar at the top of the game. >i You are carrying: a mighty sword The dragon emits a terrifying roar. >* oh that's handy! You try to act, but you're distracted by a threatening motion from your enemy. >x sword This wickedly sharp sword was carried by heroes of ages past. >l Arena A frightened crowd of bizarre creatures and monsters surrounds you at a safe distance. Before you looms a terrible red dragon, invincible, tall, proud, and ready to strike the killing blow. The dragon tries to bite at your feet, but you dodge. >x crowd Hundreds of monsters and goblins surround you, driven to a fever pitch of excitement and terror. These are your citizens. >* Oh, is the dragon one too? You try to act, but you're distracted by a threatening motion from your enemy. >talk to dragon "Have at thee, villain!" you cry, waving your sword. The dragon stomps, and the ground trembles. >* Guess not You try to act, but you're distracted by a threatening motion from your enemy. >talk to crowd You feel nervous approaching a large group without anyone you know in it. The dragon eyes the crowd, looking for a tasty goblin to eat. >* I mean is that really the primary reason we're nervous right now? You try to act, but you're distracted by a threatening motion from your enemy. >ask crowd about dragon You shout out your question, but the frightened crowd does not respond. The dragon darts its head at you over and over, trying to break your concentration. >ask dragon about crowd "Have at thee, villain!" you cry, waving your sword. The dragon pushes closer, biting at the air by your head. >ask crowd about me You shout out your question, but the frightened crowd does not respond. The dragon emits a terrifying roar. >jump You promised your basketball coach that you wouldn't jump while you're off the court. Don't want to get injured. The dragon tries to bite at your feet, but you dodge. >* What kind of queen are we? You try to act, but you're distracted by a threatening motion from your enemy. >sing You sing: "Yes Grooverland's my kind of place You play with rattlesnakes! Somebody stole my nose Rats biting off my toes! The last time that I was there The creatures ate my hair! Yes Grooverland's my kind of place!" The dragon stomps, and the ground trembles. >* Ha! You try to act, but you're distracted by a threatening motion from your enemy. >* OK I guess it's time to get on with things You try to act, but you're distracted by a threatening motion from your enemy. >slay dragon The mighty sword whistles through the air as you swing at the dragon. With a loud "snick" you slice through his head. Out pour buckets and buckets of... ...candy! The costumed crowd cheers and scrambles towards you to pick through the remains of the dragon, while a voice over the loudspeaker proclaims: "Ladies and Gentlemen, welcome to..." Grooverland The theme park of the century! by Mathbrush Release 2 / Serial number 210702 / Inform 7 build 6M62 (I6/v6.33 lib 6/12N) Your family gathers around you while an attendant takes the sword. "That was awesome!" shouts David. "Pretty cool," says Alice. "Thanks for choosing this as your wish, kid," says your Dad. "Alright, let's go! Lily has the run of the park for the day, so the rest of you go ahead. Happy birthday, Lily," your Mom says to you and kisses your head. Then they all run off to the east. >* Oooh, twist! You seem to want to talk to someone, but I can't see whom. >x me You are Lily Lee, and this is your eleventh birthday! You are Queen of Grooverland for a day. >i You are a young queen without possessions. >l Arena The crowd has gone, leaving you free to enter the park to the east. The shell of the red papier-mâché dragon is all that remains here. So strange, how lifelike it was! >x shell It's strange; even though you knew the dragon was fake, the way it moved was so real! The red dragon is an empty shell, now. >take dragon This empty shell is not worth your attention. >wear it You can't see 'it' (nothing) at the moment. >wear dragon (first taking the papier-mâché dragon) This empty shell is not worth your attention. >e Welcome Booth You walk towards the entrance of Grooverland and are impressed by its extravagance and size. Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. A gate guard in a paisley vest sitting in a Welcome Booth waves you over. "Welcome, Your Majesty! Let me know if you have any questions. Otherwise, go out there and have fun!" he says, handing you a flier. A smiling woman (accompanied by dog) is standing near the booth and holding a sign that says "Lily". That's your name! >l Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. A smiling woman (accompanied by dog) is standing near the booth and holding a sign that says "Lily". That's your name! >i You are carrying: a flier >x flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >* okay this seems fun (good justification for a scavenger hunt!) That's not a verb I recognise. >l Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. A smiling woman (accompanied by dog) is standing near the booth and holding a sign that says "Lily". That's your name! >x david Your younger brother David is excited at being on his own at a park for the first time. He's running back and forth, staring at everything with wide eyes. David wanders off to the east. >*oops, bye david! Catch up later You seem to want to talk to someone, but I can't see whom. >x booth A simple and homely booth made of whitewashed wood. >x gates Tall doors made of wood-textured plastic allow everyone access into the park. One door is red and the other is white, but they are otherwise indistinguishable. >x red Tall doors made of wood-textured plastic allow everyone access into the park. One door is red and the other is white, but they are otherwise indistinguishable. Your brother David wanders over from the east. >talk to david "Lily, this park is awesome!" says David. "Did you know you can duel the menagerie guy to see who's better at feeding the animals?" >ask david about menagerie You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT the ring, yourself, or the papier-mâché dragon. >ask david about me David waves and says, "Hey Lily! Thanks for picking Grooverland for your trip! This is awesome!" >ask david about dragon "I wish I could fight a dragon!" he says. He zooms around his plush chimera, pretending it's a dragon. >ask david about chimera "Chimeras are awesome! They can multiattack and fly!" says David. >ask david about david "I'm doing great! This park is awesome!" says David. >ask david about mom David frowns. "I don't need mom to watch me! I can explore on my own!" >ask david about dad David frowns. "I don't need dad to watch me! I can explore on my own!" >ask david about alice "Alice told me some really cool stuff about the park," says David. David wanders off to the east. >x guard This elderly man has a gleaming bald head and a sharp, witty grin. He sits in his booth and wears a paisley vest and a badge saying "Ask me anything--Wade." >talk to guard "Hello, Lily," he says. "I'm pleased to be your personal guide to Grooverland. If you need help finding someone or something you've seen, just ASK me and I'll help you! Most people in the park can tell you about anything you want to know, if you ASK them, too!" >ask guard about me "Well, you're the most special person in the whole park today, little Miss Lily!" says the guard, smiling benevolently. Your brother David wanders over from the east. >ask david about grooverland "I can't believe we're actually here. This is epic," he says. >ask david about wade "Yeah, he seems like one of the nicest guys here," says David. >ask david about ring "Sorry, Lily, I haven't seen that anywhere," says David. David wanders off to the east. >ask guard about himself You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the gate guard ABOUT Alice, Grooverland, or dog. >ask guard about guard "Me? I'm just a man who's seen too much and gained too little to do anything but sit around and talk," says the guard. "But Grooverland and the Mirrored Queen have been kind to me. I hope you'll enjoy your stay here." >* Huh, that usually works! You seem to want to talk to someone, but I can't see whom. >ask guard about mirrored queen He says, "Well, there's two people in charge of this park: her, and the Scarlet Empress. And let me tell you, if you have to meet one of them, you'd better hope it's the queen!" >ask guard about empress The gate guard looks at you seriously. "Lily, if you're involved with the Scarlet Empress, then you're in for a world of hurt." >ask guard about grooverland He smiles, looking off into the distance. "Grooverland is everything to me, Lily. But you should know, that it has both good and bad in it, just like all of us. Keep that in mind." >* That's an interesting philosophy for a theme park open to small children That's not a verb I recognise. >ask guard about castle You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the gate guard ABOUT David's favorite plush chimera, the ring, or the Mirrored Queen. >ask guard about chimera "Sounds like that toy is very special to your brother," says the gate guard. >ask guard about david "Are you looking for your brother? I think he was in Melancholy Mall earlier," he says. >ask guard about alice "Your sister has our new app. I'm glad she's using it, we spent a lot of money on it," says the guard. >ask guard about mom "Your mom's been at the gift shop the whole time," says the Gate Guard. "Hope she finds something nice!" >ask guard about dad "Your father seems like a swell fellow, really knows his way around a map. He was hanging around Mechanical Marvels or thereabout, if I remember," says the guard. >ask guard about ring "A signet ring is a traditional sign of royalty," says the gate guard, "since it represents their authority." >i You are carrying: a flier >ask guard about flier "Oh, that's just to help folks that get lost. Kind of like me," he says. >read flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! Your brother David wanders over from the east. >ask david about scepter "Sorry, Lily, I haven't seen that anywhere," says David. >ask david about orb "Sorry, Lily, I haven't seen that anywhere," says David. >ask david about sideshow You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT the ring, the frightened crowd, or Alice. >ask david about crowd "Sorry, Lily, I haven't been paying attention to the crowd," says David. >ask david about end You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT the smiling woman, the flier, or the paisley vest. >ask guard about mantle "It's a traditional garment worn by royals in Europe," he says. "This one is your size." >ask guard about orb He says, "It was traditional for kings of old in some cultures to hold an orb that siginified the earth being in the rulers' hands. But this orb represents the sun." >read flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >ask guard about castle You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the gate guard ABOUT the gates, the flier, or the Sugar Plum Crown. David wanders off to the east. >ask guard about marvels You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the gate guard ABOUT the Welcome Booth, the mighty sword, or Mom. >ask guard about bitter end You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the gate guard ABOUT the badge, Alice, or Dad. >i You are carrying: a flier Your brother David wanders over from the east. >read flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >ask guard about scepter "A royal scepter is one of the oldest-known symbols of authority in history," says the gate guard. >ask guard about crown "It's a beautiful crown. It's associated with sugar, sweets and food. But it takes a terrible price to obtain it, my child," says the gate guard. David wanders off to the east. >l Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. A smiling woman (accompanied by dog) is standing near the booth and holding a sign that says "Lily". That's your name! >x woman This is a professional-looking woman holding a sign with your name on it and standing next to a dog. >x dog dog is a mixed breed dog, somewhere between a spaniel and a terrier, with a collar and a name tag that says "Toby". >* Argh, this bug always gets me too! You seem to want to talk to someone, but I can't see whom. >pet dog Toby smiles and barks, as if to say, "I am indeed a good boy!" >x toby Toby is a mixed breed dog, somewhere between a spaniel and a terrier, with a collar and a name tag that says "Toby". >* I see, only comes up if you X DOG before finding out he's Toby You seem to want to talk to someone, but I can't see whom. >l Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. A smiling woman (accompanied by Toby) is standing near the booth and holding a sign that says "Lily". That's your name! >x sing You can't see anything by that name. >x sign It's white posterboard with black marker on it. >sing You sing: "Yes Grooverland's my kind of place You play with rattlesnakes! Somebody stole my nose Rats biting off my toes! The last time that I was there The creatures ate my hair! Yes Grooverland's my kind of place!" >read sign It's white posterboard with black marker on it. Your brother David wanders over from the east. >ask david about woman (the smiling woman) "She seems like a nice lady. I'd like to train animals one day," he says thoughtfully. >ask guard about woman (the smiling woman) "That's the animal trainer for Toby, if I remember correctly. Nice lady, but not part of the park," says the gate guard. >talk to woman "Are you Lily?" the woman asks, crouching down. You nod. "Hi, Lily! I'm from the 'Kids Paws the Game' Foundation. We've donated our own gift for the big day." She pulls out a whistle on a chain and hands it to you. "If you ever get lost, just blow this whistle and Toby here will come find you," she says, ruffling the hair of the dog next to you. "We'll let you get on with the big day. Hope you have fun!" She gives you a wink, and then she vanishes, leaving Toby behind. You blink, but nobody else seems to have noticed her disappearance. Toby licks your hand reassuringly. You place the whistle around your neck. David wanders off to the east. >pet dog Toby smiles and barks, as if to say, "I am indeed a good boy!" >x dog Toby is a mixed breed dog, somewhere between a spaniel and a terrier, with a collar and a name tag that says "Toby". >l Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >enter gates Melancholy Mall As you enter the gates, the full beauty of Grooverland is exposed to your view. You smell a bizarre mixture of sweets and metal, you hear screams from unseen rides, and, far off to the east, you see the distant castle. That's where your coronation ceremony will be tonight, if you can find everything you need, of course! [You can check the flier in your inventory to see the requirements for entering the Queen's Castle.] You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >l Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >x crowd Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. Your brother David wanders over from the east. >x bats They're marked with some kind of weird alphabet or sigils. It looks burned into the wood; in fact, some of the bats are still smoking. >x cones They look great! You're not sure where everyone's getting them, though. >ask david about cones You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT the smiling woman, the sun orb, or the papier-mâché dragon. David wanders off to the west. >l Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >ask crowd about cones You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the mall crowd ABOUT the badge, the gate guard, or Toby. >x crowd Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. Your brother David wanders over from the west. >ask david about bats You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT David, David's favorite plush chimera, or the ring. >l Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. A man with badge saying "Spike M, Park Inspector" wanders by. He walks by, juggling a large number of items, staring at a map of the park, and muttering to himself. "Hmmm... if I were to drop this at Mechanical Marvels and then pick that up in the Melancholy Mall..." Then he walks on. >ask david for chimera You can TALK TO David or ASK David ABOUT something you've seen. David wanders off to the west. >l Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >s Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. A shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >x rows The rest of the merchandise is glorious, but you can tell, deep inside, that it is not anything you'd need right now. >x merchandise The rest of the merchandise is glorious, but you can tell, deep inside, that it is not anything you'd need right now. >x poems You flip through the book. "They say it is a haunted place. In ages past a priest lived there and when his prayers were not answered he starved himself. His body transformed into rats and they destroyed the sacred books and holy scrolls..." It goes on like this for some time. >read it You flip through the book. "They say it is a haunted place. In ages past a priest lived there and when his prayers were not answered he starved himself. His body transformed into rats and they destroyed the sacred books and holy scrolls..." It goes on like this for some time. >g You flip through the book. "They say it is a haunted place. In ages past a priest lived there and when his prayers were not answered he starved himself. His body transformed into rats and they destroyed the sacred books and holy scrolls..." It goes on like this for some time. >l Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >x dollhouse This house is filled with all sorts of little furniture. It has a label that says, "The house is insignificant, a worthless husk, too tiny to love. It is entirely too small. Please do not shake the house." It's filled with little furniture. >x furniture The dollhouse is filled with little, immovable pieces of furniture. There are plastic doves' nests in little holes. Ridged vines coil over tiles painted with cracks. The rug is a sponge, pre-moistened to a swampy state. The abandoned chairs are crumpled into a pile. A little crooked painting of an elderly woman adorns the wall. There is a little wooden cabinet. There are bookcases with plastic moss and little black wax candles like fingers, black logs in the fireplace with an oversized mantel. >straighten painting That's not a verb I recognise. >x painting I wonder who she is. >x cabinet Hmm, this cabinet looks shinier than the rest of the furniture. >open it You open the little cabinet, revealing a winding key. >* aha! That's not a verb I recognise. >x winding This is an old-time key used to wind some kind of spring-operated mechanism. The handle is shaped like a bee. >take it You grab the winding key. >x dollhouse This house is filled with all sorts of little furniture. It has a label that says, "The house is insignificant, a worthless husk, too tiny to love. It is entirely too small. Please do not shake the house." It's filled with little furniture, including an open cabinet. >x furniture The dollhouse is filled with little, immovable pieces of furniture. There are plastic doves' nests in little holes. Ridged vines coil over tiles painted with cracks. The rug is a sponge, pre-moistened to a swampy state. The abandoned chairs are crumpled into a pile. A little crooked painting of an elderly woman adorns the wall. There is a little wooden cabinet. There are bookcases with plastic moss and little black wax candles like fingers, black logs in the fireplace with an oversized mantel. >x nests Wow, it even comes with little droppings. >x holes Wow, it even comes with little droppings. >x vines The level of detail here is exquisite. >x rug Gross. >x chairs What a mess! >x bookcases The moss on the bookcases must have taken forever to make. >x candles They are honestly pretty disgusting. >x logs Why is there so much detail in this dollhouse? >x mante You can't see anything by that name. >x mantel Why is there so much detail in this dollhouse? >shake dollhouse You shake the house a little, but nothing interesting happens. The shop clerk ignores you. >undo Painful Purchases [Previous turn undone.] >l Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >x clerk The clerk is short and thin, and he has extremely long golden hair. >talk to clerk He doesn't respond. Instead, he just tosses his hair back and forth. Strange guy. >ask clerk about dollhouse He laughs. "I'm not, like, into dolls, man. I don't know." >ask clerk about key "Honestly, I'm not sure what this key is for," says the shop clerk, "but the bee symbol looks familiar." >x key This is an old-time key used to wind some kind of spring-operated mechanism. The handle is shaped like a bee. >* Oh hey That's not a verb I recognise. >ask clerk about bee You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the shop clerk ABOUT the papier-mâché dragon, the Mirrored Queen, or the mantle. >ask clerk about poes You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the shop clerk ABOUT the ring, the mall crowd, or Mom. >ask clerk about poems He says, "I think it's from, uh, an American guy's retelling of a Japanese story or something." >ask clerk about mom He shrugs and says, "Grooverland appreciates all customers." >ask clerk about queen (the Mirrored Queen) "You know, I'm not sure if, like, I'm supposed to tell you about her or leave it as a surprise," says the shop clerk. >ask clerk about empress "She really creeps me out, man," he says. "Why does she even work here?" he asks. >ask clerk about guard "He's been really welcoming here. It definitely makes me think that the people who like the Mirrored Queen are nicer," he says. >ask clerk about toby "I really don't know much about the animals in this park," he says. "They're not technically supposed to be in here, so I haven't really gotten to know them." >ask clerk about david "I don't think I saw him," says the shop clerk. >ask clerk about dad "He poked his head in earlier, but I didn't talk to him," says the shop clerk. >ask clerk about alice "Sorry, I didn't see her at all today. Honestly, I'm pretty new and stay in the shop all day," he says. >l Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >x mom Mom is wearing her sandals and capri pants. She has her pencil out and is jotting down everything she sees into a present list. She clicks and mutters every time she spots something new. >x list Mom's handwriting is unfortunately impossible to read. >talk to mom "Lily dear, if you see anything you like here, tell me about it and I'll put it on my list, okay?" she says. >tell mom about poems "Okay, I'll put it on the list. This is very good," says Mom. >talk to mom "Lily dear, if you see anything you like here, tell me about it and I'll put it on my list, okay?" she says. >x mom Mom is wearing her sandals and capri pants. She has her pencil out and is jotting down everything she sees into a present list. She clicks and mutters every time she spots something new. >ask mom about poems Mom nods and says, "I'll add that to my list. Thanks!" >ask mom about herself You can only ASK someone about an important thing or person you've seen. For instance, you could ASK Mom ABOUT the pristine merchandise, the sun orb, or Mom. >ask mom about mom "Oh, you know, honey, I love the rides, but I also need to finish your birthday shopping," says Mom. >ask mom about david "David is probably going to be too excited to actually ride anything," says your Mom. "It's okay, though." >ask mom about me "You know I'm proud of you, honey. A special day for my special girl!" says mom. >ask mom about dad "Your dad is a real planner. I'm sure he's got his whole schedule charted out for the entire vacation," says Mom. >ask mom about clerk "Well, Lily, it's not polite to talk about someone behind their back," says mom. >ask mom about guard "That's the bald man, right? He was very polite this morning," she says. >ask mom about toby "Well, he is clean and intelligent. What more could you want in a pet?" she says. >ask mom about ring "Sorry, Lily, I haven't seen that anywhere," says Mom. >l Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >ask mom about david "David is probably going to be too excited to actually ride anything," says your Mom. "It's okay, though." >ask mom about alice "Well, I would have preferred she spent her time studying, but I guess reading about Grooverland for the last two months paid off," says your mom. >l Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >n Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Devil's Food Tower, made of dark, dense chocolate cake. A little sign nearby says "For Lily". >x attendant Imagine Betty White in her 50's dressed as a carnival showman, while also being very drunk. This woman is the complete opposite of that. >* aww, you got my hopes up You seem to want to talk to someone, but I can't see whom. >x drinks There are drinks behind the bar, but it's too hard to tell what they are from here. >x holders Kids with tickets give them to the attendant, who gives them drinks in return. >l Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Devil's Food Tower, made of dark, dense chocolate cake. A little sign nearby says "For Lily". >x caake You can't see anything by that name. >x cake An enormous cake made of decadent foods. Currently you can see the Devil's Food Tower, made of dark, dense chocolate cake. >x towers You can't see anything by that name. >x tower Cake so rich and luxurious that it would be indecent not to devour it. >x layers The remaining layers of the cake are Devil's Food Tower, Marshmallow Library, Cheesecake Guardhouse, Eclair Kitchen and Fondant Dungeon. >x library You can't see anything by that name. >x dungeon You can't see anything by that name. >* Guess we'll need to eat our way down That's not a verb I recognise. >l Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Devil's Food Tower, made of dark, dense chocolate cake. A little sign nearby says "For Lily". >talk to attendant "First time?" she asks, peering down at you with a polite smile. "Drinks are free, but only if you have a ticket. You see any drink tickets, bring them to me and I'll trade them in for a drink. Okay, hun?" She peers closer at you. "Oh, you're Lily, right? The cake is yours, too. There's a prize if you can eat the whole thing!" She then goes back to serving the other customers. >ask her about attendant "I'm just a college grad trying to get by," says the attendant. "But I'm not going to be here forever." >ask her about me "You seem like a nice kid," says the attendant. "Hope you have a great day today!" >ask her about alice "She's the kid on her phone, right? Seems like a cool app," she says. >ask her about david "Yeah, he came in here earlier and took the last milkshake," she says. >ask her about dad "I gave him our last water bottle a few hours ago," she says. >ask her about mom "From what I've heard she's been in the gift shop all morning," says the attendant. >ask her about guard "Sorry, my head's all in a whirl because of how busy I am. I can't think of an answer right now" she says. >ask her about toby "I hope you know, we have a strict no-pets policy," she says seriously. "I don't want to lose my license." >ask her about drinks "If you want a drink, just bring me a ticket for it and I'll get it for you!" says the attendant. >ask her about tickets "It's a game, okay? You just find the tickets around the park and bring them here to get a drink. You'll need it if you try to eat that cake. It's a doozy!" she says. >blow whistle You hear barking in the distance. After a minute or two, Toby arrives and wags his tail at you, then turns and starts walking slowly. You follow Toby until you arrive back at the Welcome Booth. Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. Streams of people flow in and out of them and you can hear screams and laughter from inside. In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >* oh, I see You seem to want to talk to someone, but I can't see whom. >* I was seeing if there was any upside to getting the snack bar shut down for health code violations That's not a verb I recognise. >* Because I am an agent of chaos I suppose That's not a verb I recognise. >e Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. David wanders off to the east. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Devil's Food Tower, made of dark, dense chocolate cake. A little sign nearby says "For Lily". >ask attendant about cake "Oh, that cake's all for you. There's a prize if you eat it, sugar," says the attendant. >ask attendant about layers You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the snack attendant ABOUT the snack attendant, the gates, or the winding key. >ask attendant about tower "Oh, that cake's all for you. There's a prize if you eat it, sugar," says the attendant. She adds, "You can eat it, of course. It's yours!" >* Extraneous line break That's not a verb I recognise. >* Well, unto the breach we go You seem to want to talk to someone, but I can't see whom. >eat cake You gorge yourself on the Devil's Food Tower, squishing your fingers through and through the spongy mass. Underneath, you see a library made of marshmallow. >x library To be honest, you have no idea how this is structurally stable. >smell it Everything in this park has a smell like peppermint mixed with copper. >taste it You promised your taste testing instructor that you wouldn't taste random things outside the classroom environment. >eat it Your mouth is too dry to eat more. >* I see, gated by tickets! You seem to want to talk to someone, but I can't see whom. >* Is this an EAT ME reference? That's the on Chandler Groover game I've heard of That's not a verb I recognise. >* And the fish-pope one from last year's Comp That's not a verb I recognise. >s Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >* Oh geez That's not a verb I recognise. >read flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >save Ok. > You look around. Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >x sellers Who do you mean, the 1) sausage seller, the 2) ceviche chef or the 3) jelly man? >1 (the sausage seller) A heavy-set man with thick stubble and a layer of grease all over him. He's standing in front of the sausage menu. >x sausage menu "Try our delightfully bloody food! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 4/2/1 TAGHAIRM DELUXE 3/2/2 BARON'S BREAKFAST 4/1/2 HUNTED UNICORN" >talk to seller "Sausage! Get your sausage here! Fresh off the grill! Cooked with love! This is sausage that gods themselves would dream of!" says the Sausage Seller. >ask sausage about bloodiness (the sausage seller about that) You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the sausage seller ABOUT the Eclair Kitchen, the ceviche chef, or the Painful Purchases Gift Shop. >l Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >x food You'll have to be more specific. There's a lot of food here! You can check out the sausage menu, the ceviche menu, or the jelly menu for more information. Your brother David wanders over from the west. >x sausages The sign on the cart advertises "SCREAMING CAT SAUSAGES." Below, the sausage menu says: "Try our delightfully bloody food! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 4/2/1 TAGHAIRM DELUXE 3/2/2 BARON'S BREAKFAST 4/1/2 HUNTED UNICORN" >ask david about sausages You can only ASK someone about an important thing or person you've seen. For instance, you could ASK David ABOUT the Mirrored Queen, the snack attendant, or the Eclair Kitchen. >talk to david "Lily, this park is awesome!" says David. "Did you know there's a giant castle cake in the snack shop?" David wanders off to the west. >x ceviche (the ceviche chef) A thin and almost rubbery-looking woman with bulging eyes. She's standing in front of the ceviche menu. >x ceviche menu "No one is more raw than us! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 1/2/4 BRINY BYTE 2/2/3 CRAGNE CRAWFISH 2/1/4 PICKLED PRIORESS" >* Ah there we are That's not a verb I recognise. >x jelly (the jelly man) A jovial tall man with a ruddy complexion. He's standing in front of the jelly menu. >x jelly menu "The sloppiest scraps you'll ever find! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 2/4/1 JELLIED EELS 1/4/2 MOLTEN MONOLITH 2/3/2 PORCINE PUREE" >talk to jelly (the jelly man) He laughs riotously. "Hello, child!" he shouts, "Bring all your tokens here!" >ask him about tokens "Only the menagerie keeper hands out food tokens," says the jelly man. >talk to chef She stares at you with her bulging eyes, then says, "Do you have a token, child? This food is for the menagerie animals. If you have a token, buy what you wish. The ceviche menu is here," she says, pointing to her menu. >talk to seller "Sausage! Get your sausage here! Fresh off the grill! Cooked with love! This is sausage that gods themselves would dream of!" says the Sausage Seller. >ask seller about menagerie You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the sausage seller ABOUT the jelly menu, the Marshmallow Library, or yourself. Your brother David wanders over from the west. >l Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. >x sign Which do you mean, the 1) zoo sign, the 2) menagerie sign, the 3) sausage cart, the 4) ceviche cart or the 5) jelly cart? >1 (the zoo sign) It says, "Petting Zoo and Butcher Shop". Some graffiti applied to the sign proclaims, "TOBY KNOWS." >x menagerie It says, "The Queen's Menagerie." David starts going to the east, but sees something that makes him turn around. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Personal time with the animals is one of your perks for the day. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A placid and professional zookeeper stands watch over the animals. A racing slug is oozing around here. A truffle pig is sniffing around the petting zoo. A tailypo is stalking back and forth. >x table Food for the animals has been piled on this table. On the food table are a lettuce tray (in which is a lettuce leaf), a crate of mushrooms (in which is a mushroom cap) and a plate of bratwursts (in which is a limp bratwurst). >x tray A tray filled with fresh lettuce. In the lettuce tray is a lettuce leaf. >x leaf It is almost disgustingly healthy and vibrant. >x crate An open crate filled with mushroom caps. In the crate of mushrooms is a mushroom cap. >x cap This mushroom looks like it was grown in a deep cavern. >x plate This is a lot of meat! In the plate of bratwursts is a limp bratwurst. >x limp This bratwurst is dripping with grease. >l Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A placid and professional zookeeper stands watch over the animals. A racing slug is oozing around here. A truffle pig is sniffing around the petting zoo. A tailypo is stalking back and forth. >x zookeeper This middle-aged woman looks fairly bored but is trying not to show it. She's wearing a khaki uniform. >talk to her "This part of the park is mostly for the younger kids, but I think you might like it, too," says the zookeeper. It's not as frightening as the menagerie and its strange little keeper. "We're also missing our monkey, so I'm sorry about that. He's a clever little scamp and likes to disappear from time to time." >x uniform It does look very professional. >ask her about monkey "I do wonder where our monkey has gone to," says the zookeeper worriedly. "He loves to pick fights." >g "I do wonder where our monkey has gone to," says the zookeeper worriedly. "He loves to pick fights." >ask her about guard "We both favor the Mirrored Queen, so I talk to him a lot," she says. >ask her about queen (the Mirrored Queen) "I think she's doing a great job as queen," says the zookeeper. "I just hope she can keep the Scarlet Empress under control." >ask her about empress The zookeeper shudders. "A sick and twisted woman. Anyone who treats animals like toys to terrify others is a criminal in my book." >ask her about menagerie The zookeeper looks thoughtful but does not respond. >ask her about bratwurst Which do you mean, the 1) plate of bratwursts or the 2) limp bratwurst? >1 (the plate of bratwursts) "It's a little puzzle we do for the small kids. Which animal likes which food? You know, that kind of thing," says the zookeeper. >ask her about bratwurst Which do you mean, the 1) plate of bratwursts or the 2) limp bratwurst? >2 "It's a little puzzle we do for the small kids. Which animal likes which food? You know, that kind of thing," says the zookeeper. >l Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A placid and professional zookeeper stands watch over the animals. A racing slug is oozing around here. A truffle pig is sniffing around the petting zoo. A tailypo is stalking back and forth. >x slug It doesn't seem very fast, but then there's not a race going on. >pet it You promised your school custodian that you wouldn't clean or rub things anymore. >* aww, but it's a petting zoo! You seem to want to talk to someone, but I can't see whom. >x pig Well, it's called a truffle pig, but it looks like a regular pig. >pet it You promised your school custodian that you wouldn't clean or rub things anymore. >x tailypo Black shape. Whiskers. Big eyes. Sharp claws. Long tail. >pet it You promised your school custodian that you wouldn't clean or rub things anymore. >* This petting zoo is BS That's not a verb I recognise. >l Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A placid and professional zookeeper stands watch over the animals. A racing slug is oozing around here. A truffle pig is sniffing around the petting zoo. A tailypo is stalking back and forth. >give lettuce to slug (the lettuce leaf to the racing slug) (first taking the lettuce leaf) The slug devours the lettuce greedily. It squeaks and gurgles in a gelatinous joy. >give cap to pig (first taking the mushroom cap) The pig leans forward to sniff the mushroom, enjoying its fungal scent. It takes a small bite, rolling it around on its tongue to enjoy the flavor, before delicately swallowing it. Then it chomps down on the rest, eating it in one gulp and almost taking off your hand. >give bratwurst to tailypo (the limp bratwurst to the tailypo) (first taking the limp bratwurst) The tailypo devourse the bratwurst greedily, splashing bits of grease and skin all over itself before cleaning itself. >l Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A placid and professional zookeeper stands watch over the animals. A racing slug is oozing around here. A truffle pig is sniffing around the petting zoo. A tailypo is stalking back and forth. >x plate This is a lot of meat! In the plate of bratwursts is a limp bratwurst. >give bratwurst to slug (the limp bratwurst to the racing slug) (first taking the limp bratwurst) The slug looks troubled at the sight of this flesh. It refuses it. The tailypo smells the bratwurst and scrabbles towards you, knocking the other animals out of the way. It seems the tailypo won't let any other creature get its bratwurst! >give bratwurst to pig (the limp bratwurst to the truffle pig) The pig gets a thousand-mile stare as it contemplates the bizarre machinations of a universe that would lead it cannibalism. It shakes its head wildly and backs away. >* yeah that's gross That's not a verb I recognise. >give lettuce to pig (the lettuce leaf to the truffle pig) (first taking the lettuce leaf) The pig pokes at the lettuce with one hoof before backing away, shaking its head. The racing slug wiggles its eyestalks and slimes towards you, hungry for lettuce. Now there's multiple animals following you. The racing slug takes advantage of the confusion to eat the lettuce leaf before losing interest in you. >s The zookeeper says, "Be careful! These pets are gentle, but they'll follow you anywhere for that food. Make sure they get back safely!" Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. David runs behind you, peeking around you to see if the tailypo is mean or not. He comes out after a few seconds. >l Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. The tailypo is stomping grumpily around. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A racing slug is oozing around here. A placid and professional zookeeper stands watch over the animals. A truffle pig is sniffing around the petting zoo. The zookeeper welcomes back the tailypo with a friendly pet. >* OK, I think I get this part of the puzzle, but presumably I need to lead them all somewhere You seem to want to talk to someone, but I can't see whom. >show lettuce to tailypo Which do you mean, the 1) lettuce tray or the 2) lettuce leaf? >2 (first taking the lettuce leaf) The tailypo looks at you, confused. The racing slug wiggles its eyestalks and slimes towards you, hungry for lettuce. Now there's multiple animals following you. The tailypo takes advantage of the confusion to eat the limp bratwurst before losing interest in you. > You look around. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A tailypo is stalking back and forth. A racing slug is oozing around here. A placid and professional zookeeper stands watch over the animals. A truffle pig is sniffing around the petting zoo. >s The zookeeper says, "Be careful! These pets are gentle, but they'll follow you anywhere for that food. Make sure they get back safely!" The racing slug leaves a trail of slime behind it that is slowly evaporating. Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. The sausage seller looks amused by the racing slug following you. >x slug It doesn't seem very fast, but then there's not a race going on. David starts going to the east, but sees something that makes him turn around. >s The racing slug looks terrified of the menagerie! It goes back to the petting zoo. Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. A scabrous little man with a nametag reading Rind walks along the cages, banging the bars with an ornate scepter when the animals become too unruly. >* OK lot going on here That's not a verb I recognise. >x menu "Our keepers know exactly what foods their charges desire. Here is a list of foods that the zookeeper uses, along with their special properties that the animals love! To see what animals like, check out their enclosures! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 7/5/4 GOAT 7/3/5 LAMB 5/3/4 BANTAM 3/3/5 MINNOW 3/3/5 RAT" There is also a white ticket attached to the menu. >x ticket This is a white ticket that says "Good for one glass of milk at the Sugar Plum Snack Bar." >take it You peel off the ticket. >l Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind walks along the cages, banging the bars with an ornate scepter when the animals become too unruly. Spike the park inspector wanders by again. He peers at the menu. "Is this some sort of optimization thing?" he asks no one in particular. Then he walks on. >x rind He's a little man holding an ornate scepter. His nametag says Rind. >* I'm sensing a spreadsheet in my future That's not a verb I recognise. >talk to rind "Step lightly, child. A misstep here would land somebody in a bad place. We serve the Scarlet Empress in this part of the park, not like that simple-minded zookeeper who serves the Mirrored Queen." He peers at you closely. "Ah, the special girl of the day! Well, we have a treat for you, don't we. If you want this," he says, tapping the royal scepter that he holds, "you'll have to beat me at my own game." He grins and says, "These animals are hungry beasts, never full. I have my own menu, which you can see in the plaza of the menagerie. I'll give you five tokens for the food carts up in the Promenade. Order your five best foods, and I'll bring my five best, and we'll see which beasts prefer your food over mine. If more animals like your food than mine, I'll give you this piece of the regalia." Then he hands you five tokens. "Go on then!" >x scepter This is a scepter, part of the Grooverland regalia. >talk to rind "Have you bought the food for the animals yet? Look at the menus in the Promenade and buy whatever you think the animals will like. Come back when you're holding five different foods for them," says Rind. >ask rind about ceviche (the ceviche chef) "She must suffer so, missing the sea. But the animals need her, especially the wolf," says Rind. >* a hint! That's not a verb I recognise. >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >1 (the sausage seller) "He's a man after my own heart," says Rind. "And he makes some excellent sausage. >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >2 "I focus mostly on this part of the park," he says. "I don't know how help you with your question." >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >3 "I focus mostly on this part of the park," he says. "I don't know how help you with your question." >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >4 "I believe the zookeeper would know more about that," says Rind. >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >5 "I believe the menagerie keeper or one of the food sellers would know more about that," says Rind. >ask rind about sausage Which do you mean, the 1) sausage seller, the 2) sausage cart, the 3) sausage menu, the 4) limp bratwurst, the 5) Taghairm Deluxe or the 6) Hunted Unicorn? >6 "I believe the menagerie keeper or one of the food sellers would know more about that," says Rind. >ask rind about queen (the Mirrored Queen) He frowns. "Some claim she is the ruler of Grooverland, but I would say that she is an usurper," says Rind. >ask rind about empress He smiles. "The true ruler of Grooverland. I serve her with delight, and everything in my Menagerie is designed to honor her." >ask rind about me "Well, the animals do like you. You'd be a tasty snack!" he says, chuckling. Seeing your face he says, "No, no, I'm kidding. But they do seem to like you." >ask rind about rind "Oh, the Scarlet Empress, she found, she hired me, she gave me the name Rind. I've worked here for many years," says Rind. >ask rind about name "That's a strange animal you've found. Makes me wonder," says Rind. >* hrm That's not a verb I recognise. >ask rind about toby "That's a strange animal you've found. Makes me wonder," says Rind. >ask rind about scepter "Have you bought the food for the animals yet? Look at the menus in the Promenade and buy whatever you think the animals will like. Come back when you're holding five different foods for them," says Rind. >ask rind about ring "My apologies, Lily, I'm not supposed to help with finding regalia. The flier you got should help, though," says Rind. >ask rind about flier "That's just the standard flier everyone gets," says Rind. >ask rind about tickets "I believe you have to give that to the snack attendant," says Rind. >ask rind about orb "My apologies, Lily, I'm not supposed to help with finding regalia. The flier you got should help, though," says Rind. >ask rind about jelly (the jelly man) "He is a real monstrosity, that one," says Rind. "But the Scarlet Empress allows him, so I must do so as well." >ask rind about griffin You can only ASK someone about an important thing or person you've seen. For instance, you could ASK Rind ABOUT the gate guard, the Briny Byte, or David's favorite plush chimera. >l Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind walks along the cages, banging the bars with an ornate scepter when the animals become too unruly. >w Griffin Exhibit This exhibit looks has the appearance of dreadful wilds, with false crags and pools of water. There is an informational sign here. The rest of the menagerie is to the east. A griffin stalks back and forth here, watching you keenly. Rind arrives from the east. >x sign It reads, "The griffin is a fiercely independent but intelligent creature who loves bloody food." >ask rind about griffin Rind says, "He's an odd creature, that one. A religious fellow gave him to us, years ago." >g Rind says, "He's an odd creature, that one. A religious fellow gave him to us, years ago." >x griffin This animal is not a pleasant one to look at. It has a large head with sharp teeth, powerful claws and a projecting tail. How they got an animal to look like that, you can't imagine. Its wings are moving, even. Is it an ostrich in a costume? It must be. >x menu You can't see anything by that name. >e Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the west. >s Lupine Lair This unusual exhibit looks like an alley between two suburban houses. A strange choice for a menagerie, but Grooverland is a strange place. There is an informational sign here. The rest of the menagerie is back to the north. A wolf wearing a top hat prowls here, never looking away from you. Rind arrives from the north. >x sign It reads, "This semi-sentient wolf is the only one of its kind known. It especially enjoys sloppy meals." >x wolf A wolf that is, for some reason, wearing a top hat. >x hat How this is staying on, you may never know. >ask rind about wolf Rind laughs and says, "Oh, that's just my little joke. He's just a wolf. In a hat!" >n Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the south. >e Skull Scraper Sanctuary This dark room is lined with many, many skulls. Plastic, you presume. There is an informational sign here. The rest of the menagerie is to the west. A vicous sharp-toothed skull scraper hops around this exhibit. Rind arrives from the west. >x skulls These are surprisingly true to life! >x sign It reads, "The skull scraper is a fastidious creature that prefers raw food but detests sloppiness." >x scraper The skull scraper is small creature with extremely sharp teeth. You can only assume it must be a variant of rabbit, but it doesn't look like any rabbit you've seen. Instead of hopping, it scurries from place to place, occasionally gnawing on skulls. >w Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the east. >d Rawhead's Refuge This is a dark burrow with shadows everywhere. You'll have to be careful down here. There is an informational sign here. The rest of the menagerie is up from here. The rawhead lurks in a corner here. Rind arrives from above. >x sign It reads, "The rawhead is best not described in detail. It loves raw things." >x warhead You can't see anything by that name. >x rawhead The rawhead lurks in the corner. What seem to be glistening red sinews constitute its skin. Although it might just be a bald bear. >ask rind about rawhead Rind says, "They have a skin condition, that one. Poor little thing. Wish I could do more for it." >u Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from below. >e Skull Scraper Sanctuary This dark room is lined with many, many skulls. Plastic, you presume. There is an informational sign here. The rest of the menagerie is to the west. A vicous sharp-toothed skull scraper hops around this exhibit. Rind arrives from the west. >ask rind about scraper Rind taps his head. "He likes to get in your head. Don't let him." >w Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the east. >u Abandoned Shrine This exhibit is made up to look like an abandoned shrine. There are so many places for something to hide. There is an informational sign here. The rest of the menagerie is down from here. A shadowy shrine beast prowls from hiding place to hiding place. Rind arrives from below. >x shrine (the shrine beast) It's hard to see it, but it looks like a black panther, only...larger. >x sign It reads, "The shrine beast is a legendary creature with sightings dating back to the Edo period in Japan. It prefers bloody, but not raw, food." >ask rind about shrine Rind says, "The shrine beast is a fickle creature. I keep trying to find the habitat it will prefer, but it never seems enough." >d Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from above. >n Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >w Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Marshmallow Library, which seems to consist entirely of marshmallow. A little sign nearby says "For Lily". >give ticket "Thank you," says the attendant mechanically as she snatches your ticket and hands you a glass of milk. >x milk A refreshing glass of milk. >drink it Nice and cold. That was very refreshing! >eat cake The library is sticky, so sticky it drapes over your fingers and hands. You have to snatch at it, gobble up pile after pile of marshmallow. Now you can reach the Cheesecake Guardhouse. >x guardhouse This, the center of the cake, is composed of every imaginable flavor of cheesecake. >x layers The remaining layers of the cake are Devil's Food Tower, Marshmallow Library, Cheesecake Guardhouse, Eclair Kitchen and Fondant Dungeon. >* oops, should update! You seem to want to talk to someone, but I can't see whom. >s Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing masks and carrying cricket bats pass all around you, and you see quite a few children holding jelly-covered ice cream cones. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >e Mechanical Marvels This part of the park is blocked off by a maintenance crew working on what looks like a clogged pipe. Some of the park goers try to go past, but the crew turn them back to the west. A chief engineer is supervising the maintenance crew. Your dad is here, looking at the maintenance crew with a concerned expression. >x crew Numerous workers are standing around the pipe. >x pipe There is a large pipe sticking out of the ground at an angle in the middle of a dry fountain. It looks like there's some kind of fungus growing deep inside. It's big, but not big enough for a grownup to fit inside. It look like it's turned off. >x fungus There's definitely something growing in there. Looks like a red fungus you saw in biology class. They said it was edible, but you wouldn't eat it! >x chief The chief engineer is a heavyset man with a handlebar mustache. He looks concerned. >talk to chief "I'm sorry, miss, about your big day and all. Turns out we've had a problem with a clogged pipe. There's some kind of fungus growing in that blocked it up. We've turned off the water, but the pipe is too small for us to fit in to clear the blockage," says the chief engineer. >ask chief about fungus He scratches his head. "Well, miss, if can find a way for us to clear out the fungus, go right ahead. Until then, we'll have to keep this part of the park closed." >ask chief about dad "He's been keeping out of the way, and as long as he keeps doing that, I'm fine," answers the chief engineer. >x dad Dad is taking a breather between rides. He's checking the map right now. >talk to dad "I talked to the maintenance crew. They say they can't let anyone through unless they can clear out the fungus in the pipe," he says. >x map It's a pamphlet that shows how dangerous, scary, or fun the rides in the park are. >ask dad about fungus "Sorry, Lily, it's sad the pipe is clogged and we can't see the rest of the park," says Dad. >ask dad about pipe "Sorry, Lily, it's sad the pipe is clogged and we can't see the rest of the park," says Dad. >ask dad about me Your dad gives you a hug. "You're awesome, that's who you are. I'm so proud of your big day!" >ask dad about mom "I know she's loving this," says dad. "She's been reading the Grooverland forums for weeks." >ask dad about alice "She's doing that AR game, isn't she?" asks your dad. >ask dad about david "David needs to take a deep breath and try to have fun," says your Dad. "But he'll have fun no matter what." >ask dad about chimera "David really loves that toy, doesn't he?" says Dad. >ask dad about orb "Sorry, Lily, I haven't seen that anywhere," says Dad. >ask dad about tickets "I think you have to give that to the snack attendant," says Dad. >ask dad about guard "Oh yeah, he seems like a real smart guy. Knows much more than I do about this place," he says. >ask dad about empress "That name keeps coming up," says dad. "She's one of the owners of the park, it seems, but gets a kick out of people calling her that. Sounds weird," says dad. >ask dad about queen (the Mirrored Queen) "People keep talking about the Mirrored Queen. Seems like she's one of the owners of the park. Must enjoy dressing up or something," says your dad. >l Mechanical Marvels This part of the park is blocked off by a maintenance crew working on what looks like a clogged pipe. Some of the park goers try to go past, but the crew turn them back to the west. A chief engineer is supervising the maintenance crew. Your dad is here, looking at the maintenance crew with a concerned expression. >enter pipe No way! That's scary! And you don't like fungus that much. >* two good reasons to stay out That's not a verb I recognise. >i You are carrying: five food tokens a lettuce leaf a winding key a safety whistle (being worn) a flier Spike the park inspector wanders by again. "Is this all just a dream?" he asks himself. Then he walks on. >show key to engineer "I'm sorry, miss, but I'm pretty preoccupied with this pipe," says the chief engineer. "I do wish you luck on your visit to Grooverland, though." >show key to dad "Well, kid, that's interesting. I haven't seen many bee-themed things here," says Dad. >w Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >s Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind walks along the cages, banging the bars with an ornate scepter when the animals become too unruly. >w Griffin Exhibit This exhibit looks has the appearance of dreadful wilds, with false crags and pools of water. There is an informational sign here. The rest of the menagerie is to the east. A griffin stalks back and forth here, watching you keenly. Rind arrives from the east. >x sign It reads, "The griffin is a fiercely independent but intelligent creature who loves bloody food." >e Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the west. >s Lupine Lair This unusual exhibit looks like an alley between two suburban houses. A strange choice for a menagerie, but Grooverland is a strange place. There is an informational sign here. The rest of the menagerie is back to the north. A wolf wearing a top hat prowls here, never looking away from you. Rind arrives from the north. >x sign It reads, "This semi-sentient wolf is the only one of its kind known. It especially enjoys sloppy meals." >n Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the south. >e Skull Scraper Sanctuary This dark room is lined with many, many skulls. Plastic, you presume. There is an informational sign here. The rest of the menagerie is to the west. A vicous sharp-toothed skull scraper hops around this exhibit. Rind arrives from the west. >x scraper The skull scraper is small creature with extremely sharp teeth. You can only assume it must be a variant of rabbit, but it doesn't look like any rabbit you've seen. Instead of hopping, it scurries from place to place, occasionally gnawing on skulls. >x sign It reads, "The skull scraper is a fastidious creature that prefers raw food but detests sloppiness." >w Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the east. >d Rawhead's Refuge This is a dark burrow with shadows everywhere. You'll have to be careful down here. There is an informational sign here. The rest of the menagerie is up from here. The rawhead lurks in a corner here. Rind arrives from above. >x sign It reads, "The rawhead is best not described in detail. It loves raw things." >u Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from below. >u Abandoned Shrine This exhibit is made up to look like an abandoned shrine. There are so many places for something to hide. There is an informational sign here. The rest of the menagerie is down from here. A shadowy shrine beast prowls from hiding place to hiding place. Rind arrives from below. >x sign It reads, "The shrine beast is a legendary creature with sightings dating back to the Edo period in Japan. It prefers bloody, but not raw, food." >d Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from above. >x menu "Our keepers know exactly what foods their charges desire. Here is a list of foods that the zookeeper uses, along with their special properties that the animals love! To see what animals like, check out their enclosures! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 7/5/4 GOAT 7/3/5 LAMB 5/3/4 BANTAM 3/3/5 MINNOW 3/3/5 RAT" >n Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >x sausage menu "Try our delightfully bloody food! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 4/2/1 TAGHAIRM DELUXE 3/2/2 BARON'S BREAKFAST 4/1/2 HUNTED UNICORN" Your brother David wanders over from the west. >x ceviche menu "No one is more raw than us! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 1/2/4 BRINY BYTE 2/2/3 CRAGNE CRAWFISH 2/1/4 PICKLED PRIORESS" >x jelly menu "The sloppiest scraps you'll ever find! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 2/4/1 JELLIED EELS 1/4/2 MOLTEN MONOLITH 2/3/2 PORCINE PUREE" >* OK so based on this seems unlikely I can win the rawhead That's not a verb I recognise. >* depending on how tiebreakers work That's not a verb I recognise. >* prioress looks like an easy win for Scraper That's not a verb I recognise. >* Taigham likewise for Beast (I'm assuming the disliked property subtracts from the liked) That's not a verb I recognise. >* Getting the third is trickier -- Wolf seems the best bet but need to force Rind to use the Goat elsewhere first That's not a verb I recognise. >* Goat also ties Taigham, looks like, for the beast. You seem to want to talk to someone, but I can't see whom. >* Well, let's try some stuff! You seem to want to talk to someone, but I can't see whom. >buy taigham You can't see anything by that name. >l Prowling Promenade The crowd is more or less divided here, with younger kids and families headed west to the Melancholy Mall and more adventurous teens and adults headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. David is contemplating the various attractions and people in the park with wide eyes. He's holding his favorite plush chimera. David starts going to the east, but sees something that makes him turn around. >x sausage (the sausage seller) A heavy-set man with thick stubble and a layer of grease all over him. He's standing in front of the sausage menu. >x sausage menu "Try our delightfully bloody food! B-Bloodiness S-Sloppiness R-Rawness B/S/R FOOD 4/2/1 TAGHAIRM DELUXE 3/2/2 BARON'S BREAKFAST 4/1/2 HUNTED UNICORN" >buy taghairm The sausage seller wraps up your purchase and hands it to you. "There you go! One Taghairm Deluxe to go!" You now have four tokens left. David wanders off to the west. >x it The bold and flavorful Taghairm Deluxe is a delight to the tastebuds. Sausage cooked so hot and fast you can almost hear it scream, it's sure to be a hit! It has a bloodiness of 4, a rawness of 1, and a sloppiness of 2. >x breakfast The Baron's Breakfast is a sloppy sandwich with every kind of meat you can imagine. And some you can't! It has a bloodiness of 3, a rawness of 2, and a sloppiness of 2. >x unicorn Rarely has a sausage been seen that is so pure and so delicate. The Hunted Unicorn is an ivory sausage on a black biscuit. It has a bloodiness of 4, a rawness of 2, and a sloppiness of 1. Your brother David wanders over from the west. >x prioress A dainty dish of pickled fish. It has a bloodiness of 2, a rawness of 4, and a sloppiness of 1. >buy it The ceviche chef wraps up your purchase and hands it to you. "There you go! One Pickled Prioress to go!" You now have three tokens left. >x eels Eels boiled until they become jellied. Slippery! It has a bloodiness of 2, a rawness of 1, and a sloppiness of 4. David wanders off to the west. >x byte The Briny Byte is a delicious plate of fish marinated in buckets of brine. It has a bloodiness of 1, a rawness of 4, and a sloppiness of 2. >x monolith A tower of fresh red marmalade collapsing under its own weight. It has a bloodiness of 1, a rawness of 2, and a sloppiness of 4. >x crawfish From the east coast, this is authentic Backwater crawfish. Observe the unusual proliferation of tentacles and the assorted dripping juices! It has a bloodiness of 2, a rawness of 3, and a sloppiness of 2. Your brother David wanders over from the west. >x puree A mixture of some kind of fruit and what may be pork. It has a bloodiness of 2, a rawness of 2, and a sloppiness of 3. >buy eels The jelly man wraps up your purchase and hands it to you. "There you go! One Jellied Eels to go!" You now have two tokens left. >buy unicorn The sausage seller wraps up your purchase and hands it to you. "There you go! One Hunted Unicorn to go!" You now have one token left. David starts going to the east, but sees something that makes him turn around. >Buy byte The ceviche chef wraps up your purchase and hands it to you. "There you go! One Briny Byte to go!" You have no more tokens, now. That's five different foods for the animals! That should be enough to battle the menagerie keeper. >s Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind walks along the cages, banging the bars with an ornate scepter when the animals become too unruly. >talk to rind Rind says, "Ah, you've bought all your foods. All right then, head to the animal cages. When you know which food you'll want them to have, give the food to me. I don't want you getting your fingers bit off! Then I'll feed it to the animals along with my own food. And we'll see who wins! We'll go best three out of five. Ties go to me, of course." >save Ok. >e Skull Scraper Sanctuary This dark room is lined with many, many skulls. Plastic, you presume. There is an informational sign here. The rest of the menagerie is to the west. A vicous sharp-toothed skull scraper hops around this exhibit. Rind arrives from the west. >give prioriess You can't see anything by that name. >give prioress You hand the Pickled Prioress to Rind, and he tosses it to the skull scraper. He also tosses out a package of lamb meat. The skull scraper comes forward and sniffs both meals. It then devours the Pickled Prioress. Rind grumbles. "A point for you." >* Ok, that bleeds off one of the bloodiest (so to speak) You seem to want to talk to someone, but I can't see whom. >w Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the east. >w Griffin Exhibit This exhibit looks has the appearance of dreadful wilds, with false crags and pools of water. There is an informational sign here. The rest of the menagerie is to the east. A griffin stalks back and forth here, watching you keenly. Rind arrives from the east. >give unicorn You hand the Hunted Unicorn to Rind, and he tosses it to the griffin. He also tosses out a package of goat meat. The griffin comes forward and sniffs both meals. It then devours the goat meat. Rind chortles. "A point for me!" >* Ah, we got the goat! You seem to want to talk to someone, but I can't see whom. >* So to speak That's not a verb I recognise. >e Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the west. >s Lupine Lair This unusual exhibit looks like an alley between two suburban houses. A strange choice for a menagerie, but Grooverland is a strange place. There is an informational sign here. The rest of the menagerie is back to the north. A wolf wearing a top hat prowls here, never looking away from you. Rind arrives from the north. >give eels You hand the Jellied Eels to Rind, and he tosses it to the wolf. He also tosses out a package of bantam. The wolf comes forward and sniffs both meals. It then devours the Jellied Eels. Rind grumbles. "A point for you." >n Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from the south. >d Rawhead's Refuge This is a dark burrow with shadows everywhere. You'll have to be careful down here. There is an informational sign here. The rest of the menagerie is up from here. The rawhead lurks in a corner here. Rind arrives from above. >give byte You hand the Briny Byte to Rind, and he tosses it to the rawhead. He also tosses out a package of minnow. The rawhead comes forward and sniffs both meals. It then devours the minnow. Rind chortles. "A point for me!" >u Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. Rind arrives from below. >u Abandoned Shrine This exhibit is made up to look like an abandoned shrine. There are so many places for something to hide. There is an informational sign here. The rest of the menagerie is down from here. A shadowy shrine beast prowls from hiding place to hiding place. Rind arrives from below. >give taigharm You can't see anything by that name. >i You are carrying: a lettuce leaf a winding key a safety whistle (being worn) a flier Menagerie food (with Blooodiness, Sloppiness, and Rawness) (B 4, S 2, R 1) Taghairm Deluxe Spike the park inspector wanders by again. "Abandoned shrine, huh? Doesn't look so abandoned to me!" He scribbles something in his notebook. Then he walks on. >give taghairm You hand the Taghairm Deluxe to Rind, and he tosses it to the shrine beast. He also tosses out a package of rat meat. The shrine beast comes forward and sniffs both meals. It then devours the Taghairm Deluxe. Rind grumbles. "A point for you." Rind looks at you with newfound respect. "You've fed them well, dearie. Here, you've earned it," he says, and he tosses the royal scepter on the ground. "As for me, I think I'll take my break now. Good luck, and watch out for other queens." He walks way, laughing to himself. The royal scepter is on the ground. >* oh, other queens? You seem to want to talk to someone, but I can't see whom. >* interesting That's not a verb I recognise. >x scepter This is a scepter, part of the Grooverland regalia. >take it As you take the royal scepter, you feel dizzy. It feels like the whole park is spinning around you. From outside, you can hear harsh voices in the street. For a moment, you think you can hear your brother David calling out, but then everything is quiet. Something about Grooverland has changed. >* hmm I wonder if it's the fungus That's not a verb I recognise. >* Anyway my spreadsheet might have been overkill, but fun puzzle! You seem to want to talk to someone, but I can't see whom. >save Ok. >d Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >n Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. As you walk into the street, a group of figures covered in red robes passes by you. One bumps heavily into you. The figure turns and snarls, then walks away, disappearing into the crowd. The unsettling thing is, it almost looked like it had a snout! In fact, it looks like a lot more of the crowd in Grooverland is wearing costumes now. Very realistic ones. >l Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >x crowd How strange they look now, compared to earlier! >e Mechanical Marvels This part of the park is blocked off by a maintenance crew working on what looks like a clogged pipe. Some of the park goers try to go past, but the crew turn them back to the west. A chief engineer is supervising the maintenance crew. Your dad is here, looking at the maintenance crew with a concerned expression. >x fungus There's definitely something growing in there. Looks like a red fungus you saw in biology class. They said it was edible, but you wouldn't eat it! >eat fungus You can't touch the fungus. That is too far away! >i You are carrying: a royal scepter a lettuce leaf a winding key a safety whistle (being worn) a flier >* OK, let's actually solve this one next You seem to want to talk to someone, but I can't see whom. >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A racing slug is oozing around here. A tailypo is stalking back and forth. A placid and professional zookeeper stands watch over the animals. A truffle pig is sniffing around the petting zoo. The racing slug wiggles its eyestalks and slimes towards you, hungry for lettuce. >show lettuce to pig (the lettuce leaf to the truffle pig) The truffle pig looks at you, confused. >show lettuce to slug (the lettuce leaf to the racing slug) The racing slug looks at you, confused. >show lettuce to tailypo (the lettuce leaf to the tailypo) The tailypo looks at you, confused. >give cap to pig (first taking the mushroom cap) The pig leans forward to sniff the mushroom, enjoying its fungal scent. It takes a small bite, rolling it around on its tongue to enjoy the flavor, before delicately swallowing it. Then it chomps down on the rest, eating it in one gulp and almost taking off your hand. >show cap to pig (first taking the mushroom cap) The truffle pig looks at you, confused. The pig grunts in interest, looking at the mushroom cap. It starts following you around. Now there's multiple animals following you. The racing slug takes advantage of the confusion to eat the lettuce leaf before losing interest in you. >s The zookeeper says, "Be careful! These pets are gentle, but they'll follow you anywhere for that food. Make sure they get back safely!" Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. The sausage seller looks amused by the truffle pig following you. >* I know it's not that unique a puzzle, but I'm getting a kick out of leading a pig around with food in someone else's game! You seem to want to talk to someone, but I can't see whom. >e Mechanical Marvels This part of the park is blocked off by a maintenance crew working on what looks like a clogged pipe. Some of the park goers try to go past, but the crew turn them back to the west. A chief engineer is supervising the maintenance crew. Your dad is here, looking at the maintenance crew with a concerned expression. The chief engineer looks at the truffle pig and says, "Lovely litter critter, isn't it?" >put cap in pipe The pig watches as you toss the mushroom cap into the clogged pipe. At first, it looks shocked, but as it gets closer to the pipe, it sniffs, intrigued. It climbs into the fungus-filled pipe while the maintenance crew stare in surprise. After a minute or two of munching noises, the pig emerges from a now-empty pipe and trots away to the petting zoo. The engineer says, "Let 'er rip, boys!" They turn the wheel, and water gushes out of the pipe, turning the fountain back on. "Thanks, kid, you're one in a million," says the engineer as he and his crew pack up and go. The rest of the park is now open! "Well, Lily, I'm headed off to try out some rides. See you later!" says your dad before he walks away. >save Ok. >x flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >l Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a towering facade that has the words Serpent Slide at the top in bright red paint. To the south is a dark black box-shaped structure with the words Midnight Laserfight inscribed on it in silver. Your dad wanders back into view. He sees you and waves. >x crowd When did everyone get robes? >save Ok. >x dad Dad is taking a breather between rides. He's checking the map right now. >ask dad about laserfight "I think that ride is only for grown ups, but I'm not sure," says Dad. >ask dad about slide "I think that ride can be dangerous, make sure you're safe in there!" says Dad. >n Serpent Slide This room contains a square pyramid-shaped ramp that leads to a giant opening shaped like the mouth of a huge, feathered serpent. Inside the opening is a bright red slide going down. You can leave to the south. >x ramp Steps ascend it on every side. Flames are painted on the blackened surface. >x serpent The slide is spongy and soft. >d You ride down the slide until it comes to its first stop. Ribcage This large cylindrical room is constructed from mottled rubber webbing stretched between plastic ribs. The webbing pulses in and out to the hiss of hidden machinery. The way the ribs pulse in and out is fascinating, although they seem misshapen. You can try climbing back up or continue sliding down. >x webbing This rubbery webbing is stretched between the plastic bones. It is emblazoned with foreign script lightly carved into the rubber. >read it This rubbery webbing is stretched between the plastic bones. It is emblazoned with foreign script lightly carved into the rubber. >x script On closer inspection, the foreign script looks like graffiti etched in by countless troubled teenagers over the years. >read it It's just graffiti. "Frodo Lives", "Kilroy was here." The usual. >g It's just graffiti. "Frodo Lives", "Kilroy was here." The usual. >l Ribcage This large cylindrical room is constructed from mottled rubber webbing stretched between plastic ribs. The webbing pulses in and out to the hiss of hidden machinery. The way the ribs pulse in and out is fascinating, although they seem misshapen. You can try climbing back up or continue sliding down. >x ribs The ribs are spaced evenly around the room, supporting the webbing. One unusual rib sticks out to you. >x rib This rib seems to be hanging loosely. >take rib The rib shifts under your weight. You push again and it comes off in your hand. This isn't a rib at all! It's a plastic beam that says "HYDRAULICS". >x beam This is a long shaft made of plastic. It says "HYDRAULICS" on it in large letters. >* interesting That's not a verb I recognise. >l Ribcage This large cylindrical room is constructed from mottled rubber webbing stretched between plastic ribs. The webbing pulses in and out to the hiss of hidden machinery. The way the ribs pulse in and out is fascinating. You can try climbing back up or continue sliding down. >d You ride down the slide again to the second stop. Stomach You stand on the shore of a shallow lake lit underneath by some sort of yellow source. Mist is pumped over the water from the edges of the lake. To the north, beyond the lake, is a glowing room. You can climb back up the slide, too. A plastic skeleton lies partially in the lake. >x lake The water looks nasty. >x light It's probably just some regular yellow light under the water. >enter water You're not sure it is something you should enter. >dive That's not a verb I recognise. >swim No way! Gross! >x mist The water looks nasty. >x skeleton One of the skeleton's arms seems positioned like a lever. >x arm It's positioned to look like a lever. >push it It seems stuck in that direction. Nothing obvious happens. >pull it A bridge to the north rises out of the water made of plastic bones and rubber body parts. >l Stomach You stand on the shore of a shallow lake lit underneath by some sort of yellow source. Mist is pumped over the water from the edges of the lake. To the north, beyond the lake, is a glowing room. You can climb back up the slide, too A bridge of bones and body parts (plastic, of course) leads north. A plastic skeleton lies partially in the lake. >x bridge This is made of plastic bones and rubber body parts. >n Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. On the pedestal is a sun orb. As you enter the Sunroom, though, a monkey crawls out from behind the pedestal and snatches the sun orb. It leaps around the room, keeping the orb away from you! >* Ah, there's our monkey You seem to want to talk to someone, but I can't see whom. >fight monkey You can't touch the monkey. He is too far away! >l Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. A mischievous monkey has the sun orb! >x orb It is a clear orb wrapped in a plastic frame. >i You are carrying: a plastic beam a royal scepter a winding key a safety whistle (being worn) a flier >talk to monkey The monkey shakes its fist at you and chatters angrily. >* let us reason together That's not a verb I recognise. >taunt monkey That's not a verb I recognise. >moon monkey That's not a verb I recognise. >ask monkey about his mother You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the monkey ABOUT the plastic beam, the fountain, or the monkey. >ask monkey about the monkey The monkey is too far away to hear you. >l Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. The monkey clambers all around the room, keeping out of reach. >shout at monkey (to the monkey) Unfortunately, the monkey can not speak. >x pedestal This is a simple plastic pedestal fixed to the ground. >take it It seem like it will remain there for now despite your intention. >push it It is fixed in place. >give beam to monkey Somehow it doesn't seem like you should give the plastic beam to the monkey. >l Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. The monkey clambers all around the room, keeping out of reach. >i You are carrying: a plastic beam a royal scepter a winding key a safety whistle (being worn) a flier >blow whistle You hear barking in the distance. After a minute or two, Toby arrives and wags his tail at you, then turns and starts walking slowly. You follow Toby until you arrive back at the Welcome Booth. Welcome Booth Grooverland is surrounded by a plastic castle wall pierced by two tall gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. David's plush chimera is on the ground. He must have left it here, but why? In between the two gates is a Welcome Booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >* Thought Toby might scare the monkey -- oh well That's not a verb I recognise. >e Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to costumed ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Cheesecake Guardhouse, built up of many flavors of cheesecake. A little sign nearby says "For Lily". >s Melancholy Mall You are standing in the main thoroughfare for Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A sign to the north says "Sugar Plum Snack Bar". A sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A truffle pig is sniffing around the petting zoo. It looks very full. A racing slug is oozing around here. A tailypo is stalking back and forth. A placid and professional zookeeper stands watch over the animals. >ask zookeeper about monkey "So that's where the monkey went! Naughty little thing. Thanks for letting me know. He's done it before, and he always comes back after a day or two, so don't worry too much about it," says the zookeeper. "At least he'll stop fighting with the tailypo." >* You don't say That's not a verb I recognise. >show sausage to tailypo (first taking the limp bratwurst) The tailypo looks at you, confused. The tailypo smells the bratwurst and scrabbles towards you, knocking the other animals out of the way. It seems the tailypo won't let any other creature get its bratwurst! >s The zookeeper says, "Be careful! These pets are gentle, but they'll follow you anywhere for that food. Make sure they get back safely!" Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A sign to the north proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A sign to the south says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. The ceviche chef watches you and the tailypo silently. >e Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a towering facade that has the words Serpent Slide at the top in bright red paint. To the south is a dark black box-shaped structure with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. Dad is so absorbed in his map he doesn't even notice the tailypo behind you. >n Serpent Slide This room contains a square pyramid-shaped ramp that leads to a giant opening shaped like the mouth of a huge, feathered serpent. Inside the opening is a bright red slide going down. You can leave to the south. The tailypo follows you to the north. >d You ride down the slide until it comes to its first stop. The tailypo slides down as well. Ribcage This large cylindrical room is constructed from mottled rubber webbing stretched between plastic ribs. The webbing pulses in and out to the hiss of hidden machinery. The way the ribs pulse in and out is fascinating. You can try climbing back up or continue sliding down. The tailypo follows you downwards. >d You ride down the slide again to the second stop. The tailypo slides down as well. Stomach You stand on the shore of a shallow lake lit underneath by some sort of yellow source. Mist is pumped over the water from the edges of the lake. To the north, beyond the lake, is a glowing room. You can climb back up the slide, too A bridge of bones and body parts (plastic, of course) leads north. A plastic skeleton lies partially in the lake. The tailypo looks at the glowing room with excitement. >n Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. The monkey clambers all around the room, keeping out of reach. The tailypo follows you to the north. When the tailypo sees the monkey, it hisses loudly and launches itself forward. The monkey shrieks in terror and drops the sun orb. The two animals roll around, hissing and shrieking. Finally, the monkey pushes a catch in the floor and a trapdoor springs open. Unfortunately, the trapdoor is right where you were standing. You, the tailypo, and the sun orb fall into the bowels of the serpent while the monkey screeches in triumph. Bowels This doesn't feel normal. Everything is dark down here, and no one is around. Strange sounds echo down unseen halls. The tailypo scampers away into the hallways, leaving you alone. The sun orb rolls to a stop on the ground. >* Progress? That's not a verb I recognise. >l Bowels This doesn't feel normal. Everything is dark down here, and no one is around. Strange sounds echo down unseen halls. You can see a sun orb here. >x orb It is a clear orb wrapped in a plastic frame. >take it As you take the sun orb, the ground shudders for a moment. It feels like Grooverland itself is moving. Creaks and groans come from outside, and you think you can hear your sister Alice shouting for a moment. Then all is silent. Something about Grooverland has changed. >listen You hear nothing unexpected. >l Bowels This doesn't feel normal. Everything is dark down here, and no one is around. Strange sounds echo down unseen halls. >* Probably should have a custom LISTEN response there? That's not a verb I recognise. >x orb It is a clear orb wrapped in a plastic frame. >x frame It just makes it easier to hold the orb. >open frame It isn't something you can open. >l Bowels This doesn't feel normal. Everything is dark down here, and no one is around. Strange sounds echo down unseen halls. Only the weight of the whistle on your neck reassures you. >x walls The walls, floors and unseen halls are not something you can see or feel clearly. It's just dark and confusing here. >d There's no opening that way. >feel walls The walls, floors and unseen halls are not something you can see or feel clearly. It's just dark and confusing here. >feel floor The walls, floors and unseen halls are not something you can see or feel clearly. It's just dark and confusing here. >blow whistle The whistle pierces through the darkness like a knife. You hear barking in the distance. After a minute or two, Toby arrives and wags his tail at you, then turns and starts walking slowly. You follow Toby until you arrive back at the Welcome Booth. Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. David's plush chimera is on the ground. He must have left it here, but why? In the shadow of the wall is a wooden booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. As you step out into the main area of the park, you feel lost for a moment. The park doesn't look like it did a moment ago. Everything you see seems darker, somehow. >l Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. David's plush chimera is on the ground. He must have left it here, but why? In the shadow of the wall is a wooden booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >x guard This elderly man has a gleaming bald head and a sharp, witty grin. He sits in his booth and wears a paisley vest and a badge saying "Ask me anything--Wade." >x chimera He loves playing with this toy, pretending to attack with it. Why would he just leave it on the ground? Odd. >take it You grab David's favorite plush chimera. >ask him about david He looks at you very seriously. "I really can't say where he is, Lily." >l Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. In the shadow of the wall is a wooden booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >* Okaaay That's not a verb I recognise. >x crowd For some reason, you don't see any zippers or seams in the costumes. >listen You hear nothing unexpected. >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to costumed ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Cheesecake Guardhouse, built up of many flavors of cheesecake. A little sign nearby says "For Lily". >ask attendant about mom "From what I've heard she's been in the gift shop all morning," says the attendant. >ask attendant about ad You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the snack attendant ABOUT the Cragne Crawfish, the monkey, or Alice's silver bracelet. >ask attendant about dad "I gave him our last water bottle a few hours ago," she says. >ask attendant about alice "She's the kid on her phone, right? Seems like a cool app," she says. >ask attendant about david "Yeah, he came in here earlier and took the last milkshake," she says. >s Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >s Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The shop clerk is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >ask mom about david "I'm sure David is fine," she says. "He's old enough to be on his own, anyway." >ask mom about mom "Oh, you know, honey, I love the rides, but I also need to finish your birthday shopping," says Mom. >ask mom about dad "Your dad is a real planner. I'm sure he's got his whole schedule charted out for the entire vacation," says Mom. >i You are carrying: David's favorite plush chimera a sun orb a limp bratwurst a plastic beam a royal scepter a winding key a safety whistle (being worn) a flier >n Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >s Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >n Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. The tailypo is stomping grumpily around. A truffle pig is sniffing around the petting zoo. It looks very full. A racing slug is oozing around here. A placid and professional zookeeper stands watch over the animals. The tailypo smells the bratwurst but ignores you. It's not falling for that again! >s Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >e Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >ask dad about david He looks a little concerned. "I'm not sure where David is," he says. "But he's old enough to be on his own." >ask dad about beam "Well, I think Alice or that nice guard at the gate knows more about that than I do, sweetie," says Dad. >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >w Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >w Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. In the shadow of the wall is a wooden booth with a kindly-looking gate guard standing inside. Toby waits patiently here for the next time you'll need him. >ask guard about beam "Well, you found something I honestly don't know much about," says the gate guard, puzzled. >x beam This is a long shaft made of plastic. It says "HYDRAULICS" on it in large letters. >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >e Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >save Ok. >x serpent It looks like it's breathing. >x mansion This seems much more elaborate than it was when you came into the park. >s You're stopped on the way in. "Oh, there's our birthday girl!" says an attendant, beaming at you. "We have a special treat for you. You're just a little too young to compete in the laserfights, but you get to operate the controls of our Midnight Laserfight set!" She walks you over to a control panel off-stage. She says, "It's a little complicated, but basically, you control the set with this. The players are in exploration phase right now. Turn the knob or pull the lever to help them find new rooms, use the crane to take and drop weapons and armor for the players, then push the duel button to start the actual fight." She looks closer at the control panel. "Dang it, Brad! I told him not to mess with the panel. It looks like the lever is missing again. He likes to hide it around the park. I'm going to go tell my manager. Have fun here, though!" she says, and she walks away. Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some red motley, and the countesses, wielding some white laserpistols and are wearing some white motley. Over everything are cranes you can use to TAKE things from or GIVE things to the people below. The wall has a knob labelled "DIRECTION" that can be turned clockwise (cw) or counterclockwise (cc) and a button labelled "DUEL" that can be pushed. There is a hole that looks like it could fit a lever if you had one. It's labelled "HYDRAULICS". A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). You can leave to the north. > You look around. Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some red motley, and the countesses, wielding some white laserpistols and are wearing some white motley. Over everything are cranes you can use to TAKE things from or GIVE things to the people below. The wall has a knob labelled "DIRECTION" that can be turned clockwise (cw) or counterclockwise (cc) and a button labelled "DUEL" that can be pushed. There is a hole that looks like it could fit a lever if you had one. It's labelled "HYDRAULICS". A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). You can leave to the north. >* OK this is a little complicated! That's not a verb I recognise. >put beam in hole You slide the hydraulics lever into the hole. It fits perfectly! Now everything should work just fine. >l Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some red motley, and the countesses, wielding some white laserpistols and are wearing some white motley. Over everything are cranes you can use to TAKE things from or GIVE things to the people below. The wall has a lever labelled "HYDRAULICS" that can be pushed or pulled, a knob labelled "DIRECTION" that can be turned clockwise (cw) or counterclockwise (cc), and a button labelled "DUEL" that can be pushed. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). You can leave to the north. >x mannequins These look sturdy, but not particularly attractive. >x chandelier It looks pretty fancy for something fake. >x saircase You can't see anything by that name. >x staircase Whoever drew this did a good job! >x vicomtes This group of people are so wild and diverse they are impossible to describe. Your sister Alice might say they have a look that "inspires passion", but that's just Alice. They are carrying some red laserpistols and wearing some red motley. >x countesses These masked and dangerous women wear outrageous gowns. They are carrying some white laserpistols and wearing some white motley. >x laserpistols Which do you mean, the 1) white laserpistols or the 2) red laserpistols? >1 (the white laserpistols) These simple white weapons are the most basic tool used in the laserfight game. You can TAKE and GIVE them (the cranes will move them automatically). >x red laserpistols These simple red weapons are the most basic tool used in this game. You can TAKE and GIVE them (the cranes will move them automatically). >x white motley This outfit is filled with bells, and makes people act silly. You can TAKE and GIVE them (the cranes will move them automatically). >l Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some red motley, and the countesses, wielding some white laserpistols and are wearing some white motley. Over everything are cranes you can use to TAKE things from or GIVE things to the people below. The wall has a lever labelled "HYDRAULICS" that can be pushed or pulled, a knob labelled "DIRECTION" that can be turned clockwise (cw) or counterclockwise (cc), and a button labelled "DUEL" that can be pushed. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). You can leave to the north. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. You can see some laser cutlasses here. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >x cutlasses These short-range weapons are riskier to use but provide more points when they hit. You can TAKE and GIVE them (the cranes will move them automatically). >take cutlasses A crane comes down and takes all of the laser cutlasses. >give them to red You can only do that to a person or animal. >give them to vicomtes The cranes come down, dropping the laser cutlasses. The vicomtes leap around excitedly and grab them, ready to fight, dropping their red laserpistols, which you grab. >l Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some laser cutlasses and are wearing some red motley, and the countesses, wielding some white laserpistols and are wearing some white motley. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >* OK I assume we need to manipulate the scoring somehow That's not a verb I recognise. >turn cw There is a grinding of gears, but nothing happens. >turn know cw You can't see anything by that name. >turn knob cw There is a grinding of gears, but nothing happens. >turn knob cc The knob spins and the whole room rotates counterclockwise, revealing a new room! Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. You can see some inflatable kielbasas here. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >x box Eh. Could be better. It doesn't look much like a clock. >x cellophane You can't see anything by that name. >x kielbasas These are completely ineffective as weapons, but fun nevertheless. You can TAKE and GIVE them (the cranes will move them automatically). >give kielbases to countesses (first taking the inflatable kielbasas) A crane comes down and takes all of the inflatable kielbasas. The cranes come down, dropping the inflatable kielbasas. The countesses leap around excitedly and grab them, ready to fight, dropping their white laserpistols, which you grab. >l Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some laser cutlasses and are wearing some red motley, and the countesses, wielding some inflatable kielbasas and are wearing some white motley. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. You can see some pig wings here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >x wings These pink canvas wings allow the players to get a lot more height. You can TAKE and GIVE them (the cranes will move them automatically). >x overcoats It reminds you of a book you read in school last year. >* Is that a Gogol reference? That's not a verb I recognise. >give wings to countesses (first taking the pig wings) A crane comes down and takes all of the pig wings. The cranes come down, dropping the pig wings. The countesses leap around excitedly and put on the new outfits after removing their white motley, which you grab. >l Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some laser cutlasses and are wearing some red motley, and the countesses, wielding some inflatable kielbasas and are wearing some pig wings. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >turn cw The knob spins and the whole room rotates clockwise, revealing a new room! Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Ballroom. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. In the center of the Garden is a small table with balloons and a sign saying "Welcome, Lily!" On the table is an open black box containing a gorgeous ring. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. It's time for the duel! The vicomtes pour out of one side and the countesses come out of the other, ready to fight. Chaos spreads across the stage. One of the countesses decides to do a barrel roll and smashes directly into the table, sending balloons, sign, and box flying. The ring box snaps closed and flies across the stage and out of sight. You hear a series of "clunks" as it bounces lower and lower below the stage. Everyone stops what they're doing, momentarily embarassed. It's a tie. > You look around. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The vicomtes and countesses seem energized by their recent tie, eager to fight again. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >l Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The vicomtes and countesses seem energized by their recent tie, eager to fight again. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Grand Staircase. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. With their latest battle over, the vicomtes and countesses are running around, trying to find an advantage to avoid another tie. They seem subdued for the moment as they huddle to make plans. >push duel A wall closes over the Grand Staircase. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding the inflatable kielbasas. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses and their inflatable kielbasas. This round of the duel is now over. >* oh there's some randomness That's not a verb I recognise. >x fountain You can't see anything by that name. >x backdrop You can't see anything by that name. >l Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The vicomtes seem happy with their recent win over the countesses.. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >n You exit the Laserfight arena. Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >ask dad about laserfight "I think that ride is only for grown ups, but I'm not sure," says Dad. >s Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The vicomtes seem happy with their recent win over the countesses.. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >x button It is a simple button labelled DUEL. >x lever This lever can be PULLed to raise the set or PUSHed to lower the set. >pull lever There is a grinding of gears, but nothing happens. >push lever There is a grinding of gears, but nothing happens. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Grand Staircase. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Grand Staircase, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >* Hmm if some people are annoyed can that shake things out of the undercarriage? That's not a verb I recognise. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >* oh well! That's not a verb I recognise. >turn cw The knob spins and the whole room rotates clockwise, revealing a new room! Well A paper moon hangs down here, and a cardboard well sits in the middle of this space. A monitor describes the rooms adjacent to this one: Ballroom (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >* Hmm kind of boring That's not a verb I recognise. >x moon This moon has drawings of skeletons and cheese on it. It seems a little loose. >x well This is very primitive looking. >i You are carrying: David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a winding key a safety whistle (being worn) a flier Things held by the cranes some white motley some white laserpistols some red laserpistols >throw bratwurst at moon You promised your track coach that you wouldn't throw things outside the field. >l Well A paper moon hangs down here, and a cardboard well sits in the middle of this space. The vicomtes seem happy with their recent win over the countesses.. A monitor describes the rooms adjacent to this one: Ballroom (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >turn cc The knob spins and the whole room rotates counterclockwise, revealing a new room! Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >turn cc The knob spins and the whole room rotates counterclockwise, revealing a new room! Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push lever There is a grinding of gears, but nothing happens. >give white to countesses Which do you mean, the 1) white motley or the 2) white laserpistols? >1 (the white motley to the countesses) The cranes come down, dropping the white motley. The countesses leap around excitedly and put on the new outfits after removing their pig wings, which you grab. >push duel A wall closes over the Grand Staircase. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding the inflatable kielbasas. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses and their inflatable kielbasas. This round of the duel is now over. >give wings to vicomtes The cranes come down, dropping the pig wings. The vicomtes leap around excitedly and put on the new outfits after removing their red motley, which you grab. >l Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The vicomtes seem happy with their recent win over the countesses.. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >x red Which do you mean, the 1) red motley or the 2) red laserpistols? >x vicomtes This group of people are so wild and diverse they are impossible to describe. Your sister Alice might say they have a look that "inspires passion", but that's just Alice. They are carrying some laser cutlasses and wearing some pig wings. >x countesses These masked and dangerous women wear outrageous gowns. They are carrying some inflatable kielbasas and wearing some white motley. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Cloak Room. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Cloak Room, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >g A wall closes over the Cloak Room. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding the inflatable kielbasas. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Cloak Room. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Cloak Room, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >g A wall closes over the Cloak Room. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding the inflatable kielbasas. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Cloak Room. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Cloak Room, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >* OK, repeat wins don't appear to change things You seem to want to talk to someone, but I can't see whom. >* Maybe flipping things over? That's not a verb I recognise. >give inflatable to vicomtes (first taking the inflatable kielbasas) A crane comes down and takes all of the inflatable kielbasas. The cranes come down, dropping the inflatable kielbasas. The vicomtes leap around excitedly and grab them, ready to fight, dropping their laser cutlasses, which you grab. >give cutlasses to countesses The cranes come down, dropping the laser cutlasses. The countesses leap around excitedly and grab them, ready to fight. >give wings to countesses (first taking the pig wings) A crane comes down and takes all of the pig wings. The cranes come down, dropping the pig wings. The countesses leap around excitedly and put on the new outfits after removing their white motley, which you grab. >x vicomtes This group of people are so wild and diverse they are impossible to describe. Your sister Alice might say they have a look that "inspires passion", but that's just Alice. They are carrying some inflatable kielbasas >push duel A wall closes over the Cloak Room. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Cloak Room. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >* ah, I see You seem to want to talk to someone, but I can't see whom. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push due You can't see anything by that name. >push duel A wall closes over the Cloak Room. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >* OK I think it's the well That's not a verb I recognise. >turn cw The knob spins and the whole room rotates clockwise, revealing a new room! Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >turn cw The knob spins and the whole room rotates clockwise, revealing a new room! Well A paper moon hangs down here, and a cardboard well sits in the middle of this space. A monitor describes the rooms adjacent to this one: Ballroom (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Well (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Well. Well A paper moon hangs down here, and a cardboard well sits in the middle of this space. A monitor describes the rooms adjacent to this one: Ballroom (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >* not the moon? That's not a verb I recognise. >turn cc The knob spins and the whole room rotates counterclockwise, revealing a new room! Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Well. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Ballroom (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Ballroom. Ballroom You are on a soundstage filled with plastic mannequins in dance positions. A plastic chandelier hangs from above. The back of the stage is painted with a grand staircase. A monitor describes the rooms adjacent to this one: Grand Staircase (available by PUSHing the hydraulics lever), Well (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Ballroom. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Grand Staircase (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Grand Staircase. Grand Staircase The soundstage is dominated by a monumental staircase covered in red carpet. A monitor describes the rooms adjacent to this one: Ballroom (available by PULLing the hydraulics lever), Black Salon (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >* Hmm I think that's all the rooms? That's not a verb I recognise. >tun cc That's not a verb I recognise. >turn cc The knob spins and the whole room rotates counterclockwise, revealing a new room! Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Grand Staircase. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >* Hmm, maybe I need to come back You seem to want to talk to someone, but I can't see whom. >n You exit the Laserfight arena. Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >e Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". Alice's silver bracelet is on the ground, but you don't see her anywhere. >x bracelt You can't see anything by that name. >x bracelet Nana, your great grandmother, left this to Alice when she died. Alice has worn it ever since. >take it You grab Alice's silver bracelet. >wear it You put on Alice's silver bracelet. >* hmm That's not a verb I recognise. >l Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >x trees They must have transplanted these. The park isn't old enough to have trees this tall. >x crowd You try looking at the shadowy crowd, but it's hard. It's like your eyes slide away every time you look close. >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >n Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. A creaky singer with bony, unusually long limbs sits cross-legged here. >x singer A strange man with yellow eyes whose whole body seems to creak as he moves. >talk to singer He smiles as you approach, and you smell sulfur. "Have you come to the creaky house, then? Welcome. You'll find that here, in my little creaky house, your movements are more than mere steps: they are words in a language written by the feet: a "creak" here, a "rattle" there. "This is the language spoken by the cool wind. If your feet can make a song like mine, the wind will reward you, and something good will happen. Or bad, depending on who you ask. But enough of that. I'll sing the song now," he adds. The creaky singer begins performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Turn, turn goes the knob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "It's just the wind, mother always says," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Why fear the wind," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns. >n (first opening the creaky front door) Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The wind blows the front door shut. You can hear something howling outside. It might be the wind. >listen You hear the whole house creaking. >creak You try very hard to creak, but while you make a number of interesting noises, none of them could be called a "creak". >n Creaky Game Room An immense chess table is here, but all the pieces are missing. There is nothing else in this creaky room. The study is to the east, the hallway is to the south, and the kitchen door is to the west. You can hear the front door creak back and forth. Wasn't it closed? At the sound of that creak, you feel the unseen thing behind you grow stronger. >w (first opening the creaky kitchen door) (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >x door This is one of the few doors actually left in the house. It is currently closed. >open it (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >unlock it You lack a key that fits the creaky kitchen door. >e Creaky Study Somber bookshelves line the walls of this creaky room. The parlor is to the south and the game room is to the west. The immense table in the game room creaks as it is pushed aside. As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >x table The table is in a different room. >s Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. The shelves in the study behind you are rattling. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >w Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The house shudders. The floorboards in the parlor creak rhythmically behind you. At the sound of that creak, you feel the unseen thing behind you grow stronger. >w Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the front door creak back and forth. Wasn't it closed? As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >n Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >e (first opening the creaky kitchen door) (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >u Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. The cabinets in the kitchen below you rattle as something moves past. The creaking of the house is getting louder and louder as your feet rush through the patterns of the house. >s Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. You can hear wood cracking as something forces its way through the loft behind you. The sounds made by your feet are jangling, empty words. The power in the house subsides. >e Creaky Passageway This dim passageway runs along the top floor of the whole creaky house. You can go west to the creaky tower or east to the creaky bedroom. You can hear the whole tower shaking behind you, as if it were ready to fall apart. >e Creaky Bedroom There is little here besides an old creaky bed and a small creaky door to the south. The creaky passageway is to the west. The passageway behind you shakes and sways frightfully as something pounds along it. >s (first opening the small creaky door) Creaky Closet This closet is tiny, and filled with junk: umbrellas, perfumed furs, old boots. Clutter. The bedroom is back to the north. There is also a small hole going down with a sign that says "Emergency Exit". Something paws heavily at the door, turning the knob. The small creaky door slams shut. >d You jump down the hole. Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. You hear a disappointed whimper from above, followed by a quiet turning of a knob. >* OK that's a helpful rn That's not a verb I recognise. >* route That's not a verb I recognise. >* But I think I need a key first? That's not a verb I recognise. >w Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The house shudders. The floorboards in the parlor creak rhythmically behind you. At the sound of that creak, you feel the unseen thing behind you grow stronger. >s (first opening the creaky front door) Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns. The wind blows the front door shut. You don't see any sign of the presence that followed you in the house. The sounds made by your feet are jangling, empty words. The power in the house subsides. >s Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >s Corn Maze Walking down the path, you have come to a fork. A stone-carved demon at its center seems to ask you: left or right? >x demo You can't see anything by that name. >x demon This carved demon seems to mock your confusion. >talk to demon You can't see anything by that name. >left You get lost in the Corn Maze, and wander. You find a part of the corn maze with a bridge over a creek. The remains of three goat skeletons lie in pieces all over the ground. A pair of huge, luminous eyes stares at you from under the bridge. You hurry on your way, running blindly until you find yourself at the demon again. Such is fate. >left You get lost in the Corn Maze, and wander. You hear the corn rustling, but feel no wind. It grows louder. Soon you realize it is voices. The corn ears turn to you. They have faces. They are calling your name, Lily. You flee until you find yourself at the demon again. Such is fate. >g You get lost in the Corn Maze, and wander. You travel for what feels like minutes, but the sun is already setting. Then the moon rises, streaks across the sky, and sets again. The sun comes up again, then down, over and over. But it isn't the same sun. It has grown fat and swollen, ready to burst. The moon crumbles. The stars fade. You close your eyes and run until you find yourself at the demon again. Such is fate. >g You get lost in the Corn Maze, and wander. You come across a clearing in the corn. Forty men and women in fox masks are dining on pheasant at long tables. They stop and stare at you, silent. You edge away and continue walking until you find yourself at the demon again. Such is fate. But there's something new. The demon is gone. In its place is a yellow ticket. >x ticket This is a yellow ticket that says "Good for one maize flavored cola at the Sugar Plum Snack Bar." >take it You grab the yellow ticket. >* Yay! That's not a verb I recognise. >l You wander left and find your way out of the maze. Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >s Corn Maze Walking down the path, you have come to a fork. There is no one to ask you, but you can go left or right. The maze holds nothing for you now. >n Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >w Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >w Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking snack attendant stands at the register dispensing drinks out to costumed ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Cheesecake Guardhouse, built up of many flavors of cheesecake. A little sign nearby says "For Lily". >give ticket "Thank you," says the attendant mechanically as she snatches your ticket and hands you a maize flavored cola. >x cola The label says, "Corn never tasted so good!--No high-fructose corn syrup." >drink What do you want to drink? >it As you might have expected, it tastes like corn. >eat cake Rich. Too rich. The Cheesecake Guardhouse threatens to overwhelm you. Sweetness and fat. An eternity later you finish, revealing the Eclair Kitchen. >x layers The remaining layers of the cake are Devil's Food Tower, Marshmallow Library, Cheesecake Guardhouse, Eclair Kitchen and Fondant Dungeon. >x kitchen Inside this kitchen made of eclairs are numerous smaller eclairs, which seems to be what the miniature bakers are making. It would seem that the kitchen made of eclairs is also a kitchen making eclairs. >* meta! That's not a verb I recognise. >e There's no opening that way. >s Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >e Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >e Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >x attendants These royal attendants nobly and boldly guard the castle from all who are unprepared to travel within. Some wear red, and others white. >x elves These costumes certainly draw your attention. Some of the fairies almost look like they're floating across the ground. >x red (the royal attendants) These royal attendants nobly and boldly guard the castle from all who are unprepared to travel within. Some wear red, and others white. >x white (the royal attendants) These royal attendants nobly and boldly guard the castle from all who are unprepared to travel within. Some wear red, and others white. >talk to attendants They look over at you but do not respond, as it is not part of their duty. >x fairies These costumes certainly draw your attention. Some of the fairies almost look like they're floating across the ground. >talk to them They look over at you but do not respond, as it is not part of their duty. >l Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >x castle The castle is enormous, decorated in red and white, and absolutely terrifying. >x tent It says, "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three" >s Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room, while an costumed crowd circles around it. Morgan the Mechanical, an animatronic magician wearing an incongruous mantle of luxurious red fabric and sitting on a steamer trunk, is ready to put on a show. On the plain table is a deck of cards. "Welcome, welcome," says Morgan the Mechanical in a mechanical voice. "Try my world-famous Two-Card Trick!" She places a deck of cards on the table. "Please, inspect the table, the deck, even me, and then we can perform the trick!" >* a mantle you say? That's not a verb I recognise. >x mantle Luxurious velvet, crimson colored. It hangs in magnificent folds. >x morgan You carefully look over Morgan's animatronic body. There don't seem to be any hidden compartments or places for strings to attach to her. >l Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room, while an costumed crowd circles around it. Morgan the Mechanical, an animatronic magician wearing an incongruous mantle of luxurious red fabric and sitting on a steamer trunk, is ready to put on a show. On the plain table is a deck of cards. >x flag It looks like it's been repainted recently. Odd, that. >ask morgan about flag You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the Morgan the Mechanical ABOUT David, the winding key, or the Sugar Plum Crown. >x table The table is plain wood. No kinds of additions or contraptions of any kind are on, under, or around this table. On the plain table is a deck of cards. >x crowd Hushed onlookers murmur and chatter about Morgan and her tricks. >l Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room, while an costumed crowd circles around it. Morgan the Mechanical, an animatronic magician wearing an incongruous mantle of luxurious red fabric and sitting on a steamer trunk, is ready to put on a show. On the plain table is a deck of cards. >x trunk This trunk is very large, and has several vents on it, as well as wheels. >open it (first unlocking the steamer trunk) You lack a key that fits the steamer trunk. >x vents Most likely, these vents allow the animatronic's machinery to cool off. >x wheels It seems this trunk is designed to move, although not with Morgan sitting on it >push trunk I doubt Morgan would appreciate that! >x morgan You've already inspected Morgan the Mechanical. >talk to morgan "Please, make sure you inspect me, my deck, and my table!" repeats Morgan mechanically. >ask morgan about deck "Please, make sure you inspect me, my deck, and my table!" repeats Morgan mechanically. >x deck You carefully look through the deck of cards. It seems completely normal. That's everything inspected. Let's see what Morgan has to say next. >take deck Those are Morgan's cards. >talk to morgan "Satisfied?" asks Morgan. You nod. She says, "Now watch carefully." Her arm rotates as she takes a single card from the deck and places it onto the table. "One." She deals another card. "Two." She steps back and says, "Now, choose your card! Left or right." >x deck You've already inspected the cards. >take deck Those are Morgan's cards. >choose deck You can't see anything by that name. >x left (the left card) You haven't picked up the card yet. >x right (the right card) You haven't picked up the card yet. >pick right I didn't understand that sentence. >take right (the right card) You pick up the card. It's the two of clubs. You don't let Morgan see. "I hear... I hear... a voice," says Morgan, tilting her metal head in a very melodramatic posture. "It's whispering... from very far away... across the gaps that yawn between what we call space and time. It's saying something... about... the two of clubs." The crowd leans forward in anticipation. >take left (the left card) You've already chosen a card. >x right (the two of clubs) This card is the two of clubs. >talk to morgan You show your card to Morgan. She grasps it and extends it up to show the crowd. "Behold! A two of clubs!" The crowd goes wild. Morgan bows while remaining seated, and most of the crowd leaves. A few from outside trickle in for the next show. But Morgan waves you over. Despite the rigidity of her expressions, she seems concerned. >talk to morgan Morgan says, "Lily, you have been ever so helpful with the trick. But I need your help." Her robot eyes shift from side to side furtively. "There is a chest that belongs to me. It was supposed to be delivered hours ago. If you find it, I'll let you have this," she says, indicating the incongruous mantle on her shoulders. She reaches in the mantle and procures some silver slippers, which she hands to you. She adds, "If my calculations are correct, these will help you in your search." >x slippers Morgan the Mechanical said these would come in handy somehow. They aren't official Grooverland regalia, though. >take them You already have those. >weark them That's not a verb I recognise. >wear them These slippers have a really good grip on the floor. Nice! >ask her about sippers (the Morgan the Mechanical about that) You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the Morgan the Mechanical ABOUT the flier, the white motley, or the yellow ticket. >ask her about slippers (the Morgan the Mechanical about the silver slippers) "They'll help you be light on your feet," says Morgan. >ask her about trunk (the Morgan the Mechanical about the steamer trunk) "It's not polite to ask a magician about her secrets," says Morgan. >ask her about chest (the Morgan the Mechanical about Morgan's chest) "It's an essential thing for upgrading my performance. Do you think you could find it?" she says. >n Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >ask attendants about chest They look over at you but do not respond, as it is not part of their duty. >n Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and slow tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. >x floor The dance floor is checkered in white and red. It looks remarkably clean and bright despite its outdoor location. >x gramophone An almost devilishly beautiful device that is currently playing tango music. There is an oval opening on the side of the vintage gramophone that has a picture of a bee above it. >listen You hear nothing unexpected. >* Probably should have a response here That's not a verb I recognise. >l Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and slow tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. >x couples These people, mostly grownups and teens, are all trying to tango with each other. Some glide elegantly across the room and others squash their partner's feet. The dance instructor comes up to you. She says, "I'll make a wager with you that you will never be able to outlast my protégé, Eugene, in the tango! If you try, it is you who will give up first!" A formal-looking (and very short) young boy pops out from behind a bush with a rose in his teeth. He bows with a flourish, casting the rose far away and out of sight. "My lady," he says, "may I have this dance?" >x plants These plants look like lettuce, but...fancy? >eat them You try to pluck a few plants but they resist your efforts. >l Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and slow tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. You can also see Eugene here. >x instructor The instructor, whom you presume is Doña Villar herself, is an elegant woman wearing pearls and a bold red dress. >x pearls A lovely chain of pearls, like your grandmother's. >x red The dance floor is checkered in white and red. It looks remarkably clean and bright despite its outdoor location. >talk to dona She says, "I'll make a wager with you that you will never be able to outlast my protégé, Eugene, in the tango! If you try, it is you who will give up first!" >ask dona about eugene "He is my nephw. His mother desperately wants him to be talented, so I train him the best I can," she says. >ask dona about tango "Tango is my life! One day, when you have dedicated yourself to a task you are passionate about for many years, you too may understand," she says. >ask dona about gramophone You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the dance instructor ABOUT the white laserpistols, the creaky kitchen door, or the zookeeper. >dance You ask Eugene to dance. He bows stiffly, then places your arms in position and begins to lead you in the tango. His head comes up to your stomach. Eugene dances very confidently, his feet firmly on the ground. You pass by a small slick spot. Your shoes make it easy to avoid slipping, but Eugene looks a bit wobbly. The music is calm and peaceful. Eugene leads you in an intricate routine until you become tired, at which point he accepts your request to stop. The dance instructor shouts from across the dance floor: "You will never outdance Eugene! His energy is endless!" >x eugene Eugene is a very short boy that looks like he's around your age, give or take a few years. He is wearing a tattered tuxedo and has a very serious expression on his face. >talk to eugene Eugene bows gracefully. "Would you dance with me, young lady?" he asks formally. >x tuxedo This tuxedo is worn in all the parts you'd think it wouldn't be and patched in all the rest. >wind gramophone You tinker with the gramophone. The music switches, becoming faster. >dance You ask Eugene to dance. He bows stiffly, then places your arms in position and begins to lead you in the tango. His head comes up to your stomach. Eugene dances very confidently, his feet firmly on the ground. You pass by a small slick spot. Your shoes make it easy to avoid slipping, but Eugene looks a bit wobbly. You dance for quite a long time, Eugene leading you in twirls and dips, and eventually you become exhausted, asking Eugene to stop, which he politely agrees to. He breathes heavily. It seems the faster music took a toll on him, but he's too sure-footed to get winded easily. The dance instructor shouts from across the dance floor: "You will never outdance Eugene! His energy is endless!" >x shoes Morgan the Mechanical said these would come in handy somehow. They aren't official Grooverland regalia, though. >turn key Nothing obvious happens. >wind gramophone You tinker with the gramophone. The music switches, becoming slower. >wind gramophone You tinker with the gramophone. The music switches, becoming faster. >i You are carrying: some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a winding key a safety whistle (being worn) a flier >give chimera to eugene Somehow it doesn't seem like you should give David's favorite plush chimera to Eugene. >i You are carrying: some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a winding key a safety whistle (being worn) a flier >x eugene Eugene is a very short boy that looks like he's around your age, give or take a few years. He is wearing a tattered tuxedo and has a very serious expression on his face. >ask eugene about shoes He blushes and looks down. >ask eugene about tuxedo He blushes and looks down. >l Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and fast tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. You can also see Eugene here. >ask instructor about shoes My condolences, Lily," says the dance instructor. "The slippers aren't magic. They just have a good grip." >* Missing quote mark That's not a verb I recognise. >ask instructor about floor You can only ASK someone about an important thing or person you've seen. For instance, you could ASK the dance instructor ABOUT the royal attendants, the Porcine Puree, or the mantle. >x floor The dance floor is checkered in white and red. It looks remarkably clean and bright despite its outdoor location. >x slick This is a small, slick spot on the floor. >take spot That seems to be a part of the checkered dance floor. >clean spot You promised your school custodian that you wouldn't clean or rub things anymore. >l Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and fast tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. You can also see Eugene here. >i You are carrying: some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a winding key a safety whistle (being worn) a flier >x bracelet Nana, your great grandmother, left this to Alice when she died. Alice has worn it ever since. >s Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >e Two of the attendants block your way with spears (which you sincerely hope are plastic). "You are not properly attired," they say. "It seems that out of all the regalia, you have found a sun orb and a royal scepter, but you require a Sugar Plum Crown, a ring and a mantle." >* Hmm I guess the crown is the dance contest? That's not a verb I recognise. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >n Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns. >* try this again? That's not a verb I recognise. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Turn, turn goes the knob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "It's just the wind, mother always says," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Why fear the wind," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Turn, turn goes the knob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "It's just the wind, mother always says," he sings, moving himself in curious patterns. >n (first opening the creaky front door) Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The wind blows the front door shut. You can hear something howling outside. It might be the wind. >w Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the front door creak back and forth. Wasn't it closed? At the sound of that creak, you feel the unseen thing behind you grow stronger. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. The sounds made by your feet are jangling, empty words. The power in the house subsides. >undo Creaky Dining Room [Previous turn undone.] >s There's no opening that way. >l Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. >n Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance. The sounds made by your feet are jangling, empty words. The power in the house subsides. >s You can't. An unexplainable fear has seized your heart. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >e (first opening the creaky kitchen door) (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >undo Creaky Kitchen [Previous turn undone.] >undo Creaky Kitchen [Previous turn undone.] >undo Creaky Dining Room [Previous turn undone.] >l Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. >undo Creaky Dining Room [Previous turn undone.] >undo Creaky Dining Room [Previous turn undone.] >undo Creaky Dining Room [Previous turn undone.] >undo Creaky Hallway [Previous turn undone.] >l Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. >e Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. You can hear the front door creak back and forth. Wasn't it closed? At the sound of that creak, you feel the unseen thing behind you grow stronger. >n Creaky Study Somber bookshelves line the walls of this creaky room. The parlor is to the south and the game room is to the west. The house shudders. The floorboards in the parlor creak rhythmically behind you. As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >w Creaky Game Room An immense chess table is here, but all the pieces are missing. There is nothing else in this creaky room. The study is to the east, the hallway is to the south, and the kitchen door is to the west. The shelves in the study behind you are rattling. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >w (first opening the creaky kitchen door) (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >s Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The immense table in the game room creaks as it is pushed aside. At the sound of that creak, you feel the unseen thing behind you grow stronger. >w Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the front door creak back and forth. Wasn't it closed? As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >e Creaky Passageway This dim passageway runs along the top floor of the whole creaky house. You can go west to the creaky tower or east to the creaky bedroom. You can hear the whole tower shaking behind you, as if it were ready to fall apart. The sounds made by your feet are jangling, empty words. The power in the house subsides. >undo Creaky Tower [Previous turn undone.] >n Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. You can hear the whole tower shaking behind you, as if it were ready to fall apart. The sounds made by your feet are jangling, empty words. The power in the house subsides. >undo Creaky Tower [Previous turn undone.] >l Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. >d You can't. An unexplainable fear has seized your heart. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >n Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. You can hear the whole tower shaking behind you, as if it were ready to fall apart. The sounds made by your feet are jangling, empty words. The power in the house subsides. >d Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. You can hear wood cracking as something forces its way through the loft above you. >s Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. The cabinets in the kitchen behind you rattle as something moves past. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. >n Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. You can hear the whole tower shaking behind you, as if it were ready to fall apart. >d Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. You can hear wood cracking as something forces its way through the loft above you. >s Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. The cabinets in the kitchen behind you rattle as something moves past. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. >n Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. You can hear the whole tower shaking behind you, as if it were ready to fall apart. >d Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. You can hear wood cracking as something forces its way through the loft above you. >s Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. The cabinets in the kitchen behind you rattle as something moves past. >n No. You're convinced that something terrible is that way. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >s There's no opening that way. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. >e Creaky Passageway This dim passageway runs along the top floor of the whole creaky house. You can go west to the creaky tower or east to the creaky bedroom. You can hear the whole tower shaking behind you, as if it were ready to fall apart. >e Creaky Bedroom There is little here besides an old creaky bed and a small creaky door to the south. The creaky passageway is to the west. The passageway behind you shakes and sways frightfully as something pounds along it. >s (first opening the small creaky door) Creaky Closet This closet is tiny, and filled with junk: umbrellas, perfumed furs, old boots. Clutter. The bedroom is back to the north. There is also a small hole going down with a sign that says "Emergency Exit". Something paws heavily at the door, turning the knob. The small creaky door slams shut. >d You jump down the hole. Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. You hear a disappointed whimper from above, followed by a quiet turning of a knob. >n Creaky Study Somber bookshelves line the walls of this creaky room. The parlor is to the south and the game room is to the west. The house shudders. The floorboards in the parlor creak rhythmically behind you. At the sound of that creak, you feel the unseen thing behind you grow stronger. >w Creaky Game Room An immense chess table is here, but all the pieces are missing. There is nothing else in this creaky room. The study is to the east, the hallway is to the south, and the kitchen door is to the west. The shelves in the study behind you are rattling. The sounds made by your feet are jangling, empty words. The power in the house subsides. >s Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The immense table in the game room creaks as it is pushed aside. At the sound of that creak, you feel the unseen thing behind you grow stronger. >s (first opening the creaky front door) Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. "Why fear the wind," he sings, moving himself in curious patterns. The wind blows the front door shut. You don't see any sign of the presence that followed you in the house. The sounds made by your feet are jangling, empty words. The power in the house subsides. >n (first opening the creaky front door) Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The wind blows the front door shut. You can hear something howling outside. It might be the wind. >z Your majesty deigns to linger for a moment. >z Your majesty deigns to linger for a moment. >s (first opening the creaky front door) Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns. The wind blows the front door shut. You don't see any sign of the presence that followed you in the house. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Turn, turn goes the knob," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "It's just the wind, mother always says," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. "Why fear the wind," he sings, moving himself in curious patterns. >z Your majesty deigns to linger for a moment. The creaky singer continues performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns. >n (first opening the creaky front door) Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The wind blows the front door shut. You can hear something howling outside. It might be the wind. >n Creaky Game Room An immense chess table is here, but all the pieces are missing. There is nothing else in this creaky room. The study is to the east, the hallway is to the south, and the kitchen door is to the west. You can hear the front door creak back and forth. Wasn't it closed? At the sound of that creak, you feel the unseen thing behind you grow stronger. >n There's no opening that way. >e Creaky Study Somber bookshelves line the walls of this creaky room. The parlor is to the south and the game room is to the west. The immense table in the game room creaks as it is pushed aside. As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >s Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. The shelves in the study behind you are rattling. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >w Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The house shudders. The floorboards in the parlor creak rhythmically behind you. At the sound of that creak, you feel the unseen thing behind you grow stronger. >w Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the front door creak back and forth. Wasn't it closed? As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >n Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >u Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. The cabinets in the kitchen below you rattle as something moves past. The creaking of the house is getting louder and louder as your feet rush through the patterns of the house. >s Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. You can hear wood cracking as something forces its way through the loft behind you. The sounds made by your feet are jangling, empty words. The power in the house subsides. >d Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the whole tower shaking above you, as if it were ready to fall apart. >n Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance. >s Just thinking of what you might encounter if you go that way makes you breathe faster in fear. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >u Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. The cabinets in the kitchen below you rattle as something moves past. >s Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. You can hear wood cracking as something forces its way through the loft behind you. >d Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. You can hear the whole tower shaking above you, as if it were ready to fall apart. >u You can't. An unexplainable fear has seized your heart. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >n Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. Something has set the chandelier in the dining room behind you rattling. It makes the shadows dance. >x fridge A creaky refrigerator is the only appliance in the kitchen. >open it You open the creaky refrigerator, revealing a black ticket. >x ticket This is a black ticket that says "Good for one glass of creaky juice at the Sugar Plum Snack Bar." >take it You grab the black ticket. >l Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. >close fridge You close the creaky refrigerator. >e (first opening the creaky kitchen door) (first unlocking the creaky kitchen door) You lack a key that fits the creaky kitchen door. >u Creaky Loft There is very little room here in this creaky loft. You almost feel trapped. You can go down to the creaky kitchen or south to the creaky tower. The cabinets in the kitchen below you rattle as something moves past. >s Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. You can hear wood cracking as something forces its way through the loft behind you. >e Creaky Passageway This dim passageway runs along the top floor of the whole creaky house. You can go west to the creaky tower or east to the creaky bedroom. You can hear the whole tower shaking behind you, as if it were ready to fall apart. >e Creaky Bedroom There is little here besides an old creaky bed and a small creaky door to the south. The creaky passageway is to the west. The passageway behind you shakes and sways frightfully as something pounds along it. >x bed It looks terribly uncomfortable. >look under bed You find nothing of interest. >sleep This is your special day. There's no way you're missing a second of it, no matter how tired you get! >make bed That's not a verb I recognise. >move bed It is fixed in place. >push bed It is fixed in place. >look behind bed You find nothing of interest. >sarch bed That's not a verb I recognise. >search bed There is nothing on the old creaky bed. >l Creaky Bedroom There is little here besides an old creaky bed and a small creaky door to the south. The creaky passageway is to the west. >s (first opening the small creaky door) Creaky Closet This closet is tiny, and filled with junk: umbrellas, perfumed furs, old boots. Clutter. The bedroom is back to the north. There is also a small hole going down with a sign that says "Emergency Exit". Something paws heavily at the door, turning the knob. The small creaky door slams shut. >x door It makes you feel claustrophobic. >open it No way! Who knows what's out there? >d You jump down the hole. Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. You hear a disappointed whimper from above, followed by a quiet turning of a knob. >s There's no opening that way. >w Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The house shudders. The floorboards in the parlor creak rhythmically behind you. At the sound of that creak, you feel the unseen thing behind you grow stronger. >s (first opening the creaky front door) Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. "Rattle, rattle, soon he'll feast," he sings, moving himself in curious patterns. The wind blows the front door shut. You don't see any sign of the presence that followed you in the house. The sounds made by your feet are jangling, empty words. The power in the house subsides. >s Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >w Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. >x goblins How strange they look now, compared to earlier! >x ogres How strange they look now, compared to earlier! >* OK let's take the slug out for a spin That's not a verb I recognise. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. The tailypo is stomping grumpily around. A truffle pig is sniffing around the petting zoo. It looks very full. A racing slug is oozing around here. A placid and professional zookeeper stands watch over the animals. The tailypo smells the bratwurst but ignores you. It's not falling for that again! >show lettuce to slug Which do you mean, the 1) lettuce tray or the 2) lettuce leaf? >2 (first taking the lettuce leaf) The racing slug looks at you, confused. The racing slug wiggles its eyestalks and slimes towards you, hungry for lettuce. >s The zookeeper says, "Be careful! These pets are gentle, but they'll follow you anywhere for that food. Make sure they get back safely!" The racing slug leaves a trail of slime behind it that is slowly evaporating. Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a sausage seller, a ceviche chef, and a jelly man, each with their own menu and cart. But something about the food they're selling seems weird. The jelly man chuckles and waves at the racing slug. >e The racing slug leaves a trail of slime behind it that is slowly evaporating. Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Dad is standing around, relaxing and occasionally looking at his map. Dad is so absorbed in his map he doesn't even notice the racing slug behind you. >e The racing slug leaves a trail of slime behind it that is slowly evaporating. Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". The racing slug follows you to the east. >e The racing slug leaves a trail of slime behind it that is slowly evaporating. Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. The royal attendants studiously ignore the racing slug. >n Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and fast tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. Lush plants grow all around the dance floor, but seem unhealthy. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. You can also see Eugene here. Someone waves at the racing slug. The racing slug looks thrilled by the lush plants around the dance floor. It races back and forth across the dance floor, eating as much of the plants as it can find. Soon the dance floor is very slippery, and all the lush plants are gone. A very stuffed racing slug crawls away, back to the petting zoo. >* Yup, there we are You seem to want to talk to someone, but I can't see whom. >dance You ask Eugene to dance. He bows stiffly, then places your arms in position and begins to lead you in the tango. His head comes up to your stomach. With the light silver slippers on your feet and the music playing double time, you blaze across the slippery ballroom. Eugene is struggling to keep up with you. He leads you in the tango, but you add dozens of elegant maneuvers to the dance, and he keeps slipping on the floor. In the end, he is exhausted and begs to stop. You hear a slow clap. Turning, you see that it is Doña Villar herself. "Brava, brava, my little girl. You have defeated Eugene, a task I thought impossible. Eugene!" she says, turning to him. "At last, you are vanquished! Go. We will talk later." He runs away, embarassed. "Interesting use of that key," she says once you're alone. "I'd be interested in trading. You give me that key, and I'll give you a better one," she says. >give key She pockets the key and hands you another key that creaks a little as you grab it. "Thank you. And have a wonderful day, young lady." >* And there we are again! That's not a verb I recognise. >thank her You're welcome. >l Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and fast tango music pours from a vintage gramophone. Couples in fantastic outfits dance closely with each other. You can return to the Bitter End to the south. The dance instructor wanders around, inspecting everyone's performance. >talk to instructor "I hope you found what you're looking for," says the dance instructor. >s Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >x key This key exudes an unmistakable aura of creakiness. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >n Creaky House A cold wind blows around this dilapitated, creaky house to the north. It creaks and moans. The Spooky Sideshow, the crowd, and warmth are back to the south. You are all alone here. Well, almost alone. The creaky singer continues performing. "Shake, shake, time to sob," he sings, moving himself in curious patterns. >n (first opening the creaky front door) Creaky Hallway You stand in front of a creaky front door to the south. To the west is a creaky dining room, and to the east is a creaky parlor. A creaky game room is to the north. It's cold in here. The wind blows the front door shut. You can hear something howling outside. It might be the wind. >n Creaky Game Room An immense chess table is here, but all the pieces are missing. There is nothing else in this creaky room. The study is to the east, the hallway is to the south, and the kitchen door is to the west. You can hear the front door creak back and forth. Wasn't it closed? At the sound of that creak, you feel the unseen thing behind you grow stronger. >unlock door (with the creaky key) You unlock the creaky kitchen door. >w (first opening the creaky kitchen door) Creaky Kitchen You can return to the creaky dining room to the south, go up to the creaky loft, or move through the kitchen door to the east. This is the darkest part of the house. A creaky refrigerator is the only appliance in the kitchen. The immense table in the game room creaks as it is pushed aside. As your feet are spelling out the words of the song: creak, creak, you feel the unseen thing behind you grow stronger. >s Creaky Dining Room It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go up to the creaky tower. The cabinets in the kitchen behind you rattle as something moves past. Yes, you are doing something, but what it is, you don't know yet. The temperature is dropping in this house. >u Creaky Tower These tall and narrow walls seem constructed quite shakily. You can go down to the creaky dining room, north to the Creaky Loft, or east to the creaky passageway. Something has set the chandelier in the dining room below you rattling. It makes the shadows dance. The creaking of the house is getting louder and louder as your feet rush through the patterns of the house. >d No. You're convinced that something terrible is that way. If something is following you, you won't be able to backtrack. If there isn't anything...better not to find out. >e Creaky Passageway This dim passageway runs along the top floor of the whole creaky house. You can go west to the creaky tower or east to the creaky bedroom. You can hear the whole tower shaking behind you, as if it were ready to fall apart. Further and further in the creaky house you go, your feet adding to the dreadful poem you are creating. Your head is starting to hurt. >e Creaky Bedroom There is little here besides an old creaky bed and a small creaky door to the south. The creaky passageway is to the west. The passageway behind you shakes and sways frightfully as something pounds along it. "Creak, creak, rattle, rattle, shake, shake," your feet cry out, and the house creaks and groans in response. The wind is strong now. >s (first opening the small creaky door) Creaky Closet This closet is tiny, and filled with junk: umbrellas, perfumed furs, old boots. Clutter. The bedroom is back to the north. There is also a small hole going down with a sign that says "Emergency Exit". Something paws heavily at the door, turning the knob. The wind can't get enough of the dreadful song your feet have performed. It is beating at the door, and the entire house is shuddering. Quick, you must make your escape, before the wind destroys you! The small creaky door slams shut. >d You jump down the hole. Creaky Parlor The room is empty and dark. You can go to the creaky hallway to the west or the creaky study to the north. You hear a disappointed whimper from above, followed by a quiet turning of a knob. Something bangs harder and harder at the door. The entire house shudders with every blow. Now the whole room is rattling. You feel like you're falling, like everything is falling. The wood that makes up the closet begins to split apart, letting a howling wind into the room. Something reaches through the gaps, and all is dark. Bare Lot You wake up groggily. And the house is gone. Whatever thing or storm just attacked you seems to have destroyed just about everything. There is almost nothing here. No house. No door. Just yourself. And a refrigerator. Wait, what's this? This must be Morgan's chest she talked about. It sounds like it's breathing. >x fridge How this survived the calamity, you'll never know. >* nice failsafe That's not a verb I recognise. >x trunk You can't see anything by that name. >x chest This is a very large chest with wheels and little vents. >open it (first unlocking Morgan's chest) You lack a key that fits Morgan's chest. >push it south You are now pulling Morgan's chest behind you. >s Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed royal attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >s Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room, while an costumed crowd circles around it. Morgan the Mechanical, an animatronic magician wearing an incongruous mantle of luxurious red fabric and sitting on a steamer trunk, is ready to put on a show. On the plain table is a deck of cards. "Is that the chest?" asks Morgan. "Finally!" The animatronic stands up and seems to shut down. The steamer trunk clicks and opens. A short man wearing goggles crawls out of the steamer trunk, which you see is equipped with a cooling fan and other conveniences inside. The man walks over to the chest you brought and knocks loudly. "Hey, Ailbert, wake up, it's your turn!" The chest opens, revealing a setup very similar to the one in the trunk. A small man identical to the first crawls out. "Sorry, Alistair, I lost track of the time. It's so comfy in there!" says Ailbert. Then he crawls into the steamer trunk and closes it. Alistair grabs the chest and walks out of the room, dragging it behind him. Morgan the Mechanical sits back down on the steamer trunk, and whirs back into operation. "Welcome! I am Morgan the Mechanical!" She turns to the crowd. "Welcome, welcome," she says in a mechanical voice. "Try my brand new, improved, and much better than that other trick, my world-famous Three-Card Trick!" Morgan places a deck of cards on the table. "Please, inspect the table, the deck, even me, and then we can perform the trick!" >save Ok. >x morgan You carefully look over Morgan's animatronic body. There don't seem to be any hidden compartments or places for strings to attach to her. >x chest You can't see anything by that name. >x trunk This trunk is very large, and has several vents on it, as well as wheels. >l Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room, while an costumed crowd circles around it. Morgan the Mechanical, an animatronic magician wearing an incongruous mantle of luxurious red fabric and sitting on a steamer trunk, is ready to put on a show. On the plain table is a deck of cards. >* Very small nit to pick, but it's slightly odd that the "On the plain table..." paragraph doesn't come right after "A plain table..." You seem to want to talk to someone, but I can't see whom. >x morgan You've already inspected Morgan the Mechanical. >x table The table is plain wood. No kinds of additions or contraptions of any kind are on, under, or around this table. On the plain table is a deck of cards. >x deck You carefully look through the deck of cards. It seems completely normal. That's everything inspected. Let's see what Morgan has to say next. >talk to morgan "Satisfied?" asks Morgan. You nod. She says, "Now watch carefully." Her arm rotates as she takes a single card from the deck and places it onto the table. "One." She deals another card. "Two." Her eyes glow with an unholy light as she deals the third card. "Three." She steps back and says, "Now, choose your card! Left, middle or right." >x middle You haven't picked up the card yet. >take middle You pick up the card. It's the jack of hearts. You don't let Morgan see. "I hear... I hear... a voice," says Morgan, tilting her metal head in a very melodramatic posture. "It's whispering... from very far away... across the gaps that yawn between what we call space and time. It's saying something... about... the jack of hearts." The crowd leans forward in anticipation. >show card (the jack of hearts to the Morgan the Mechanical) You show your card to Morgan. She grasps it and extends it up to show the crowd. "Behold! A jack of hearts!" The crowd erupts in cheers. Everyone rushes outside to tell others about the amazing three card trick. Soon you are alone with Morgan. >talk to morgan Morga removes her mantle and says, "I believe this is yours." She drops it on the floor and scoops up the cards. Then she stands up and lifts the steamer trunk, carrying it out of the tent. You hear a faint, "Goodbye!" from the trunk as it leaves the room. The mantle is now yours to take. >x mantle Luxurious velvet, crimson colored. It hangs in magnificent folds. >take it You take the mantle cautiously, wondering what new problems this one might cause. As you take it, you hear loud voices outside, your father yelling angrily at others whose voices transform, becoming deeper and guttural. Then all is silent. Something about Grooverland has changed. Odd, the mantle is on your shoulders. But you don't remember putting it there. >x me You are Lily Lee, and this is your eleventh birthday! You are Queen of Grooverland for a day. >x mantle Luxurious velvet, crimson colored. It hangs in magnificent folds. >i You are carrying: a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf a black ticket some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier >* OK so we've got the laserfight and the cake That's not a verb I recognise. >n Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. You start to feel a little strange. You realize that many people have transformed into strange creatures, including the undead attendants. No one else seems to notice. >x attendants These undead attendants nobly and boldly guard the castle from all who are unprepared to travel within. Some wear red, and others white. >x guards These undead attendants nobly and boldly guard the castle from all who are unprepared to travel within. Some wear red, and others white. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >x crowd You try looking at the shadowy crowd, but it's hard. It's like your eyes slide away every time you look close. >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. >x crowd These costumes certainly draw your attention. Some of the fairies almost look like they're floating across the ground. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". >w Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. Weird, Dad left his map on the ground. >x map It's a pamphlet that shows how dangerous, scary, or fun the rides in the park are. >take it You grab dad's map. >x it It's a pamphlet that shows how dangerous, scary, or fun the rides in the park are. >read it It has the same information as your flier. Nothing you haven't seen before. >read flier As our royal guest of honor, you are cordially invited to your own private coronation tonight at sundown! To enter the castle, you must find a full set of regalia. This includes: a ring, a Sugar Plum Crown, a royal scepter, a mantle, and a sun orb. Each can be found in a different attraction. The park is laid out from west to east. Shops are available off the Melancholy Mall. Animals both gentle and dangerous can be found off the Prowling Promenade. Exciting rides are found off of the Mechanical Marvels. Halloween-themed spooky attractions are available year-round in the Spooky Sideshow! And our performers and the Queen's Castle itself are available in the Bitter End. The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. >w Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >s Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. The golden-haired werewolf, who happens to be a werewolf, is waiting patiently for your mom to finish her purchases. Your mom is here, browsing through the merchandise. >talk to mom "Lily dear, if you see anything you like here, tell me about it and I'll put it on my list, okay?" she says. >x werewolf The clerk is short and thin, and he has extremely long golden hair. He is also a werewolf, and one you'd describe as quite shaggy. >talk to werewolf He doesn't respond. Instead, he just tosses his hair back and forth. Strange guy. >x poems You flip through the book. "They say it is a haunted place. In ages past a priest lived there and when his prayers were not answered he starved himself. His body transformed into rats and they destroyed the sacred books and holy scrolls..." It goes on like this for some time. >ask werewolf about laserfight "The staff have their own laser fights after dark. I'd rank my own skills as nice", says the golden-haired werewolf. >* Comma should probably go inside the quotation marks That's not a verb I recognise. >ask mom about laserfight "I think that ride is only for grown ups, but I'm not sure," says Mom. >ask mom about dad "I'm sure he's just riding one of the rides somewhere, honey," says your mom. >show map to mom "I'm sure he's just riding one of the rides somewhere, honey," says your mom. >show bracelet to mom "Sounds like she finally got off her phone and started enjoying the rides," says your mom. >show plush to mom "I'm sure David is fine," she says. "He's old enough to be on his own, anyway." >n Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >w Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. In the shadow of the wall is a wooden booth with a kindly-looking grinning skeleton guard standing inside. Toby waits patiently here for the next time you'll need him. >x skeleton This is a grinning skeleton. He sits in his booth and wears a paisley vest and a badge saying "Ask me anything--Wade." >talk to wade He says, "Welcome back, Lily! Is there anything I can help you with?" >ask wade about laserfights "Well, the laserfight attraction is pretty complicated. I'm not sure I have it all figured out, myself," he says. >ask wade about dad He shakes his head. "Haven't seen him in a while, Lily." >show map to wade He shakes his head. "Haven't seen him in a while, Lily." >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking cherubic attendant stands at the register dispensing drinks out to costumed ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Eclair Kitchen, constructed ingeniously out of French pastry. A little sign nearby says "For Lily". >i You are carrying: dad's map a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf a black ticket some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier >give ticket to attendant "Thank you," says the attendant mechanically as she snatches your ticket and hands you a glass of creaky juice. >x her Imagine Betty White in her 50's dressed as a carnival showman, while also being very drunk. This woman is the complete opposite of that. She also has a pair of wings. >x wings They look beautiful! >x juice This is a dark black drink with ice chunks creaking as they float in it. >drink it Wow, that was very creaky. But refreshing! >eat What do you want to eat? >cake It's so refreshing, after the last layer of the Castle Cake. The eclairs are lightly puffed, the cream airy and whipped, and the chocolate glaze; oh, how delightful! Now only the Fondant Dungeon is left. >x dungeon The Fondant Dungeon: your final obstacle. Also a great name for a garage band. Let's do this. >i You are carrying: dad's map a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier >eat dungeon Your mouth is too dry to eat more. >* Hrmm, must be hidden somewhere? You seem to want to talk to someone, but I can't see whom. >s Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. >s Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >d Rawhead's Refuge This is a dark burrow with shadows everywhere. You'll have to be careful down here. There is an informational sign here. The rest of the menagerie is up from here. The rawhead lurks in a corner here. >u Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >e Skull Scraper Sanctuary This dark room is lined with many, many skulls. Plastic, you presume. There is an informational sign here. The rest of the menagerie is to the west. A vicous sharp-toothed skull scraper hops around this exhibit. >w Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >w Griffin Exhibit This exhibit looks has the appearance of dreadful wilds, with false crags and pools of water. There is an informational sign here. The rest of the menagerie is to the east. A griffin stalks back and forth here, watching you keenly. >e Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >u Abandoned Shrine This exhibit is made up to look like an abandoned shrine. There are so many places for something to hide. There is an informational sign here. The rest of the menagerie is down from here. A shadowy shrine beast prowls from hiding place to hiding place. >d Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >s Lupine Lair This unusual exhibit looks like an alley between two suburban houses. A strange choice for a menagerie, but Grooverland is a strange place. There is an informational sign here. The rest of the menagerie is back to the north. A wolf wearing a top hat prowls here, never looking away from you. >n Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >n Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. >x crowd How strange they look now, compared to earlier! >e Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. >x crowd When did everyone get robes? >n Serpent Slide This room contains a square pyramid-shaped ramp that leads to a giant opening shaped like the mouth of a huge, feathered serpent. Inside the opening is a bright red slide going down. You can leave to the south. >s Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. >s Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. The countesses seem happy with their recent win over the vicomtes. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >i You are carrying: dad's map a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier Things held by the cranes some white motley some red motley some white laserpistols some red laserpistols >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >l Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The countesses seem happy with their recent win over the vicomtes. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >x trees They look like columns in a colonnade. Maybe they were repurposed from another set? >x backdrop You can't see anything by that name. >l Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. The countesses seem happy with their recent win over the vicomtes. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >i You are carrying: dad's map a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier Things held by the cranes some white motley some red motley some white laserpistols some red laserpistols >l Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. The countesses seem happy with their recent win over the vicomtes. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >drop map You put down dad's map. >l Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. The countesses seem happy with their recent win over the vicomtes. You can also see dad's map here. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >i You are carrying: a mantle (being worn) a creaky key (which opens the creaky kitchen door) a lettuce leaf some silver slippers (being worn) Alice's silver bracelet (being worn) David's favorite plush chimera a sun orb a limp bratwurst a royal scepter a safety whistle (being worn) a flier Things held by the cranes some white motley some red motley some white laserpistols some red laserpistols >drop all white motley: You'll have to pick who gets these. You can GIVE the white motley TO the Vicomtes or the Countesses. red motley: You'll have to pick who gets these. You can GIVE the red motley TO the Vicomtes or the Countesses. white laserpistols: You'll have to pick who gets these. You can GIVE the white laserpistols TO the Vicomtes or the Countesses. red laserpistols: You'll have to pick who gets these. You can GIVE the red laserpistols TO the Vicomtes or the Countesses. creaky key: You put down the creaky key. lettuce leaf: You put down the lettuce leaf. David's favorite plush chimera: You put down David's favorite plush chimera. sun orb: You put down the sun orb. limp bratwurst: You put down the limp bratwurst. royal scepter: You put down the royal scepter. flier: You put down the flier. Odd. You're holding the royal scepter again. How did that happen? Odd. You're holding the sun orb again. How did that happen? >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the inflatable kielbasas. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes and their inflatable kielbasas. This round of the duel is now over. >drop all sun orb: You put down the sun orb. royal scepter: You put down the royal scepter. white motley: You'll have to pick who gets these. You can GIVE the white motley TO the Vicomtes or the Countesses. red motley: You'll have to pick who gets these. You can GIVE the red motley TO the Vicomtes or the Countesses. white laserpistols: You'll have to pick who gets these. You can GIVE the white laserpistols TO the Vicomtes or the Countesses. red laserpistols: You'll have to pick who gets these. You can GIVE the red laserpistols TO the Vicomtes or the Countesses. Odd. You're holding the royal scepter again. How did that happen? Odd. You're holding the sun orb again. How did that happen? >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. You can see a flier, a limp bratwurst, David's favorite plush chimera, a lettuce leaf, a creaky key and dad's map here. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Good thing this room has nothing to break in it. >take all flier: You grab the flier. limp bratwurst: You grab the limp bratwurst. David's favorite plush chimera: You grab David's favorite plush chimera. lettuce leaf: You grab the lettuce leaf. creaky key: You grab the creaky key. dad's map: You grab dad's map. laser cutlasses: A crane comes down and takes all of the laser cutlasses. inflatable kielbasas: A crane comes down and takes all of the inflatable kielbasas. >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding nothing. The countesses pour out of the other side, wielding nothing. The battle begins! The combatants seem evenly matched. The vicomtes flailing about in a helpless, weaponless way and the countesses flailing about in a helpless, weaponless way fight with neither side gaining the advantage. This round of the duel is now over. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. With their latest battle over, the vicomtes and countesses are running around, trying to find an advantage to avoid another tie. They seem subdued for the moment as they huddle to make plans. >give cutlasses to vicomtes The cranes come down, dropping the laser cutlasses. The vicomtes leap around excitedly and grab them, ready to fight. >push lever The lever clanks back to neutral and the room shifts downward on a massive piston, lowering a new room down from above. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Cloak Room (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding nothing. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses who are flailing about in a helpless, weaponless way. This round of the duel is now over. >push lever There is a grinding of gears, but nothing happens. >push duel A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Cloak Room. Cloak Room Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here. A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Cloak Room, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The Vicomtes and Countesses pour out of various openings onto the new set. >push duel A wall closes over the Cloak Room. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Black Salon (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding nothing. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses who are flailing about in a helpless, weaponless way. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Black Salon. Black Salon Black crepe streamers hang from the ceiling and walls, and black shag carpeting covers the floor. Scarlet radiance slants through scarlet cellophane. An ebony box painted as a grandfather clock is set at one quarter to twelve. A monitor describes the rooms adjacent to this one: Cloak Room (available by PUSHing the hydraulics lever), Banquet Hall (available by PULLing the hydraulics lever), Grand Staircase (available by TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Black Salon, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration, but not vigorously enough to damage anything either. >pull lever The lever clanks back to neutral and the room shifts upward on a massive piston, raising a new room up from down below. Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. The floor of this set looks weakened, with cracks stretching all the way over by you at the controls. A pink ticket lies near you. A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. A pink ticket flutters out of the machinery and lands by you. The Vicomtes and Countesses pour out of various openings onto the new set. >* oh I don't remember this being weakened? That's not a verb I recognise. >take ticket You grab the pink ticket. >* Well I think we're sorted now That's not a verb I recognise. >push duel A wall closes over the Black Salon. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Banquet Hall (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding the laser cutlasses. The countesses pour out of the other side, wielding nothing. The battle begins! The vicomtes overpower the countesses with their laser cutlasses, defeating the countesses who are flailing about in a helpless, weaponless way. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Banquet Hall. Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. The floor of this set looks weakened, with cracks stretching all the way over by you at the controls. A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes charge into the Banquet Hall, flushed with the thrill of victory. They smash into different parts of the set, which thankfully survive the assault. The countesses, chagrined, follow. One countess stomps on the floor in frustration. It makes the floor creak a little, but her heart isn't in it. >give cutlasses to countesses (first taking the laser cutlasses) A crane comes down and takes all of the laser cutlasses. The cranes come down, dropping the laser cutlasses. The countesses leap around excitedly and grab them, ready to fight. >push duel A wall closes over the Banquet Hall. A different wall, to the front, opens up, revealing the Dueling Garden. Dueling Garden You are standing before a long stretch of astroturf bordered by faux cypress trees. The backdrop is painted with a great, gurgling fountain and a palace with lit windows. A monitor describes the rooms adjacent to this one: Banquet Hall (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The vicomtes pour out of one side, wielding nothing. The countesses pour out of the other side, wielding the laser cutlasses. The battle begins! The countesses overpower the vicomtes with their laser cutlasses, defeating the vicomtes who are flailing about in a helpless, weaponless way. This round of the duel is now over. >g A wall closes over the garden, hiding it from view. A different wall, to the side, opens, revealing a room called Banquet Hall. Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. The floor of this set looks weakened, with cracks stretching all the way over by you at the controls. A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. The countesses leap around excitedly to celebrate their recent victory. One of them is jumping so hard it shakes the set. Suddenly they break through the weakened portion of the set! Now there is a hole leading down. >d Understage This area was never meant to be seen. Row after row of hydraulic drives, inoperable from this area. It's cold down here. The only way out is up. A little black box lies forgotten on the floor. >x box A little black box that must have been misplaced. >open it You open the little black box, revealing a ring. >x ring A ring with a large fake gem. >wear it (first taking the ring) You take the ring. As you do, you feel a weight of darkness over you. It's getting dark. You hear one loud cry in the distance that sounds like your mother. You are alone now. Something about Grooverland has changed. You put on the ring. >u Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. There is an hole in the floor, next to you, going down. The countesses seem happy with their recent win over the vicomtes. A monitor describes the rooms adjacent to this one: Black Salon (available by PUSHing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button). The lever, knob, and button are still next to you. You can leave to the north. >n You exit the Laserfight arena. Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. You've been here a long time, now. You are weary. >x crowd When did everyone get robes? >e Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". It will be night soon, here in Grooverland. >x crowd You try looking at the shadowy crowd, but it's hard. It's like your eyes slide away every time you look close. >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but the crowd of people in elf and fairy costumes don't seem to mind. This is the almost the end. The sun will soon set on your special day. >x crowd These costumes certainly draw your attention. Some of the fairies almost look like they're floating across the ground. >w Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. A shadowy crowd seems to linger here, but for some reason they're hard to look at for too long. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". It will be night soon, here in Grooverland. >w Mechanical Marvels The air here is split with sounds of screams and clanks from the nearby attractions. Some of the robed crowd scurries to the west, while others trot east to the Spooky Sideshow. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. You've been here a long time, now. You are weary. >w Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. Everything is quieter now, like the park itself is waiting for something. >x seller A heavy-set man with thick stubble and a layer of grease all over him. He has rat whiskers. He's standing in front of the sausage menu. >w Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >e Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. Everything is quieter now, like the park itself is waiting for something. >n "Queen coming through!" shouts someone in the crowd, and the petting zoo slowly clears out. Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table provides snacks for the animals: a lettuce tray, a crate of mushrooms, and a plate of bratwursts. A racing slug is oozing around here. It looks completely stuffed. The tailypo is stomping grumpily around. A truffle pig is sniffing around the petting zoo. It looks very full. A placid and professional ghostly zookeeper stands watch over the animals. The racing slug smells the lettuce but shows no interest. The tailypo smells the bratwurst but ignores you. It's not falling for that again! >* Missing line-break That's not a verb I recognise. >x zookeeper This middle-aged ghost looks fairly bored but is trying not to show it. She's wearing a khaki uniform. >s Prowling Promenade The costumed crowd is more or less divided here, with goblins and elves headed west to the Melancholy Mall and ogres and ghouls headed east to Mechanical Marvels. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. There are three food sellers here: a were-rat selling sausage, a siren selling ceviche, and a jelly golem selling jelly, each with their own menu and cart. But something about the food they're selling seems weird. Everything is quieter now, like the park itself is waiting for something. >w Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >s Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. Mom's present list is on the ground, but there's no sign of her. The golden-haired werewolf, who happens to be a werewolf, is looking around, bored. >x present Mom's handwriting is unfortunately impossible to read. Where did she go?. >take it You grab mom's present list. >x werewolf The clerk is short and thin, and he has extremely long golden hair. He is also a werewolf, and one you'd describe as quite shaggy. >talk to him He doesn't respond. Instead, he just tosses his hair back and forth. Strange guy. >ask him about mom He shrugs and says, "Grooverland appreciates all customers." >n Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >w Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. A rather frightening crowd of people in realistic monster costumes flows in and out of them and you can hear screams from inside. It is getting dark now. The sun is setting. In the shadow of the wall is a wooden booth with a kindly-looking grinning skeleton guard standing inside. Toby waits patiently here for the next time you'll need him. >x skeleton This is a grinning skeleton. He sits in his booth and wears a paisley vest and a badge saying "Ask me anything--Wade." >ask him about mom The gate guard looks troubled. "I don't know where she went," he says. >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. Park-goers wearing monstrous costumes and carrying authentic-looking weapons (including swords and pitchforks) pass all around you, getting uncomfortably close at times. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. A harried-looking cherubic attendant stands at the register dispensing drinks out to costumed ticket-holders. A mighty confectionery castle cake rises here, wider than a wedding cake. Each piece is made of a different substance in various layers. The uppermost layer of the cake is the Fondant Dungeon, made of that thick kind of frosting you despise. A little sign nearby says "For Lily". >x layers The remaining layers of the cake are Devil's Food Tower, Marshmallow Library, Cheesecake Guardhouse, Eclair Kitchen and Fondant Dungeon. >x attendant Imagine Betty White in her 50's dressed as a carnival showman, while also being very drunk. This woman is the complete opposite of that. She also has a pair of wings. >x pink (the pink ticket) This is a pink ticket that says "Good for one punch flute at the Sugar Plum Snack Bar." >give it to attendant "Thank you," says the attendant mechanically as she snatches your ticket and hands you a punch flute. >x punch A refreshing-looking pink beverage. >drink it Tastes like fruit punch. Now you're not thirsty anymore! >eat layer You can't see anything by that name. >eat cake Yes, that's it. Devour every last crumb of fondant. Even though you do not like fondant. Even though buttercream is clearly a superior frosting, even for wedding cakes, which some people disagree with but have they actually had fondant to eat? No. At last, every crumb of the Castle Cake is gone. But what's this? A crown is here. The Sugar Plum Crown. How did this slip in here? >x crowd Kids with tickets give them to the attendant, who gives them drinks in return. >x crown When you think of what you had to do to get this crown, you shudder. >wear it (first taking the Sugar Plum Crown) As you take the final piece of regalia, everything becomes silent across the whole park. Something about Grooverland has changed. You put on the Sugar Plum Crown. >l Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. But for now, it is empty. The white walls are decorated with full length mirrors. All that is left of the cake is crumbs. >x crumbs All that is left of the once-mighty cake. >s Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. It is empty. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >x crowd The crowd looks more disturbing than you remember. Why are they carrying weapons? >* Is it empty or is there a crowd? That's not a verb I recognise. >s Painful Purchases You are standing in Painful Purchases, the gift shop for Grooverland. Everything is decorated in burgundy and beige. Here, there are rows and rows of pristine merchandise. A book of poems is on display. A little dollhouse is here as well, filled with simulated rot and rust. >x werewolf You can't see anything by that name. >take poem It seems like it will remain there for now despite your intention. >take poems It seems like it will remain there for now despite your intention. >take book It seems like it will remain there for now despite your intention. >x book You flip through the book. "They say it is a haunted place. In ages past a priest lived there and when his prayers were not answered he starved himself. His body transformed into rats and they destroyed the sacred books and holy scrolls..." It goes on like this for some time. >n Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. It is empty. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >w Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. You can hear screams from inside. It is getting dark now. The sun is setting. The welcome booth is empty. Toby waits patiently here for the next time you'll need him. He's just about the only living thing left in the park. >x booth A simple and homely booth made of whitewashed wood. >x crowd You can't see anything by that name. >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. It is empty. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >x crowd The crowd looks more disturbing than you remember. Why are they carrying weapons? >n Sugar Plum Snack Bar This snack shop is one of the highest-rated attractions at the park, according to your sister. But for now, it is empty. The white walls are decorated with full length mirrors. All that is left of the cake is crumbs. >s Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. It is empty. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >e Prowling Promenade This part of the park is deserted. In fact, the park looks empty everywhere, from the Melancholy Mall to the west to the Mechanical Marvels to the east. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. Everything is quieter now, like the park itself is waiting for something. >x crowd How strange they look now, compared to earlier! >n Petting Zoo This homey-looking area surrounded by a gleaming chrome fence has several soft animals (and, in one case, squishy) for you to pet or feed. A gleaming chrome food table is here, empty. >x animals You can't see anything by that name. >* Should update first sentence here now that animals are no longer around That's not a verb I recognise. >s Prowling Promenade This part of the park is deserted. In fact, the park looks empty everywhere, from the Melancholy Mall to the west to the Mechanical Marvels to the east. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. Everything is quieter now, like the park itself is waiting for something. >s Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >s Lupine Lair This unusual exhibit looks like an alley between two suburban houses. A strange choice for a menagerie, but Grooverland is a strange place. There is an informational sign here. The rest of the menagerie is back to the north. >e There's no opening that way. >n Menagerie This attraction is lively and loud. You are in a red brick plaza in the middle of all the dangerous animal exhibits of the menagerie. To the west lies the Griffin Exhibit, to the east lies the Skull Scraper Sanctuary, and to the south is the Lupine Lair. You can also go up to the Abandoned Shrine and down from here is the Rawhead's Refuge. A large menu is posted on a sign here. Escape is to the north. >n Prowling Promenade This part of the park is deserted. In fact, the park looks empty everywhere, from the Melancholy Mall to the west to the Mechanical Marvels to the east. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. Everything is quieter now, like the park itself is waiting for something. >e Mechanical Marvels This part of the park seems abandoned. You see no one. You can go west to the animals or east to the frightening attractions. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. You've been here a long time, now. You are weary. >x crowd You can't see anything by that name. >n Serpent Slide This room contains a square pyramid-shaped ramp that leads to a giant opening shaped like the mouth of a huge, feathered serpent. Inside the opening is a bright red slide going down. You can leave to the south. >d You ride down the slide until it comes to its first stop. Ribcage This large cylindrical room is constructed from mottled rubber webbing stretched between plastic ribs. The webbing pulses in and out to the hiss of hidden machinery. The way the ribs pulse in and out is fascinating. You can try climbing back up or continue sliding down. >d You ride down the slide again to the second stop. Stomach You stand on the shore of a shallow lake lit underneath by some sort of yellow source. Mist is pumped over the water from the edges of the lake. To the north, beyond the lake, is a glowing room. You can climb back up the slide, too A bridge of bones and body parts (plastic, of course) leads north. A plastic skeleton lies partially in the lake. >n Sunroom You can leave to the south. This is a large round room made of orange plastic. In the center is a pedestal. You can go down to the bowels. >d Bowels This doesn't feel normal. Everything is dark down here, and no one is around. Strange sounds echo down unseen halls. Only the weight of the whistle on your neck reassures you. >blow whistle The whistle pierces through the darkness like a knife. You hear barking in the distance. After a minute or two, Toby arrives and wags his tail at you, then turns and starts walking slowly. You follow Toby until you arrive back at the Welcome Booth. Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. You can hear screams from inside. It is getting dark now. The sun is setting. The welcome booth is empty. Toby waits patiently here for the next time you'll need him. He's just about the only living thing left in the park. >drop whistle (first taking the safety whistle off) This was a gift, and you might have to return it. Better not to take it off. >e Melancholy Mall You are standing in the overgrown cobblestone path running through Grooverland. It is empty. A crooked sign to the north says "Sugar Plum Snack Bar". A cracked sign to the south is labeled "Painful Purchases Gift Shop". Underneath the name is a tagline: "All Magic Has a Price". You can return to the Welcome Booth to the west or continue east to the Prowling Promenade. A cool wind blows through the mall as the day slowly ends. >e Prowling Promenade This part of the park is deserted. In fact, the park looks empty everywhere, from the Melancholy Mall to the west to the Mechanical Marvels to the east. A hideous carved frog pointing to the north holds a sign that proclaims "Cragne Meatpacking Presents: Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY KNOWS." A foul-looking minotaur statue pointing to the south holds a sign that says "The Queen's Menagerie". You've heard this is where more dangerous animals are displayed. Everything is quieter now, like the park itself is waiting for something. >e Mechanical Marvels This part of the park seems abandoned. You see no one. You can go west to the animals or east to the frightening attractions. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. You've been here a long time, now. You are weary. >s Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. There is an hole in the floor, next to you, going down. Everything is dark and shut down. >d Understage This area was never meant to be seen. Row after row of hydraulic drives, inoperable from this area. It's cold down here. The only way out is up. A little black box lies forgotten on the floor. >u Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. There is an hole in the floor, next to you, going down. Everything is dark and shut down. >d Understage This area was never meant to be seen. Row after row of hydraulic drives, inoperable from this area. It's cold down here. The only way out is up. A little black box lies forgotten on the floor. >x box A little black box that must have been misplaced. >take it You grab the little black box. >u Banquet Hall This set is more dynamic than the others. A large table is suspended at an angle in mid-air while a dozen stuffed cherubs pile on the other end. Plastic food is hanging in the air on strings. There is an hole in the floor, next to you, going down. Everything is dark and shut down. >n You exit the Laserfight arena. Mechanical Marvels This part of the park seems abandoned. You see no one. You can go west to the animals or east to the frightening attractions. To the north is a massive serpent that has the words Serpent Slide tattooed on it in red ink. To the south is a grim mansion with the words Midnight Laserfight inscribed on it in silver. You've been here a long time, now. You are weary. >e Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. No one at all is here. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". It will be night soon, here in Grooverland. >x crowd You can't see anything by that name. >n Bare Lot There is almost nothing here. No house. No door. Just yourself. And a refrigerator. >s Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. No one at all is here. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". It will be night soon, here in Grooverland. >s Corn Maze Walking down the path, you have come to a fork. There is no one to ask you, but you can go left or right. The maze holds nothing for you now. >right You wander right out of the maze. Spooky Sideshow This part of the park is dark and somber, unlit by any lamp or streetlight. Tall trees shade the street from the sun above. No one at all is here. You can go west to Mechanical Marvels or east to the Bitter End. A creaky sign to the north declares "This way to the Creaky House". The sign to the south is held by a headless scarecrow, and says "The Left/Right Corn Maze". It will be night soon, here in Grooverland. >e Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but no one is here to seek admittance. Except you. This is the almost the end. The sun will soon set on your special day. >n Doña Villar's Tango Temptations This area is dominated by a checkered dance floor. The air is warm and fast tango music pours from a vintage gramophone. All the dancers are gone, now. You can return to the Bitter End to the south. >x crowd You can't see anything by that name. >x dance The dance floor is checkered in white and red. It looks very slippery! >s Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but no one is here to seek admittance. Except you. This is the almost the end. The sun will soon set on your special day. >s Morgan's Tent This tent is shaped like a little bigtop striped silver and gold, and there's a white flag hanging down with "Morgan the Mechanical" plastered across it in a very large font. A plain table is in the center of the room. >x flag It looks like it's been repainted recently. Odd, that. >n Bitter End The Queen's Castle dominates everything else in this, the end of the park. It's almost painful to be in its presence. To the north you see a wicked-looking sign advertising "Doña Villar's Tango Temptations". To the south is a mysterious tent that says "Morgan the Mechanical's Two-Card Trick". The "Two" has been crossed out and replaced with "Three". The Spooky Sideshow is back to the west. The castle itself is to the east. Uniformed undead attendants with spears block the way into the castle. Only special guests who have collected all their regalia are admitted, but no one is here to seek admittance. Except you. This is the almost the end. The sun will soon set on your special day. >x crowd You can't see anything by that name. >e Queen's Castle You are in darkness. The room lightens slowly, revealing a fortune telling machine containing two mannequin queens: one dressed in white with mirrors for eyes and another dressed in blood-red clothing. The machine has the words painted on it, "THE SCARLET EMPRESS AND THE MIRRORED QUEEN".. The Royal Entrance leads east into the Queen's Tower. "You look lovely, Lily," says a voice. The Mirrored Queen mannequin moves back and forth during the sound. "I'm so glad that you made it here. There is still time for your coronation." "Delighted to see you, Lily," says a darker voice. The Scarlet Empress mannequin twitches. "I've followed every step of your journey, and I've been enthralled by the fear I've seen tonight. My hour is almost at hand." "I cannot oppose my sister directly," says the first voice. "But her freedom will be her undoing. We are constrained to answer five questions. Take a card, and place it in the slot. Don't worry, you cannot ask wrong." Three cards spit out into a basket attached to the machine. There are two white cards, one labelled "TRUTH" and another labelled "SISTERS". There is also a red card labelled "FAMILY". There is a slot in the machine where you can enter the card of your choice. >save Ok. >l Queen's Castle The room is empty except for the fortune telling machine with its pair of queens, which has a white card labelled TRUTH, a red card labelled FAMILY and a white card labelled SISTERS in its basket. The Royal Entrance leads east into the Queen's Tower. >e (first opening the Royal Entrance) (first unlocking the Royal Entrance) You lack a key that fits the Royal Entrance. >x entrance An entrance fit for a queen. It is closed and locked. >x machine The machine is labelled "THE SCARLET EMPRESS AND THE MIRRORED QUEEN". The Mirrored Queen sits inside this machine, a mannequin with mirrors for eyes. Across from her, the Scarlet Empress also sits in the machine, wearing blood-red clothing. The machine has a basket for cards that it spits out and a slot for putting cards in. >x queen (the Mirrored Queen) The Mirrored Queen is a tall mannequin sitting in the fortune telling machine. She is dressed in white and has mirrors for eyes. >x empress The Scarlett Empress is a tall mannequin sitting in the fortune telling machine. She is dressed in blood-red clothing. >x mirrors You see yourself reflected in them. >x basket In the Queen's basket are a white card labelled TRUTH, a red card labelled FAMILY and a white card labelled SISTERS. >x slot The slot is empty. >x truth The card says "TRUTH - What is really going on today?" It is the exact same size as the slot. >x family The card says "FAMILY - Where is my family?" It is the exact same size as the slot. >x sisters The card says "SISTERS - Who are you two?" It is the exact same size as the slot. >take truth You grab the white card labelled TRUTH. It has the words: "What is really going on today?" on it. >put it in slot There is a whirring noise. Then a beautiful and kind voice speaks: "Today is Grooverland's last day. Like the phoenix of legends, it will die and be reborn. But it will change. And you will decide how it changes. Fear not: though the Scarlet Empress is your enemy, I am your friend.," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A white card labelled FRIEND and a white card labelled GROOVERLAND drop into the basket. >* ".," ending queen's dialogue You seem to want to talk to someone, but I can't see whom. >x friend The card says "FRIEND - How are you my friend?" It is the exact same size as the slot. >i You are carrying: a little black box (open but empty) a Sugar Plum Crown (being worn) mom's present list a ring (being worn) dad's map a creaky key (which opens the creaky kitchen door) David's favorite plush chimera a flier a sun orb a royal scepter a mantle (being worn) some silver slippers (being worn) Alice's silver bracelet (being worn) a safety whistle (being worn) >l Queen's Castle The room is empty except for the fortune telling machine with its pair of queens, which has a white card labelled GROOVERLAND, a white card labelled FRIEND, a red card labelled FAMILY and a white card labelled SISTERS in its basket. The Royal Entrance leads east into the Queen's Tower. >x grooverland The card says "GROOVERLAND - What will happen to Grooverland?" It is the exact same size as the slot. >put family in slot (first taking the red card labelled FAMILY) There is a whirring noise. Then a dark and frightening voice speaks: "The further you have journeyed today, the greater my power has grown. The ancient rules do not allow me to harm another queen, including you, but your the rules do not apply to your family. Their terror has served me well," says the Scarlet Empress. The machine quivers, rusted gears grinding. The Scarlet Empress mannequin pricks her own finger, and blood oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A red card labelled TERROR and a white card labelled RESCUE drop into the basket. >x terror The card says "TERROR - Why would you terrorize them?" It is the exact same size as the slot. >x rescue The card says "RESCUE - How can I save my family?" It is the exact same size as the slot. >put rescue in slot (first taking the white card labelled RESCUE) There is a whirring noise. Then a beautiful and kind voice speaks: "If you can defeat my sister in combat as my champion, your family will be free, and Grooverland can be reborn," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on a new card. A stroke here, a stroke there. A white card labelled COMBAT drops into the basket. >x combat The card says "COMBAT - How do I defeat the Scarlet Empress?" It is the exact same size as the slot. >put combat in slot (first taking the white card labelled COMBAT) There is a whirring noise. Then a beautiful and kind voice speaks: "Your regalia can defeat the Scarlet Empress, but they must gain strength. My castle will have what you need," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on a new card. A stroke here, a stroke there. A white card labelled STRENGTH drops into the basket. >x strength The card says "STRENGTH - How can I gain the power of Grooverland?" It is the exact same size as the slot. >put strength in slot (first taking the white card labelled STRENGTH) There is a whirring noise. Then a beautiful and kind voice speaks: "The love your family has for you can be transferred into the regalia you now possess. In my castle, you will find a way to transfer that power, but you will need symbols of their love," says the Mirrored Queen. The entire room rumbles, then settles down. "You've had your five questions," says the Scarlet Empress. "It is time, Lily," says the Mirrored Queen. The frame of the machine creaks, and then it shatters, sending glass and metal everywhere. The cards erupt into flame, and the queens glow, one with an unholy red glare and the other with brilliant light. The red light bursts upward and smashes through the ceiling and into the sky. Dark shadows from all over Grooverland rise up to join it, and they coalesce into an enormous red dragon, who starts burning the entire park. At the same time, the white light flies to you and enters your crown. It transforms into a beautiful, real golden crown. "It's me, Lily," says the Mirrored Queen's voice from the crown. "I cannot hear you, but you can hear me. I will do my best to guide you. With my power, you will now be able to SUMMON the dragon closer to you, when you are ready to fight. But you will need more help. Enter my castle, and gain your power!" The Royal Entrance to the east unlocks with a click. >restore Ok. >l Queen's Castle The room is empty except for the fortune telling machine with its pair of queens, which has a white card labelled TRUTH, a red card labelled FAMILY and a white card labelled SISTERS in its basket. The Royal Entrance leads east into the Queen's Tower. >put sisters in slot (first taking the white card labelled SISTERS) There is a whirring noise. Then a beautiful and kind voice speaks: "We were born from the same source. Do not judge us by what you see in front of you. This park is just the shadow of our world on yours, and these forms are just a reflection of our greater selves. Our contests have played out through the ages," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A red card labelled SHADOW and a white card labelled CONTESTS drop into the basket. >x shadow The card says "SHADOW - What world is this the shadow of?" It is the exact same size as the slot. >x contests The card says "CONTESTS - What contests have you sisters had?" It is the exact same size as the slot. >put shadow in slot (first taking the red card labelled SHADOW) There is a whirring noise. Then a dark and frightening voice speaks: "Delightful child, it will please me to show you my realm, of which Grooverland is a poor imitation. There is a place for you in my menagerie. Tonight, I will take you there, once you are defeated," says the Scarlet Empress. The machine quivers, rusted gears grinding. The Scarlet Empress mannequin pricks her own finger, and blood oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A white card labelled COMBAT and a white card labelled GROOVERLAND drop into the basket. >put grooverland in slot (first taking the white card labelled GROOVERLAND) There is a whirring noise. Then a beautiful and kind voice speaks: "The Scarlet Empress will try to destroy Grooverland. She will succeed. But if you can destroy her, we can rebuild. You must defeat her in combat," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on a new card. A stroke here, a stroke there. A white card labelled REBIRTH drops into the basket. >x rebirth The card says "REBIRTH - What does it mean when you say Grooverland will be reborn?" It is the exact same size as the slot. >put rebirth in slot (first taking the white card labelled REBIRTH) There is a whirring noise. Then a beautiful and kind voice speaks: "Even as a wildfire sweeps through an old and proud forest, the trees burning away and the fire awakening new seeds of life, even so Grooverland must be swept clean and be given a chance to start anew," says the Mirrored Queen. >l Queen's Castle The room is empty except for the fortune telling machine with its pair of queens, which has a white card labelled COMBAT, a white card labelled CONTESTS, a white card labelled TRUTH and a red card labelled FAMILY in its basket. The Royal Entrance leads east into the Queen's Tower. >put contests in slot (first taking the white card labelled CONTESTS) There is a whirring noise. Then a beautiful and kind voice speaks: "Many times have we faced each other through various champions. The Lady in the Lake and Morgan Le Fey. Snow White and the Evil Queen. You are my champion, Lily," says the Mirrored Queen. The entire room rumbles, then settles down. "You've had your five questions," says the Scarlet Empress. "It is time, Lily," says the Mirrored Queen. The frame of the machine creaks, and then it shatters, sending glass and metal everywhere. The cards erupt into flame, and the queens glow, one with an unholy red glare and the other with brilliant light. The red light bursts upward and smashes through the ceiling and into the sky. Dark shadows from all over Grooverland rise up to join it, and they coalesce into an enormous red dragon, who starts burning the entire park. At the same time, the white light flies to you and enters your crown. It transforms into a beautiful, real golden crown. "It's me, Lily," says the Mirrored Queen's voice from the crown. "I cannot hear you, but you can hear me. I will do my best to guide you. With my power, you will now be able to SUMMON the dragon closer to you, when you are ready to fight. But you will need more help. Enter my castle, and gain your power!" The Royal Entrance to the east unlocks with a click. >restore Ok. >l Queen's Castle The room is empty except for the fortune telling machine with its pair of queens, which has a white card labelled TRUTH, a red card labelled FAMILY and a white card labelled SISTERS in its basket. The Royal Entrance leads east into the Queen's Tower. >put truth in slot (first taking the white card labelled TRUTH) There is a whirring noise. Then a beautiful and kind voice speaks: "Today is Grooverland's last day. Like the phoenix of legends, it will die and be reborn. But it will change. And you will decide how it changes. Fear not: though the Scarlet Empress is your enemy, I am your friend.," says the Mirrored Queen. The machine quivers, rusted gears grinding. The Mirrored Queen mannequin pricks her own finger, and sap oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A white card labelled FRIEND and a white card labelled GROOVERLAND drop into the basket. >put friend in slot (first taking the white card labelled FRIEND) There is a whirring noise. Then a beautiful and kind voice speaks: "How could I not be your friend? I am everything that brings joy at Grooverland. But the Scarlet Empress brings fear. She is the one who has captured your family," says the Mirrored Queen. >putt family in slot That's not a verb I recognise. >put family in slot (first taking the red card labelled FAMILY) There is a whirring noise. Then a dark and frightening voice speaks: "The further you have journeyed today, the greater my power has grown. The ancient rules do not allow me to harm another queen, including you, but your the rules do not apply to your family. Their terror has served me well," says the Scarlet Empress. The machine quivers, rusted gears grinding. The Scarlet Empress mannequin pricks her own finger, and blood oozes out. It uses the dark liquid to draw on new cards. A stroke here, a stroke there. A red card labelled TERROR and a white card labelled RESCUE drop into the basket. >put terror in slot (first taking the red card labelled TERROR) There is a whirring noise. Then a dark and frightening voice speaks: "Does anyone chide the wolf for hunting deer, or the owl for hunting a mouse? I cannot deny my own nature, Lily," says the Scarlet Empress. >put rescue in slot (first taking the white card labelled RESCUE) There is a whirring noise. Then a beautiful and kind voice speaks: "If you can defeat my sister in combat as my champion, your family will be free, and Grooverland can be reborn," says the Mirrored Queen. The entire room rumbles, then settles down. "You've had your five questions," says the Scarlet Empress. "It is time, Lily," says the Mirrored Queen. The frame of the machine creaks, and then it shatters, sending glass and metal everywhere. The cards erupt into flame, and the queens glow, one with an unholy red glare and the other with brilliant light. The red light bursts upward and smashes through the ceiling and into the sky. Dark shadows from all over Grooverland rise up to join it, and they coalesce into an enormous red dragon, who starts burning the entire park. At the same time, the white light flies to you and enters your crown. It transforms into a beautiful, real golden crown. "It's me, Lily," says the Mirrored Queen's voice from the crown. "I cannot hear you, but you can hear me. I will do my best to guide you. With my power, you will now be able to SUMMON the dragon closer to you, when you are ready to fight. But you will need more help. Enter my castle, and gain your power!" The Royal Entrance to the east unlocks with a click. >e (first opening the Royal Entrance) Queen's Tower Doors and passages lead everywhere in this dark hall. The tower is solid stone with no seams or cracks. It feels old, older than mankind. The queen's voice comes to you. "Down below you is an armory where we can find a way to fight the dragon. That to the north is a garden that may prove useful. To the east is a view of my kingdom, which only appears on this night. That to the south is the treasury, where you may find protection. And up above this tower is where we may face the dragon." The Royal Entrance leads west to the Queen's Castle. There might be some safety from the dragon's attack, here indoors. >n Queen's Garden There is a tall wall around this garden, preventing you from seeing beyond it. But the last of the sun's rays illuminate this garden, and you can see an enormous array of roses here. Their thorns and vines climb everywhere. The roses stir, ready for an offering. "To ensnare the dragon, you will need fierce imagination of heart from one you love. What can you give?" asks the queen. >x roses These blood-red roses are covered in thorns and vines. The roses stir, ready for an offering. "To ensnare the dragon, you will need fierce imagination of heart from one you love," says the queen. "Can you give anything?". >i You are carrying: a little black box (open but empty) a true crown (being worn) mom's present list a ring (being worn) dad's map a creaky key (which opens the creaky kitchen door) David's favorite plush chimera a flier a sun orb a royal scepter a mantle (being worn) some silver slippers (being worn) Alice's silver bracelet (being worn) a safety whistle (being worn) >give chimera You toss the chimera to the roses. They envelope it and soon it is gone. The roses grow more vibrant and crawl towards you. They want your mantle. >give mantle You give them the mantle, and the roses swarm over it, twisting and embracing the mantle and each other. Within seconds, it has been transformed into a living carpet of roses. It crawls up your legs and over your shoulders, resuming its rightful place. Now you can SNARE the dragon during the fight. >s Queen's Tower Doors and passages lead everywhere in this dark hall. The tower is solid stone with no seams or cracks. It feels old, older than mankind. The queen's voice comes to you. "Down below you is an armory where we can find a way to fight the dragon. That to the north is a garden that may prove useful. To the east is a view of my kingdom, which only appears on this night. That to the south is the treasury, where you may find protection. And up above this tower is where we may face the dragon." The Royal Entrance leads west to the Queen's Castle. >s Treasury This room is the heart of your new and vast fortune. Piles of gold, racks of jewels, and sumptuous furs fill the room. In the center is a bubbling pot filled with liquid platinum. "The pot requires a sacrifice; something that shows another person was thinking about you and your desires," says the queen's voice. You can return to the tower to the north. >x gold A beautiful, delicate gold crown. You can use it to SUMMON the dragon for a fight when you are outdoors. >x racks You've never seen so many jewels in your life. >x piles Enough silver to fill a boat. >* gold or silver? That's not a verb I recognise. >x furs You need never be cold again. >put map in pot "It will only accept the ring, now," says the queen's voice. >put ring in pot The pot makes unhappy noises. "You must offer it a sacrifice first," says the queen's voice. "Something that shows someone thought and cared for you." >i You are carrying: a little black box (open but empty) a true crown (being worn) mom's present list a ring (being worn) dad's map a creaky key (which opens the creaky kitchen door) a flier a sun orb a royal scepter a true mantle (being worn) some silver slippers (being worn) Alice's silver bracelet (being worn) a safety whistle (being worn) >put list in pot You toss in the list, and the pot of platinum flashes brilliantly and begins to churn. "Excellent," says the queen's voice. "Now we can add the ring. It will be able to protect you." >put ring in pot You dip the ring carefully in and pull it out. A cold wind sweeps through the room, cooling the ring instantly. You place it back on your hand. It has a real ruby. You can now SHIELD yourself in the battle against the dragon. >* That felt a little odd (I thought it accepted the map...) That's not a verb I recognise. >x ring A heavy platinum signet with a bright ruby. It can SHIELD you from the dragon's attacks. >x mantle This mantle is made of roses. You can use it to SNARE the dragon. >n Queen's Tower Doors and passages lead everywhere in this dark hall. The tower is solid stone with no seams or cracks. It feels old, older than mankind. The queen's voice comes to you. "Down below you is an armory where we can find a way to fight the dragon. That to the north is a garden that may prove useful. To the east is a view of my kingdom, which only appears on this night. That to the south is the treasury, where you may find protection. And up above this tower is where we may face the dragon." The Royal Entrance leads west to the Queen's Castle. >e Kingdom The setting sun illuminates this area. You stand above a vast grassy plain reaching to distant mountains. Herds of unicorns and chimera swarm through the grasslands and you hear the call of griffins in the air. A short marble pillar reflects much of the light. "To distract the dragon, you will need an old treasure from those who love you," says the queen's voice. "What can you give it?" The tower is back to the west. >x plain Unicorns and chimera play here. >x chimera These frightening animals look incredibly powerful. >x unicorns These brilliant animals bring tears to your eyes with their beauty. >x griffins Which do you mean, the 1) griffins or the 2) call of the griffins? >2 It echoes through the air. >* huh That's not a verb I recognise. >listen The dragon roars and bellows in anger in the distance. >give bracelet You place the bracelet on the pillar. The light from the setting sun strikes it, and fills it with bright light. The bracelet disappears, but the light remains. "Now for the sun orb," says the queen. >give orb You place the orb on the pillar and the light swirls around it, filling it with intense heat and setting it ablaze. When the flames die down, the orb glows with brilliant light. You pick it up again. You can now make it SHINE to distract the dragon. >x or You can't see anything by that name. >x orb This is a brilliantly glowing orb. When you make it SHINE, it can dazzle the dragon. >w Queen's Tower Doors and passages lead everywhere in this dark hall. The tower is solid stone with no seams or cracks. It feels old, older than mankind. The queen's voice comes to you. "Down below you is an armory where we can find a way to fight the dragon. That to the north is a garden that may prove useful. To the east is a view of my kingdom, which only appears on this night. That to the south is the treasury, where you may find protection. And up above this tower is where we may face the dragon." The Royal Entrance leads west to the Queen's Castle. >d Armory Weapons of every kind fill this room: spears, swords, glaives, scythes, staves, and every other kind of weapon imaginable. In the center lies a burning forge. "The weapon you wield must be guided truly. What can you sacrifice in the forge to help it find its way?" asks the queen. You can return to the tower by going up. >x weapons Enough weapons are here to furnish a battalion. They are covered in tears. >x tears You can't see anything by that name. >x staves Enough weapons are here to furnish a battalion. They are covered in tears. >x forge The intense fire of the forge is too much to look at. "The weapon you wield must be guided truly. What can you sacrifice to help it find its way?" asks the queen. >give map The flames eagerly lick up the map, which disappears. You feel like you can hear your Dad's laughter, distantly. The forge roars, and the Queen's voice says, "Your sacrifice is accepted. The forge is ready for the scepter." >give scepter You plunge the scepter into the fire, and it glows with an intense heat that somehow leaves your hand unscathed. The scepter melts and reforms, becoming a glorious golden scepter. You can now SPEAR the dragon when you fight. >i You are carrying: a little black box (open but empty) a true crown (being worn) a true ring (being worn) a creaky key (which opens the creaky kitchen door) a flier a true orb a true scepter a true mantle (being worn) some silver slippers (being worn) a safety whistle (being worn) >n There's no opening that way. >u Queen's Tower Doors and passages lead everywhere in this dark hall. The tower is solid stone with no seams or cracks. It feels old, older than mankind. The queen's voice comes to you. "Down below you is an armory where we can find a way to fight the dragon. That to the north is a garden that may prove useful. To the east is a view of my kingdom, which only appears on this night. That to the south is the treasury, where you may find protection. And up above this tower is where we may face the dragon." The Royal Entrance leads west to the Queen's Castle. >u Heights Here, perched at the top of the Queen's Castle, you can see the devastation caused by the dragon. You can go back down to the queen's tower. The dragon circles around the park, looking for more things to set on fire. >x dragon The dragon is a deep scarlet, with powerful wings and deadly claws. It's burning down all of the park! The dragon sends a fireball to smash into the park below. >summon dragon The dragon comes closer to you, lured by your call. It roars out a challenge! >snare dragon Vines burst out of the castle, surrounding the dragon and restricting its movement. It'll take a little bit for the dragon to shake them loose. >spear dragon The dragon breathes a gout of fire at you. You duck, sending your spear astray and missing the dragon. >undo Heights [Previous turn undone.] >shine You raise the sun orb high. It releases a brilliant light, dazzling the dragon. That was bright; it will be effective for quite a while. >spear dragon Even though it can't see well, the dragon breathes a gout of fire in your general direction. You duck, sending your spear astray and missing the dragon. >undo Heights [Previous turn undone.] >shield You use the ring and a magic shield appears, strong enough to protect you from dragon's breath! >spear Even though it can't see well, the dragon breathes a gout of fire in your general direction. Your shield protects you, and you wave the sceptre, sending a spear flying towards the dragon. The vines hold it in place, and it's too dazzled to dodge. You defeat the dragon! It swells up, losing form and becoming a mass of shadowy shapes. Then it explodes and the castle falls, sending you wheeling through the air. As you fall, you can sense a change, the magic of Grooverland fading away. "Thank you..." whispers the queen from the crown. Then all is lost. Crater You are stuck on the edge of a burning crater, all that remains of the park. It is too steep to climb up and you certainly don't want to go down. The smoke is blurring everything. You can hear your family calling for you, but you can't see them. Your shield runs out of energy and disappears. It will take some time to re-form. >undo Heights [Previous turn undone.] >x dragon The dragon is a deep scarlet, with powerful wings and deadly claws. It's attacking you right now! A ball of fire bursts towards you, but you block it with your shield. Your shield runs out of energy and disappears. It will take some time to re-form. The dragon finally breaks free of the thorns snaring it. >undo Heights [Previous turn undone.] >spear Even though it can't see well, the dragon breathes a gout of fire in your general direction. Your shield protects you, and you wave the sceptre, sending a spear flying towards the dragon. The vines hold it in place, and it's too dazzled to dodge. You defeat the dragon! It swells up, losing form and becoming a mass of shadowy shapes. Then it explodes and the castle falls, sending you wheeling through the air. As you fall, you can sense a change, the magic of Grooverland fading away. "Thank you..." whispers the queen from the crown. Then all is lost. Crater You are stuck on the edge of a burning crater, all that remains of the park. It is too steep to climb up and you certainly don't want to go down. The smoke is blurring everything. You can hear your family calling for you, but you can't see them. Your shield runs out of energy and disappears. It will take some time to re-form. >l It is helpless. You can only move your head. This, it seems, is your fate. >i You are carrying: a true crown (being worn) a true ring (being worn) a true orb a true scepter a true mantle (being worn) a safety whistle (being worn) >blow whistle As a last resort, you blow the whistle with all your might. You hear a distant bark, then another. Soon, they're coming closer, then Toby leaps down to you from above. Toby barks in concern, grabs your hand and leads you up a path you couldn't see through the smoke. Together you pass up the edge of the crater. The park is devastated. The castle and the Bitter End are gone completely. Toby pulls you past the Spooky Sideshow where the corn maze has become cinders. You pass the Mechanical Marvels where the Serpent Slide is still engulfed in flames. You pass the Prowling Promenade where the remains of three food carts lie smoldering on the ground. You pass the Melancholy Mall that smells like burnt cookies. Finally, Toby pulls you out to the parking lot where your family rushes forward to embrace you. "Lily!" they shout. Sirens fill the air as fire trucks and police pull into the lot. Behind your family, you can see two crowds of hazy figures. One group, led by a woman in red, look downcast. The other, led by a woman in white and silver, wave at you gratefully. As they all fade away, you hear the Mirrored Queen's voice one last time: "Grooverland is free from the Empress, now. We will rebuild. Thank you, Lily." And then they are gone. After many long and confusing conversations with your family and the police, you finally get on your way back to the hotel. The miles pass by and the road is dark, so you begin to drift off to sleep. Right before you slip into slumber, David asks, "Hey, does anyone know where my chimera went?" *** You have defeated Grooverland! *** Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > amusing Have you tried... ...XYZZY? ...asking the employees about each other? ...hitting, pushing, pulling, throwing something at, turning, burning, tying or cutting people? ...getting the moon open in Midnight. Laserfight? Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command? > undo Crater [Previous turn undone.] >xyzzy It is helpless. You can only move your head. This, it seems, is your fate. >restore Ok. >xyzzy In Debris Room You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. At least, it used to. Now it's blocked by an iron portcullis" A note on the wall says, "Magic word XYZZY." You can see a blasting rod here. >* no period and errant quotes at end of the first paragraph That's not a verb I recognise. >x debris It's blocking the way out. >x portcullis You peer closely, but find nothing that helps you. >x rod This is a three-foot black rod with the word "BLAST" written on it. >x note It says, "Magic Word XYZZY". >take rod You grab the blasting rod. >xyzzy Welcome Booth Grooverland is surrounded by an enormous castle wall pierced by two foreboding gates to the east, one red and one white. You can hear screams from inside. It is getting dark now. The sun is setting. The welcome booth is empty. Toby waits patiently here for the next time you'll need him. He's just about the only living thing left in the park. >undo In Debris Room [Previous turn undone.] >blast debris Wait, what was that? I only got the part about wanting to blast. >i You are carrying: a blasting rod a little black box (open but empty) a Sugar Plum Crown (being worn) mom's present list a ring (being worn) dad's map a creaky key (which opens the creaky kitchen door) David's favorite plush chimera a flier a sun orb a royal scepter a mantle (being worn) some silver slippers (being worn) Alice's silver bracelet (being worn) a safety whistle (being worn) >blast You say, "BLAST", and the blasting rod goes boom! Everything around you is absolutely pulverized! The cave is now open again! Unfortunately, you are dead. *** Now you've seen the danger of magic words *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * Alas Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > quit