Saturday, April 17, 2010

18-24 - Pick up the DUCK in the DUNGEON

18 - Pick up the DUCK in the DUNGEON
You pick up an IMAGINARY DUCK from your IMAGINATION. It flies onto your HEAD, consuming your MAGIC HAT in the process. You really should know better than to pick up a DUCK in a DUNGEON (or a ROOM, since you're not actually in a DUNGEON, per se. You think.).

19 - Flip SWITCH
You use the SWITCH and turn off the LIGHTBULB. The NON-MAGIC 8-BALL on the DESK/TABLE begins to glow faintly, as does something under the BED.

20 - Talk to DUCK
What DUCK? There is no DUCK.

21 - Fumble around in the DARK
You fumble around in the DARK, ignoring the glowing objects. You prance and gad about for upwards of thirty seconds before you realize what an idiot you would look like if anyone could see you. Thankfully, no one is there.
22 - The DUCK watches disapprovingly.

23 - Put down the DUCK
What DUCK? There is no duck here. You seem to be off track.

24 - Stop believing in the DUCK and HOPE it disappears
What DUCK? There is no duck here. You seem to be off track. Also, you still have no HOPE.

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