I'd get hold of a wise-cracking, sardonic orange bird and a spacious backpack, and head off to save my sister from the evil witch who lives at the top of the spiral mountain nearby. On the way, I would encounter a friendly mole, who would tutor me in several new manoeuvres to put my new furry abilities to good use in combat. Upon entering the witch's lair, a right turn would take me to an oversized yellow ant-hill and a wall-mounted jigsaw puzzle; completing the puzzle to open the door to the ant-hill, I would enter, and be transported to a different world altogether. Therein, my mission would be clear: to gather the hidden jigsaw puzzles, to open the other locks throughout the witch's lair, and eventually make it to the top to free my sister.
On the way through the ant-hill world, I would encounter a small coloured creature, calling for help. Upon coming into contact, he would fly around my head and disappear in a flash of light. Saving his brethren throughout the many worlds of the witch's lair would be another of the moral duties bestowed upon me by my new furry-form. Finding the treasures of this new world would bring me into contention with an angry bull, an orange-throwing ape atop a palm-tree, and a colony of aggressive giant ants. On the plus side, I would also meet the shaman of the mountain, who would become one of my staunchest allies. Having gathered enough jigsaw pieces to continue, I would exit this magical land and once again re-enter the witch's lair proper. Climbing a steep slope would bring me deeper into the lair, and I would be faced with a steep drop to my left, and drainage pipes to my right. Choosing to descend the steep drop, a doorway would take me into a nearby room, wherein the floor is covered in sand, and an oversized, bottomless treasure chest stands in pride of place. Bravely plunging in, I am once again transported.
In this second new nautically-themed world, I must again gather various treasures to aid in my quest. Thankfully, the captain of of a nearby grounded pirate-ship is willing to help, if I only dive into the flooded lower decks to retrieve what he has lost. Before too long, my mole-friend teaches me the power of flight (making use of the wise-cracking bird I mentioned earlier), and I am once again able to head back into the lair. Crawling through the pipe opposite the steep drop would take me into a vast underground lake, in which the witch keeps her waste disposal machine: a colossal mechanical whale, good-natured and only too eager to give me extra jigsaw pieces if I relieve the pain in his teeth. Departing this area, I would venture deeper.
I would then be faced with a monument to the witch's ego: a gigantic statue of herself, arms outstretched to either side, a golden jigsaw piece tauntingly placed in a cage at the statue's base. Vowing to return later, I make for the door to my left. The stench that greets me is appalling: it seems the next world I must face is a swamp, the very ground covered in poisonous water; the land inhabited by vicious poison-arrow frogs. Thankfully, magical Wellington-boots allow me to traverse the toxic landscape for short periods, though they seem to disappear after an allotted time. The swamp is perhaps the most dangerous world I have visited so far, but the shaman from the mountain makes another appearance, using his miraculous transformative powers to make me into a tiny crocodile, fearless of the poisonous waters. I gather ever more Jigsaw pieces, and leave, passing the gigantic statue once again as I climb higher into the lair.
An expanse would face me then. Straight ahead, a doorway in the mouth of a huge carved idol of the witch; to the left, snow drifts down from openings in the rock. The witch's minions attempt to stop me, but I would certainly be too powerful by this point. Entering the Christmas-themed world from whence the snow drifted, I battle against malicious animated snowmen and snarling green creatures to catch hold of the missing jigsaw pieces. The witch has surely outdone herself by hiding so many in these worlds, but I am canny enough to find them all. I have gathered enough musical-notes to open the musically-locked door back in the lair, so I leave without a thought. The polar-bear family (no doubt affected by the same furry-magic that transformed myself) wave goodbye as I do so.
Venturing ever deeper into the lair, I would come to a darkened room in which the pathways are extremely narrow: a step out of place, and I would plummet down into the darkness! Trying my hardest to keep steady, I would head into the lair's graveyard. There, standing in the moonlight, is a mausoleum: surely another magical portway into another world. Wondering what to expect, I would enter, though I could not be prepared for the ghastly skeletons and laughing ghosts that inhabited the horror-themed new realm. Terrified, I would grab what treasure I could, back into the lair. In my panic, I would take a wrong turn, and would come face-to-face with the witch's own spellbook! Grateful for my efforts against his evil mistress, he would reward me by allowing me to fly for greater distances, and several other neat tricks to battle the witch. Onward I would then press. In the next world, I would be greeted by a huge, distended palm-tree and a talking camel, both desperate for water in this desert-themed place. As the camel can move to find his own water, I would pound his hump until he gave up some of his much-needed moisture for the tree. Furious, the camel would leave, but the tree would reward me for my egalitarianism. In the centre of this world is a giant pyramid, concealed beneath the sand, but a few simple tricks would reveal it, and in I would venture. Unfortunately, the pyramid's dark master is awake, and allows me mere minutes to escape the maze-like passages with my life. In the nick of time, I do so, grabbing a jigsaw piece as I do.
Back in the lair, I would be restless to continue. Only through manipulating the water-levels would I make deeper areas of the lair accessible to me, so I would do so, opening up a new world yet again: a dank metal dock, surrounded by filthy oily water. In the centre floats the witch's ship, crewed by her vile minions and hiding many treasures. Battling gruesome toothed portholes and malignant giant boxes of living TNT, I am only too happy to leave when I have the treasure I need. My final stop before the top would be the woodland-themed world, wherein the shaman's magic would transform me into a bee-form, and I would be free to transform the heights of the forest. Able to change the seasons at will due to the magical gateway through which I had entered, it is easy to get hold of all the forest's secrets before leaving to confront the witch.
Finally, the time would then approach to free my sister. The jigsaws I had gathered would open the final jigsaw-lock, and I would strut through with an air of confidence and satisfaction... before my jaw would drop. The witch would stand across the room from me-- but between us, a huge game-board, suspended above a sea of boiling lava. On each square of the board, a question relating to my quest so far... and a wrong answer brings me ever closer to oblivion. It would be the tensest time of my life, but amazingly, I would make it to the other side. The witch would surely escape to the roof of her lair, hoping I would simply take my sister and escape without exacting retribution. Of course, that's not the way I roll. On my way to the summit, I see a gruesome machine of the witch's invention: a beauty-sapper! Her diabolical plan had been to suck out my sister's beauty! Seeing red, I would ascend to the roof with the aid of the witch's downtrodden, traitorous cauldron.
On the summit, the witch faces me from the air. He powers are formidable: she throws red and green spells at me and swoops on her broom to try to knock me off the edge to an early grave. I would counter in one of the few ways I know how: by shooting eggs from the wise-cracking bird's throat. Finally, brought low, the witch would begin to throw everything she had at me. These new spells home in on me, giving me little scope to avoid. And then-- thank god! A statue would rise from the ground itself, in the form of the creatures I had been freeing since the very first world! Powering it with more eggs shot from the bird's gullet, it would begin to activate. Inside the statue would be a gleaming, magnificent creature, just like those I had freed, but a hundred times more beautiful, a thousand times more powerful and intimidating; the witch would quake in her boots. Rising into the air, the fanciful beast would launch itself at the witch, unseating her from her roof and sending her careering down to the ground, hundreds of miles below. Alive, but trapped beneath a boulder of immense proportions, she could no longer threaten me or my sister again.
And that's what I would do if I woke up tomorrow and found I was a furry.