It must be the warlock Krill. The odd disappearances, the mysterious dissolution of regions sacred to the Circle, the lessening of the Powers -- these could only be his handiwork. The Circle gathers and its leader, the esteemed Belboz, reveals to them an ancient document which portends evil days much like our own. "Krill's evil must be unmade," he begins, "but to send a powerful Enchanter is ill-omened. It would be ruinous to reveal oversoon our full powers." A ripple of concern spreads over the face of each Enchanter. Belboz pauses, and collects his resolve. "Have hope! This has been written by a hand far wiser than mine!" He recites a short spell and you appear. Belboz approaches, transfixing you with his gaze, and hands you the document. The other Enchanters await his decree. "These words, written ages ago, can have only one meaning. You, a novice Enchanter with but a few simple spells in your Book, must seek out Krill, explore the Castle he has overthrown, and learn his secrets. Only then may his vast evil be lessened or, with good fortune, destroyed." The Circle rises and intones a richly woven spell, whose many textures imbue the small, darkened chamber with warmth and hope. There is a surge of power; you are Sent. ENCHANTER Infocom interactive fiction - a fantasy story Copyright (C) 1983, 1984, 1986 by Infocom, Inc. All rights reserved. ENCHANTER is a trademark of Infocom, Inc. Release 29 / Serial number 860820 Fork You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills. The sun is rising over the lands to the east. >verbose Maximum verbosity. >ne Outside of Shack You are south of an old wooden shack, apparently deserted. The trail extends from northeast to southwest here, circling the Lonely Mountain, which lies to the southeast. The sun is rising over the lands to the east. >n Inside Shack The inside of the shack is a shambles. An overturned table and bench, and a few broken windows remain. An oven is the only fixture that's even recognizable. The door is to the south. The sun is rising over the lands to the east. The top of a battered lantern is partially visible behind the overturned table. An empty jug lies in a corner of the room, against the overturned table. >open oven Opening the oven reveals a loaf of bread. >examine bread There's an entire loaf left. >get it Taken. >get jug Taken. >s Outside of Shack You are south of an old wooden shack, apparently deserted. The trail extends from northeast to southwest here, circling the Lonely Mountain, which lies to the southeast. >sw Fork You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills. >se Dusty Trail The trail here turns dry and dusty. To the northwest is the fork leading to the Long Road, and the trail continues to the southeast. >se Loop The trail makes a hairpin turn here, swinging out to the northwest and northeast, where it enters a small village. Low, smoky hills stretch out to the west and south. The sun has now risen above the hills. >ne Deserted Village This is the castle's village. Formerly, peasants lived here, going to their farm plots each day. Merchants and artisans made it a center of cultural activity. But now it's deserted. Or almost: there is smoke rising from a particularly decrepit hovel to the south. A path travels through the village from southwest to northeast, heading towards the castle, and a less-used trail heads north up the mountain. >examine hovel You see nothing special about the hovel. >s It is dark and smoky in here, but this is a place of great disorder, and its odor is indescribable. A pile of rags sits near a small pot which is bubbling and steaming over a tiny fire. The pile of rags sports a gnarled hand which busies itself with the noisome stew. A closer look reveals a withered crone at the other end of the hand. The creature looks you over keenly and speaks: "I should have thought they would send someone more ... more ..." She laughs in an unsettling way. "They've all left! A great storm is brewing in the east, my friend, and all have fled before it!" She starts to chuckle. "Take this and begone!" With a wave of her hand, you find yourself reeling out of the door of the hovel, holding some sort of scroll in your hand. >read scroll The scroll reads "rezrov spell: open even locked or enchanted objects". >gnusto rezrov Your spell book begins to glow softly. Slowly, ornately, the words of the rezrov spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >ne Village Outskirts You are on a road which enters a small village to the southwest and comes to a fork to the northeast. The Lonely Mountain looms above but there is no path from here which ascends the mountain. >ne Eastern Fork You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east. >nw Trail Head You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast. >ne Shady Brook The trail ends here. A ruined stone foundation marks the site of the Old Lingolf House, which presumably was a monument of some sort. The trail head is off to the southwest, and a small brook flows slowly by. >fill jug The jug is now full of water. >sw Trail Head You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast. >se Eastern Fork You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east. >e Western Road You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers. >e Outside Gate You are outside the western entrance to the castle. To the east stands an iron gate which is closed and chained. A winding road starts here and proceeds to the west. You hear a rustling in the brambles nearby, and you catch a glimpse of something small and furry as it scurries away. >learn rezrov Using your best study habits, you learn the rezrov spell. >rezrov gate The chains of the iron gate fly into the air and vanish. The gate flies open and a blast of cold air fills your lungs. >e As you pass through the gate, you feel that your mind is being probed. After a moment, it is released or, perhaps, discarded as uninteresting. Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >learn frotz Using your best study habits, you learn the frotz spell yet another time. >n Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. >n It is pitch black and there is evil in the darkness. >s Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. >frotz book There is an almost blinding flash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source. >n Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >u Jewel Room This fabulous room commands a magnificent view of the Lonely Mountain which lies to the north and west. The room itself is filled with beautiful chests and cabinets which once contained precious jewels and other objets d'art. These are empty. Winding stone stairs lead down to the base of the tower. There is an ornamented egg here, both beautiful and complex. It is carefully crafted and bears further examination. >examine egg This ornamented egg is both beautiful and complex. The egg itself is mother-of-pearl, but decorated with delicate gold traceries inlaid with jewels and other precious metals. On the surface are a lapis handle, an emerald knob, a silver slide, a golden crank, and a diamond-studded button carefully and unobtrusively imbedded in the decorations. These various protuberances are likely to be connected with some machinery inside. The beautiful, ornamented egg is closed. >open it That seems to be the problem. >d Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >e Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. Your mouth is getting rather dry. >e North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >n The gate is rusted shut. >learn rezrov Using your best study habits, you learn the rezrov spell. >rezrov gate The rusted north gate magically creaks open far enough for you to leave. >n Forest You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you. Discarded beneath a nearby tree is a slightly crumpled scroll. >get scroll Taken. >read it The scroll reads "krebf spell: repair willful damage". >learn rezrov Using your best study habits, you learn the rezrov spell. >rezrov egg You can't see any egg here! >gnusto krebf Your spell book begins to glow softly. Slowly, ornately, the words of the krebf spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >l Forest You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you. You are becoming quite thirsty. >e Swamp You are in a thick forest shading into a deep and miasmic swamp. The ground is very wet and boggy here, and footing is treacherous. Lily pads cover the surface of the water, and frogs abound. Things look drier to the west. The sounds of frogs and other swamp dwellers fill the air. >learn nitfol Using your best study habits, you learn the nitfol spell. You have so much buzzing around in your head, though, that it's likely that something may have been forgotten in the shuffle. The sounds of frogs and other swamp dwellers fill the air. >i You are carrying: A jug The jug contains: A quantity of water A loaf of bread A spell book (providing light) The sounds of frogs and other swamp dwellers fill the air. >spells The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have the blorb spell once, the nitfol spell once and the rezrov spell once committed to memory. The sounds of frogs and other swamp dwellers fill the air. >nitfol frogs One of the frogs looks at you for a moment, and you look at it. "Hello," it says. The sounds of frogs and other swamp dwellers fill the air. The frogs say "Look under the lily pad. Breep!" >look under pad There is a damp scroll there, which you take into your hand. The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing what they will do if they ever become princes again. >get damp You already have it. The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the recent disturbing rise in the number of predators in the swamp. >read it The scroll reads "cleesh spell: change a creature into a small amphibian". The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the Interlogic series of prose adventures. >gnusto kleesh I don't know the word "kleesh". >gnusto cleesh Your spell book begins to glow softly. Slowly, ornately, the words of the cleesh spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the finer points of insect flavoring. >s There could be quicksand there. You should stay here. You are very thirsty now. You'd better have a drink soon. >drink water The delicious spring water tasted great, and there's lots more where that came from. The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the politics of lily pad assignment. >w Forest You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you. >s North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >w Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. Your stomach is starting to grumble. >w Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction. >w Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >u Jewel Room This fabulous room commands a magnificent view of the Lonely Mountain which lies to the north and west. The room itself is filled with beautiful chests and cabinets which once contained precious jewels and other objets d'art. These are empty. Winding stone stairs lead down to the base of the tower. There is an ornamented egg here, both beautiful and complex. It is carefully crafted and bears further examination. >spells The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have the blorb spell once and the rezrov spell once committed to memory. >rezrov egg The egg seems to come to life and each piece slides effortlessly in the correct pattern. The egg opens, revealing a shredded scroll inside, nestled among a profusion of shredders, knives, and other sharp instruments, cunningly connected to the knobs, buttons, etc. on the outside. >read book My Spell Book The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). >learn krebf Using your best study habits, you learn the krebf spell. A gaunt, feral-looking dog carrying a well-chewed bone approaches, is surprised by your presence, growls and then turns tail. >krebf scroll The scroll reforms, its slices and cuts rejoining, until there is a whole scroll, somewhat faded, in its place! >get it Taken. >read it The scroll reads "zifmia spell: magically summon a being". You are becoming quite hungry. >gnusto zifmia Your spell book begins to glow softly. Slowly, ornately, the words of the zifmia spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >w You can't go that way. >s You can't go that way. >w You can't go that way. The sun starts to set behind the Lonely Mountain in the west. >i You are carrying: A jug The jug contains: A quantity of water A loaf of bread A spell book (providing light) >get egg Taken. >d Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >s Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. The darkening sky is lit by a waning moon. >s Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. You are beginning to tire. >n Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. The darkening sky is lit by a waning moon. You are very hungry now. You'd better have something to eat. >n Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >s Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. The darkening sky is lit by a waning moon. >s Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >s West Hall This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north. >s Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >u Bedroom The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down. The darkening sky is lit by a waning moon. There is a fourposter feather bed here. >blorb book A glowing strong box forms out of the air, carefully enclosing the spell book, which disappears from view. The strong box rests on the ground. >eat bread Mmm. That tasted great! There's a whole lot of it left, too. >lie down Lying on this soft bed puts you to sleep. You fall asleep quickly, the bed being so comfortable. You dream as well, of this very room. A beautiful damsel, obviously noble, is standing by the bed holding a scroll in one hand and resting the other on the bedpost. Turning to block your view, she does something you can't see. Then she gets in bed and turns out the light, but before she does you can see she is no longer carrying the scroll... You wake. >stand Ah, that was a comfortable bed! But you're now on your own feet again. >examine bedpost A careful examination reveals the outline of a small compartment, and near it an ornate carving which looks like a button. You could never have found it on your own. >push button The bedpost pops open, revealing a small compartment and, nestled inside, a gold leaf scroll! >open box As you open the strong box, it vanishes, and the spell book reappears in its place. >get book Taken. >get scroll Taken. >read it The scroll reads "vaxum spell: make a hostile creature your friend". >gnusto vaxum Your spell book begins to glow softly. Slowly, ornately, the words of the vaxum spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >d Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >i You are carrying: A spell book (providing light) A beautiful, ornamented egg A jug The jug contains: A quantity of water A partially eaten loaf of bread >save Ok. >n West Hall This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north. >n Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >n Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. >n Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. Your mouth is getting rather dry. >e Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction. >e Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. A bedraggled adventurer, carrying a brass lantern and a dimly glowing elvish sword, can be seen through the "mirror". He stares in your direction but seems not to see you. >save Ok. >learn zifmia Using your best study habits, you learn the zifmia spell. >lean vaxum That sentence isn't one I recognize. >learn vaxum Using your best study habits, you learn the vaxum spell. >zifmia adventurer If you will remember from Thaumaturgy 201, summoning of beings works only if the being can be seen, unless the being possesses great magic of his own. >l Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >e Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. You are becoming quite thirsty. >e Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction. >zifmia adventurer You don't have the zifmia spell committed to memory! The adventurer, after checking his compass, walks off. >learn zifmia Using your best study habits, you learn the zifmia spell. >e Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >spells The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have the vaxum spell once and the zifmia spell once committed to memory. You are very thirsty now. You'd better have a drink soon. >drink water The delicious spring water tasted great, and there's plenty more. >e Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction. >zifmia adventurer All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape. >vaxum adventurer The adventurer smiles at you with an air of good will. The adventurer, not overly tactful, asks to see what you're holding. >show egg What do you want to show the egg to? >show egg to adventurer His eyes light up at the sight of the beautiful, ornamented egg. The adventurer offers to relieve you of some of your possessions. >e The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions. Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction. The adventurer asks what you would be needing treasures for. >e The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions. North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction. The adventurer eyes your possessions intently. >e The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions. Guarded Door A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother". There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction. The adventurer glances around the room in a businesslike way and makes a few notes on his map. The adventurer asks what you would be needing treasures for. >adventurer, open door As you motion toward the monstrous door, the adventurer follows the imaginary line which proceeds thence from your outstretched arm. The seemingly fearless adventurer shrugs and walks purposefully toward the door, ignoring all harm to his person in the form of knives, tentacles, and molten lead. As three buckets of the latter pour over his head, he casts you a perplexed look. "Did you try the doorknob?" he asks, as twenty-seven knives delicately skewer him. Before you can answer, he reaches for one of the gargoyle heads which, by sheerest coincidence, has just flooded him in red-orange flame, and turns it gently. "I think it's unlocked," he says, stoically ignoring the host of human-sized rats which feed on his incinerated torso. His left hand, broken and bloodied, pulls at the gargoyle head. "I'm going on ahead!" he cries, opening a simple wooden door. Wooden door? You rub your eyes for a moment and look again as he goes through it. Yes, just a plain wooden door. >save Ok. >u Map Room This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea, covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower. Lying on the floor is a purple scroll. In one corner of the room is a badly worn pencil, inscribed with runes. Lying on the ground is an old parchment map. There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction. The adventurer leaves the room through the simple wooden door, heading to the south. >drop egg Dropped. A bedraggled adventurer walks into the room from the south, coming through the simple wooden door. The adventurer stoops over and picks up the beautiful, ornamented egg and seems pleased by his discovery. >get all adventurer: You must have had a silliness spell cast upon you. pedestal: You can't be serious. maps: Most of the maps are murals painted onto the walls. The others are securely mounted. purple scroll: Taken. badly worn pencil: Taken. map: Taken. The adventurer leaves the room through the simple wooden door, heading to the south. >read scroll The scroll reads "filfre spell: create gratuitous fireworks". Your stomach is starting to grumble. >d Guarded Door This rather unobtrusive room at the base of the northwest tower sports a small passageway to the west and a small, rickety door to the north which is open. >i You are carrying: A map A badly worn pencil A purple scroll A spell book (providing light) A jug The jug contains: A small quantity of water A partially eaten loaf of bread >l Guarded Door This rather unobtrusive room at the base of the northwest tower sports a small passageway to the west and a small, rickety door to the north which is open. >u Map Room This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea, covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower. >d Guarded Door This rather unobtrusive room at the base of the northwest tower sports a small passageway to the west and a small, rickety door to the north which is open. >w North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. A bedraggled adventurer walks into the room from the north, coming through the gate. >s Library This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes. To the south you can hear the sound of a group of low, guttural voices. Amid the tubes is an old and dusty book. A bedraggled adventurer walks into the room from the north. The adventurer stoops over and picks up the dusty book. >adventurer, give me the bok I don't know the word "bok". >oops book You don't have the spell book. >adventurer, give me the dusty book "I'll do what I please, thank you." The adventurer tries to make some small talk, but he only mumbles. He'll have to speak up if he expects you to hear him. >learn vaxum Using your best study habits, you learn the vaxum spell. The adventurer stares at his possessions as if expecting a revelation. A group of four hunched and hairy shapes walks into your presence. They seem surprised to see you. After whispering a few guttural words to each other, they start to move toward you purposefully. >n North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. Fortunately for you, the gang has stopped following! You relax for a moment and heave a sigh of relief. You are becoming quite hungry. >eat bread Mmm. That tasted great! There's a lot of bread left, too. >s Library This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes. To the south you can hear the sound of a group of low, guttural voices. The low, guttural voices seem to be coming in your direction. >n North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >n Forest You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you. >s North Gate This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >w Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >s Pebbled Path You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. >s Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >s West Hall This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north. The sun starts to set behind the Lonely Mountain in the west. >s Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >e South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >n Closet This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south. In the exact center of the room is a large, jewelled box. It is wrapped in tight coils of thin rope. You try to follow the strands with your eye, but become hopelessly lost in the jumble of thousands of loops and knots. >s South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >e Gallery The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing. >w South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >drop book Dropped. >e Gallery An eerie orange glow casts a pale, flickering light on the portrait gallery. The eyes of the figures portrayed on the canvases seem to be faintly illuminated and follow your every movement. After a moment, the source of light becomes clear: a single lighted portrait flickers as if a flame were burning behind it. >move portrait Which portrait do you mean, the lighted portrait or the portraits of unknown persons? >lighted The portrait is quite light. You remove it from the wall and place it on the ground, revealing a small niche in the wall, in which sits a black candle, and a black scroll. >get scroll Taken. >w South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. There is a spell book here (providing light). >get book Taken. A bedraggled adventurer walks into the room from the east. Your mouth is getting rather dry. >read scroll Which scroll do you mean, the black scroll or the purple scroll? >black The scroll reads "ozmoo spell: survive unnatural death". The adventurer leaves the room, heading to the north. >learn ozmoo You haven't written that spell into your book yet. Until you do, you can't memorize the spell. You are beginning to tire. >gnusto ozmoo Your spell book begins to glow softly. Slowly, ornately, the words of the ozmoo spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >save Ok. >e Gallery The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing. A small niche can be seen in the wall behind the spot where a painting had been hanging. The niche contains: A black candle (providing light) The darkened sky is now full of bright stars. It is night. >e South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >e Tower This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. >w South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >s Meadow This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea. The stars shine down on you from a clear, dark sky. >se Beach This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow. The stars shine down on you from a clear, dark sky. Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow. >nw Meadow This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea. The stars shine down on you from a clear, dark sky. You are becoming quite thirsty. >n South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >w Gallery The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing. A small niche can be seen in the wall behind the spot where a painting had been hanging. The niche contains: A black candle (providing light) You are feeling tired. >w South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >w Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >u Bedroom The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down. The stars shine down on you from a clear, dark sky. There is a fourposter feather bed here. >learn blorb Using your best study habits, you learn the blorb spell. >blorb book A glowing strong box forms out of the air, carefully enclosing the spell book, which disappears from view. The strong box rests on the ground. >drink water The delicious spring water tasted great, and there's still some left. >lie down Lying on this soft bed puts you to sleep. Ah, sleep! It's been a long day, indeed. The rest will do you good. You make yourself comfortable on the bed and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully. You sleep fitfully. At one point it seems that some evil presence is searching nearby. The tense feeling passes, but it's replaced by one of foreboding. >open box You can't do that from your resting position. >stand Ah, that was a comfortable bed! But you're now on your own feet again. >i You are carrying: A map A badly worn pencil A purple scroll A jug The jug contains: A very small quantity of water A partially eaten loaf of bread >open boox I don't know the word "boox". >open box As you open the strong box, it vanishes, and the spell book reappears in its place. >get book Taken. >l Bedroom The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down. There is a fourposter feather bed here. >read book My Spell Book The ozmoo spell (survive unnatural death). The vaxum spell (make a hostile creature your friend). The zifmia spell (magically summon a being). The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). >i You are carrying: A spell book (providing light) A map A badly worn pencil A purple scroll A jug The jug contains: A very small quantity of water A partially eaten loaf of bread >read purple The scroll reads "filfre spell: create gratuitous fireworks". >drop it Dropped. >get it Taken. >d Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >drop it Dropped. Your stomach is starting to grumble. >spells The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have no spells memorized. >read book My Spell Book The ozmoo spell (survive unnatural death). The vaxum spell (make a hostile creature your friend). The zifmia spell (magically summon a being). The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). >learn ozmoo Using your best study habits, you learn the ozmoo spell. >learn vaxum Using your best study habits, you learn the vaxum spell. > I beg your pardon? >l Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. There is a purple scroll here. >e South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >n Closet This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south. In the exact center of the room is a large, jewelled box. It is wrapped in tight coils of thin rope. You try to follow the strands with your eye, but become hopelessly lost in the jumble of thousands of loops and knots. >save Ok. >n Courtyard Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south. >e Courtyard You are in the center of a large courtyard, which surrounds you. Everything around you is ashen and grey, and the air seems miasmic and oppressive. The dead grass seems to grab at your feet as you stand gazing around. To the east is a temple flanked by two smaller towers. Behind it can be seen the two eastern towers of the castle, shrouded in blood-red fog. Between them is a dark turret, black and ominous as night. It sends dark streams of smoke curling around everything near it. From the temple can be heard a mournful chant. >e Temple Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They take your possessions from you and close the door with a crash! Cell Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard. You are becoming quite hungry. >ozmoo me A huge puff of orange smoke envelops you, but you feel no different. >z Time passes... A host of hunched and hairy shapes appear through the window. The cell door opens and you are marched solemnly to the temple and, from there, up the steps to the altar. The large, black figure approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he plunges the blade into your heart! You feel yourself filled with a strange warmth as your eyes slowly open. You are lying on the altar, a glowing dagger in your chest. You are in no pain, however. The large figure is gone, but the throng of shapes, taking no notice of your movement, is chanting in the temple below. You slowly remove the dagger from your chest, but you are not harmed. The blade shines faintly in the light of the flickering torches. Sacrificial Altar This is the altar of the temple. Acrid smoke fills the air, and a feeling of lurking evil is all around. A low droning, just at the lowest end of your perception, causes your hair to stand on end. Behind the altar is an enormous statue of a demon which reaches toward you with dripping fangs and razor-sharp talons. The fangs and talons are blood-red. In the temple below is a mass of hunched figures, chanting in hideous tones. >get knife You already have it. >d Temple Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence. >n The north cell door is closed. >open north door The north cell door opens. >n Cell Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard. >s Temple Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence. >open south door The south cell door opens. You are very hungry now. You'd better have something to eat. >s Cell This prison cell is similar to the one in which you were held captive prior to your sacrifice. A window in the cell door looks out on the temple itself. There is a loaf of bread here. There is a jug here. The jug contains: A very small quantity of water There is a badly worn pencil here. There is a map here. There is a spell book here (providing light). >get all loaf of bread: Taken. jug: Taken. badly worn pencil: Taken. map: Taken. spell book: Taken. >n Temple Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence. >w Courtyard You are in the center of a large courtyard, which surrounds you. Everything around you is ashen and grey, and the air seems miasmic and oppressive. The dead grass seems to grab at your feet as you stand gazing around. To the east is a temple flanked by two smaller towers. Behind it can be seen the two eastern towers of the castle, shrouded in blood-red fog. Between them is a dark turret, black and ominous as night. It sends dark streams of smoke curling around everything near it. From the temple can be heard a mournful chant. >w Courtyard Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south. >eat bread Mmm. That tasted great! There's still about half of it left, too. >s Closet This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south. In the exact center of the room is a large, jewelled box. It is wrapped in tight coils of thin rope. You try to follow the strands with your eye, but become hopelessly lost in the jumble of thousands of loops and knots. Your mouth is getting rather dry. >cut rope (with the sacrificial dagger) At the mere touch of the magic knife, the rope gives way. Before your eyes, the strands, now moving this way, now moving that way, untangle themselves into a single strand which falls to the floor alongside the box, where it dissolves into the air without a sound. >open box Opening the jewelled box reveals a vellum scroll. >get scroll Taken. >read it The scroll reads "melbor spell: protect magic users from harm by evil beings". >learn melbor You haven't written that spell into your book yet. Until you do, you can't memorize the spell. >gnusto melbor Your spell book begins to glow softly. Slowly, ornately, the words of the melbor spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >n Courtyard Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south. >w Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >w Outside Gate You are outside the western entrance to the castle. To the east stands an iron gate which is wide open. A winding road starts here and proceeds to the west. >w Western Road You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers. You are becoming quite thirsty. >w Eastern Fork You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east. >nw Trail Head You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast. >ne Shady Brook The trail ends here. A ruined stone foundation marks the site of the Old Lingolf House, which presumably was a monument of some sort. The trail head is off to the southwest, and a small brook flows slowly by. >fill jug The jug is now full of water. >sw Trail Head You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast. The sun starts to set behind the Lonely Mountain in the west. >se Eastern Fork You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east. >e Western Road You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers. The darkening sky is lit by a waning moon. >e Outside Gate You are outside the western entrance to the castle. To the east stands an iron gate which is wide open. A winding road starts here and proceeds to the west. >i You are carrying: A spell book (providing light) A map A badly worn pencil A jug The jug contains: A quantity of water A partially eaten loaf of bread A sacrificial dagger >e Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. You are very thirsty now. You'd better have a drink soon. >drink water The delicious spring water tasted great, and there's lots more where that came from. >drop knife Dropped. >s West Hall This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north. A bedraggled adventurer walks into the room from the south. >e You can't go that way. The adventurer tries to make some small talk, but only mumbles. He'll have to speak up if he expects you to hear him. >s Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. A bedraggled adventurer walks into the room from the north. >e South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >d Dungeon A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel. >n The cell door is closed. >open door The door is very rusty and reluctantly opens. A bedraggled adventurer walks into the room from upstairs. >n Cell This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open. A bedraggled adventurer walks into the room from the south, coming through the cell door. >d You can't go that way. The adventurer leaves the room through the cell door, heading to the south. >l Cell This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open. >read writing The wall is covered with graffiti and scratchings marking time's passage. You notice that the mortar holding a square block has been chipped away, and the block is loose. >remove block You pull the block out of the crumbling wall, revealing a dark passage leading east. >e Secret Passage This is a crudely carved secret passage. It appears to have been hollowed out by (perhaps) generations of prisoners. A passage leads west. A short, crudely hewn passage leads up. Lying near the door is a silver spoon, discarded by the prisoners as too soft to dig with. It is only slightly worn. Lying on the ground, and slightly damaged, is a stained scroll. >get scroll Taken. >read it The scroll reads "exex spell: make things move with greater speed". >gnusto exex Your spell book begins to glow softly. Slowly, ornately, the words of the exex spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >w Cell This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open. A square block sits beside a passage in the eastern wall. >s Dungeon A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel. >d Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the south and it is very strange indeed, perfectly round and black as pitch. >s Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >examine map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! / \ ! / \ ! / \ R-------M F \ / \ / \ / H P >save Ok. >erase m to v That sentence isn't one I recognize. >erase What do you want to erase from? >erase line There seems to be a noun missing in that sentence! >disconnect What do you want to disconnect from? >disconnect m from v That sentence isn't one I recognize. >disconnect m and v The line between the two spots is erased, leaving the eraser barely usable. >examine map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / \ / \ / H P You are beginning to tire. >save Ok. >connect p and f A thin line now connects the two spots on the map, but the pencil point is very nearly gone. >z Time passes... >z Time passes... >e Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the west and southwest and they are very strange indeed, perfectly round and black as pitch. >z Time passes... Your stomach is starting to grumble. >examine map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / / \ / / \ / / H P >restore Ok. >l Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >examine map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / \ / \ / H P > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / / \ / / \ / / H P > Hot key -- Undo one turn Continue input... read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / / \ / / \ / / H P > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / / \ / / \ / / H P Your stomach is starting to grumble. > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / / \ / / \ / / H P > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! / \ ! / \ ! / \ R-------M F \ / \ / \ / H P >save Ok. >connect p and f A thin line now connects the two spots on the map, but the pencil point is very nearly gone. You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom. You are beginning to tire. >wait Time passes... >wait Time passes... Somewhere near, an evil presence lurks, probing your mind. It seems to be moving quickly. >disconnect m and f Those two spots aren't connected on the map. An evil presence, borne on a cold blast of air, seems to move beside you, weighing you down with emanations of malice and hatred. A cold fear covers you like fog. >restore Ok. >read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! / \ ! / \ ! / \ R-------M F \ / \ / \ / H P You are beginning to tire. >connect p and f A thin line now connects the two spots on the map, but the pencil point is very nearly gone. You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom. >wait Time passes... >disconnect m and v The line between the two spots is erased, leaving the eraser barely usable. From somewhere nearby, an unseen force probes you, and you are gripped by a sickening feeling. >wait Time passes... >disconnect p and f The line between the two spots is erased, leaving the eraser not fit for use. Your stomach is starting to grumble. >read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / \ / \ / H P >connect m and p A thin line now connects the two spots on the map, but the pencil point is gone. >se Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the northwest and northeast and they are very strange indeed, perfectly round and black as pitch. >l Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the northwest and northeast and they are very strange indeed, perfectly round and black as pitch. >read map The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this: B J ! / \ ! / \ ! / \ ! K V ! \ ! \ ! \ R-------M F \ / \ \ / \ \ / \ H P You are feeling tired. >sw You can't go that way. >nw Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >se Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the northwest and northeast and they are very strange indeed, perfectly round and black as pitch. >k There was no verb in that sentence! >get What do you want to get? >all I don't know what you're referring to. >l Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the northwest and northeast and they are very strange indeed, perfectly round and black as pitch. You are becoming quite hungry. >nw Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >w You can't go that way. >sw You can't go that way. >e Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the west, southwest, and southeast and they are very strange indeed, perfectly round and black as pitch. >se Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the northwest and it is very strange indeed, perfectly round and black as pitch. A scroll emanating power is here. You are worn out. >get scroll Your load is too heavy, especially in light of your exhaustion. >w You can't go that way. >nw Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the west, southwest, and southeast and they are very strange indeed, perfectly round and black as pitch. >w Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. Your mouth is getting rather dry. >w You can't go that way. You are very hungry now. You'd better have something to eat. >eat bread Mmm. That tasted great! There's nearly half of it left, too. >nw You can't go that way. >w You can't go that way. >n Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the south and it is very strange indeed, perfectly round and black as pitch. >s Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. You are feeling wrung out and tired. >n Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the south and it is very strange indeed, perfectly round and black as pitch. >u Dungeon A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel. A bedraggled adventurer walks into the room from the north, coming through the cell door. >u South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. A bedraggled adventurer walks into the room from the south. >w Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. A bedraggled adventurer walks into the room from the east. You are becoming quite thirsty. >drink water The delicious spring water tasted great, and there's plenty more. The adventurer leaves the room, heading to the north. >w You can't go that way. >u Bedroom The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down. There is a fourposter feather bed here. >learn blorb Using your best study habits, you learn the blorb spell. >blorb book A glowing strong box forms out of the air, carefully enclosing the spell book, which disappears from view. The strong box rests on the ground. >lie down Lying on this soft bed puts you to sleep. Ah, sleep! It's been a long day, indeed. The rest will do you good. You make yourself comfortable on the bed and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully. You sleep fitfully. At one point it seems that some evil presence is searching nearby. The tense feeling passes, but it's replaced by one of foreboding. >stand Ah, that was a comfortable bed! But you're now on your own feet again. >open box As you open the strong box, it vanishes, and the spell book reappears in its place. >get all spell book: Taken. fourposter feather bed: No spell would help with that! >i You are carrying: A spell book (providing light) A map A badly worn pencil A jug The jug contains: A small quantity of water A partially eaten loaf of bread >d Tower This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >d You can't go that way. >e South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >d Dungeon A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel. >d Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the south and it is very strange indeed, perfectly round and black as pitch. >s Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >e Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the west, southwest, and southeast and they are very strange indeed, perfectly round and black as pitch. >e You can't go that way. >se Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the northwest and it is very strange indeed, perfectly round and black as pitch. A scroll emanating power is here. >read scroll The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated. >get it Taken. >nw Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the west, southwest, and southeast and they are very strange indeed, perfectly round and black as pitch. >w Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch. >u You can't go that way. >n You hear a horrible anguished scream through the walls of the cavern as the terror realizes that it is trapped and its scroll of power stolen! Translucent Room This is a peculiar room, whose cream-colored walls are thin and translucent. An exit is to the south and it is very strange indeed, perfectly round and black as pitch. >u Dungeon A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel. >u South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >read book My Spell Book The exex spell (make things move with greater speed). The melbor spell (protect magic users from harm by evil beings). The ozmoo spell (survive unnatural death). The vaxum spell (make a hostile creature your friend). The zifmia spell (magically summon a being). The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). >learn nitfol Using your best study habits, you learn the nitfol spell. >learn melbor Using your best study habits, you learn the melbor spell. >melbor me A wave of warmth courses through you, leaving you with a feeling of great internal strength. >n Closet This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south. A jewelled box is sitting on the ground. >n Courtyard Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south. The stars shine down on you from a clear, dark sky. A bedraggled adventurer walks into the room from the southeast. >n You can't go that way. The adventurer leaves the room, heading to the northeast. >w Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. >n Pebbled Path Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. The stars shine down on you from a clear, dark sky. >n Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >e Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >e North Gate Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >n Forest Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you. The stars shine down on you from a clear, dark sky. >s North Gate Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >e Guarded Door This rather unobtrusive room at the base of the northwest tower sports a small passageway to the west and a small, rickety door to the north which is open. >w North Gate Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >s Library This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes. To the south you can hear the sound of a group of low, guttural voices. >s Junction The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air. Your stomach is starting to grumble. >s Banquet Hall This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east. To the north you can hear the sound of a group of low, guttural voices. Your mouth is getting rather dry. >s East Hall Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This short piece of corridor continues to the north and south. >s South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >s Meadow Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea. The stars shine down on you from a clear, dark sky. >se Beach This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow. The stars shine down on you from a clear, dark sky. Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow. >nitfol turtle The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says. >hello, turtle "How do you like my shell? A wizard did that to me about 75 years ago." You hear a rustling in the brambles nearby, and you catch a glimpse of something small and furry as it scurries away. >hello, turtle "Are you a magician? Are you going to do something about that annoying Warlock, then?" >hello, turtle "It's nice to find a human who talks turtle. Not many do, you know. Most people think turtles are boring, just because we talk slowly." >hello, turtle "It's nice to find a human who talks turtle. Not many do, you know. Most people think turtles are boring, just because we talk slowly." You are becoming quite hungry. >eat bread Mmm. That tasted great! There's still a good deal left, too. You are becoming quite thirsty. >l Beach This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow. The stars shine down on you from a clear, dark sky. Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow. >turtle, follow me The turtle hisses, "I will follow you." >l Beach This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow. The stars shine down on you from a clear, dark sky. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. >nw Meadow Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea. The stars shine down on you from a clear, dark sky. The turtle, at his own leisurely pace, follows you. >n South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. The turtle, at his own leisurely pace, follows you. >e Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. The turtle, at his own leisurely pace, follows you. >u Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. "Pretty steep stairs for a turtle, friend. But if you say so..." >learn exex Using your best study habits, you learn the exex spell. "Crash!" A huge hammer smashes against the stone floor. >examine hammer You see nothing special about the hammer. >examine scroll The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated. You are very thirsty now. You'd better have a drink soon. >drink water The delicious spring water tasted great, and there's still some left. >learn exex Using your best study habits, you learn the exex spell yet another time. "Crash!" A huge hammer smashes against the stone floor. >exex turtle The rainbow turtle shimmers, then vibrates in place for a few seconds, but doesn't take any notice of the change. >turtle, get scroll Taken. The turtle no longer seems to understand you, loses interest in you, and stops following. >hello, turtle "Are you a magician? Are you going to do something about that annoying Warlock, then?" >turtle, se then get scroll The turtle looks at you quizzically. It's clear he would like to understand you, but he doesn't. He responds, but it's only snaps, hisses, and clicks to you. "Crash!" A huge hammer smashes against the stone floor. >learn nitfol Using your best study habits, you learn the nitfol spell. >nitfol turtle The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says. >turtle, get scroll You already have it. >d Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. "Crash!" A huge hammer smashes against the stone floor. >drop scroll You can't see any scroll here! >i You are carrying: A spell book (providing light) A map A badly worn pencil A jug The jug contains: A very small quantity of water A partially eaten loaf of bread >u Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. The rainbow turtle contains: A powerful scroll A rat skitters across the floor, sees you, is startled, and rushes back the way it came. >wave at turtle Despite your friendly nature, the rainbow turtle isn't likely to respond. >get scroll Taken. >read it The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated. "Crash!" A huge hammer smashes against the stone floor. >l Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. >i You are carrying: A powerful scroll A spell book (providing light) A map A badly worn pencil A jug The jug contains: A very small quantity of water A partially eaten loaf of bread >restore Failed. > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... l Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. The rainbow turtle contains: A powerful scroll "Crash!" A huge hammer smashes against the stone floor. The sun has now risen above the hills. > Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... Hot key -- Undo one turn Continue input... l Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. You are very thirsty now. You'd better have a drink soon. >drink water The delicious spring water tasted great, and there's still some left. >learn exex Using your best study habits, you learn the exex spell yet another time. "Crash!" A huge hammer smashes against the stone floor. >learn nitfol Using your best study habits, you learn the nitfol spell. >save Ok. >nitfol turtle The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says. >exex turtle The rainbow turtle shimmers, then vibrates in place for a few seconds, but doesn't take any notice of the change. >turtle go se then get scroll then go nw You make it across the room, but just barely; just as you duck through the door, a huge hammer crashes down behind, missing by an inch. Something you stepped on along the way clicked as well, and with a horrible screeching noise, the machinery speeds up, crashing faster and faster until it's twice as fast as before. Control Room Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it. A scroll of old, brittle parchment is here. The turtle seems hesitant to follow you across the room. He looks at you as if he wants an explicit order. "Crash!" A huge hammer smashes against the stone floor outside. Taken. You run across the room, trying to dodge the crashing machinery, and you are succeeding for a while until you set off a trap. A volley of sharp spears, powered by cunning machinery, comes at you from all directions. You are skewered! The huge hammer crashes down for the coup de grace. **** You have died **** You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface. Belboz tilts his head, as if sensing something amiss. He examines your possessions and is taken aback: "You have acquired a scroll of great power. Using spells of this kind requires surpassing wisdom." With a wave of his hand, the scroll disappears. Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back.... Eastern Fork You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east. There is a loaf of bread here. There is a jug here. The jug contains: A very small quantity of water > Hot key -- Undo one turn Continue input... l Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. "Crash!" A huge hammer smashes against the stone floor. >turtle, go se then get scroll then go nw As the turtle starts across, he seems to set off something, for the machinery speeds up and the noise level becomes almost unbearable. Luckily, he makes it to the other side safely! The turtle sticks his head through the door across the mechanical wasteland. In his mouth is a scroll of some sort. The turtle fairly zips across the engine room, dodging the giant hammers and gears. Suddenly he sets off a trap, and sharp spears fly at him from all directions! But they bounce harmlessly off his shell! He avoids one last crash of a huge hammer, but even at his speed, it's a near thing! With one more burst of speed, he reaches you safely! The turtle drops a brittle scroll at your feet. "Not bad, huh?" "Crash!" A huge hammer smashes against the stone floor. >get scroll Taken. The sun has now risen above the hills. >examine it The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated. "Crash!" A huge hammer smashes against the stone floor. >i You are carrying: A brittle scroll A powerful scroll A spell book (providing light) A map A badly worn pencil A jug The jug contains: A very small quantity of water A partially eaten loaf of bread Bluebottles buzz up to you, and then away. >examine powerful The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated. "Crash!" A huge hammer smashes against the stone floor. >d Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. >save Ok. >read book My Spell Book The exex spell (make things move with greater speed). The melbor spell (protect magic users from harm by evil beings). The ozmoo spell (survive unnatural death). The vaxum spell (make a hostile creature your friend). The zifmia spell (magically summon a being). The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). "Crash!" A huge hammer smashes against the stone floor. >save Ok. >thanks, turtle You can't see anyturtle here. >d You can't go that way. >l Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. >u Engine Room The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow. >thanks, turtle "Glad to be of help. I think I'll get back to the beach, now." The turtle departs. "Crash!" A huge hammer smashes against the stone floor. >d Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. >l Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle. "Crash!" A huge hammer smashes against the stone floor. You are beginning to tire. >n You can't go that way. >e You can't go that way. >w South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >n East Hall Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This short piece of corridor continues to the north and south. >n Banquet Hall This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east. To the north you can hear the sound of a group of low, guttural voices. The low, guttural voices seem to be coming in your direction. >n Junction The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air. >n Library This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes. To the south you can hear the sound of a group of low, guttural voices. >follow tracks There are plenty of rat tracks here, going in various directions. One prominent rodentine thoroughfare stands out though, going as it does into a small hole in the wall. The low, guttural voices seem to be coming in your direction. >reach in hole You reach around for a moment and come up with something. It's a frayed scroll. A group of four hunched and hairy shapes walks into your presence. They don't seem to take much notice of you, and they soon depart. >read scroll Which scroll do you mean, the frayed scroll, the brittle scroll, or the powerful scroll? >frayed The scroll reads "gondar spell: quench an open flame". The low, guttural voices seem to be coming in your direction. You are feeling tired. >gnusto gondar Your spell book begins to glow softly. Slowly, ornately, the words of the gondar spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. The low, guttural voices seem to be coming in your direction. >n North Gate Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower. >w Hall of Mirrors Four This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Three This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors Two This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Hall of Mirrors One This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations. >w Tower This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south. >s Pebbled Path Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area. >s Inside Gate You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle. The sun starts to set behind the Lonely Mountain in the west. The day is coming to an end earlier than you would have expected. >s West Hall Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north. You are worn out. >s Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >u Bedroom Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down. The darkening sky is lit by a waning moon. There is a fourposter feather bed here. >learn blorb Using your best study habits, you learn the blorb spell. >blorb book A glowing strong box forms out of the air, carefully enclosing the spell book, which disappears from view. The strong box rests on the ground. Your stomach is starting to grumble. >eat bread Mmm. That tasted great! There's only a small amount left, though. >diagnose You are worn out. You are well hydrated and well fed. >lie down Lying on this soft bed puts you to sleep. Ah, sleep! It's been a long day, indeed. The rest will do you good. You make yourself comfortable on the bed and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully. You sleep uneventfully, dreamlessly, and awake refreshed. Your mouth is getting rather dry. >drink water The delicious spring water tasted great, but the jug is now empty. >z Time passes... >wait Time passes... >stand Ah, that was a comfortable bed! But you're now on your own feet again. >open box As you open the strong box, it vanishes, and the spell book reappears in its place. >get book Taken. >i You are carrying: A spell book (providing light) A brittle scroll A powerful scroll A map A badly worn pencil A jug A partially eaten loaf of bread >d Tower Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower. >read book My Spell Book The gondar spell (quench an open flame). The exex spell (make things move with greater speed). The melbor spell (protect magic users from harm by evil beings). The ozmoo spell (survive unnatural death). The vaxum spell (make a hostile creature your friend). The zifmia spell (magically summon a being). The cleesh spell (change a creature into a small amphibian). The krebf spell (repair willful damage). The rezrov spell (open even locked or enchanted objects). The blorb spell (safely protect a small object as though in a strong box). The nitfol spell (converse with the beasts in their own tongue). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). >learn melbor Using your best study habits, you learn the melbor spell. >melbor What do you want to melbor? >me A wave of warmth courses through you, leaving you with a feeling of great internal strength. >learn cleesh, gondar cleesh spell: Using your best study habits, you learn the cleesh spell. gondar spell: Using your best study habits, you learn the gondar spell. >save Ok. >e South Hall The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north. >e Gallery The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing. A small niche can be seen in the wall behind the spot where a painting had been hanging. The niche contains: A black candle (providing light) >e South Gate This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west. >n East Hall Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. This short piece of corridor continues to the north and south. >n Banquet Hall This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east. To the north you can hear the sound of a group of low, guttural voices. >e Kitchen The kitchen has been freshly used. The oven, though empty, is still warm. Bones litter the floor, and the carving knives are bloody. The bones give all too clear an indication of the nature of the viands prepared here. >w Banquet Hall This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east. To the north you can hear the sound of a group of low, guttural voices. >n Junction The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air. >e Landing Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor. The wall is cylindrical here, with exits east and west. The eastern one opens into a dark, enclosed space. The air is thick with acrid smoke, and black, greasy ashes mar the floor. The mortar and stones of the walls are stained and crumbly. >i You are carrying: A spell book (providing light) A brittle scroll A powerful scroll A map A badly worn pencil A jug A partially eaten loaf of bread >read brittle The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated. >save Ok. >kulcad stair You can't see any stair here! >u You can't go that way. >e Winding Stair This is a winding stair, stretching up and down out of sight. The walls are mossy and damp. An exit leads west to a landing. >kulcad stair As you cast the spell, the brittle scroll vanishes! The stairway begins to dissolve before your eyes, leaving a circular area with exits east and west, but remarkable mainly for its absence of a floor. Indeed, you find yourself standing in midair above a deep pit with the sort of comical look which is found mainly among duped cartoon characters. Frantically, you grab for the solid bannister, dropping your heavier possessions in your desire to save yourself! But the bannister shifts and dissolves as well, leaving you grasping what appears to be an ornate scroll. You plummet downward, deeper into the pit, but the bottom is still not visible. Far ahead of you fall your former possessions. >read scroll Which scroll do you mean, the ornate scroll or the powerful scroll? >ornate The scroll reads "izyuk spell: fly like a bird". You plummet downward, deeper into the pit, but the bottom is still not visible. Far ahead of you fall your former possessions. >izyuk me As you cast the spell, the ornate scroll vanishes! Your descent slows, and you are floating serenely in midair. The tower surrounds you, with wide-cut openings to the east and west. You could probably fly in either direction if you wished. >u You can't go that way. >e Effortlessly, you float eastward and settle to the ground. As you enter, you realize that this is Krill's secret chamber, protected by powerful illusions now broken by your skills. Before you stands Krill, engaged in the casting of some complex and horrific magic. Krill turns to face you, surprised and annoyed by your intrusion. You have seen him before: cloaked in black, he sacrificed you at the Altar before his hoard. His yellow eyes glisten and he breathes deeply. In a voice as deep as the great caverns of the earth, he speaks: "Fool! Parlor magician! You dare to defile my chamber with your worm-like presence. I shall not waste words with you. Goodbye, spell-monger!" Krill snaps his fingers loudly, and a giant dragon appears, breathing gouts of flame. He moves ever closer, red eyes bulging with malice! Warlock's Tower This is a room carved out of black basalt, eerily lit by flickering fires and the dim glow of magic. A dragon, spouting flame, approaches! The warlock Krill, robed in black, stands before you, in eager anticipation of your death. >gondar dragon The dragon's flame is doused in a torrent of water as you cast the gondar spell! He disappears with a torturous scream. Krill seems to be somewhat amused. "A fine spell, wizard-worm, but your luck has ended!" With another snap of his fingers, he summons a being whose essence is evil. It has a shape which is masked by its blackness and exudes a foul, fetid odor. In its hand is a large battle axe. At a signal from Krill, it advances! >cleesh shadow I don't know the word "shadow". >cleesh being The monster hesitates, trembles, then turns into a newt. Poor monster. Its battle axe, now unsupported, falls on it, slicing it neatly in half. Krill seems to be losing patience. "I am through playing games, carnival-clown! You shall return to your Circle, but I am afraid that all the little pieces will prove hard to reassemble!" He laughs hideously and starts a guttural chant which shakes the very tower. >guncho krill Krill recoils as he hears the first words of the guncho spell. For a few seconds he continues with the spell he was casting, trying to finish before you. He fumbles some syllables! Then he steps back and, with his hands outstretched toward you, lets out a bloodcurdling scream. His face twisted, and his body vibrating with the effort of resisting the enchantment, he utters a spell of power, and is gone! After a quiet moment, a rumble begins deep in the earth. It strengthens as the tower starts to sway. The floor gives way beneath you and you tumble down towards the sea ... then you are surrounded by a burst of light. You realize that you are with the Circle. The Eldest of the Circle, Belboz, rises and speaks: "The evil of Krill is ended this day. From beyond hope, you have proved yourself great and worthy. Our hearts are gladdened at your return." A chair appears at his right hand and he motions for you to sit beside him. He smiles warmly. "Join with us," he says, "and tell us of your quest!" Here ends the first chapter of the Enchanter saga, in which, by virtue of your skills, you have joined the Circle of Enchanters. Further adventures await you as the Enchanter series continues. Your score is 400 of a possible 400, in 635 moves. This puts you in the class of Member of the Circle of Enchanters. Would you like to restart the game from the beginning, restore a saved game position, or end this session of the game? (Type RESTART, RESTORE, or QUIT): >