Here begins scripting of Uncle Mortimer's Secret. Monday, October 31, 2022 - Time 15:27:24 OOPS I don't understand that entry. I You're carrying: a letter. READ LETTER The letter reads as follows... My Dear Friend, I have without warning been called away suddenly to attend a most important meeting with senior members of my professional body. This unfortunately has coincided with a most important experiment which I was conducting and which was actually nearing a successful completion. Alas, this experiment cannot be interrupted, and to even attempt this could have the most disastrous and potentially fatal consequences for our entire community. Can I entreat you to attend to my business in my absence? I am well aware that you have little knowledge of my research into the arcane arts, but I am quite certain that you will prove yourself more than capable. The speed of my departure was such that I have been unable to leave you any detailed instructions, but I have every confidence that you will be able to surmount all difficulties using your already well-acknowledged skills. If you diligently explore my mansion and its environs, you will encounter a plethora of clues as to how your progress might profitably be advanced. My faith in you is absolute, and I confidently entrust you with this daunting and important task. Your dear friend, Ezekiel Throgmeister. L Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. X ME I have no knowledge of this "ME" of which you speak. I You're carrying: a letter. X MYSELF You could be better looking, but you're stuck the way you are. HA You would appear to have omitted a noun! S [First opening the door then closing it behind you] North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. EXITS Visible exits are east, south and west. N [First opening the door then closing it behind you] Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. EXITS Visible exits are north, northeast, east, west and up. S [First opening the door then closing it behind you] North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. X SHED You don't notice any shed here. X HEAP You don't notice any compost heap here. X SUNDIAL You can see the shadow moving ever so slowly round the dial. X GNOMON The gnomon projects up from the face of the dial. X SHADOW You can see the shadow moving ever so slowly round the dial. EXITS Visible exits are east, south and west. X DOOR The door is closed. IN A direction would seem more appropriate. N [First opening the door then closing it behind you] Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. S [First opening the door then closing it behind you] North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. W West of Garden You are at the western end of the mansion garden. Just a short distance to the south you can see a small garden shed, outside which there lies a large rain barrel. X BARREL You see nothing remarkable about the rain barrel. OPEN IT [The barrel] Trying to open the rain barrel would be a fruitless exercise. TAKE IT [The barrel] You can't take the rain barrel. PUSH IT [The barrel] Pushing the rain barrel would seem singularly pointless. S Inside Garden Shed Although it does contain one or two items, the inside of the garden shed is actually quite spartan in appearance. It's possible that Ezekiel keeps the bulk of his gardening tools elsewhere, although with his alchemical powers one might think that he'd rely on rather more arcane methods of protection. There are but two exits from this location, these lying to north and east. From high above your head you can see something glinting brightly. Beside you there's a stepladder and a pickaxe. EXITS Visible exits are north and east. X AXE I have no knowledge of this "AXE" of which you speak. X PICKAXE Your average miner's pickaxe. TAKE IT [The pickaxe] Taken. X LADDER On one leg is engraved... Acme Stepladder Company CLIMB IT [The ladder] Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. Hanging down from the roof, but well below it, you see an iron key. TAKE KEY Taken. X IT [The key] The iron key, not unsurprisingly, is made from elemental iron. D Inside Garden Shed Although it does contain one or two items, the inside of the garden shed is actually quite spartan in appearance. It's possible that Ezekiel keeps the bulk of his gardening tools elsewhere, although with his alchemical powers one might think that he'd rely on rather more arcane methods of protection. There are but two exits from this location, these lying to north and east. Beside you there's a stepladder. TAKE LADDER Taken. E South of Garden Exits from this southern part of the mansion's garden lie west to a rather small garden hut, east to what appears to be a compost heap and north back to the northern part of the garden. EXIT I don't understand that entry. EXITS Visible exits are north, east and west. E Beside Compost Heap You are standing beside a rather smelly compost heap and indeed the odour's so strong that it borders on being visible. At some distance to west you see what looks like a small garden hut but the way north is also available. X HEAP It's gooey, mushy, and smells absolutely disgusting. SEARP HEAP You don't need to use "SEARP" in that way to complete this adventure. SEARCH HEAP With that smell there's no way you're going anywhere near it! FAIR I don't understand that entry. N East of Garden You are at the eastern end of the garden. At some distance you can observe what appears to be a small garden shed, while a short way to the south lies what looks like a compost heap. EXITS Visible exits are south and west. W North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. N [First opening the door then closing it behind you] Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. EXITS Visible exits are north, northeast, east, west and up. E West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. E Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. X LIGHT You don't notice any lamp here. E East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. W Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. EXITS Visible exits are north and east. X SHELVS I have no knowledge of this "SHELVS" of which you speak. X SHELVES Most of the shelves are too high up to see properly. X BOOKS Sorry, but I don't understand that command. X BOOK You don't notice any small book here. X TABLE The table is large, and appears to be made of oak. LOOK UNDER TABLE There's nothing under the table. SEARCH SHELVES You search as requested, but find nothing new. DROP LADDER Dropped. U You can't go up. CLIMB LADDER Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. One of the library shelves is right in front of you. X SHELVES On the shelf you see a small box. X BOX You don't notice any small box here. TAKE BOX FROM SHELF Small box: Taken. X BOX The box is closed. OPEN BOX Opening the box is at first a bit of a struggle, but at last you succeed in your task. As you do so, however, it appears that the box was hermetically sealed as there's an immediate inrush of air into its interior. Anything in the box might well have been damaged as a result of exposure to this. UNDO I don't understand that entry. LOOK IN BOX Inside the small box is a damaged book and a clothespeg. X PEG You don't notice any clothespeg here. TAKE PEG FROM BOX Clothespeg: Taken. TAKE BOOK FROM BOX Damaged book: Taken. X BOOK Unfortunately the book has suffered major damage due to passage of time and can neither be opened or read. READ BOOK Unfortunately the book has suffered major damage due to passage of time and can neither be opened or read. X PEG Just your average clothespeg, with two prongs and a spring. L Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. D Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. Beside you there's a stepladder. TAKE LADDER Taken. E Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. E West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. EXITS Visible exits are east and west. E Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. EXITS Visible exits are east and west. E East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. EXITS Visible exits are west and down. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. W Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. N Small Cupboard You are in a small cupboard which lies just to the north of the library. As light filters through the doorway you can see the details of your surrounds quite easily. EXITS Visible exits are south. X CUPBOARD Seems like any other cupboard. OPEN CUPBOARD Trying to open the cupboard would be a fruitless exercise. E You can't go east. X SURROUNDINGS Small Cupboard You are in a small cupboard which lies just to the north of the library. As light filters through the doorway you can see the details of your surrounds quite easily. X SURROUNDS Small Cupboard You are in a small cupboard which lies just to the north of the library. As light filters through the doorway you can see the details of your surrounds quite easily. U You can't go up. S Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. E Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. N Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. EXITS Visible exits are south. X STONE You don't notice any stone slab here. X LABEL The label reads as follows... RESREVER EMIT TIME REVERSER EH You don't need to use "TIME" in that way to complete this adventure. X WORKTOP It's of solid appearance, and on top of it is a metallic device. L Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. X DEVICE The device is constructed of a greyish metal rather similar to aluminium or possibly an alloy. It is basically a cubical container as its top is easily raised or lowered, giving access to the interior. On one side of the device is a small switch which can easily be pressed, whilst on the other there is a tiny indicator. The lid of the device is currently closed. OPEN DEVICE Okay, the device is now open. X INDICATOR The indicator currently remains unlit. LOOK IN DEVICE At this moment in time, it appears to be empty. PUT BOOK IN DEVICE Damaged book: Done. CLOSE DEVICE Okay, the device is now closed. X SWITCH The switch is fairly plain in appearance, being a simple rocker design such as you would purchase in any Radio Shack or other hardware store. PUSH SWITCH The switch depresses easily. For a few seconds there emits from the device an intense humming sound accompanying which the entire assembly vibrates. This, however, eventually ceases. OPEN LID Okay, the device is now open. TAKE BOOK FROM DEVICE Small book: Taken. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] OPEN BOOK You open the book. READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] X BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] TURN PAGE You turn to the next page. READ BOOK Page 2 The second page contains only a short verse, which reads... In goblet, the ring But no other thing When bottle is full You follow the rule Place both on the altar From then do not falter TURN PAGE You turn to the next page. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. OK GOALS You don't need to use "OK" in that way to complete this adventure. TURN PAGE You turn to the next page. READ BOOK Page 4 Play Safe Remember the Battle of Hastings EYE PROTECTION I ASSUME You don't need to use "EYE" in that way to complete this adventure. TURN PAGE You turn to the next page. READ BOOK Page 5 Red and Blue Will furnish a clue TURN PAGE You turn to the next page. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. TURN PAGE You turn to the next page. READ BOOK All the other pages are blank. TURN PAGE You turn to the next page. READ BOOKK Sorry, but I don't understand that command. READ BOOK All the other pages are blank. CLOSE BOOK You close the book. OPEN BOOK You open the book. READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] OK You would appear to have omitted a noun! L Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. S Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. I You're carrying: a letter, an iron key, a small book, a small box, a stepladder, a clothespeg and a pickaxe. E West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. E Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. E East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. D You manage to get but a short way down the stairs before you experience the feeling which you can only describe like trying to walk through treacle. As this gets worse the further you descend, you at last abandon your efforts and return back up the stairs. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. U Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. EXITS Visible exits are east and down. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. READ DISPLAY Trying to read the display seems to me just a bit silly! X DISPLAY The display shows... A blank screen. READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] PUSH BLUE I have no knowledge of this "BLUE" of which you speak. X DISPLAY The display shows... A blank screen. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 2. PUSH 3. PUSH 1. PUSH 4. PUSH 3. PUSH 5. PUSH 2 As you press the [2] there is a satisfying 'click' and the display shows... 2 As you press the [3] there is a satisfying 'click' and the display shows... 23 As you press the [1] there is a satisfying 'click' and the display shows... 231 As you press the [4] there is a satisfying 'click' and the display shows... 2314 As you press the [3] there is a satisfying 'click' and the display shows... 23143 As you press the [5] there is a satisfying 'click' and the display shows... 231435 As you press the [2] there is a satisfying 'click' and the display shows... 2314352 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. L Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. EXITS Visible exits are west. X MIRROR You see in the mirror a swirling grey mist. X MIST I have no knowledge of this "MIST" of which you speak. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... The Attic You find yourself in a rather dank and dusty attic lit only by dim sunlight which filters through a skylight just above your head. To one side you see a small metal trunk which appears to be firmly attached to the wall, whilst right in the centre of the floor is a trapdoor. The only other interesting item is the large mirror which appears to be suspended in mid air right in the very centre of the room. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] EXITS Visible exits are presently non-existent. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR You attempt to enter the mirror but although it initially appears to submit to your efforts you quickly encounter resistance and eventually abandon all hope of traversing its surface. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X DISPLAY The display shows... A blank screen. PUSH 2. PUSH 3. PUSH 1. PUSH 4. PUSH 3. PUSH 5. PUSH 2 As you press the [2] there is a satisfying 'click' and the display shows... 2 As you press the [3] there is a satisfying 'click' and the display shows... 23 As you press the [1] there is a satisfying 'click' and the display shows... 231 As you press the [4] there is a satisfying 'click' and the display shows... 2314 As you press the [3] there is a satisfying 'click' and the display shows... 23143 As you press the [5] there is a satisfying 'click' and the display shows... 231435 As you press the [2] there is a satisfying 'click' and the display shows... 2314352 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... The Attic You find yourself in a rather dank and dusty attic lit only by dim sunlight which filters through a skylight just above your head. To one side you see a small metal trunk which appears to be firmly attached to the wall, whilst right in the centre of the floor is a trapdoor. The only other interesting item is the large mirror which appears to be suspended in mid air right in the very centre of the room. ANNOYING I don't understand that entry. X SKYLIGHT Light filters through the skylight from above. OPEN SKYLIGHT The skylight appears to be rusted shut. X TRAPDOOR The trapdoor is closed. OPEN IT [The trapdoor] Okay, the trapdoor is now open. L The Attic You find yourself in a rather dank and dusty attic lit only by dim sunlight which filters through a skylight just above your head. To one side you see a small metal trunk which appears to be firmly attached to the wall, whilst right in the centre of the floor is a trapdoor. The only other interesting item is the large mirror which appears to be suspended in mid air right in the very centre of the room. X MIRROR You see in the mirror a swirling grey mist. X TRUNK The trunk is closed. OPEN IT [The trunk] You can't while it's locked. UNLOCK TRUNK You unlock the trunk using the iron key. OPEN TRUNK Okay, the trunk is now open. LOOK IN TRUNK Inside the trunk you see a lamp and a knapsack. TAKE LAMP FROM TRUCK You don't see any device here. TAKE LAMP FROM TRUNK Lamp: Taken. TAKE KNAPSACK FROM TRUNK Knapsack: Taken. ADVENTURERS KIT You don't need to use "ADVENTURERS" in that way to complete this adventure. X LAMP The lamp is currently unlit. X KNAPSACK Inside the knapsack is a vial. LOOK AT VIA I have no knowledge of this "VIA" of which you speak. TAKE VIAL FROM KNAPSACK Vial: Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] LOOK AT VIA I have no knowledge of this "VIA" of which you speak. LOOK AT VIAL It's standard laboratory equipment, but it's sealed shut. TURN PAGE You turn to the next page. READ BOOK Page 2 The second page contains only a short verse, which reads... In goblet, the ring But no other thing When bottle is full You follow the rule Place both on the altar From then do not falter TURN PAGE You turn to the next page. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. ONE OF SIX You don't need to use "ONE" in that way to complete this adventure. L The Attic You find yourself in a rather dank and dusty attic lit only by dim sunlight which filters through a skylight just above your head. To one side you see a small metal trunk which appears to be firmly attached to the wall, whilst right in the centre of the floor is a trapdoor. The only other interesting item is the large mirror which appears to be suspended in mid air right in the very centre of the room. D It's very dark in here. TURN ON LAMP Lit. Cramped Chamber This cramped chamber, barely large enough to accommodate your frame is just below the floor of the attic. The trapdoor by which you gained access lies just above your head. On one of the walls you can make out what appears to be writing in an unusual and peculiar hand. Beside you there's a cloak. EXITS Visible exits are up. X WRITING The writing consists of a single line of text in script which you have some difficulty following. You eventually, however, manage to make it out, while below this is a succession of coloured squares. Laboratory [Red] - [Red] - [Magenta] - [Green] - [Cyan] - [Blue] - [Blue] X CLOAK Stitched into the fabric you read... Acme HidAll TAKE IT [The cloak] Taken. WEAR IT [The cloak] You put on the cloak. U The Attic You find yourself in a rather dank and dusty attic lit only by dim sunlight which filters through a skylight just above your head. To one side you see a small metal trunk which appears to be firmly attached to the wall, whilst right in the centre of the floor is a trapdoor. The only other interesting item is the large mirror which appears to be suspended in mid air right in the very centre of the room. Suddenly, right in front of you materialises a small black cat. For just a moment or two he sits regarding you with an intense stare, then blinks once or twice at you before dissolving back into nothingness. LOOKIN CLOAK You don't need to use "LOOKIN" in that way to complete this adventure. LOOK IN CLOAK Presumably you've a reason for trying to look inside the cloak? X MYSELF You could be better looking, but you're stuck the way you are. SEARCH CLOAK You search as requested, but find nothing new. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 3. PUSH 3. PUSH 5. PUSH 4. PUSH 1. PUSH 2. PUSH 2 As you press the [3] there is a satisfying 'click' and the display shows... 3 As you press the [3] there is a satisfying 'click' and the display shows... 33 As you press the [5] there is a satisfying 'click' and the display shows... 335 As you press the [4] there is a satisfying 'click' and the display shows... 3354 As you press the [1] there is a satisfying 'click' and the display shows... 33541 As you press the [2] there is a satisfying 'click' and the display shows... 335412 As you press the [2] there is a satisfying 'click' and the display shows... 3354122 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] X WORKBENCH It's made of oak, and looks very ancient. Inscribed on its side is... ACME ALCHEMIST'S BENCH On top of the bench are arrayed numerous pieces of apparatus one associates with the alchemist's art, beside which are a slot and also an inscription. On one side of the bench, not at first obvious, you notice a wide drawer. On the workbench is a note and a staff. X SLOT The slot is on the top of the bench, and seems to lead into its depths. At its side you can see an inscription carved deep into the bench's surface. X INSCRIPTION The inscription reads... Key Exchange PUT KEY IN SLOT You hear a clunk from within the substance of the desk. PUT VIAL ON BENCH Vial: Done. On the panel a message momentarily flashes up... Bench has 1 of 6 alchemical items. X PANEL The panel is currently blank. L Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. X BENCH It's made of oak, and looks very ancient. Inscribed on its side is... ACME ALCHEMIST'S BENCH On top of the bench are arrayed numerous pieces of apparatus one associates with the alchemist's art, beside which are a slot and also an inscription. On one side of the bench, not at first obvious, you notice a wide drawer. On the workbench is a note, a vial and a staff. X STAFF You don't notice any staff here. TAKE STAFF FROM WORKBENCH Staff: Taken. X STAFF On it you see engraved the text... Acme WallCleer HUH I don't understand that entry. X DRAWER The drawer is closed. OPEN DRAWER Okay, the drawer is now open. LOOKIN DRAWER You don't need to use "LOOKIN" in that way to complete this adventure. LOOK IN DRAWER Inside the drawer is a brass key and a pair of gloves. TAKE BRASS KEY FROM DRAWER Brass key: Taken. TAKE GLOVES FROM DRAWER Pair of gloves: Taken. X GLOVES The gloves are made of a canvas-like material, with little indentations on the fingers to allow for better grip. They look ideal for gardening. WEAR GLOVES You put on the gloves. L Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. S You can't go through a closed door. OPEN DOOR Try as you might, the door remains resolutely closed. UNLOCK DOOR WITH BRASS KEY That's strange - it doesn't seem to work. PUT KEY IN SLOT The brass key drops through to the drawer. TAKE BRASS KEY FROM DRAWER Brass key: Taken. CLOSE DRAWER It slides satisfyingly shut. PUT KEY IN SLOT You hear a clunk from within the substance of the desk. OPEN DRAWER Okay, the drawer is now open. LOOK IN DRAWER Inside the drawer is a bronze key. TAKE BRONZE KEY FROM DRAWER Bronze key: Taken. UNLOCK DOOR You are unable to unlock this door. UNLOCK DOOR WITH BRONZE KEY That's strange - it doesn't seem to work. X DOOR The door appears to be firmly locked and can't be opened. L Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. CLOSE DRAWER It slides satisfyingly shut. PUT KEY IN SLOT You hear a clunk from within the substance of desk. OPEN DRAWER Okay, the drawer is now open. X DRAWER Inside the drawer is an iron key. TAKE IRON KEY Inside the drawer is an iron key. You don't see any iron key here. TAKE IRON KEY FROM DRAWER Iron key: Taken. UNLOCK DOOR WITH KEY That's strange - it doesn't seem to work. CLOSE DRAWER It slides satisfyingly shut. PUT KEY IN SLOT You hear a clunk from within the substance of the desk. OPEN DRAWER Okay, the drawer is now open. TAKE KEY FROM SLOT There's nothing to take from the slot. TAKE KEY FROM DRAWER Brass key: Taken. X DRAWER The drawer is open. I You're carrying: a lamp (providing light), a letter, a knapsack, a brass key, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a staff, a stepladder, a clothespeg and a pickaxe. L Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. S You can't go through a closed door. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. D Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. S [First opening the door then closing it behind you] North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. S South of Garden Exits from this southern part of the mansion's garden lie west to a rather small garden hut, east to what appears to be a compost heap and north back to the northern part of the garden. E Beside Compost Heap You are standing beside a rather smelly compost heap and indeed the odour's so strong that it borders on being visible. At some distance to west you see what looks like a small garden hut but the way north is also available. SEARCH HEAP With that smell there's no way you're going anywhere near it! PUT PEG ON NOSE You put the clothespeg on your nose. SEARCH HEAP Wearing the gloves, and with the clothespeg on your nose you diligently and with thoroughness search in the awful mess that is the compost heap. After a very short time you discover what appears to be a container of some sort which you add to your inventory in the hope it will be of some use. X CONTAINER The container is closed. OPEN IT [The container] Okay, the container is now open. LOOK IN IT [The container] Inside the container is a parchment and a ring. TAKE PARCHMENT FROM CONTAINER Parchment: Taken. READ IT [The parchment] The parchment contains but minimal text, which is followed by a single line of coloured squares. These read as follows... Chapel [Blue] - [Blue] - [Red] - [Red] - [Magenta] - [Cyan] - [Green] TAKE RING FROM CONTAINER Ring: Taken. X IT [The ring] Around it you can see engraved some strange patterns. READ RING Trying to read the ring seems to me just a bit silly! X PATTERNS The patterns appear to have some alchemical significance. WEAR RING You slip the ring on your finger. N East of Garden You are at the eastern end of the garden. At some distance you can observe what appears to be a small garden shed, while a short way to the south lies what looks like a compost heap. E You can't go east. N You can't go north. E You can't go east. N You can't go north. W North of Garden You are in the northern part of the mansion's garden. At a little distance away you see a small garden shed, while in a slightly different direction is visible what appears to be a compost heap. Beside you there's a sundial around which you can see the shadow of the gnomon creeping ever so slowly. N [First opening the door then closing it behind you] Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. E West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. E Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. E East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. D You manage to get but a short way down the stairs before you experience the feeling which you can only describe like trying to walk through treacle. As this gets worse the further you descend, you at last abandon your efforts and return back up the stairs. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. W Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. N Small Cupboard You are in a small cupboard which lies just to the north of the library. As light filters through the doorway you can see the details of your surrounds quite easily. S Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. E Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. U Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 2. PUSH 2. PUSH 3. PUSH 3. PUSH 5. PUSH 1. PUSH 4 As you press the [2] there is a satisfying 'click' and the display shows... 2 As you press the [2] there is a satisfying 'click' and the display shows... 22 As you press the [3] there is a satisfying 'click' and the display shows... 223 As you press the [3] there is a satisfying 'click' and the display shows... 2233 As you press the [5] there is a satisfying 'click' and the display shows... 22335 As you press the [1] there is a satisfying 'click' and the display shows... 223351 As you press the [4] there is a satisfying 'click' and the display shows... 2233514 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] EXITS Visible exits are north, east, south and west. X FONT It's full to the brim with water. X WATER It shimmers with alchemical power. TAKE WATER It trickles through your fingers, back into the font. DRINK WATER Glug, glug ... Aaaahhhhh, that's much better. I You're carrying: a lamp (providing light), a letter, a knapsack, a brass key, a parchment, a container, a pair of gloves (being worn), a ring (being worn), a small book, a small box, a cloak (being worn), a staff, a stepladder, a clothespeg (on your nose) and a pickaxe. PUT RING IN WATER Sorry - I don't recognise the water as a container! PUT RING IN FONT Sorry - I don't recognise the font as a container! PUT WATER IN CONTAINER Water: You don't have it. L Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. S Narthex This is the narthex of the chapel. Far to your north you can see the altar, while in the intervening space in the same direction you see what appears to be a stone font. Transepts to east and west can be accessed from deeper inside the chapel, whilst another exit leads west from here. NARTHEX I don't understand that entry. EXITS Visible exits are north and west. E You can't go east. IN Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. S Narthex This is the narthex of the chapel. Far to your north you can see the altar, while in the intervening space in the same direction you see what appears to be a stone font. Transepts to east and west can be accessed from deeper inside the chapel, whilst another exit leads west from here. W Anteroom You are in a small anteroom. Doorless exits lead east into the Narthex of The Chapel and to the south into a second room. S Entrance To Chapel You are standing at the entrance to The Chapel which lies to the north. To the west there is yet another doorless exit passing into a dim chamber. EXITS Visible exits are north and west. W Pentagram Room This large room, whose walls and floor appear to be constructed of similar stone, is dimly lit by light from an indeterminate source. On one of those walls, deeply carved into its surface, you can see a large pentagram. X PENTAGRAM It's in the shape of a five-pointed star. TOUCH IT [The pentagram] A little shiver runs through your body. BREAK IT WITH PICKAXE And why would you want to do that? E Entrance To Chapel You are standing at the entrance to The Chapel which lies to the north. To the west there is yet another doorless exit passing into a dim chamber. N Anteroom You are in a small anteroom. Doorless exits lead east into the Narthex of The Chapel and to the south into a second room. EXITS Visible exits are east and south. W You can't go west. S Entrance To Chapel You are standing at the entrance to The Chapel which lies to the north. To the west there is yet another doorless exit passing into a dim chamber. EXITS Visible exits are north and west. N Anteroom You are in a small anteroom. Doorless exits lead east into the Narthex of The Chapel and to the south into a second room. E Narthex This is the narthex of the chapel. Far to your north you can see the altar, while in the intervening space in the same direction you see what appears to be a stone font. Transepts to east and west can be accessed from deeper inside the chapel, whilst another exit leads west from here. N Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. W West Transept You are in the west transept of the chapel, the only exit from which at the moment lies to the east. The walls here are of rough-hewn stone, and above your head the ceiling lies many feet away. One part of the wall shows just a slight inconsistency compared with the others you can see. X WALL You see something odd in the wall above your head. DROP LADDER Dropped. CLIMB IT [The ladder] Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. In the wall to your west you can see a small crawlway. X WALL There's a crawlway leading west into the wall. D West Transept You are in the west transept of the chapel, the only exit from which at the moment lies to the east. The walls here are of rough-hewn stone, and above your head the ceiling lies many feet away. One part of the wall shows just a slight inconsistency compared with the others you can see. Beside you there's a stepladder. EXITS Visible exits are east. U You can't go up. CLIMB You would appear to have omitted a noun! CLIMB LADDER Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. In the wall to your west you can see a small crawlway. W In Small Crawlway You are in a small crawlway which leads either back to the top of the step- ladder or progresses forwards, turning to northwest. To one side, embedded in the wall of the chamber is a small cavity. X CAVITY Inside the cavity you see a goblet. TAKE GOBLET FROM CAVITY Goblet: Taken. X IT [The goblet] The goblet is beautifully-engraved, and at first glance apparently is made from a metal which seems to be gold. Further inspection, however, reveals that in fact it is brass. L In Small Crawlway You are in a small crawlway which leads either back to the top of the step- ladder or progresses forwards, turning to northwest. To one side, embedded in the wall of the chamber is a small cavity. EXITS Visible exits are east and northwest. NW End of Crawlway You are at the end of the crawlway. A single exit leads back southeast. EXITS Visible exits are southeast. SE In Small Crawlway You are in a small crawlway which leads either back to the top of the step- ladder or progresses forwards, turning to northwest. To one side, embedded in the wall of the chamber is a small cavity. E Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. In the wall to your west you can see a small crawlway. D West Transept You are in the west transept of the chapel, the only exit from which at the moment lies to the east. The walls here are of rough-hewn stone, and above your head the ceiling lies many feet away. One part of the wall shows just a slight inconsistency compared with the others you can see. Beside you there's a stepladder. TAKE LADDER Taken. E Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. E East Transept You are in the east transept of the chapel, the only exit from which at the moment lies to the west. The walls here are of rough-hewn stone, and above your head the ceiling lies many feet away. Just at your feet is a trapdoor. X TRAPDOOR The trapdoor is closed. OPEN IT [The trapdoor] You can't open a locked trapdoor. UNLOCK IT WITH EKY I have no knowledge of this "EKY" of which you speak. UNLOCK IT WITH KEY You unlock the trapdoor. OPEN IT [The trapdoor] Okay, the trapdoor is now open. D Under Chapel You are in a small chamber under the floor of the main chapel. You can only make out detail by the light from your lamp, and you notice that the walls and ceiling are constructed of rough-hewn stone like the rooms above. Beside you there's a bottle. EXITS Visible exits are up. TAKE BOTTLE Taken. X IT [The bottle] The bottle is delicately engraved with the name 'Ezekiel Throgmeister'. At the moment it appears to be empty. OPEN BOTTLE Trying to open the bottle would be a fruitless exercise. X WALLS It seems just like any other wall. EXITS Visible exits are up. U East Transept You are in the east transept of the chapel, the only exit from which at the moment lies to the west. The walls here are of rough-hewn stone, and above your head the ceiling lies many feet away. Just at your feet is a trapdoor. EXITS Visible exits are west and down. W Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. TURN PAGE BACK Sorry, but I don't understand that command. CLOSE BOOK You close the book. OPEN BOOK You open the book. TURN PAGE You turn to the next page. READ BOOK Page 2 The second page contains only a short verse, which reads... In goblet, the ring But no other thing When bottle is full You follow the rule Place both on the altar From then do not falter PUT RING IN GOBLET Ring: Done. FILL BOTTLE You'll need to tell me what to fill the bottle with. FILL BOTTLE WITH WATER Okay, the bottle is now full of water. N Beside Altar Prominent in this part of the chapel is the presence of a large decorative altar. Although other areas of the chapel are visible, the only passage at the moment available to you is back south towards the central nave. EXITS Visible exits are south. X ALTAR The altar, while constructed of finest Carrara marble which is carved into the most exotic shapes and patterns, does not give the impression of being of religious significance. This is in keeping with your previous knowledge of Ezekiel and his practices. There are signs on its surface that articles have at some time in the past been placed on its surface. Closer inspection also reveals a small recess in its front. X RECESS The recess is situated on the front of the altar, just above ground level. LOOK IN RECESS At this moment in time, it appears to be empty. PUT BOTTLE ON ALTAR Bottle: Done. PUT GOBLET ON ALTAR Goblet: Done. Almost immediately, there gradually develops above the altar what can only be described as an ethereal glow, accompanying which is a sound reminiscent of something from another world. At the same time you hear activity which appears to have its origin in the recess in the front of the altar. X RECESS Inside the recess is a sheet of paper. TAKE PAPER FROM RECESS Sheet of paper: Taken. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] X PAPER There is minimal text, followed by a single line of coloured squares... Storage Rooms [Red] - [Red] - [Red] - [Green] - [Magenta] - [Cyan] - [Blue] TAKE ALL There's nothing to take. S Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. TURN PAGE You turn to the next page. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. ENTER MIRRO I have no knowledge of this "MIRRO" of which you speak. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 33 The keypad only has the numbers from 1 to 5. ENTER 43434534 The keypad only has the numbers from 1 to 5. ENTER 3 How do you propose to enter the 3 key? PUSH 3 As you press the [3] there is a satisfying 'click' and the display shows... 3 PUSH 3 As you press the [3] there is a satisfying 'click' and the display shows... 33 PUSH 3 As you press the [3] there is a satisfying 'click' and the display shows... 333 X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 4. PUSH 5. PUSH 1. PUSH 2 As you press the [4] there is a satisfying 'click' and the display shows... 3334 As you press the [5] there is a satisfying 'click' and the display shows... 33345 As you press the [1] there is a satisfying 'click' and the display shows... 333451 As you press the [2] there is a satisfying 'click' and the display shows... 3334512 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" X CARTONS You see nothing remarkable about the cartons. OPEN CARTONS Trying to open the cartons would be a fruitless exercise. SEARCH CARTONS You search as requested, but find nothing new. L Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. EXITS Visible exits are north, northeast, east and northwest. N Mine Entrance Somewhat bizarrely, according to the plaque above the doorway to the east, this would appear to be the entrance to the mine, although how such a thing comes to exist inside a mansion is as much your guess as mine. X PLAQUE The plaque reads... Mine Entrance S Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. NE Side Room You are in a small side room which appears featureless and uninteresting. EXITS Visible exits are southwest. SW Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. NW Small Office This small room would appear to function as an office. In the centre of the floor there is a large desk which seems to be made of oak, while over in a corner lies what appears to be a small safe. The only exit is to southeast. EXITS Visible exits are southeast. X DESK The desk appears to be constructed of oak. SARCH DESK You don't need to use "SARCH" in that way to complete this adventure. OPEN DESK Trying to open the desk would be a fruitless exercise. LOOK UNDER DESK There's nothing under the desk. SEARCH DESK You search as requested, but find nothing new. MOVE DESK Moving the desk seems pretty pointless. PUSH DESK Pushing the desk would seem singularly pointless. X SAFE The safe is small, but appears of very sturdy construction. On the top are four buttons, arranged in a line, there thus being a first button, a second button, a third button and a fourth one. They could, however be referred to as buttons 1, 2, 3 and 4. Just beside these the safe houses a small screen. The safe is currently closed. X SCREEN The screen shows the numbers 0-0-0-0 READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. TURN PAGE You turn to the next page. READ BOOK Page 4 Play Safe Remember the Battle of Hastings OH 1066 You don't need to use "OH" in that way to complete this adventure. X SAFE The safe is small, but appears of very sturdy construction. On the top are four buttons, arranged in a line, there thus being a first button, a second button, a third button and a fourth one. They could, however be referred to as buttons 1, 2, 3 and 4. Just beside these the safe houses a small screen. The safe is currently closed. PUSH 1 The safe is currently closed. You don't see any 1 key here. PUSH BUTTON 1 The screen on the safe changes to 1-0-0-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-1-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-2-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-3-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-4-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-5-0 PUSH BUTTON 3 The screen on the safe changes to 1-0-6-0 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-1 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-2 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-3 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-4 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-5 PUSH BUTTON 4 The screen on the safe changes to 1-0-6-6 From inside the safe you hear a click as its mechanism unlocks. Immediately all the numbers on the screen reset to zero. OPEN SAFE Okay, the safe is now open. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] LOOK IN SAFE The safe is small, but appears of very sturdy construction. On the top are four buttons, arranged in a line, there thus being a first button, a second button, a third button and a fourth one. They could, however be referred to as buttons 1, 2, 3 and 4. Just beside these the safe houses a small screen. The safe is currently open. Inside the safe is a pouch. TAKE POUCH FROM SAFE Pouch: Taken. X POUCH Inside the pouch is a potion and a memorandum. TAKE POTION FROM POUCH Potion: Taken. X IT [The potion] On it you read... Acme MaxLite TAKE MEMORANDUM FROM POUCH Memorandum: Taken. X IT [The memorandum] The memorandum displays the following... X 4 1 X X X X X 2 X 3 X 5 X X HUH I don't understand that entry. E You can't go east. L Small Office This small room would appear to function as an office. In the centre of the floor there is a large desk which seems to be made of oak, while over in a corner lies what appears to be a small safe. The only exit is to southeast. EXITS Visible exits are southeast. SE Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. E Middle Passage You are in a narrow stony passage which leads east and west. On the ceiling of the passage you see a lintel which invites closer scrutiny, beside which there are two other artefacts. One of these is what seems to be a security camera, while the other is a loudspeaker. EXITS Visible exits are east and west. X CAMERA On it you read... Acme SecureCam X LOUDSPEAKER On it you read... Acme EverCleer X LINTEL On it you read... Secure Room READ BOOK Page 4 Play Safe Remember the Battle of Hastings TURN PAGE You turn to the next page. READ BOOK Page 5 Red and Blue Will furnish a clue TURN PAGE You turn to the next page. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. X STAFF On it you see engraved the text... Acme WallCleer L Middle Passage You are in a narrow stony passage which leads east and west. On the ceiling of the passage you see a lintel which invites closer scrutiny, beside which there are two other artefacts. One of these is what seems to be a security camera, while the other is a loudspeaker. X LINTEL On it you read... Secure Room READ LINTEL Trying to read the lintel seems to me just a bit silly! E The cloak of invisibility apparently allowed you to pass the camera. End Passage You are at the eastern end of a stony passage the only way out being to the west - the way you entered. In the wall at your side you see an alcove. OH NICE You don't need to use "OH" in that way to complete this adventure. X ALCOVE In the alcove is an elixir. TAKE ELIXIR FROM ALCOVE Elixir: Taken. X ELIXIR On it you read... Acme PowrMax X POTION On it you read... Acme MaxLite X Visible exits are west. L End Passage You are at the eastern end of a stony passage the only way out being to the west - the way you entered. In the wall at your side you see an alcove. W Middle Passage You are in a narrow stony passage which leads east and west. On the ceiling of the passage you see a lintel which invites closer scrutiny, beside which there are two other artefacts. One of these is what seems to be a security camera, while the other is a loudspeaker. W Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. W You can't go west. N Mine Entrance Somewhat bizarrely, according to the plaque above the doorway to the east, this would appear to be the entrance to the mine, although how such a thing comes to exist inside a mansion is as much your guess as mine. EXITS Visible exits are east and south. E Lower Seam You are in a small rocky confine which appears to be at the start of a mine although of what is being mined you are unaware. Beside you, embedded into the rocky wall, there appears to be a seam although this is barely visible. It does, however, look as if it enlarges as it passes through the tunnel to the north which also appears to lead in an upward direction. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" HALF DONE BY POINTS You don't need to use "HALF" in that way to complete this adventure. EXITS Visible exits are north, west and up. W Mine Entrance Somewhat bizarrely, according to the plaque above the doorway to the east, this would appear to be the entrance to the mine, although how such a thing comes to exist inside a mansion is as much your guess as mine. E Lower Seam You are in a small rocky confine which appears to be at the start of a mine although of what is being mined you are unaware. Beside you, embedded into the rocky wall, there appears to be a seam although this is barely visible. It does, however, look as if it enlarges as it passes through the tunnel to the north which also appears to lead in an upward direction. MINE SEAM You don't need to use "MINE" in that way to complete this adventure. HIT SEAM WITH PICKAX I have no knowledge of this "PICKAX" of which you speak. HIT SEAM WITH PICKAXE The seam isn't well enough developed here. AHA I don't understand that entry. EXITS Visible exits are north, west and up. N Upper Seam The area here has opened out to form what amounts to a cave. The seam which you saw earlier has also enlarged and has become almost dominant in the low and more easily-reachable parts of the wall. EXITS Visible exits are south and down. HIT SEAM WITH PICKAXE It almost worked - maybe you should try again. HIT SEAM WITH PICKAXE A small fragment starts to detach. HIT SEAM WITH PICKAXE A large piece of lead drops from the seam to land at your feet. HIT SEAM WITH PICKAXE There doesn't appear to be any more material loose enough to detach. TAKE LEAD Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] YAY I don't understand that entry. D Lower Seam You are in a small rocky confine which appears to be at the start of a mine although of what is being mined you are unaware. Beside you, embedded into the rocky wall, there appears to be a seam although this is barely visible. It does, however, look as if it enlarges as it passes through the tunnel to the north which also appears to lead in an upward direction. EXITS Visible exits are north, west and up. U Upper Seam The area here has opened out to form what amounts to a cave. The seam which you saw earlier has also enlarged and has become almost dominant in the low and more easily-reachable parts of the wall. D Lower Seam You are in a small rocky confine which appears to be at the start of a mine although of what is being mined you are unaware. Beside you, embedded into the rocky wall, there appears to be a seam although this is barely visible. It does, however, look as if it enlarges as it passes through the tunnel to the north which also appears to lead in an upward direction. AH OK You don't need to use "AH" in that way to complete this adventure. W Mine Entrance Somewhat bizarrely, according to the plaque above the doorway to the east, this would appear to be the entrance to the mine, although how such a thing comes to exist inside a mansion is as much your guess as mine. Suddenly, right in front of you materialises a small black cat. For just a moment or two he sits regarding you with an intense stare, then blinks once or twice at you before dissolving back into nothingness. S Storage Room Judging by the large number of cardboard cartons distributed all around the place this would appear to be a storage room. There are four exits lying to northwest, north, northeast and east. You notice another prominent feature, that being the large mirror firmly attached to one of the walls. CAT MEANS IM DONE MAYBE You don't need to use "CAT" in that way to complete this adventure. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. I You're carrying: a lamp (providing light), a letter, a knapsack, a brass key, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a staff, a stepladder, a clothespeg (on your nose), a pickaxe, a piece of lead and a memorandum. READ MEMO The memorandum displays the following... X 4 1 X X X X X 2 X 3 X 5 X X DIDNT GET A NEW DESTINATION You don't need to use "DIDNT" in that way to complete this adventure. BUT MEMO AND ELIXIR AND POTION You don't need to use "BUT" in that way to complete this adventure. X POTION On it you read... Acme MaxLite X ELIXIR On it you read... Acme PowrMax D You can't go down. L Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. X KEYPAD You don't notice any keypad here. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 3. PUSH 3. PUSH 5. PUSH 4. PUSH 1. PUSH 2. PUSH 2 As you press the [3] there is a satisfying 'click' and the display shows... 3 As you press the [3] there is a satisfying 'click' and the display shows... 33 As you press the [5] there is a satisfying 'click' and the display shows... 335 As you press the [4] there is a satisfying 'click' and the display shows... 3354 As you press the [1] there is a satisfying 'click' and the display shows... 33541 As you press the [2] there is a satisfying 'click' and the display shows... 335412 As you press the [2] there is a satisfying 'click' and the display shows... 3354122 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. PUT KEY IN SLOT The brass key drops through to the drawer. OPEN DRAWER It's already open. TAKE KEY FROM DRAWER Brass key: Taken. CLOSE DRAWER It slides satisfyingly shut. PUT KEY IN SLOT You hear a clunk from within the substance of the desk. OPEN DRAWER Okay, the drawer is now open. TAKE KEY FROM DRAWER Bronze key: Taken. PUT LEAD ON BENCH Piece of lead: Done. On the panel a message momentarily flashes up... Bench has 2 of 6 alchemical items. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. W You can't go west. Suddenly, right in front of you materialises a small black cat. For just a moment or two he sits regarding you with an intense stare, then blinks once or twice at you before dissolving back into nothingness. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. TURN PAGE You turn to the next page. READ BOOK All the other pages are blank. CLOSE BOOK You close the book. OPEN BOOK You open the book. READ BOOK Page 1 The page contains minimal text, occupying one line only, following which is but a single line of coloured squares as follows... Attic [Blue] - [Red] - [Cyan] - [Green] - [Red] - [Magenta] - [Blue] TURN PAGE You turn to the next page. READ BOOK Page 2 The second page contains only a short verse, which reads... In goblet, the ring But no other thing When bottle is full You follow the rule Place both on the altar From then do not falter TURN PAGE You turn to the next page. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. TURN PAGE You turn to the next page. READ BOOK Page 4 Play Safe Remember the Battle of Hastings TURN PAGE You turn to the next page. READ BOOK Page 5 Red and Blue Will furnish a clue X KEYPAD You don't notice any keypad here. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. PUSH 3 As you press the [3] there is a satisfying 'click' and the display shows... 3 PUSH 2 As you press the [2] there is a satisfying 'click' and the display shows... 32 PUSH ENTER The display clears but nothing else happens. A blank screen. D Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. E West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. E Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. E East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. D You manage to get but a short way down the stairs before you experience the feeling which you can only describe like trying to walk through treacle. As this gets worse the further you descend, you at last abandon your efforts and return back up the stairs. DRINK ELIXIR As you drink the elixir you remark on its strange flavour, something like a combination of burnt marzipan and pickled onion. For a while, nothing seems to happen but then you start to feel a bit strange as little rippling sens- ations course through every muscle in your body. D You manage to get but a short way down the stairs before you experience the feeling which you can only describe like trying to walk through treacle. As this gets worse the further you descend, you at last abandon your efforts and return back up the stairs. DRINK POTION As you drink the potion you remark on its peculiar taste - somewhat like a combination of anchovies and vanilla ice cream. For a while nothing appears to happen, but then you start to feel a bit light headed. In fact, you feel light everything come to think of it. D You manage to get but a short way down the stairs before you experience the feeling which you can only describe like trying to walk through treacle. As this gets worse the further you descend, you at last abandon your efforts and return back up the stairs. JUMP You appeared to remain in the air somewhat longer than normal. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. HMM I don't understand that entry. You begin to feel the effects of the elixir wear off and you rapidly return to your normal state once more. DRINK ELIXIR You've already drunk all of the elixir and there's none left. N You can't go north. You begin to feel the effects of the potion wear off and you rapidly return to your normal state once more. N You can't go north. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. N You can't go north. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. N Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. PUT ELIXIR IN DEVICE Elixir: Done. PUT POTION IN DEVICE Potion: Done. CLOSE LID Okay, the device is now closed. PUSH SWITCH The switch depresses easily. For a few seconds there emits from the device an intense humming sound accompanying which the entire assembly vibrates. This, however, eventually ceases. OPEN LID Okay, the device is now open. TAKE ALL FROM DEVICE Potion: Taken. Elixir: Taken. X ELIXIR On it you read... Acme PowrMax I You're carrying: a lamp (providing light), a letter, a knapsack, a bronze key, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a staff, a stepladder, a clothespeg (on your nose), a pickaxe and a memorandum. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" GETTING A HINT TO ORIENT Sorry, but I don't understand that command. HINT The Library In the library there seem to be shelves, but they're too high up to reach. The Library If you drop the stepladder from the garden shed in the Library and climb it you'll see that one of the shelves is right beside you. On this shelf is a box which you should take. Opening the box reveals a book and a clothespeg, but the former was damaged by doing this. It should be taken to the device in the workshop for repair. The Keypad The keypad has five keys with different colours, each with a number on its surface. These must presumably be pressed in a particular sequence. The Keypad Throughout the game you will be presented with clues as to the correct keys to press to reach different locations. The first clue is in the book. After the keys are pressed you should hit [ENTER]. The keys can be pressed either individually, or the sequence can be entered by typing... SET DISPLAY TO [xxxxxxx] Correct entry will activate the mirror in the adjacent room. The Mirror Room The mirror in the Mirror Room is a transport device which will take you to different parts of the mansion. The Mirror Room Once the mirror has been activated by pressing the correct keys on the key- pad, the new location can be reached by GO THROUGH MIRROR or ENTER MIRROR. A corresponding mirror is always on the other side, and to come back to the Mirror Room you once again GO THROUGH THE MIRROR. If you look into the mirror you should see your reflection if the mirror is inactivated, otherwise you see a swirling mist. There is, however, one case where you don't see your reflection, but I will leave that for you to dis- cover for yourself. The Workshop The workshop has a device which has a strange label, and I can't make sense of this. The Workshop The label reads 'RESREVER EMIT' and if you read this backwards it becomes a 'TIME REVERSER'. Anything placed inside can be restored to an earlier state provided not too much time has elapsed since it was altered. To be operated the device must be closed, and the switch should be PRESSED or FLIPPED. You will use this device on several occasions during the game. The first use is to restore the book which was damaged when you opened the box which you took from the shelf in The Library. The Garden Shed The garden shed contains a stepladder, and what do you usually do with such things? There is also a pickaxe which could be useful. The Garden Shed If you climb the ladder in the garden shed you will find there is an iron key hanging from the roof; this should be taken. When you come back down it is advisable that you take the ladder as it has uses elsewhere in the game. The Compost Heap The compost heap in the garden looks interesting, but it seems that I can't do anything with it as it's too disgusting and smelly. The Compost Heap The compost heap is both smelly and disgusting to touch. If you remember in the box from the library you found a clothespeg. If you put this on to your nose (or wear it) this will deal with the smell. Later in the game you'll come across a pair of gloves. If you wear these it will allow you to search in the compost heap where you'll find a container. Inside this is a parchment and a ring. The parchment gives a clue as to one of the sequences of the keypad where you will also need the ring. The Trunk When you first enter the attic you will find a trunk, but you are unable to open it. Presumably there must be some way to manage this. The Trunk The trunk is opened by using the iron key you got from the garden shed just outside the mansion. When you open it you'll find that it contains a lamp and a knapsack. Inside the knapsack is a vial which you'll need later on. The Trapdoor The trapdoor isn't locked, but when I open it and go down I'm unable to see anything. The Trapdoor Remember that you got the lamp from inside the trunk. If you light this you will be able to see perfectly well and will find some writing. This will give you a clue as to another part of the mansion you can visit. Also through the trapdoor you will discover a cloak which turns out to have unusual properties. You should take this. The Skylight The skylight appears to be stuck and I can't get it open. The Skylight The skylight is permanently rusted shut and cannot be opened, so ignore it. The Writing The writing below the trapdoor seems to say The Laboratory. Is that where I should be going next? The Writing As ever, when you have made a note of the colours below the writing, you go back up through the trapdoor then once more go through the mirror to return to the Mirror Room. You then return west to the keypad where you press the appropriate numbers which you read from the writing. Returning once more to the Mirror Room and going through the mirror takes you to the Laboratory in which you will find some interesting things. The Bench The bench contains a slot, beside which is an inscription which says 'Key Exchange'. On it there is also a note which says 'Note to self - put things here'. The bench also has a drawer, and there is a panel on the wall. On the bench you will also find a staff, which you should take, as you will need this later on. The Bench Referring to the book, there are six things which have to be obtained and these should be placed on the bench. These six items are a flask, a beaker, a vial, a retort, tubing and lead. As each item is placed on the bench the panel will provide a message. When all six are on the bench they transform into a machine which contains a piece of lead. Pressing the button on the machine operates it, and it will now contain a gold nugget and a document. Both must be taken, and the document is the pointer to the Experiment Room. The only way out of The Laboratory (for now) is through the mirror. The Slot and Inscription The inscription beside the slot says 'Key Exchange'. Presumably this means that one key can be exchanged for another. The Slot and Inscription Placing the iron key into the slot will transform it into a brass key which ends up in the drawer. Similarly, the brass key can be transformed into a bronze key, which in turn can be transformed back into the iron key. This will only occur if the drawer is closed. The Panel Does the panel have any other function? The Panel The panel has no function other than to inform you when an alchemical item has been placed on the workbench. The Drawer As already stated, the drawer is where the new key appears when one of the keys (iron, brass or bronze) is put into the slot. The sequence is... IRON -> BRASS -> BRONZE -> IRON etc. The Drawer The drawer also contains a pair of gloves. These should be taken and worn which will allow you to search in the compost heap back in the garden. The Trapdoor There is a trapdoor in the east transept, but this is locked and I'm unable to open it. The Trapdoor The trapdoor is unlocked using the brass key which you obtained by putting the iron key into the slot back in The Laboratory. When you go down through the trapdoor you'll find that you need the lamp as a light soure. Here you will find a bottle which you should take. The Font The font contains water which appears to have alchemical properties. Maybe you should try to make use of this. The Font At the font, providing you have the bottle, fill this with water. If you'll remember, the rhyme in the book referred to a full bottle being placed on the altar. The West Transept At the west transept, if you examine the wall you notice there's something a bit different about the wall above your head. Now how could you manage to get up there? The West Transept You should drop the stepladder in the west transept then climb it. You will find that there's a crawlway to your west. If you enter this you will see a cavity which contains a goblet. You should take this. The Altar Remember the rhyme which you read earlier in the book. The Altar At the altar you should put the ring (which you got from the container back at the compost heap) ino the goblet, then put the goblet on the altar. Put the bottle containing the water from the font on the altar, and there will be a response. If you now examine the recess in the altar you'll see that it contains a sheet of paper. This directs you to the Storage Rooms. You'll only be able to leave The Chapel by going through the mirror at the font, although there are other locations such as The Pit you'll have to return to later on. The Pit By going south from the font to the Narthex then east, you will eventually come to a Pit which appears to be bottomless. Here there is a sign, saying CAUTION - EXTREME DANGER. There appears to be no way down. The Pit To get to the bottom of the pit you must have the potion which you got from inside the safe in The Storage Rooms. This makes you very light in weight, and you can safely JUMP which will get you down without harm. At the bottom of the pit is a beaker which is one of the alchemical items, and a pamphlet which will point to the Many-Walled Room. The potion's effect lasts only a few moves, so you have to get out again quickly which you once again manage by JUMPing. You will need the potion again, and it will have to be taken to the device in the workshop for restoration. Note that at the bottom of the pit it is dark and you should not enter into this area without a source of light. In The Office In the office you will find a safe, but it is locked and you can't find out how to unlock it. In The Office If you recall, the book said, "Play safe, remember the battle of Hastings". You thus have to enter the numbers 1066 to unlock the safe and open it. You should press button 1 once, button 3 six times, and button 4 six times. In the safe you'll find a pouch which contains a potion and a memorandum. The End Passage Going east from the Storage Room with the cartons, will take you to the End Passage where you will find an alcove. You should examine this. The End Passage Unfortunately, there appears to be a security camera which detects that you are not authorised to enter this Secure Room, and prevents your entry, but if you are wearing the cloak of invisibility which you earlier took from in below the trapdoor in the attic, the camera can't see you and you can pass. Inside the alcove is an elixir which you will need later on. The Mine Seam North from the Storage Room with the cartons is the Mine Entrance and going east from there will take you to the Lower Seam. North and up from here is the Upper Seam. The Mine Seam At the Upper Seam you should hit the seam with the pickaxe which you found originally in the garden shed. At first this does not do much, but if you persist, on your third try a piece of lead will detach. This is one more of the alchemical items which must be put on The Laboratory workbench. The only way out from the Storage Rooms is to go through the mirror which is in the room with the cartons. How to progress You can always get out of the Many-Walled Room by going through the mirror, but to progress forward you should read Page 6 of the book. Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. ENTER MIRROR You don't see any mirror here. S Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. U Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. HINT The Keypad The keypad has five keys with different colours, each with a number on its surface. These must presumably be pressed in a particular sequence. The Keypad Throughout the game you will be presented with clues as to the correct keys to press to reach different locations. The first clue is in the book. After the keys are pressed you should hit [ENTER]. The keys can be pressed either individually, or the sequence can be entered by typing... SET DISPLAY TO [xxxxxxx] Correct entry will activate the mirror in the adjacent room. Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 2233514 2233514 You press the appropriate keys and the display now reads 2233514 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. S Narthex This is the narthex of the chapel. Far to your north you can see the altar, while in the intervening space in the same direction you see what appears to be a stone font. Transepts to east and west can be accessed from deeper inside the chapel, whilst another exit leads west from here. EXITS Visible exits are north and west. W Anteroom You are in a small anteroom. Doorless exits lead east into the Narthex of The Chapel and to the south into a second room. S Entrance To Chapel You are standing at the entrance to The Chapel which lies to the north. To the west there is yet another doorless exit passing into a dim chamber. W Pentagram Room This large room, whose walls and floor appear to be constructed of similar stone, is dimly lit by light from an indeterminate source. On one of those walls, deeply carved into its surface, you can see a large pentagram. EXITS Visible exits are east and west. S You can't go south. W Top of Pit This small room, which lies to the west of the Pentagram Room, has but one significant feature, that being the large pit which lies in the very centre of the floor. So deep is this that cautiously peering over its edge you can not see the bottom. On the wall just above the pit you read... Caution - Extreme Danger AH MISSED THAT You don't need to use "AH" in that way to complete this adventure. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" X ELIXIR On it you read... Acme PowrMax DRINK POTION As you drink the potion you remark on its peculiar taste - somewhat like a combination of anchovies and vanilla ice cream. For a while nothing appears to happen, but then you start to feel a bit light headed. In fact, you feel light everything come to think of it. D There's no possible way of you managing that. JUMP INTO PIT I have no knowledge of this "INTO PIT" of which you speak. JUMP Cautiously, you approach the edge of the pit and take a small jump from its edge. You are mildly surprised when, instead of plummeting to certain death you gently float down to arrive at its base. If you don't get out of here soon, you'll be irretrievibly stuck. Saving your position right now might be quite a good idea, but it's your choice. Bottom of Pit You are at the bottom of a pit which is so deep that you are unable to make out the top. It would appear that there is no way you can get out of here. Beside you there's a beaker and a pamphlet. If you don't get out of here soon, you'll be irretrievibly stuck. Saving your position right now might be quite a good idea, but it's your choice. TAKE ALL Beaker: Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] Pamphlet: Taken. JUMP More in hope than anticipation, you bend to achieve the maximum thrust from your legs and push with your maximum power. No-one could be more surprised than yourself when you easily soar upward to land on the edge at the top of the pit. Top of Pit This small room, which lies to the west of the Pentagram Room, has but one significant feature, that being the large pit which lies in the very centre of the floor. So deep is this that cautiously peering over its edge you can not see the bottom. On the wall just above the pit you read... Caution - Extreme Danger I You're carrying: a lamp (providing light), a letter, a knapsack, a bronze key, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a beaker, a staff, a pamphlet, a stepladder, a clothespeg (on your nose), a pickaxe and a memorandum. You begin to feel the effects of the potion wear off and you rapidly return to your normal state once more. X BEAKER It's standard laboratory equipment, but it's sealed shut. X PAMPHLET On the pamphlet you read... Many-Walled Room [Blue] - [Green] - [Magenta] - [Magenta] - [Red] - [Green] - [Cyan] E Pentagram Room This large room, whose walls and floor appear to be constructed of similar stone, is dimly lit by light from an indeterminate source. On one of those walls, deeply carved into its surface, you can see a large pentagram. E Entrance To Chapel You are standing at the entrance to The Chapel which lies to the north. To the west there is yet another doorless exit passing into a dim chamber. N Anteroom You are in a small anteroom. Doorless exits lead east into the Narthex of The Chapel and to the south into a second room. E Narthex This is the narthex of the chapel. Far to your north you can see the altar, while in the intervening space in the same direction you see what appears to be a stone font. Transepts to east and west can be accessed from deeper inside the chapel, whilst another exit leads west from here. N Chapel Nave This huge room apparently serves as a chapel, but it is uncertain from its appearance for exactly which deity it was designed to worship; you were not aware at any time of Ezekiel being of any religious bent. There are exits passing from here in several directions but also of considerable prominence is the large mirror hanging suspended in mid air in the centre of the room. Just to one side is a large granite font which is filled with water. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 2455341 2455341 You press the appropriate keys and the display now reads 2455341 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Room of Many Walls You find yourself in a most strange room. There's no obvious ceiling or any floor, but you appear instead to be completely surrounded by six walls. It seems that there is an upper wall, a lower wall, a left wall, a right wall, a front one and a back one. Suspended in mid air, right in the very centre of the room, is a large mirror. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" EXITS Visible exits are presently non-existent. READ BOOK Page 5 Red and Blue Will furnish a clue TURN PAGE You turn to the next page. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. X LEFT WALL You see nothing remarkable about the left wall. PUSH LEFT WALL WITH STAFF Why not try just simply pushing the left wall. PUSH LEFT WALL Pushing the left wall would seem singularly pointless. TOUCH LEFT WALL You confirm it is indeed a left wall. HIT LEFT WALL WITH STAFF Momentarily, the light brightens slightly. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. L Room of Many Walls You find yourself in a most strange room. There's no obvious ceiling or any floor, but you appear instead to be completely surrounded by six walls. It seems that there is an upper wall, a lower wall, a left wall, a right wall, a front one and a back one. Suspended in mid air, right in the very centre of the room, is a large mirror. HIT RIGHT WALL WITH STAFF Momentarily, the light brightens slightly. HIT LEFT WALL WITH STAFF Momentarily, the light brightens slightly. HIT FRONT WALL WITH STAFF Momentarily, the light brightens slightly. HIT BACK WALL WITH STAFF Momentarily, the light brightens slightly. HIT LOWER WALL WITH STAFF Momentarily, the light brightens slightly. HIT UPPER WALL WITH STAFF Momentarily, the light brightens slightly. HIT RIGHT WALL WITH STAFF Momentarily, the light brightens slightly. Slowly, but with rapidly increasing speed, an opening gradually develops in the wall to your north. N South End of Corridor You find yourself at the end of a long corridor which passes to the north. There is but one other exit from here, that being the opening which lies to the south. EXITS Visible exits are north and south. N Corridor South of Fissure You are at the middle section of the corridor, which you observe continues to the north. Unfortunately, however, a large fissure in the floor bisects the passage, and it would appear that your way north is blocked. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" JUMP For just a brief moment, you defy Newton. X FISSURE The fissure is many feet wide, and stretches from the west wall to the east forming what apparently is an impassable barrier. When you peer down into its depths you think you can see its floor, but you can't be certain. DRINK ELIXIR As you drink the elixir you remark on its strange flavour, something like a combination of burnt marzipan and pickled onion. For a while, nothing seems to happen but then you start to feel a bit strange as little rippling sens- ations course through every muscle in your body. JUMP For just a brief moment, you defy Newton. JUMP OVER FISSURE It's too wide - you'd never make it. RESTORE Enter restore name ["X" to exit] >BLARG_______________.SAV Restoring from file BLARG_______________.SAV Corridor South of Fissure You are at the middle section of the corridor, which you observe continues to the north. Unfortunately, however, a large fissure in the floor bisects the passage, and it would appear that your way north is blocked. I You're carrying: a lamp (providing light), a letter, a knapsack, a bronze key, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a beaker, a staff, a pamphlet, a stepladder, a clothespeg (on your nose), a pickaxe and a memorandum. DROP LADDER Dropped. CLIMB IT [The ladder] Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. L Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. D Corridor South of Fissure You are at the middle section of the corridor, which you observe continues to the north. Unfortunately, however, a large fissure in the floor bisects the passage, and it would appear that your way north is blocked. Beside you there's a stepladder. TAKE LADDER Taken. EXITS Visible exits are south. N The fissure completely bars your progress. X FISSURE The fissure is many feet wide, and stretches from the west wall to the east forming what apparently is an impassable barrier. When you peer down into its depths you think you can see its floor, but you can't be certain. JUMP FISSURE It's too wide - you'd never make it. HINT The Fissure There is a way to cross the fissure but you will need to give this thought. The Fissure You used the potion back at The Pit but it can be reconstituted by going to the Time Reverser. If you now drink this a second time, you will be able to JUMP OVER THE FISSURE. As before, the effects of the potion last for only a few moves, so you will be unable to do everything you need to do before its effects run out, but there is an alternative way back to The Mirror Room. Corridor South of Fissure You are at the middle section of the corridor, which you observe continues to the north. Unfortunately, however, a large fissure in the floor bisects the passage, and it would appear that your way north is blocked. FIGURED What do you want to do with the figured? S South End of Corridor You find yourself at the end of a long corridor which passes to the north. There is but one other exit from here, that being the opening which lies to the south. S Room of Many Walls You find yourself in a most strange room. There's no obvious ceiling or any floor, but you appear instead to be completely surrounded by six walls. It seems that there is an upper wall, a lower wall, a left wall, a right wall, a front one and a back one. Suspended in mid air, right in the very centre of the room, is a large mirror. In the wall to the north is an opening. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. D Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. N Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. PUT ELIXIR AND POTION IN DEVICE Potion: Done. Elixir: Done. CLOSE LID Okay, the device is now closed. PUSH SWITCH The switch depresses easily. For a few seconds there emits from the device an intense humming sound accompanying which the entire assembly vibrates. This, however, eventually ceases. OPEN LID Okay, the device is now open. TAKE ALL FROM DEVICE Potion: Taken. Elixir: Taken. S Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. U Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 2455341 2455341 You press the appropriate keys and the display now reads 2455341 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. Suddenly, right in front of you materialises a small black cat. For just a moment or two he sits regarding you with an intense stare, then blinks once or twice at you before dissolving back into nothingness. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTE RMIRROR You don't need to use "ENTE" in that way to complete this adventure. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Room of Many Walls You find yourself in a most strange room. There's no obvious ceiling or any floor, but you appear instead to be completely surrounded by six walls. It seems that there is an upper wall, a lower wall, a left wall, a right wall, a front one and a back one. Suspended in mid air, right in the very centre of the room, is a large mirror. In the wall to the north is an opening. N South End of Corridor You find yourself at the end of a long corridor which passes to the north. There is but one other exit from here, that being the opening which lies to the south. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" X ELIXIR On it you read... Acme PowrMax DRINK POTION As you drink the potion you remark on its peculiar taste - somewhat like a combination of anchovies and vanilla ice cream. For a while nothing appears to happen, but then you start to feel a bit light headed. In fact, you feel light everything come to think of it. JUMP FISSURE light everything come to think of it. You don't see any fissure here. N Corridor South of Fissure You are at the middle section of the corridor, which you observe continues to the north. Unfortunately, however, a large fissure in the floor bisects the passage, and it would appear that your way north is blocked. JUMP FISSURE Cautiously you approach the edge of the fissure, readying yourself for your attempt. You launch yourself forward and upward and are gratified as, with the assistance of the potion you describe a gentle curve through the air to land safely on the other side of the fissure. Corridor North of Fissure You are in the corridor to the north of the fissure, which completely bars your progress to the south. There is, however, no barrier obstructing your passage further north. N North End of Corridor This is the north end of the corridor from which there appear to be another three exits apart from the one leading back to the south. These exits pass to the north, east and west. E Side Chamber This side chamber, which lies to the east of the corridor, is distinguished purely by the large mirror which is attached to one of the walls. There are no exits other than that to the west. X MIRROR You see in the mirror a swirling grey mist. You begin to feel the effects of the potion wear off and you rapidly return to your normal state once more. W North End of Corridor This is the north end of the corridor from which there appear to be another three exits apart from the one leading back to the south. These exits pass to the north, east and west. W Side Chamber This small side chamber, lying just to the west of the corridor, apparently is bereft of any distinguishing features. E North End of Corridor This is the north end of the corridor from which there appear to be another three exits apart from the one leading back to the south. These exits pass to the north, east and west. W Side Chamber This small side chamber, lying just to the west of the corridor, apparently is bereft of any distinguishing features. EXITS Visible exits are east. E North End of Corridor This is the north end of the corridor from which there appear to be another three exits apart from the one leading back to the south. These exits pass to the north, east and west. N Domed Chamber You are in a large domed chamber lit by light from an indeterminate source. There is a huge, heavy-looking stone slab right in the middle of the floor. X STAB I have no knowledge of this "STAB" of which you speak. X SLAB The stone slab looks enormous, and must weigh a great deal. DRINK ELIXIR As you drink the elixir you remark on its strange flavour, something like a combination of burnt marzipan and pickled onion. For a while, nothing seems to happen but then you start to feel a bit strange as little rippling sens- ations course through every muscle in your body. LIFT SLAB You bend down to the stone slab, wrap both your arms around it, and strain with all your might. You are gratified when it moves to one side, revealing a hollow in the floor. X HOLLOW Inside the hollow is a scroll and a flask. TAKE ALL FROM HOLLOW Scroll: Taken. Flask: Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] X SCROLL On the scroll you read... Dining Room [Green] - [Green] - [Blue] - [Cyan] - [Magenta] - [Red] - [Green] X FLASK It's standard laboratory equipment, but it's sealed shut. S North End of Corridor This is the north end of the corridor from which there appear to be another three exits apart from the one leading back to the south. These exits pass to the north, east and west. You begin to feel the effects of the elixir wear off and you rapidly return to your normal state once more. E Side Chamber This side chamber, which lies to the east of the corridor, is distinguished purely by the large mirror which is attached to one of the walls. There are no exits other than that to the west. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. S You can't go south. E You can't go east. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. D Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. W Library You find yourself in a large room which you assume functions as the library as there are shelves arranged around the walls, some of which contain some books. Right in the middle of the room there is a large table. E Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. N Workshop This room appears to function as a workshop. The walls and floor are solid stone, and a doorless exit back to the entrance lobby lies south. Attached firmly to the floor, there is a solid worktop on which sits a large device, to which is affixed a label, and on the side of which is a small switch. PUT ELIXIR AND POTION IN DEVICE Potion: Done. Elixir: Done. CLOSE LID Okay, the device is now closed. PUSH SWITCH The switch depresses easily. For a few seconds there emits from the device an intense humming sound accompanying which the entire assembly vibrates. This, however, eventually ceases. OPEN DEVICE Okay, the device is now open. TAKE ALL FROM DEVICE Potion: Taken. Elixir: Taken. SAVE Enter save name [X to exit] >BLARG1______________.SAV Saving position as "BLARG1______________.SAV" S Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. U Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. I You're carrying: a lamp (providing light), a letter, a knapsack, a bronze key, a scroll, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a beaker, a flask, a staff, a pamphlet, a stepladder, a clothespeg (on your nose), a pickaxe and a memorandum. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 4421534 4421534 You press the appropriate keys and the display now reads 4421534 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Dining Room This would appear to be the dining room. Several things take your interest, one of these being the large mirror which is attached to one of the walls. Against another wall is a large sideboard, while above this you see a small rectangle which is coloured red, and on which you see several numerals and letters. In the wall lying to your north you see what seems to be a door. EXITS Visible exits are presently non-existent. X SIDEBOARD You see nothing remarkable about the sideboard. X RECTANGLE The rectangle looks like the following... 1 2 3 4 5 A . . . . . B . . . . . C . . . . . There are a series of areas on the surface which appear to be arranged in a grid pattern. It would appear possible to press any of these such as B1, C5 or any combination thereof. X MEMO The memorandum displays the following... X 4 1 X X X X X 2 X 3 X 5 X X PUSH A3. PUSH B4. PUSH C1. PUSH A2. PUSH C3 You press A3 which depresses momentarily, then springs back. You press B4 which depresses momentarily, then springs back. You press C1 which depresses momentarily, then springs back. You press A2 which depresses momentarily, then springs back. You press C3 which depresses momentarily, then springs back. As you press the final key there's a soft click from within the wall and a small section of it slides to one side to reveal a pigeonhole. X PIGEONHOLE Inside the pigeonhole is tubing. Suddenly, right in front of you materialises a small black cat. For just a moment or two he sits regarding you with an intense stare, then blinks once or twice at you before dissolving back into nothingness. TAKE TUBING FROM PIGEONHOLE Tubing: Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] SAVE Enter save name [X to exit] >BLRG1_______________.SAV Saving position as "BLRG1_______________.SAV" L Dining Room This would appear to be the dining room. Several things take your interest, one of these being the large mirror which is attached to one of the walls. Against another wall is a large sideboard, while above this you see a small rectangle which is coloured red, and on which you see several numerals and letters. In the wall lying to your north you see what seems to be a door. In the wall just beside the rectangle you can see a pigeonhole. N You'd be better opening the door first. OPEN DOOR Much as you struggle you are completely unable to open the door. You wonder if it might be locked, but when you check this you discover that it is not. It just appears that you are not quite strong enough to manage this. X ELIXIR On it you read... Acme PowrMax DRINK IT [The elixir] As you drink the elixir you remark on its strange flavour, something like a combination of burnt marzipan and pickled onion. For a while, nothing seems to happen but then you start to feel a bit strange as little rippling sens- ations course through every muscle in your body. OPEN DOOR With the strength imbued in you by the elixir you easily manage to open the door, leaving your passage to the north free. SAVE Save Aborted SAVE Enter save name [X to exit] >BLARG1______________.SAV Saving position as "BLARG1______________.SAV" N Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. EXITS Visible exits are south. DROP LADDER Dropped. You begin to feel the effects of the elixir wear off and you rapidly return to your normal state once more. CLIMB LADDER Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. L Top of Stepladder You are standing at the top of a stepladder from where you have a slightly elevated and improved view of your surroundings. The ground lies below you. X UTENSILS Your average kitchen utensils. TAKE UTENSILS You can't take the utensils. D Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. Beside you there's a stepladder. TAKE LADDER Taken. X STOVE The stove is ancient, battered and rusty, and has seen much better days. On the stove is a saucepan. OPEN STOVE Trying to open the stove would be a fruitless exercise. X SAUCEPAN You don't notice any saucepan here. TAKE SAUCEPAN FROM STOVE Saucepan: Taken. X IT [The saucepan] You see nothing remarkable about the saucepan. L Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. X CABINET The cabinet, which looks battered and ancient, is closed. OPEN CAVINET I have no knowledge of this "CAVINET" of which you speak. OPEN CABINET You can't open a locked cabinet. UNLOCK IT WITH KEY Okay, the cabinet is now unlocked. OPEN CABINET You open the cabinet. LOOK IN IT [The cabinet] The cabinet, which looks battered and ancient, is open. Inside the cabinet is a retort. TAKE RETORT FROM CABINET Retort: Taken. Your score has just increased by 10 points. [Notifications can be turned off and on using the NOTIFY command] SAVE Enter save name [X to exit] >BLARG1______________.SAV Saving position as "BLARG1______________.SAV" L Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. HINT The Rectangle The clue to the rectangle is the memorandum which you obtained earlier from the safe. This tells you the sequence of buttons to press. The Door It appears that the door in the Dining Room can't be opened but this is not the case. It can, indeed, be opened but you have to know how. The Cabinet The cabinet in the kitchen is locked and it appears you can't open it. This however is not the case. The Cabinet The cabinet is unlocked by using the bronze key which you should've got by converting the brass key back in The Laboratory. When the cabinet is opened inside it is a retort, which is the last of the alchemical items you need. The Stove and Sideboard The sideboard in the Dining Room and the stove in the Kitchen are both red herrings, as is the saucepan you find on the stove. Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. OK IS THAT EVERYTHING You don't need to use "OK" in that way to complete this adventure. READ BOKO I have no knowledge of this "BOKO" of which you speak. READ BOOK Page 6 Do you have staff problems? Are you struck or touched with indecision? Left to your own devices, which way will you choose? Right may seem obvious, but left may be better. To your front, or back behind you, things are unknown, As are lower and upper pathways. You might choose Correctly or incorrectly and be either right or wrong. TURN PAGE You turn to the next page. READ BOOK All the other pages are blank. CLOSE BOOK You close the book. OPEN BOOK You open the book. TURN PAGE You turn to the next page. READ BOOK Page 2 The second page contains only a short verse, which reads... In goblet, the ring But no other thing When bottle is full You follow the rule Place both on the altar From then do not falter TURN PAGE You turn to the next page. READ BOOK Page 3 EXPERIMENTAL REQUIREMENTS 1. A vial 2. A beaker 3. A retort 4. A flask 5. Tubing 6. Lead When these items have been collected and are in their assigned location, then the apparatus will self-assemble and should begin the experiment. When the process has completed, press the button. OK THAT IS You don't need to use "OK" in that way to complete this adventure. L Kitchen This would appear to be a kitchen, although it is relatively devoid of many of the items one would expect to find in such a location. Against one wall and firmly fixed to the floor is an ancient and rather rusty-looking stove, while in the middle of the floor, again apparently immovable, lies a small cabinet. Well above your head and quite out of reach hang some utensils. S Dining Room This would appear to be the dining room. Several things take your interest, one of these being the large mirror which is attached to one of the walls. Against another wall is a large sideboard, while above this you see a small rectangle which is coloured red, and on which you see several numerals and letters. In the wall lying to your north you see what seems to be a door. In the wall just beside the rectangle you can see a pigeonhole. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEY The bronze key is made from an alloy of copper and tin. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 3354122 3354122 You press the appropriate keys and the display now reads 3354122 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. PUT RETORN ON BENCH I have no knowledge of this "RETORN" of which you speak. On the panel a message momentarily flashes up... Bench has 2 of 6 alchemical items. PUT FLASK ON BENCH Flask: Done. On the panel a message momentarily flashes up... Bench has 3 of 6 alchemical items. PUT LEAD ON BENCH Piece of lead: First you must have it. On the panel a message momentarily flashes up... Bench has 3 of 6 alchemical items. TAKE LEAD Bench has 3 of 6 alchemical items. You don't see any piece of lead here. I You're carrying: a lamp (providing light), a letter, a knapsack, a bronze key, a scroll, a sheet of paper, a parchment, a pouch, a potion, a container, an elixir, a pair of gloves (being worn), a small book, a small box, a cloak (being worn), a beaker, tubing, a retort, a staff, a pamphlet, a stepladder, a clothespeg (on your nose), a pickaxe, a memorandum and a saucepan. PUT BEAKER ON BENCH Beaker: Done. On the panel a message momentarily flashes up... Bench has 4 of 6 alchemical items. PUT TUBING ON BENCH Tubing: Done. On the panel a message momentarily flashes up... Bench has 5 of 6 alchemical items. PUT RETORT ON BENCH Retort: Done. With startling suddenness the items on top of the bench begin to reassemble and you can only watch in astonishment as glass dissolves, tubing connects one receptacle to another, and the whole begins to take on a completely new form. Watching this, you become quite mesmerised, until you realise that of the original components none remain. In their place, you see instead that a rather ominous-looking machine has materialised on the ground beside you. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] X MACHINE The machine has a rather ominous-looking appearance. It is of moderate size and appears to be constructed of a metal similar to that of the device you encountered earlier. On the top of the structure you notice a small button which is coloured an intense black and at the side of this are instructions on a coloured background. At the moment the machine is closed. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" READ INSTRUCTIONS The instructions read... Close door before operation OPEN MACHINE Okay, the machine is now open. LOOK IN MACHINE The machine has a rather ominous-looking appearance. It is of moderate size and appears to be constructed of a metal similar to that of the device you encountered earlier. On the top of the structure you notice a small button which is coloured an intense black and at the side of this are instructions on a coloured background. At the moment the machine is open. Inside the machine you see a piece of lead. CLOSE MACHINE Okay, the machine is now closed. PUSH BUTTON The machine at once bursts into throbbing life, and you can sense the power as it lurches where it stands. After a few seconds this settles, and all is once again quite still. OPEN MACHINE Okay, the machine is now open. LOOK IN MACHINE The machine has a rather ominous-looking appearance. It is of moderate size and appears to be constructed of a metal similar to that of the device you encountered earlier. On the top of the structure you notice a small button which is coloured an intense black and at the side of this are instructions on a coloured background. At the moment the machine is open. Inside the machine you see a gold nugget and a document. TAKE GOLD Inside the machine you see a gold nugget and a document. You don't see any gold nugget here. TAKE ALL FROM MACHINE Gold nugget: Taken. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] Document: Taken. X NUGGET It shimmers and glistens in the ambient light. X DOCUMENT There is one line of text followed by the usual line of coloured squares... Experiment Room [Magenta] - [Green] - [Magenta] - [Blue] - [Red] - [Cyan] - [Blue] ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. W Top of Stairs You are at the top of a flight of stairs leading up from the entrance lobby which is just a short distance below where you stand. Strangely enough, you can only see one other exit from here, that lying just to the east of where you are currently situated. Attached to the wall at your side you see what appears to be a keypad, on which there are five differently-coloured keys, each one numbered, below which lies another key carrying the legend ENTER. On the wall just above this you see a display, and it would appear that you could either press the keys one by one, or perhaps just set the display to your chosen sequence of numbers. X KEY The bronze key is made from an alloy of copper and tin. X KEYPAD [1 Cyan] - [2 Blue] - [3 Red] - [4 Green] - [5 Magenta] [ENTER] The keypad is somewhat unusual in that it consists of five separate keys of different colours, the surface of each key being imprinted with the numbers one through five. Below this array is another separate key labelled [ENTER] while just above it, attached to the wall, there is a display. SET DISPLAY TO 5452312 5452312 You press the appropriate keys and the display now reads 5452312 PUSH ENTER The display clears, and from the adjoining room you hear a strange sound. E Mirror Room You are in a huge empty room the only way out from which is through a door- less exit to the west. The walls, ceiling and floor are completely without features other than a large mirror which dominates one of the walls. ENTER MIRROR The mirror at first appears to resist your passage, but after only a short delay this resistance suddenly disappears and you experience what can only be described as a sort of lurching sensation accompanied by an almost eerie sound reminiscent of a soft wind. You step through to see... Experiment Room This small room is suffused with an eerie light by which you can make out a few things. Firstly there is the plinth which stands in the middle of the floor and atop which there is a receptacle. Second is the large sign fixed above the northern entrance to the room, and third is the large mirror you can see firmly attached to one of the walls. You remark that on the plinth there appears to be something inscribed. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" ALMOST DONE You don't need to use "ALMOST" in that way to complete this adventure. EXITS Visible exits are north. X PLINTH The plinth is constructed of the same type of stone as the walls and floor. On its top there is a receptacle, and inscribed in the upright you see... Aurum Receptaculum X RECEPTABLE I have no knowledge of this "RECEPTABLE" of which you speak. X RECEPTACLE The receptacle sits on top of the plinth. PUT GOLD IN RECEPTACLE Gold nugget: Done. As the gold nugget enters the receptacle, several simultaneous things take place. Firstly there is a bright flash of light accompanied by a loud blast of what could be thunder. Secondly you experience a weight around your neck as if something were being placed there, and lastly you hear strange sounds from outside the room for all the world like barriers being removed. You feel as if drawn to the entrance lobby. Your score has just increased by 20 points. [Notifications can be turned off and on using the NOTIFY command] L Experiment Room This small room is suffused with an eerie light by which you can make out a few things. Firstly there is the plinth which stands in the middle of the floor and atop which there is a receptacle. Second is the large sign fixed above the northern entrance to the room, and third is the large mirror you can see firmly attached to one of the walls. You remark that on the plinth there appears to be something inscribed. READ SIGN The sign displays... Alchemist at work N Bottom of Stairs You are at the western end of a stone tunnel which therefore leads to east. There is a doorless exit which lies to your south, and a stairway passes up to the north. You notice your lamp getting a little more dim. TURN OFF LAMP Doused. EXITS Visible exits are north, east, south and up. E Stone Tunnel You are in the middle of a stone tunnel which passes to east and west. E Outside Laboratory You are at the eastern end of a stone tunnel, which thus passes back to the west. Directly in front of you, lying to the north there is a large door on which you see something is written. READ DOOR Trying to read the door seems to me just a bit silly! X DOOR The door is closed. N [First opening the door then closing it behind you] Laboratory You appear to be in a laboratory. In the centre of the spacious room lies a large workbench upon which are arrayed numerous pieces of apparatus which one might associate with the alchemist's art. Apart from these items, only two other things take your notice, one being the large mirror firmly fixed to one of the walls and the other a wide panel on the wall above the bench. There is a single door from here, that lying to the south. Beside you there's a machine. S [First opening the door then closing it behind you] Outside Laboratory You are at the eastern end of a stone tunnel, which thus passes back to the west. Directly in front of you, lying to the north there is a large door on which you see something is written. EXITS Visible exits are west. W Stone Tunnel You are in the middle of a stone tunnel which passes to east and west. W Bottom of Stairs You are at the western end of a stone tunnel which therefore leads to east. There is a doorless exit which lies to your south, and a stairway passes up to the north. EXITS Visible exits are north, east, south and up. S Experiment Room This small room is suffused with an eerie light by which you can make out a few things. Firstly there is the plinth which stands in the middle of the floor and atop which there is a receptacle. Second is the large sign fixed above the northern entrance to the room, and third is the large mirror you can see firmly attached to one of the walls. You remark that on the plinth there appears to be something inscribed. N Bottom of Stairs You are at the western end of a stone tunnel which therefore leads to east. There is a doorless exit which lies to your south, and a stairway passes up to the north. N The barrier which previously existed seems to have disappeared. East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. D The barrier which previously existed seems to have disappeared. Bottom of Stairs You are at the western end of a stone tunnel which therefore leads to east. There is a doorless exit which lies to your south, and a stairway passes up to the north. U The barrier which previously existed seems to have disappeared. East Corridor You are at the eastern end of a long corridor which thus leads back towards the west. There is but one other exit from here, that being the staircase which leads down to a lower level. W Middle Corridor You are in the middle of a long corridor, which leads both to east and west from where you are currently situated. The light filtering through is quite adequate for you to see your surroundings quite clearly. W West Corridor You are at the western end of a long corridor, which therefore leads to the east from here. To the west lies the entrance lobby. W Entrance Lobby You are standing in the entrance lobby of the mansion. To your south lies a door, whilst there are also exits which lead north, east and west. A stair in the northeast corner of the room appears to lead up to a higher level. As you enter the entrance lobby, the door from the garden opens and through this comes your friend Ezekiel. You see him giving you an appraising look, until his gaze eventually rests on the talisman around your neck. "I see that my faith in you was not misplaced, my friend," he says, "as I notice you have managed to solve my experimental problem. I don't think I could have expected to do any better myself." He continues, "Most think that an alchemist's aim is to achieve manufacture of gold from base metals, but in this they are mistaken. The talisman you are wearing has immense powers, and will solve many of mankind's problems." "Come, let us sit and I will tell you the whole story." So saying, he leads the way to his library and you follow him with anticipation. Hit any key You have completed Ezekiel's experiment Hit any key to exit You've scored 300 out of 300 in 927 moves, giving an achievement rating of Adventure Master