Here begins scripting of Return of The Sword. Saturday, July 6, 2024 - Time 19:27:15 Main Hallway This appears to be the main hallway of the building. At your feet there's a stairway which leads down to the cellar, while several other exits lead off in various directions. You remark that although no windows are visible, the area appears to be well-illuminated, with the light coming from an unknown source. In the centre of the floor stands a solid plinth, atop which there is an indentation containing a crystal sphere. This sphere appears to be an integral part of the structure, and is quite immovable. OOPS FORGOT TO TURN THE TRANSCRIPT ON You don't need to use "OOPS" in that way to complete this adventure. JUST SOLVED A SIMPLE PUZZLE AND TOUCHED A SPHERE You don't need to use "JUST" in that way to complete this adventure. X PLINTH The plinth stands in the very centre of the floor, and seems to be of solid construction. On its upper surface there is a hemispherical indentation and seated in this is a crystal sphere which looks to be quite immovable. EXITS Visible exits are north and down. N Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. X SIGN The sign reads as follows... Changing Room W [First opening the door then closing it behind you] As you pass through the doorway there is a flash of light. Changing Room You find yourself in what appears to be an almost exactly cubical chamber. In spite of its name it seems to be entirely devoid of any fixed furniture, there being no shelves, cupboards or any other places in which to store any clothing. There is a doorway lying to the east. CHANGE I don't understand that entry. LOOK Changing Room You find yourself in what appears to be an almost exactly cubical chamber. In spite of its name it seems to be entirely devoid of any fixed furniture, there being no shelves, cupboards or any other places in which to store any clothing. There is a doorway lying to the east. TAKE ALL There's nothing to take. X WALLS There appears to be a closed door in the wall to the east. X CEILING You see nothing remarkable about the roof. EXITS Visible exits are presently non-existent. X FLOOR It's beneath your feet. E [First opening the door then closing it behind you] Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. EXITS Visible exits are north and south. N Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. X SIGN The sign reads as follows... Gymnasium E [First opening the door then closing it behind you] Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. X ROPE It's made of finest hemp, and looks very strong. PULL ROPE It seems firmly attached to the ceiling. CLIMB ROPE You can't grasp the rope firmly enough. TAKE ROPE You can't take the rope. PUSH TOPR I have no knowledge of this "TOPR" of which you speak. PUSH ROPE Pushing the rope would seem pretty well pointless. TIE ROPE First you must HAVE the rope. CUT ROPE You must say what to cut it with. JUMP ROPE Just how do you jump the rope? W [First opening the door then closing it behind you] Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. N End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. X WINDOW The window is closed. OPEN IT [The window] It seems pretty well stuck in the closed state. BREAK IT [The window] With what do you wish to hit the window? LETTER I don't understand that entry. L End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. I You're carrying: a lamp (providing light) and a letter. HIT WINDOW WITH LAMP Not a particularly productive move. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. X DOOR The door appears to be closed and locked. OPEN IT [The door] You can't open a locked door. X PANEL The panel displays the following... RED - GREEN - GREEN - CYAN - RED X FIRST I have no knowledge of this "FIRST" of which you speak. X FIRST CIRCLE You examine the circle closely, and notice it has no disinguishing features such as any numbers around its periphery. You experimentally try moving it, however, and discover it can quite easily be turned. TURN IT [The first circle] As the circle turns, you notice the appearance of the panel has changed. BLUE - GREEN - GREEN - CYAN - RED TURN IT [The first circle] As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - CYAN - RED TURN FOURTH I have no knowledge of this "FOURTH" of which you speak. TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - RED - RED TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - BLUE - RED TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - GREEN - RED TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - GREEN - BLUE TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - GREEN - GREEN OPEN DOOR You can't open a locked door. UNLOCK DOOR You don't appear to have the appropriate key. X DOOR The door appears to be closed and locked. L Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. PUSH FIRT I have no knowledge of this "FIRT" of which you speak. PUSH FIRST CIRCLE Pushing the first circle would seem pretty well pointless. TURN IT [The first circle] As the circle turns, you notice the appearance of the panel has changed. MAGENTA - GREEN - GREEN - GREEN - GREEN TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - GREEN - GREEN - GREEN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - MAGENTA - GREEN - GREEN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - MAGENTA - MAGENTA - GREEN TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - MAGENTA - MAGENTA - MAGENTA OPEN DOOR You can't open a locked door. TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - MAGENTA - MAGENTA - CYAN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - MAGENTA - CYAN - CYAN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - MAGENTA - CYAN - CYAN - CYAN TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - CYAN - CYAN - CYAN - CYAN OPEN DOOR You can't open a locked door. TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. BLUE - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - CYAN - CYAN - CYAN - CYAN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - CYAN - CYAN - CYAN - CYAN TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - CYAN - CYAN - CYAN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - RED - CYAN - CYAN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - RED - RED - CYAN TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - RED - RED - RED OPEN DOOR You can't open a locked door. TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - RED - RED - BLUE TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - RED - BLUE - BLUE TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - RED - BLUE - BLUE - BLUE TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. RED - BLUE - BLUE - BLUE - BLUE TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. BLUE - BLUE - BLUE - BLUE - BLUE OPEN DOOR You can't open a locked door. I You're carrying: a lamp (providing light) and a letter. L Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. X CIRCLES Sorry, but I don't understand that command. X FIRST CIRCLE You examine the circle closely, and notice it has no disinguishing features such as any numbers around its periphery. You experimentally try moving it, however, and discover it can quite easily be turned. HINT The Changing Room The Changing Room is empty when you enter it, so it would appear that it is of little interest. That is not, however, the case. The Changing Room The Changing Room in fact actually changes each time you enter it and there are four possibilities. On your second entry there is a pair of gloves, on the third a remote control and on the fourth a stepladder. All of these are absolutely required, and should be taken. The Gymnasium The gymnasium contains a rope, but when you try to climb this it appears to be impossible to grasp. There must surely be a way around this. The Gymnasium If you wear the gloves you found in the changing room you will find you are able to climb the rope. At the top you will discover a pigeonhole in which there is a book. This book is necessary and should be taken. The Attic The attic is reached by going upstairs from the end of the corridor. In it there is a door to the west that is locked and cannot be opened. This might be the very place to try out the Frimble Spell. Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. S Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. S Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. W [First opening the door then closing it behind you] As you pass through the doorway there is a flash of light. Changing Room You find yourself in what appears to be an almost exactly cubical chamber. In spite of its name it seems to be entirely devoid of any fixed furniture, there being no shelves, cupboards or any other places in which to store any clothing. There is a doorway lying to the east. Beside you there's a pair of gloves. X GLOVES The gloves appear to be of industrial quality, being fashioned of a strong canvas material with little dimpled rubber patches attached to each finger. TAKE GLOVES Taken. E [First opening the door then closing it behind you] Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. N Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. E [First opening the door then closing it behind you] Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. CLIMB ROPE You can't grasp the rope firmly enough. WEAR GLOVES You put on the gloves. X GLOVES The gloves appear to be of industrial quality, being fashioned of a strong canvas material with little dimpled rubber patches attached to each finger. CLIMB ROPE You grasp the end of the rope firmly in both hands and begin your cautious ascent, climbing hand over hand. It seems like the top is getting no nearer at first, but at last you reach your goal to see... Clinging To Top of Rope You are clinging for dear life to the top of the rope in the gymnasium, the room spread out far below you in all its glory. The ceiling's situated just above your head, and into its surface you see a small pigeonhole which was not visible from below. The door by which you entered here lies to the west far below your current position and is thus presently inaccessible. X PIGEONHOLE In the pigeonhole you see a book. TAKE BOOK FROM PIGEONHOLE Book: Taken. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] D Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. X BOOK The cover of the book shows... ALCHEMY 101 READ IT [The book] The cover of the book shows... ALCHEMY 101 OPEN IT [The book] You open the book. As you do so, something falls from it and flutters down. READ IT [The book] Page 1 Frimble Spell ------------- The Frimble Spell will open any door, even those which are locked, but has no effect on anything else. It's cast by invoking 'FRIMBLE DOOR'. L Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. Beside you there's a memo. X MEMO The memo reads as follows... Birthday Reminder 23rd November 1942 TAKE MEMO Taken. X BOOK Page 1 Frimble Spell ------------- The Frimble Spell will open any door, even those which are locked, but has no effect on anything else. It's cast by invoking 'FRIMBLE DOOR'. TURN PAGE You turn to the next page. READ BOOK Page 2 Znurst Spell ------------ The Znurst Spell will usually detect the presence of magic. Invoke it by using the command 'ZNURST [object]'. TURN PAGE You turn to the next page. READ BOOK Page 3 Fargo Spell ----------- The Fargo Spell will transport you to the location of any object which can be carried, and saves time and energy. It is invoked by 'FARGO [object]'. TURN PAGE You turn to the next page. READ BOOK All the other pages in the book appear to be blank. TURN PAGE You turn to the next page. READ BOOK TURN PAGE You turn to the next page. READ BOOK CLOSE BOOK You close the book. HELP Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. FRIMBLE DOOR You haven't learnt the Frimble Spell yet. LEARN FRIMBLE You haven't learnt the Frimble Spell yet. You don't see any frimble here. MEMORIZE FRIMBLE You don't need to use "MEMORIZE" in that way to complete this adventure. HEL I don't understand that entry. HELP Gymnasium In spite of the notice at the entrance there is scant evidence of this ever having been a gymnasium. There is a complete absence of any equipment that one might associate with such a location with but one exception, that being a heavy hemp rope which hangs down from the centre of the ceiling, to which it appears very firmly attached. The door leading out is to the west. W [First opening the door then closing it behind you] Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. S Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. W [First opening the door then closing it behind you] As you pass through the doorway there is a flash of light. Changing Room You find yourself in what appears to be an almost exactly cubical chamber. In spite of its name it seems to be entirely devoid of any fixed furniture, there being no shelves, cupboards or any other places in which to store any clothing. There is a doorway lying to the east. Beside you there's a remote control. X CONTROL The remote control is very similar to that used for modern television sets, but is different in that it only has two buttons. One of these is coloured in a vivid shade of red, and the other is a much more subdued green. TAKE IT [The control] Taken. E [First opening the door then closing it behind you] Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. W [First opening the door then closing it behind you] As you pass through the doorway there is a flash of light. Changing Room You find yourself in what appears to be an almost exactly cubical chamber. In spite of its name it seems to be entirely devoid of any fixed furniture, there being no shelves, cupboards or any other places in which to store any clothing. There is a doorway lying to the east. Beside you there's a stepladder. X LADDER On one leg is engraved... Acme Stepladder Company TAKE IT [The ladder] Taken. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] E [First opening the door then closing it behind you] Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. N Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. N End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. PUSH BUTTON You must specify which button you mean. X CONTROL The remote control is very similar to that used for modern television sets, but is different in that it only has two buttons. One of these is coloured in a vivid shade of red, and the other is a much more subdued green. PUSH RED BUTTON Nothing happens. PUSH GREEN BUTTON Nothing happens. TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - BLUE - BLUE - BLUE - BLUE TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - BLUE - BLUE - BLUE TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - BLUE - BLUE TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - GREEN - BLUE TURN FIFTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. GREEN - GREEN - GREEN - GREEN - GREEN PUSH GREEN BUTTON Nothing happens. CAST FRIMBLE First you must HAVE the Frimble Spell. TAKE FRIMBLE First you must HAVE the Frimble Spell. You don't see any Frimble Spell here. LEARN FRIMBLE SPELL You don't see any Frimble Spell here. You don't see any frimble spell here. READ BOOK The cover of the book shows... ALCHEMY 101 TURN PAGE You don't see any page here. OPEN BOOK You open the book. READ BOOK Page 1 Frimble Spell ------------- The Frimble Spell will open any door, even those which are locked, but has no effect on anything else. It's cast by invoking 'FRIMBLE DOOR'. LEARN FRIMBLE You carefully learn the Frimble Spell. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] FRIMBLE DOORR Sorry, but I don't understand that command. FRIMBLE DOOR You hear the lock click and the door slowly opens, revealing a very narrow passage leading westward into what looks like gradually-deepening darkness. W You enter the tunnel and progress steadily west, ignoring the fact that the light appears to dim the further in you go. Suddenly, you feel the floor at your feet give way, and you seem to enter a chute which, as it slopes down, propels your body at ever-increasing speed into the unknown. Alarmingly you feel something materialise in you hand and you look down to see a coin. The descent continues unabated until at last you are unceremoniously ejected to land on solid ground once more. You stand up and look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] I You're carrying: a lamp (providing light), a letter, a remote control, a coin, a pair of gloves (being worn), a book, a memo and a stepladder. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. X DIAL The dial is currently turned to the number 1. TURN DIAL You must say what number to turn it to. TURN DIAL TO 2 You turn the dial to the number 2. N You can't go north. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. EXITS Visible exits are north, east and west. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Clearing In Forest This would appear to be a clearing in a forest. All around you trees are so densely clustered that passage in most directions is impossible although to the north it would seem that you might just squeeze through. The light from above filters through to illuminate the small stump of a tree at your side. EXITS Visible exits are north. X STUMP On the stump you see a scrap of paper. X SCRAP I have no knowledge of this "SCRAP" of which you speak. TAKE SCRAP FROM STUMP I have no knowledge of this "SCRAP" of which you speak. TAKE PAPER FROM STUMP Scrap of paper: Taken. X IT [The scrap of paper] The scrap of paper reads... Sew new seeds for freedom L Clearing In Forest This would appear to be a clearing in a forest. All around you trees are so densely clustered that passage in most directions is impossible although to the north it would seem that you might just squeeze through. The light from above filters through to illuminate the small stump of a tree at your side. N At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. EXITS Visible exits are south. X MOAT It looks both wide and deep. X CASTLE I have no knowledge of this "CASTLE" of which you speak. X WALLS It seems just like most other walls. X DRAWBRIDGE The drawbridge is up, barring passage across the moat. LEARN FRIMBLE You carefully learn the Frimble Spell yet again. FRIMBLE DRAWBRIDGE The Frimble spell only works on doors. TURN PAGE You turn to the next page. LEARN ZNUST I have no knowledge of this "ZNUST" of which you speak. READ BOOK Page 2 Znurst Spell ------------ The Znurst Spell will usually detect the presence of magic. Invoke it by using the command 'ZNURST [object]'. LEARN ZNURST You carefully learn the Znurst Spell. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] LEARN ZNURST You carefully learn the Znurst Spell yet again. LEARN ZNURST You carefully learn the Znurst Spell yet again. LEARN ZNURST You carefully learn the Znurst Spell yet again. LEARN ZNURST You carefully learn the Znurst Spell yet again. LEARN ZNURST You carefully learn the Znurst Spell yet again. ZNURST DRAWBRIDGE Nothing happens. Apparently no magic properties are held by the drawbridge. S Clearing In Forest This would appear to be a clearing in a forest. All around you trees are so densely clustered that passage in most directions is impossible although to the north it would seem that you might just squeeze through. The light from above filters through to illuminate the small stump of a tree at your side. ZNURST STUMP Nothing happens. Apparently no magic properties are held by the stump. S You can't go south. W You can't go west. E You can't go east. EXITS Visible exits are north. N At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. EXITS Visible exits are south. N Unfortunately the drawbridge is at present in the up position. SAY HELLO "HELLO" SHOUT You utter a loud yell, but nothing happens. E You can't go east. X FOREST It blocks travel in most directions. HINT The Forest In the forest is a treestump on which is a scrap of paper you should take. When you read this scrap of paper you will be given a clue for a problem a bit later on in the game. The Moat and Drawbridge When you come to the moat north of the forest there is no way to cross this apart from the drawbridge. Fortunately you acquired a remote control from the changing room earlier, and if you press the green button the drawbridge will lower. The red button will raise it again, but there is no need to do this and you can just leave the drawbridge down. At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. PUSH GREEN After a short delay, you hear the sound of machinery from somewhere within the bowels of the castle and the drawbridge slowly lowers. N Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. EXITS Visible exits are south, west, northwest, up and down. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. X TALBE I have no knowledge of this "TALBE" of which you speak. OOPS TABLE You don't need to use "OOPS" in that way to complete this adventure. X TABLE The table is large and made of a wood which looks to be very much like oak. Attached to one side very near to its edge, there lies a small compartment. On the table lies a pair of spectacles. TAKE SPECTACLES FROM TABLE Pair of spectacles: Taken. X SPECTACLES You see nothing remarkable about the pair of spectacles. WEAR THEM [The spectacles] You put on the spectacles. X COMPARTMENT The compartment is closed. OPEN IT [The compartment] You can't seem to manage that. OPEN COMPARTMENT You can't seem to manage that. REMOVE GLOVES You take off the gloves. OPEN COMPARTMENT You can't seem to manage that. L Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. FRIMBLE COMPARTMENT You'll need to learn the Frimble Spell again. TURN PAGE You turn to the next page. TURN PAGE You turn to the next page. TURN PAGE You turn to the next page. CLOSE BOOK You close the book. OPEN BOOK You open the book. TURN PAGE You turn to the next page. LEARN FRIMBLE You turn to the next page. You don't see any frimble here. X BOOK Page 2 Znurst Spell ------------ The Znurst Spell will usually detect the presence of magic. Invoke it by using the command 'ZNURST [object]'. CLOSE BOOK You close the book. OPEN BOOK You open the book. LEARN FRIMBLE You carefully learn the Frimble Spell yet again. LEARN FRIMBLE You carefully learn the Frimble Spell yet again. LEARN FRIMBLE You carefully learn the Frimble Spell yet again. FRIMBLE COMPARTMENT The Frimble spell only works on doors. E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. WN You appear to have omitted a noun. NW Armoury This obviously serves as the armoury for the castle and its inhabitants, as it contains many weapons and other hellish articles of warfare like lances, maces and suits of armour. You attempt to take these for closer inspection but discover that they are all attached firmly to the walls. To the west is what looks like a narrow passage, and the exit to the courtyard lies to the southeast, illumination for the room coming through the doorway. EXITS Visible exits are southeast and west. X ARMOR It's made of the finest steel. X LANCES They're hellish weapons of war. EXITS Visible exits are southeast and west. W East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. EXITS Visible exits are east and west. X APERTURE The aperture is closed. OPEN IT [The aperture] You can't seem to manage that. W As you proceed west you feel the floor move slightly beneath your feet, and when you look back you see that the aperture is open. West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. X DOOR The door appears to be closed and locked. OPEN IT [The door] You can't open a locked door. FRIMBLE IT [The door] The door unlocks and slowly opens. EXITS Visible exits are east and west. W Small Room With High Ceiling This small room has a very restricted floor area, but it makes up for this by having an extremely high ceiling. You notice as you look up that high up on one wall something appears to be rather unusual. X WALL There appears to be an open door in the wall to the east. X DOOR The door is open. X SOMETHING I have no knowledge of this "SOMETHING" of which you speak. X WALL There appears to be an open door in the wall to the east. X SOUTH WALL You don't notice any south wall here. X NORTH WALL You don't notice any north wall here. X WALLS There appears to be an open door in the wall to the east. U You can't go up. E West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. U You can't go up. S You can't go south. N You can't go north. OPEN DOOR The door is already open. CLOSE DOOR Okay, the door is now closed. W [First opening the door then closing it behind you] Small Room With High Ceiling This small room has a very restricted floor area, but it makes up for this by having an extremely high ceiling. You notice as you look up that high up on one wall something appears to be rather unusual. X CEILING You see nothing remarkable about the roof. E [First opening the door then closing it behind you] West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. E As you proceed east you feel the floor move slightly beneath your feet, and you see the aperture silently close. East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. E Armoury This obviously serves as the armoury for the castle and its inhabitants, as it contains many weapons and other hellish articles of warfare like lances, maces and suits of armour. You attempt to take these for closer inspection but discover that they are all attached firmly to the walls. To the west is what looks like a narrow passage, and the exit to the courtyard lies to the southeast, illumination for the room coming through the doorway. U You can't go up. SE Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. South Battlements Below you can see the castle courtyard laid out all around. To one side. as you gaze outward, the forest stretches out almost to the horizon, while you can see only two exits from this location. Firstly there is the stairway by which you originally reached this point, but the battlements also extend to the north, from where you can see yet another passage lead. X COURTYARD I have no knowledge of this "COURTYARD" of which you speak. X FOREST It stretches almost to the horizon. N Northern Battlements You can see below you the castle courtyard and the exit to the south which leads back to the southern battlements. Beside you however to the southeast exists a passage which seemingly leads into the depths of the castle walls although you are unable to visualise anything beyond the entrance itself. SE You proceed southeast along the passage but as you progress you notice that somewhat to your alarm the light gradually dims the further you penetrate, until it is almost pitch dark. Undeterred, you continue, until the direction suddenly changes and instead you now appear to be heading west. Suddenly the floor gives way beneath you and you fall into what appears to be an enormous chute which conveys you in ever-accelerating fashion into the unknown. Once again you sense something materialise in your hand, and when you glance down you discern this to be a small coin. Your vertical excursion appears to last forever, but eventually you are summarily ejected to land once more on to solid ground. You stand up and look around you to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. N You can't go north. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Clearing In Forest This would appear to be a clearing in a forest. All around you trees are so densely clustered that passage in most directions is impossible although to the north it would seem that you might just squeeze through. The light from above filters through to illuminate the small stump of a tree at your side. N At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. N Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Dungeon The walls of this dungeon are composed of craggy stone blocks, and are very damp in appearance. There's a stairway leading back up to the courtyard and one other passage to the east leading further into darkness. E Torture Chamber The theme from the dungeon to the west seems to be repeated here, since all the walls are composed of the same formless blocks of stone, the surface of which appears very damp. Your lamp is necessary here, because otherwise it would be oppressively dark. Over in one corner, so rusted and broken that it is barely holding together, lies a brazier, its frame charred and black, and displayed on the walls are numerous torture items. Beside you there's a thumbscrew and a wooden stake. X BRAZIER In the depths of the rusty brazier you find a ring. TAKE RING FROM BRAZIER There's nothing to take from the brazier. X RING It looks just the right size for your finger. I You're carrying: a lamp (providing light), a letter, a scrap of paper, a remote control, a pair of gloves, a book, a pair of spectacles (being worn), a memo and a stepladder. WEAR IT [The ring] First you must HAVE the ring. TAKE RING Taken. WEAR IT [The ring] You slip the ring on your finger. L Torture Chamber The theme from the dungeon to the west seems to be repeated here, since all the walls are composed of the same formless blocks of stone, the surface of which appears very damp. Your lamp is necessary here, because otherwise it would be oppressively dark. Over in one corner, so rusted and broken that it is barely holding together, lies a brazier, its frame charred and black, and displayed on the walls are numerous torture items. Beside you there's a thumbscrew and a wooden stake. X ITEMS On thinking of their use you can only shudder. X THUMBSCREW I suppose it might make a good nutcracker. TAKE IT [The thumbscrew] Taken. X STAKE It's certainly wood, but I'm not sure which species. TAKE IT [The stake] Taken. N You can't go north. W Dungeon The walls of this dungeon are composed of craggy stone blocks, and are very damp in appearance. There's a stairway leading back up to the courtyard and one other passage to the east leading further into darkness. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. HINT The Banqueting Hall In the banqueting hall you will find a table on which there lies a pair of spectacles. Also, attached to the edge of the table is a compartment which you seem unable to open. The spectacles are not essential, but later on you may need them if ever you find you are unable to read things. The Banqueting Hall The compartment can only be opened in one particular way, and that will not be accessible until later in the game. You will need to come back to this. The Armoury and Corridor The corridor lying west of the armoury contains an aperture. When you're at the eastern end of this corridor this aperture is closed, but when you are at the western end it is open. The Armoury and Corridor The floor of the corridor acts like a set of scales. The weight on the west end must be greater than the weight on the east end for the aperture to be open. Consequently you must drop enough items at the west end to be able to go back east and retrieve the iron key (which is necessary) from it. The Grille The grille is of no significance at all and can be ignored. Merlin's Room Merlin's Room contains a bench on which are three items, a wizard's hat, a magic wand and a note. None of these are strictly necessary, but the note could be looked on as a definite hint or clue. The Way Out North of the location on the eastern side of the chasm is a small cave that has an exit west which will take you down the usual chute to the start room allowing for exit if you are short of necessary items. Using this, however, will not increment the value of the coin you will receive, but will allow you to still visit earlier scenarios from 1 to 4. Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. W You can't go west. E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. N You can't go north. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. NW You can't go northwest. E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. NW Armoury This obviously serves as the armoury for the castle and its inhabitants, as it contains many weapons and other hellish articles of warfare like lances, maces and suits of armour. You attempt to take these for closer inspection but discover that they are all attached firmly to the walls. To the west is what looks like a narrow passage, and the exit to the courtyard lies to the southeast, illumination for the room coming through the doorway. W East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. I You're carrying: a lamp (providing light), a letter, a scrap of paper, a remote control, a pair of gloves, a ring (being worn), a book, a pair of spectacles (being worn), a memo, a thumbscrew, a stepladder and a wooden stake. W As you proceed west you feel the floor move slightly beneath your feet, and when you look back you see that the aperture is open. West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. I You're carrying: a lamp (providing light), a letter, a scrap of paper, a remote control, a pair of gloves, a ring (being worn), a book, a pair of spectacles (being worn), a memo, a thumbscrew, a stepladder and a wooden stake. DROP LADDER Dropped. E As you proceed east you feel the floor move slightly beneath your feet, and you see the aperture silently close. East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. W As you proceed west you feel the floor move slightly beneath your feet, and when you look back you see that the aperture is open. West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. Beside you there's a stepladder. I You're carrying: a lamp (providing light), a letter, a scrap of paper, a remote control, a pair of gloves, a ring (being worn), a book, a pair of spectacles (being worn), a memo, a thumbscrew and a wooden stake. DROP GLOVES Dropped. DROP THUMBSCREW Dropped. E As you proceed east you feel the floor move slightly beneath your feet, and you see the aperture silently close. East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. W As you proceed west you feel the floor move slightly beneath your feet, and when you look back you see that the aperture is open. West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. Beside you there's a pair of gloves, a thumbscrew and a stepladder. DROP ALL Lamp: Dropped. Letter: Dropped. Scrap of paper: Dropped. Remote control: Dropped. Ring: Dropped. Book: Dropped. Pair of spectacles: Dropped. Memo: Dropped. Wooden stake: Dropped. E As you proceed east you feel the floor move slightly beneath your feet. East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, which is currently open. X APERTURE Inside the aperture you see an iron key. TAKE KEY FROM APERTURE Iron key: Taken. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] W As you proceed west you feel the floor move slightly beneath your feet, and when you look back you see that the aperture is open. West End of Corridor You are at the western end of a long corridor which thus extends back east. In front of you there is a door which appears an integral part of the wall. Beside you there's a lamp (providing light), a letter, a scrap of paper, a remote control, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a stepladder and a wooden stake. TAKE ALL Lamp: Taken. Letter: Taken. Scrap of paper: Taken. Remote control: Taken. Pair of gloves: Taken. Ring: Taken. Book: Taken. Pair of spectacles: Taken. Memo: Taken. Thumbscrew: Taken. Stepladder: Taken. Wooden stake: Taken. EXITS Visible exits are east. E As you proceed east you feel the floor move slightly beneath your feet, and you see the aperture silently close. East End of Corridor You are at the eastern end of a long corridor which thus extends to west of where you are currently situated. In the wall at your side you can see what looks to be a small aperture, but this is at present closed. E Armoury This obviously serves as the armoury for the castle and its inhabitants, as it contains many weapons and other hellish articles of warfare like lances, maces and suits of armour. You attempt to take these for closer inspection but discover that they are all attached firmly to the walls. To the west is what looks like a narrow passage, and the exit to the courtyard lies to the southeast, illumination for the room coming through the doorway. EXITS Visible exits are southeast and west. SE Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. E You can't go east. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. South Battlements Below you can see the castle courtyard laid out all around. To one side. as you gaze outward, the forest stretches out almost to the horizon, while you can see only two exits from this location. Firstly there is the stairway by which you originally reached this point, but the battlements also extend to the north, from where you can see yet another passage lead. N Northern Battlements You can see below you the castle courtyard and the exit to the south which leads back to the southern battlements. Beside you however to the southeast exists a passage which seemingly leads into the depths of the castle walls although you are unable to visualise anything beyond the entrance itself. E You can't go east. N You can't go north. SE You proceed southeast along the passage but as you progress you notice that somewhat to your alarm the light gradually dims the further you penetrate, until it is almost pitch dark. Undeterred, you continue, until the direction suddenly changes and instead you now appear to be heading west. Suddenly the floor gives way beneath you and you fall into what appears to be an enormous chute which conveys you in ever-accelerating fashion into the unknown. Once again you sense something materialise in your hand, and when you glance down you discern this to be a small coin. Your vertical excursion appears to last forever, but eventually you are summarily ejected to land once more on to solid ground. You stand up and look around you to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN DIAL You must say what number to turn it to. TURN DIAL TO 3 You turn the dial to the number 3. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Mist-covered Heath This mist-covered heath extends in all directions around you, extending to the very horizon. You attempt a few exploratory excursions to a few points of the compass, but discover to your dismay the undergrowth is so dense you are completely unable to progress. In one direction only are you given some hope, that being to the northeast, where stands an enormous boulder in the face of which there is something which might or might not be a door. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" EXITS Visible exits are northeast. X DOOR You would need to get closer. OPEN DOOR You'd need to get closer. NE At Face of Boulder The boulder in front of you is truly enormous and must weigh many tons. The door in its face appears to be made of wood and on it you can see, right in the very centre, a small but obvious depression. The only other way open to you is to retrace your earlier steps back to the southwest. X WOOD I have no knowledge of this "WOOD" of which you speak. X DOOR The door appears to be closed and locked. READ BOK I have no knowledge of this "BOK" of which you speak. X DEPRESSION You see nothing remarkable about the depression. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a stepladder and a wooden stake. LOOK IN DEPRESSION Presumably you've a reason for trying to look inside the depression? PUT RING IN DEPRESSION Sorry - I don't recognise the depression as a container! TOUCH DEPRESSION You confirm it is indeed a depression. READ BOOK Page 1 Frimble Spell ------------- The Frimble Spell will open any door, even those which are locked, but has no effect on anything else. It's cast by invoking 'FRIMBLE DOOR'. FRIMBLE DOOR For some unaccountable reason the Frimble Spell appears to be ineffective. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a stepladder and a wooden stake. TOUCH DEPRESSION WITH RING PUSH GREEN Nothing happens. HINT The Door At The Boulder In the boulder is a door with a depression. When the depression is pressed, a sign appears saying, 'SPEAK YOUR COMMAND FRIEND AND ENTER'. How can you make any sense of this? At Face of Boulder The boulder in front of you is truly enormous and must weigh many tons. The door in its face appears to be made of wood and on it you can see, right in the very centre, a small but obvious depression. The only other way open to you is to retrace your earlier steps back to the southwest. PUSH DEPRESSION As you press the depression, the surface of the door appears to ripple, and on its surface there appears a sign which reads... Speak your command, friend, and enter SAY OPEN It would appear that you have not met the requirements of the door, and the the sign which was only moments before evident slowly fades away. SAY OPEN FRIEND "OPEN FRIEND" PUSH DEPRESSION As you press the depression, the surface of the door appears to ripple, and on its surface there appears a sign which reads... Speak your command, friend, and enter SAY OPEN FRIEND As you utter the words the door appears to shudder slightly, the sign which was but recently visible disappears, there is a soft 'click' as the latch unlocks and the door softly creaks open. IN A direction would seem more appropriate. OPEN DOOR The door is already open. EXITS Visible exits are northeast and southwest. NE As you pass through the door it slams shut behind you and locks. Inside Rock Chamber Thanks to the light from your lamp, you see that you are entombed inside of a cramped chamber. The door by which you originally entered here is firmly closed and locked and you appear unable to open it. At your feet you see a stairway which leads down through the solid rock into darkness. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] EXITS Visible exits are down. D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Bottom of Stairs At Passage You are at the bottom of a flight of stairs leading up. In front of you is a passage which leads north, and at the end of which you perceive a glimmer of light. The walls beside you appear to be quite damp. X WLLS I have no knowledge of this "WLLS" of which you speak. X WALLS It seems just like most other walls. TOUCH WALLS You must specify which wall. N South Nave of Church You are standing at the end of a passage which leads back to the south into the wall from which you earlier emerged. Ahead of you extends a large area which reminds you of a church or cathedral, perhaps due to the many rows of seats arrayed either side of the aisle where you are standing, perhaps due to the large pulpit which rises above floor level to the north. Just to one side of where you stand a stairway rises up, possibly to a bell tower. X SEATS You don't notice any seat here. X ROWS I have no knowledge of this "ROWS" of which you speak. X SEAT You don't notice any seat here. EXITS Visible exits are north, south and up. X PULPIT You see nothing remarkable about the pulpit. N North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. EXITS Visible exits are north, northeast, east, south and west. X PULPIT You see nothing remarkable about the pulpit. U You can't go up. ENTER PULPIT It's too high above you. S South Nave of Church You are standing at the end of a passage which leads back to the south into the wall from which you earlier emerged. Ahead of you extends a large area which reminds you of a church or cathedral, perhaps due to the many rows of seats arrayed either side of the aisle where you are standing, perhaps due to the large pulpit which rises above floor level to the north. Just to one side of where you stand a stairway rises up, possibly to a bell tower. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Top of Belltower It would appear that you are at the top of a belltower although there seems to be no evidence of any bell; perhaps it was appropriated by unscrupulous thieves anxious to profit from the sale of its metal, or perhaps the church was falling on hard times and was forced to sell it for similar reasons. On the floor you see the start of a spiral staircase leading down, whilst east there is an opening which leads into darkness, and above which is a sign. EXITS Visible exits are east and down. X SING I have no knowledge of this "SING" of which you speak. X SIGN The sign reads as follows... Way Out D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. South Nave of Church You are standing at the end of a passage which leads back to the south into the wall from which you earlier emerged. Ahead of you extends a large area which reminds you of a church or cathedral, perhaps due to the many rows of seats arrayed either side of the aisle where you are standing, perhaps due to the large pulpit which rises above floor level to the north. Just to one side of where you stand a stairway rises up, possibly to a bell tower. N North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. EXITS Visible exits are north, northeast, east, south and west. N Apse The apse of the church lies north of the north nave. Two things are visible here in particular, one being a large decorated altar, and the other being a granite font which you remark is filled with water - presumably holy. EXITS Visible exits are south. X ALTAR On the altar lies a small card. X CARD You don't notice any small card here. TAKE CARD FROM ALTAR Small card: Taken. X CARD On the small card you see printed in plain text... When the lady won't appear consider how to bring her near X FONT The granite font contains water. TOUCH FONT You confirm it is indeed a font. TAKE WATER You can't take the water. DRINK WATER You now feel much more refreshed. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder and a wooden stake. S North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. 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. Just a short distance to east is the entrance into the body of a pulpit. E Inside Pulpit You are comfortably ensconced inside the pulpit, looking out over the great expanse of the church which extends around you. The stepladder by which you reached this location lies to your west. Beside you there's a small cross. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] X CROSS The cross is silver and is very finely made. Attached to its top is a loop to slip over your head, allowing the cross to be worn. TAKE IT [The cross] Taken. WEAR CROSS You put on the cross. LOOK Inside Pulpit You are comfortably ensconced inside the pulpit, looking out over the great expanse of the church which extends around you. The stepladder by which you reached this location lies to your west. EXITS Visible exits are west. W 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. Just a short distance to east is the entrance into the body of a pulpit. D North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. Beside you there's a stepladder. TAKE LADDER Taken. EXITS Visible exits are north, northeast, east, south and west. E East Transept This is the east transept of the church. There is a clear exit west to the the north nave, but any exits to other areas are restricted by the seating. Light streams in through a beautiful stained-glass window. EXITS Visible exits are west. X SEATING Sorry, but I don't understand that command. X WINDOW The window is of beautifully-coloured stained glass. X SEATS You don't notice any seat here. W North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. W West Transept This is the west transept of the church. There is a clear exit east to the the north nave, but any exits to other areas are restricted by the seating. Light streams in through a beautiful stained-glass window. X WINDOW The window is of beautifully-coloured stained glass. E North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. NE Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. X DESK The desk is constructed of finest oak. On its surface you notice there is a numeric keypad to which is attached a small monitor. The front of the desk displays a drawer which is at the moment closed. X MONITOR The monitor displays... A blank screen OPEN DRAWER You can't open a locked drawer. X KEYPAD The keypad looks to be fairly standard... L Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. X SCALES The scales are extremely large and heavy, and are fixed to the floor. Atop its main body is a very large receptacle, and you wonder what the clergyman was in the habit of weighing. X RECEPTABLE I have no knowledge of this "RECEPTABLE" of which you speak. X RECEPTACLE The receptacle is to say the least, large, and it makes you wonder for what purpose a clergyman has an industrial-strength apparatus such as this sited in his vestry. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a small cross (being worn), a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder and a wooden stake. L Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. X RECEPTACLE The receptacle is to say the least, large, and it makes you wonder for what purpose a clergyman has an industrial-strength apparatus such as this sited in his vestry. X DISPLAY The display shows ... Items: 0 Weight: 0 units I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a small cross (being worn), a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder and a wooden stake. PUT THUMBSCREW IN RECEPTACLE Thumbscrew: Done. X DISPLAY The display shows ... Items: 1 Weight: 4 units TAKE THUMBSCREW FROM RECEPTACLE Thumbscrew: Taken. N You can't go through a closed door. OPEN DOOR You can't open a locked door. FRIMBLE DOOR You'll need to learn the Frimble Spell again. LEARN FRIMBLE You carefully learn the Frimble Spell yet again. FRIMBLE DOOR For some unaccountable reason the Frimble Spell appears to be ineffective. W You can't go west. S You can't go south. U You can't go up. SW North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. S South Nave of Church You are standing at the end of a passage which leads back to the south into the wall from which you earlier emerged. Ahead of you extends a large area which reminds you of a church or cathedral, perhaps due to the many rows of seats arrayed either side of the aisle where you are standing, perhaps due to the large pulpit which rises above floor level to the north. Just to one side of where you stand a stairway rises up, possibly to a bell tower. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Top of Belltower It would appear that you are at the top of a belltower although there seems to be no evidence of any bell; perhaps it was appropriated by unscrupulous thieves anxious to profit from the sale of its metal, or perhaps the church was falling on hard times and was forced to sell it for similar reasons. On the floor you see the start of a spiral staircase leading down, whilst east there is an opening which leads into darkness, and above which is a sign. E Almost immediately after going through the opening, without any warning the floor gives way under your feet and you are precipitated into what appears to be a large chute. Your downward excursion is to say the least rapid, and leaves you quite breathless. As before, you feel something materialise in your hand, and when you look down you see that it is a coin. Your descent seems to go on for ever, but eventually you eject from the end of the chute like a cork from a bottle, stand up and look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. X DIAL The dial is currently turned to the number 3. TURN DIAL TO 4 Peculiarly, the dial doesn't appear to turn past the number 3. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. TURN DIAL TO 4 The dial appears to resist any attempt to turn it. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Mist-covered Heath This mist-covered heath extends in all directions around you, extending to the very horizon. You attempt a few exploratory excursions to a few points of the compass, but discover to your dismay the undergrowth is so dense you are completely unable to progress. In one direction only are you given some hope, that being to the northeast, where stands an enormous boulder in the face of which there is something which might or might not be a door. NE At Face of Boulder The boulder in front of you is truly enormous and must weigh many tons. The door in its face appears to be made of wood and on it you can see, right in the very centre, a small but obvious depression. The only other way open to you is to retrace your earlier steps back to the southwest. NE You can't go through a closed door. PUSH DEPRESSION As you press the depression, the surface of the door appears to ripple, and on its surface there appears a sign which reads... Speak your command, friend, and enter SAY OPEN FRIEND As you utter the words the door appears to shudder slightly, the sign which was but recently visible disappears, there is a soft 'click' as the latch unlocks and the door softly creaks open. NE As you pass through the door it slams shut behind you and locks. Inside Rock Chamber Thanks to the light from your lamp, you see that you are entombed inside of a cramped chamber. The door by which you originally entered here is firmly closed and locked and you appear unable to open it. At your feet you see a stairway which leads down through the solid rock into darkness. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a small cross (being worn), a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder and a wooden stake. N You can't go north. HELP Inside Rock Chamber Thanks to the light from your lamp, you see that you are entombed inside of a cramped chamber. The door by which you originally entered here is firmly closed and locked and you appear unable to open it. At your feet you see a stairway which leads down through the solid rock into darkness. HINT In The North Nave In the north nave is the pulpit but it appears that the steps leading up to this have disappeared and you can't get into it. How can you manage this as there may be something important inside it. In The North Nave You should drop the stepladder in the north nave then climb it. You will be able then to move east into the pulpit. Inside you will find a silver cross which can be worn. This is important and should be taken. In The Apse In the apse you will find the altar and a granite font. If you examine both you'll find that the altar holds a small card and the font contains water, which is presumed to be holy. In The Apse The card should be taken since although it is not actually necessary it has a small clue which might help you a bit. The water in the font has to wait until you have the means of carrying it. In The Vestry The items of note in the vestry are a desk with a drawer and a keypad. It's obvious that the keypad must open the drawer, which is locked, but there is no indication of the correct sequence of numbers. The scales are of no real function, but they will give you a way to measure the weight of anything you wish by placing it in the receptacle. In The Vestry If you look at the memo you picked up when you opened the book you will see that it has a birthday reminder. This is 23 November 1942. The keypad code is therefore 23111942 (or 11231942 for our transpondian friends). This will open the drawer which has a bottle and a potion, both of which are needed. The door to the north doesn't respond to the Frimble Spell, and it must be unlocked using the iron key you obtained earlier from the aperture that was in the corridor lying to the west of the armoury in the castle. The thermometer in the desk drawer beside the bottle and the potion is only a red herring, and may be ignored. Once you have the bottle you should return to the font in the apse and fill it with water. This is essential. Inside Rock Chamber Thanks to the light from your lamp, you see that you are entombed inside of a cramped chamber. The door by which you originally entered here is firmly closed and locked and you appear unable to open it. At your feet you see a stairway which leads down through the solid rock into darkness. NE You can't go northeast. D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Bottom of Stairs At Passage You are at the bottom of a flight of stairs leading up. In front of you is a passage which leads north, and at the end of which you perceive a glimmer of light. The walls beside you appear to be quite damp. N South Nave of Church You are standing at the end of a passage which leads back to the south into the wall from which you earlier emerged. Ahead of you extends a large area which reminds you of a church or cathedral, perhaps due to the many rows of seats arrayed either side of the aisle where you are standing, perhaps due to the large pulpit which rises above floor level to the north. Just to one side of where you stand a stairway rises up, possibly to a bell tower. N North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. E East Transept This is the east transept of the church. There is a clear exit west to the the north nave, but any exits to other areas are restricted by the seating. Light streams in through a beautiful stained-glass window. W North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. NE Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. UNLOCK DOOR WITH KEY The key doesn't seem to fit the door. UNLOCK DOOR WITH IRON KEY The iron key doesn't seem to fit the door. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a remote control, a small cross (being worn), a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder and a wooden stake. HINT In The Vestry The items of note in the vestry are a desk with a drawer and a keypad. It's obvious that the keypad must open the drawer, which is locked, but there is no indication of the correct sequence of numbers. The scales are of no real function, but they will give you a way to measure the weight of anything you wish by placing it in the receptacle. In The Vestry If you look at the memo you picked up when you opened the book you will see that it has a birthday reminder. This is 23 November 1942. The keypad code is therefore 23111942 (or 11231942 for our transpondian friends). This will open the drawer which has a bottle and a potion, both of which are needed. The door to the north doesn't respond to the Frimble Spell, and it must be unlocked using the iron key you obtained earlier from the aperture that was in the corridor lying to the west of the armoury in the castle. The thermometer in the desk drawer beside the bottle and the potion is only a red herring, and may be ignored. Once you have the bottle you should return to the font in the apse and fill it with water. This is essential. In The Churchyard In the churchyard there are two items of interest. First is a hammer, which is needed, and second is the crypt which lies to the east and which has to be entered. Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. X DOOR The door appears to be closed and locked. UNLOCK DOOR You unlock the door using the iron key. N [First opening the door then closing it behind you] Churchyard The gloomy churchyard stretches all around you although the gravestones are so thickly clustered in disarray that you are unable to pick your way round them. The door into the church lies to your south and just a short distance to the east stands what appears to be a strange-looking crypt. Beside you there's a hammer. X GRAVESTONES You see nothing remarkable about the gravestones. X HAMMER It's a small carpenter's hammer, such as used by a small carpenter. TAKE IT [The hammer] Taken. S [First opening the door then closing it behind you] Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. X MEMO The memo reads as follows... Birthday Reminder 23rd November 1942 X KEYPAD The keypad looks to be fairly standard... X MEMO The memo reads as follows... Birthday Reminder 23rd November 1942 TYPE 11231942 You'd need a proper keyboard to do that. TYPE 11231942 ON KEYPAD Sorry, but I don't understand that command. X KEYPAD The keypad looks to be fairly standard... TYPE 1 You'd need a proper keyboard to do that. TYPE 1 ON KEYPAD Sorry, but I don't understand that command. TYPE ON KEYPAD You'd need a proper keyboard to do that. USE KEYPAD You don't need to use "USE" in that way to complete this adventure. HELP Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. PRESS 1 ON KEYPAD Sorry, but I don't understand that command. PRESS 1 When you press [1] the monitor displays... 1 PRESS CLEAR When you press [CLEAR] the monitor display clears... PRESS 11231942 I have no knowledge of this "11231942" of which you speak. PRESS 1 When you press [1] the monitor displays... 1 PRESS 1 When you press [1] the monitor displays... 11 PRESS 2 When you press [2] the monitor displays... 112 PRESS 3 When you press [3] the monitor displays... 1123 PRESS 1 When you press [1] the monitor displays... 11231 PRESS 9 When you press [9] the monitor displays... 112319 PRESS 4 When you press [4] the monitor displays... 1123194 PRESS 2 When you press [2] the monitor displays... 11231942 PRESS ENTER When you press [ENTER] the monitor clears and the drawer unlocks. HINT In The Vestry The items of note in the vestry are a desk with a drawer and a keypad. It's obvious that the keypad must open the drawer, which is locked, but there is no indication of the correct sequence of numbers. The scales are of no real function, but they will give you a way to measure the weight of anything you wish by placing it in the receptacle. In The Vestry If you look at the memo you picked up when you opened the book you will see that it has a birthday reminder. This is 23 November 1942. The keypad code is therefore 23111942 (or 11231942 for our transpondian friends). This will open the drawer which has a bottle and a potion, both of which are needed. The door to the north doesn't respond to the Frimble Spell, and it must be unlocked using the iron key you obtained earlier from the aperture that was in the corridor lying to the west of the armoury in the castle. The thermometer in the desk drawer beside the bottle and the potion is only a red herring, and may be ignored. Once you have the bottle you should return to the font in the apse and fill it with water. This is essential. Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. OPEN DRAWER Okay, the drawer is now open. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] LOOK IN DRAWER The drawer, which is in the front of the desk, is at the moment open. Inside the drawer is a bottle, a thermometer and a potion. TAKE BOTTLE FROM DRAWER Bottle: Taken. TAKE POTION FROM DRAWER Potion: Taken. X BOTTLE The bottle displays the following text... ACME Superior Holy Bottle It is currently empty. X POTION Attached to the potion is a small label... Hercules Potion W You can't go west. SW North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. N Apse The apse of the church lies north of the north nave. Two things are visible here in particular, one being a large decorated altar, and the other being a granite font which you remark is filled with water - presumably holy. FILL BOTTLE WITH WATER Okay, the bottle is now full of water. S North Nave of Church In this northern part of the church, you find yourself standing at the side of a large pulpit, the entrance to which is well above your own height. It is entirely possible that access to its interior was gained by some stairs, but these have apparently been removed at some time in the past for reasons unknown. The main part of the church lies south and some other exits exist, one being an entry northeast into the vestry. NE Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. N [First opening the door then closing it behind you] Churchyard The gloomy churchyard stretches all around you although the gravestones are so thickly clustered in disarray that you are unable to pick your way round them. The door into the church lies to your south and just a short distance to the east stands what appears to be a strange-looking crypt. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" X CRYPT You see nothing remarkable about the crypt. E Inside The Crypt You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are but two exits from this location, one to the west and another one to the south. You remark on the presence of a sign attached to one wall. X SIGN The sign reads as follows... Please Follow Printed Instructions I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. X CARD On the small card you see printed in plain text... When the lady won't appear consider how to bring her near S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. EXITS Visible exits are north, east, south and west. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. EXITS Visible exits are north, east, south and west. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. EXITS Visible exits are north, east, south and west. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. HINT In The Crypt Inside the crypt you will see that one wall carries a sign... PLEASE FOLLOW PRINTED INSTRUCTIONS You have not, however, come across these, or have you? The Crypt Maze The instructions are on the paper which you took from the treestump in the forest near the castle, which read... Sew new seeds for freedom See the next spoiler for details. The Way Out Should you have entered the church and discover there is something you need but haven't brought, you can get back out to the starting chamber by going through the opening at the top of the bell tower. You will receive another coin, but it's value will not have increased on this occasion. Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. LOOK Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. EXIT You appear to have omitted a noun. EXITS Visible exits are north, east, south and west. D You can't go down. U You can't go up. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. READ LETTER The letter reads as follows... I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. READ SCRAP I have no knowledge of this "SCRAP" of which you speak. READ PAPER The scrap of paper reads... Sew new seeds for freedom S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. F The following definitions exist but can be changed using 'DEFINE'... L Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. OUT A direction would seem more appropriate. L Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. RESTORE Enter restore name ["X" to exit] >BLARG_______________.SAV Restoring from file BLARG_______________.SAV Churchyard The gloomy churchyard stretches all around you although the gravestones are so thickly clustered in disarray that you are unable to pick your way round them. The door into the church lies to your south and just a short distance to the east stands what appears to be a strange-looking crypt. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. X BOTTLE The bottle displays the following text... ACME Superior Holy Bottle It currently contains some water (probably holy). S [First opening the door then closing it behind you] Vestry It would appear that this is the vestry, where the priest or vicar prepares for the services he conducts in his church. There is a doorless exit to the southwest which leads into the body of the church, and another door to the north which looks as if it might lead out into the churchyard. In the very middle of the floor stands a desk and against one wall stands an industrial set of scales with a huge receptacle and a display. N [First opening the door then closing it behind you] Churchyard The gloomy churchyard stretches all around you although the gravestones are so thickly clustered in disarray that you are unable to pick your way round them. The door into the church lies to your south and just a short distance to the east stands what appears to be a strange-looking crypt. E Inside The Crypt You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are but two exits from this location, one to the west and another one to the south. You remark on the presence of a sign attached to one wall. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. N Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. W Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. S Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best. E Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable which one to choose for the best, although you notice that on this occasion there is also an opening in the floor leading down. D Cubical Room You are in a cubical room with walls, ceiling and floor constructed all in a similar way from stone. There are numerous exits from here, and you feel unable to choose for the best, although the passage to the south beckons. On the wall just to the side of this you see a plaque. X PLAQUE The plaque reads... Beware the guardian of the sword and remember his weaknesses S You proceed along the passage which seems to slope down as you progress. At once the floor suddenly ceases to exist and you are catapulted into a chute which rapidly conveys you at ever-increasing speed into the unknown. As you are about to give up all hope of survival, you once again feel something to materialise in your hand and glance down to see the familiar coin. Shortly thereafter you feel your speed of descent decrease until you are eventually ejected on to solid ground. You stand up and look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN DIAL TO 4 You turn the dial to the number 4. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. X SIGN The sign reads as follows... Witt's End N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. EXITS Visible exits are east, south and west. S Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. U You can't go up. N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. E Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. X LAKE It looks deep and very dangerous. LISTEN Just the musical sound of water dripping. X BOAT It's a sturdy little craft, but quite small. W Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. W Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, and you calculate it would be impossible to reach by jumping. X CHASM It looks extremely deep - indeed, possibly bottomless. X HANDLE The handle is attached firmly to the outer wheel, and is presumably used to allow the wheel to be turned. X WHEEL When you look more closely at the wheel, you realise that it is in fact two wheels, mounted on a common axle, each being a solid disc of metal which is probably copper or brass. It would appear each wheel is capable of turning independently, and to the outer wheel is attached a handle, presumably to achieve this very outcome. In the face of the outer disc is a small hole of around three millimetres in diameter. I You're carrying: a lamp (providing light), a letter, an iron key, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. TURN WHEEL You grasp the handle and turn the wheel through a partial full turn but you notice that, although the outer wheel turns quite freely, the inner remains quite stationary. PUT THUMBSCREW IN HOLE It doesn't fit. X HOLE The small hole is situated on the face of the outer wheel, and is somewhere around 3 millimetres in diameter. E Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. E Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. ENTER BOAT You carefully clamber into the small boat, settling yourself comfortably in a seated position. You find the bobbing effect quite relaxing. On Lake In Small Boat You are seated inside a small boat that is bobbing around on the surface of a vast underground lake. Little drops of water from the roof high above you land on the surface with little plopping sounds. Unfortunately, no matter how diligently you search, you find no means of propelling the boat. At the prow you notice a length of chain, presumably to tie the craft to a jetty, but no matter how hard you try this is completely and firmly attached. Beside you there's a scroll. X CHAIN It seems an irremovable part of the boat. X SCROLL On the scroll you see no text, but simply the following... CYAN - MAGENTA - RED - BLUE - GREEN TAKE SCROLL Taken. W Unfortunately, you've got no means of propelling the boat. OUT Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. S You can't go south. W Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. S Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. S You can't go south. W You can't go west. EXITS Visible exits are north. N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. N You can't go north. L Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. EXITS Visible exits are east, south and west. W Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, and you calculate it would be impossible to reach by jumping. EXITS Visible exits are north and east. D You can't go down. N Small Cave You are in a small cave situated north of the eastern side of the chasm. It appears that there are two exits from here, one to the south from where you came and another lying west which appears to lead into darkness. Above this latter exit there is attached a sign. X SIGN The sign reads as follows... Way Out W You take the western exit, but just as you do so you unfortunately trip and fall head over heels into what appears to be a chute, which rapidly conveys you in a downward direction into the unknown. In your descent at ever incr- easing speed, you feel something materialise in your hand and look down to see it is a coin. After what seems to be an age your speed reduces a little and you are summarily ejected on to solid ground. You look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" HINT The Armoury and Corridor The corridor lying west of the armoury contains an aperture. When you're at the eastern end of this corridor this aperture is closed, but when you are at the western end it is open. The Banqueting Hall In the banqueting hall you will find a table on which there lies a pair of spectacles. Also, attached to the edge of the table is a compartment which you seem unable to open. The spectacles are not essential, but later on you may need them if ever you find you are unable to read things. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. TURN DIAL TO 1 You turn the dial to the number 1. N You can't go north. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Dank Cellar It would appear this is a cellar, the walls of which are of solid stone and seem to be very damp. There's no evidence of the means by which you arrived here, and the only means of exit appears to be a stairway situated over in one corner of the room, leading up to a location on a higher level. EXITS Visible exits are up. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Main Hallway This appears to be the main hallway of the building. At your feet there's a stairway which leads down to the cellar, while several other exits lead off in various directions. You remark that although no windows are visible, the area appears to be well-illuminated, with the light coming from an unknown source. In the centre of the floor stands a solid plinth, atop which there is an indentation containing a crystal sphere. This sphere appears to be an integral part of the structure, and is quite immovable. EXITS Visible exits are north and down. X SPHERE The sphere is held in the indentation. TOUCH IT [The sphere] No sooner has your hand touched the surface of the sphere, than it at once appears to lose all substance, becoming a gaseous cloud which rapidly grows to envelop you in a cloying mist. At first your vision is nothing more than of a featureless surround but gradually this coalesces to reveal what seems to be so real that it must be a holographic image... This appears to be a clearing in a forest with an exit in the trees leading north, all other directions being blocked by the density of the growth. To your side, embedded in the ground, stands an ancient stump. Gradually the scene in front of your eyes dissolves, appearing to be drawn back into the substance of the sphere and revealing what were your original surroundings, quite unchanged from the way they were before. Main Hallway This appears to be the main hallway of the building. At your feet there's a stairway which leads down to the cellar, while several other exits lead off in various directions. You remark that although no windows are visible, the area appears to be well-illuminated, with the light coming from an unknown source. In the centre of the floor stands a solid plinth, atop which there is an indentation containing a crystal sphere. This sphere appears to be an integral part of the structure, and is quite immovable. N Southern Corridor You are at the southern end of a long corridor, which continues for quite a considerable distance north where the light appears to be much brighter. To your west there lies a doorway, above which is a prominent sign. N Middle of Corridor You are in the middle of a long corridor which stretches north and south in which former direction the light appears to be considerably brighter. Just to your east lies a doorway, above which is situated a prominent sign. N End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. N You can't go north. EXITS Visible exits are south and up. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. I You're carrying: a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. X MEMO The memo reads as follows... Birthday Reminder 23rd November 1942 X CARD On the small card you see printed in plain text... When the lady won't appear consider how to bring her near X SCROLL On the scroll you see no text, but simply the following... CYAN - MAGENTA - RED - BLUE - GREEN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. MAGENTA - GREEN - GREEN - GREEN - GREEN TURN FIRST CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - GREEN - GREEN - GREEN - GREEN TURN SECOND CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - GREEN - GREEN - GREEN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - MAGENTA - GREEN - GREEN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - CYAN - GREEN - GREEN TURN THIRD CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - RED - GREEN - GREEN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - RED - MAGENTA - GREEN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - RED - CYAN - GREEN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - RED - RED - GREEN TURN FOURTH CIRCLE As the circle turns, you notice the appearance of the panel has changed. CYAN - MAGENTA - RED - BLUE - GREEN From somewhere inside the panel there's a slight clattering noise following which something drops from it to land on the floor. L Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. Beside you there's a steel pin. X PIN The small pin appears to be made of stainless steel. It is about two centi- metres in length and somewhere around 3 millimetres in diameter. TAKE PIN Taken. D It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. End of Corridor This appears to be the end of the corridor which passes back to the south. The light here is really quite bright, which fact appears to be a result of the large window set into the wall in front of you. One other exit appears to be available from this location, that being a stairway which leads up to a higher level. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. Attic Room It would appear that this is a small attic room. There are but three things which are of note about this location, one being the staircase which leads downward and by which you gained access, another being a large door to west which seems to be of extremely solid construction, and finally the presence on the wall at your side of five circles. These are arranged horizontally, there thus being a first, a second, a third, a fourth and a fifth circle. Just above these, and attached firmly to the wall is a large panel. EXITS Visible exits are west and down. W You enter the tunnel and progress steadily west, ignoring the fact that the light appears to dim the further in you go. Suddenly, you feel the floor at your feet give way, and you seem to enter a chute which, as it slopes down, propels your body at ever-increasing speed into the unknown. Alarmingly you feel something materialise in you hand and you look down to see a coin. The descent continues unabated until at last you are unceremoniously ejected to land on solid ground once more. You stand up and look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN DIAL TO 4 You turn the dial to the number 4. N You can't go north. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. W Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, and you calculate it would be impossible to reach by jumping. PUT PIN IN HOLE You try inserting the pin into the hole in the outer wheel and, although it goes half in, it seems to go no further. Accordingly you give up and remove it once more. LOOK IN HOLE Presumably you've a reason for trying to look inside the hole? YES I don't understand that entry. HINT The Wheel The wheel is actually two wheels which turn independently. We actually have to get both turning in synchrony, but how can we manage this? The Wheel The outer wheel has a hole which presumably matches with a corresponding one on the inner wheel. So how can we get them to align? You must keep turning the outer wheel and try to insert the steel pin which you got from the attic into the hole. Eventually the pin will enter and the wheels will operate as one. If you now keep turning the wheel a platform will appear bridging the chasm and will allow you to cross to the other side. Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, and you calculate it would be impossible to reach by jumping. TURN WHEEL You grasp the handle and turn the wheel through a partial full turn but you notice that, although the outer wheel turns quite freely, the inner remains quite stationary. PUT PIN IN HOLE You try inserting the pin into the hole in the outer wheel and, although it goes half in, it seems to go no further. Accordingly you give up and remove it once more. TURN WHEEL You grasp the handle and turn the wheel through a partial full turn but you notice that, although the outer wheel turns quite freely, the inner remains quite stationary. PUT PIN IN HOLE At last you achieve success. The pin disappears fully into the hole in the outer disc and you hear a soft click as it engages. You experimentally try turning the wheel and discover that the two discs now operate as one. TURN WHEEL You grasp the handle and begin turning the wheel remarking that both wheels now operate together. As you complete one full turn there is a low rumbling sound deep below your feet and the ground starts to tremble. TURN WHEEL You take the handle in your hand and complete a full turn. The rumbling you heard previously is repeated, and to your astonishment a platform begins to project from the wall of the chasm, just below the edge. When it reaches to half way, however, it stops. TURN WHEEL For a third time you grasp the handle and complete a full turn of the wheel with the same audible result as before. The platform continues its journey across the chasm until it reaches the far side, when it seems to mate with some form of locking system, forming a safe and secure exit to your west. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] W Western Side of Chasm You are on the western side of the chasm which is now bridged by a platform running just below the edges on each side. Facing you are two exits leading either to the west or back to the east across the chasm. EXITS Visible exits are east and west. X PLATFORM The platform completely bridges the chasm. W Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. X CURRENTS I have no knowledge of this "CURRENTS" of which you speak. X AIR I have no knowledge of this "AIR" of which you speak. N Rocky Antechamber In this location the currents of air appear stronger and it is obvious from where they originate. Situated at head level on one wall is a grille from which emanates a continuous stream of air that is a few degrees colder than the temperature in adjacent rooms. There are three exits to the south, west and southwest. X GRILLE From the grille come draughts of cold air. OPEN GRILLE Trying to open the grille would be a fruitless exercise. S Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. NW Side Chamber This small and insignificant side chamber has but two means of egress. One leads to the northeast and the other to the southeast. The ceiling lies but a couple of feet above your head, and the rocky walls seem very rough. It's very fortunate you have your lantern with you as there is no ambient light. NE Rocky Antechamber In this location the currents of air appear stronger and it is obvious from where they originate. Situated at head level on one wall is a grille from which emanates a continuous stream of air that is a few degrees colder than the temperature in adjacent rooms. There are three exits to the south, west and southwest. W Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. X TAPESTRIES They're covered in multi-coloured designs, all with mediaeval themes. X ESCRITORE I have no knowledge of this "ESCRITORE" of which you speak. X ESCRITOIRE On the escritoire lies a parchment and a gizmo. TAKE PARCHEMT FROM ESCRITOIRE I have no knowledge of this "PARCHEMT" of which you speak. TAKE PARCHMENT FROM ESCRITOIRE Parchment: Taken. TAKE GIZMO FROM ESCRITOIRE Gizmo: Taken. X PARCHMENT The parchment reads... Malynov Spell ------------- The Malynov Spell will write one other spell into a spellbook but can only be used once. It's cast by 'MALYNOV BOOK' and although Malynov can only be used once the new spell can be used often. L Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. MALYNOV MALYNOV You haven't learnt the Malynov Spell yet. MALYNOV BOOK You haven't learnt the Malynov Spell yet. LEARN MALYNOV You carefully learn the Malynov Spell. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] MALYNOV MALYNOV The Malynov Spell only works on books. MALYNOV BOOK There is a short pause during which nothing very much happens, but then the book is surrounded by a searing glow of multi-coloured light which fades in a few seconds. You feel also a definite fall in the ambient temperature. The parchment momentarily glows, but this soon fades. LEARN MALYNOV The parchment momentarily glows, but this soon fades. You don't see any malynov here. OPEN BOOK It's already open. READ BOOK Page 1 Frimble Spell ------------- The Frimble Spell will open any door, even those which are locked, but has no effect on anything else. It's cast by invoking 'FRIMBLE DOOR'. TURN PAGE You turn to the next page. TURN PAGE You turn to the next page. READ BOOK Page 3 Fargo Spell ----------- The Fargo Spell will transport you to the location of any object which can be carried, and saves time and energy. It is invoked by 'FARGO [object]'. TURN PAGE You turn to the next page. READ BOOK Page 4 Grabble Spell ------------- The Grabble Spell will at once acquire any object without the need to go to where it is actually located. You need to invoke it by 'GRABBLE [object]'. It can only be used with carryable items. TURN PAGE You turn to the next page. READ BOOK UNDO Sorry, but there is no undo facility in this game. UNDO Sorry, but there is no undo facility in this game. HINT The Strange Furnished Room The important item in the furnished room is the escritoire. On this you'll find a parchment on which there is a Malynov Spell. This can be learnt once and can be used on the book to write another spell into it. This spell is the Grabble Spell, which will allow you to take items which are not in your immediate location. It only works, however, within your current scenario, and cannot access items located in other scenarios. Also on the escritoire is a gizmo which you will need - see spoiler. Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. X GIZMO On the gizmo you see printed... ACME PATENT COMPARTMENT OPENER ------------------------------ Open any compartment instantly Simply touch compartment with gizmo to open - o - Satisfaction guaranteed L Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. EXITS Visible exits are east. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. I You're carrying: a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. DROP GIZMO Dropped. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. TAKE ALL Gizmo: Taken. DROP ALL Lamp: Dropped. Letter: Dropped. Iron key: Dropped. Scroll: Dropped. Scrap of paper: Dropped. Parchment: Dropped. Bottle: Dropped. Remote control: Dropped. Small cross: Dropped. Potion: Dropped. Pair of gloves: Dropped. Ring: Dropped. Book: Dropped. Pair of spectacles: Dropped. Gizmo: Dropped. Memo: Dropped. Thumbscrew: Dropped. Small card: Dropped. Stepladder: Dropped. Hammer: Dropped. Wooden stake: Dropped. E Rocky Antechamber In this location the currents of air appear stronger and it is obvious from where they originate. Situated at head level on one wall is a grille from which emanates a continuous stream of air that is a few degrees colder than the temperature in adjacent rooms. There are three exits to the south, west and southwest. W Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. Beside you there's a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. TAKE ALL Lamp: Taken. Letter: Taken. Iron key: Taken. Scroll: Taken. Scrap of paper: Taken. Parchment: Taken. Bottle: Taken. Remote control: Taken. Small cross: Taken. Potion: Taken. Pair of gloves: Taken. Ring: Taken. Book: Taken. Pair of spectacles: Taken. Gizmo: Taken. Memo: Taken. Thumbscrew: Taken. Small card: Taken. Stepladder: Taken. Hammer: Taken. Wooden stake: Taken. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. I You're carrying: a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. READ BOOK CLOSE BOOK You close the book. OPEN BOOK You open the book. TURN PAGE You turn to the next page. READ BOOK Page 2 Znurst Spell ------------ The Znurst Spell will usually detect the presence of magic. Invoke it by using the command 'ZNURST [object]'. TURN PAGE You turn to the next page. READ BOOK Page 3 Fargo Spell ----------- The Fargo Spell will transport you to the location of any object which can be carried, and saves time and energy. It is invoked by 'FARGO [object]'. LEARN FARGO You carefully learn the Fargo Spell. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] TURN PAGE You turn to the next page. READ BOOK Page 4 Grabble Spell ------------- The Grabble Spell will at once acquire any object without the need to go to where it is actually located. You need to invoke it by 'GRABBLE [object]'. It can only be used with carryable items. LEARN GRABBLE You carefully learn the Grabble Spell. Your score has just gone up by 10 points. [Notifications can be turned off and on using the NOTIFY command] DROP ALL Lamp: Dropped. Letter: Dropped. Iron key: Dropped. Scroll: Dropped. Scrap of paper: Dropped. Parchment: Dropped. Bottle: Dropped. Remote control: Dropped. Small cross: Dropped. Potion: Dropped. Pair of gloves: Dropped. Ring: Dropped. Book: Dropped. Pair of spectacles: Dropped. Gizmo: Dropped. Memo: Dropped. Thumbscrew: Dropped. Small card: Dropped. Stepladder: Dropped. Hammer: Dropped. Wooden stake: Dropped. TAKE HAMMER Taken. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. DROP HAMMER Dropped. L Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. Beside you there's a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. TAKE GIZMO Taken. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. TAKE ALL Lamp: Taken. Letter: Taken. Iron key: Taken. Scroll: Taken. Scrap of paper: Taken. Parchment: Taken. Bottle: Taken. Remote control: Taken. Small cross: Taken. Potion: Taken. Pair of gloves: Taken. Ring: Taken. Book: Taken. Pair of spectacles: Taken. Memo: Taken. Thumbscrew: Taken. Small card: Taken. Stepladder: Taken. Hammer: Taken. Wooden stake: Taken. FARGO COMPARTMENT You can only use this spell on things that can be carried. TAKE ALL There's nothing to take. DROP ALL Lamp: Dropped. Letter: Dropped. Iron key: Dropped. Scroll: Dropped. Scrap of paper: Dropped. Parchment: Dropped. Bottle: Dropped. Remote control: Dropped. Small cross: Dropped. Potion: Dropped. Pair of gloves: Dropped. Ring: Dropped. Book: Dropped. Pair of spectacles: Dropped. Gizmo: Dropped. Memo: Dropped. Thumbscrew: Dropped. Small card: Dropped. Stepladder: Dropped. Hammer: Dropped. Wooden stake: Dropped. TAKE BOOK Taken. E As you attempt to leave, a sign suddenly appears above the eastern exit... Contraband Detected - Exit Denied This remains for a few seconds only, then fades. DROP BOOK Dropped. HINT The Strange Furnished Room The important item in the furnished room is the escritoire. On this you'll find a parchment on which there is a Malynov Spell. This can be learnt once and can be used on the book to write another spell into it. This spell is the Grabble Spell, which will allow you to take items which are not in your immediate location. It only works, however, within your current scenario, and cannot access items located in other scenarios. Also on the escritoire is a gizmo which you will need - see spoiler. The Strange Furnished Room The gizmo is required to open the compartment in the table, which is in the banqueting hall of the castle. Inside this is a clove of garlic which is an essential item. The compartment cannot be opened in any other way. If you try to leave the Strange Furnished Room carrying anything, you'll be unable to. The answer is to put everything you have into the opening in the wall. It will all be transported to Merlin's Room from where it can then be recovered. Alternatives would be to use the Fargo Spell on something left outside the Strange Furnished Room or use the wand to transport you to Merlin's Room. Strange Furnished Room Bearing in mind where you've just come from, you find this location utterly bizarre. The walls are completely covered by hanging tapestries, and on the floor you see beautiful parquet tiling which is composed of many varieties of wood, most of which you don't recognise. Over against one wall there is a small escritore, which is the only item of furniture you can see. There's no need for any external light source as the ceiling seems to emit light of a strange blue hue, and by that light you can see a large opening in one of the walls at your side. Beside you there's a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. TAKE ALL Lamp: Taken. Letter: Taken. Iron key: Taken. Scroll: Taken. Scrap of paper: Taken. Parchment: Taken. Bottle: Taken. Remote control: Taken. Small cross: Taken. Potion: Taken. Pair of gloves: Taken. Ring: Taken. Book: Taken. Pair of spectacles: Taken. Gizmo: Taken. Memo: Taken. Thumbscrew: Taken. Small card: Taken. Stepladder: Taken. Hammer: Taken. Wooden stake: Taken. X OPENING The opening is of fairly large size, but unfortunately not large enough to admit your not-inconsiderable bulk. Presumably it must connect with another location, but there is absolutely no indication where that might be. PUT ALL IN OPENING Lamp: Disappears into the opening. Letter: Disappears into the opening. Iron key: Disappears into the opening. Scroll: Disappears into the opening. Scrap of paper: Disappears into the opening. Parchment: Disappears into the opening. Bottle: Disappears into the opening. Remote control: Disappears into the opening. Small cross: Disappears into the opening. Potion: Disappears into the opening. Pair of gloves: Disappears into the opening. Ring: Disappears into the opening. Book: Disappears into the opening. Pair of spectacles: Disappears into the opening. Gizmo: Disappears into the opening. Memo: Disappears into the opening. Thumbscrew: Disappears into the opening. Small card: Disappears into the opening. Stepladder: Disappears into the opening. Hammer: Disappears into the opening. Wooden stake: Disappears into the opening. E Rocky Antechamber In this location the currents of air appear stronger and it is obvious from where they originate. Situated at head level on one wall is a grille from which emanates a continuous stream of air that is a few degrees colder than the temperature in adjacent rooms. There are three exits to the south, west and southwest. S Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. S You can't go south. E Western Side of Chasm You are on the western side of the chasm which is now bridged by a platform running just below the edges on each side. Facing you are two exits leading either to the west or back to the east across the chasm. W Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. E Western Side of Chasm You are on the western side of the chasm which is now bridged by a platform running just below the edges on each side. Facing you are two exits leading either to the west or back to the east across the chasm. EXITS Visible exits are east and west. W Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. SW Shivering Room The temperature in this small cave seems to be many degrees lower than any in other location you have as yet encountered although can see no reason to account for this anomaly. There are exits to the northeast and to the west. W Hot Room Just as the neighbouring room was several degrees colder than was expected, this location is several degrees hotter than you have experienced so far. A reason for this can not, however, be found. Two exits leave from here, back east to the cold room or south through a doorway to yet another chamber. On the door you see a prominent sign. X DOOR The door is closed. X SIGN The sign reads as follows... merlin's room OPEN DOOR Okay, the door is now open. S Merlin's Room This small cubical chamber is remarkable for its simplicity. Even although there is no obvious sign of any light source it is lit by a brilliance more bright than in any other location you have previously seen. Given the sign you saw on the door, perhaps there is some magical explanation for this. In one corner of the room, almost unnoticed, there's a small bench above which a small painting is affixed to the wall. Just to one side of the painting, the wall displays a large opening. Beside you there's a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. TAKE ALL Lamp: Taken. Letter: Taken. Iron key: Taken. Scroll: Taken. Scrap of paper: Taken. Parchment: Taken. Bottle: Taken. Remote control: Taken. Small cross: Taken. Potion: Taken. Pair of gloves: Taken. Ring: Taken. Book: Taken. Pair of spectacles: Taken. Gizmo: Taken. Memo: Taken. Thumbscrew: Taken. Small card: Taken. Stepladder: Taken. Hammer: Taken. Wooden stake: Taken. I You're carrying: a lamp (providing light), a letter, an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a small cross, a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a hammer and a wooden stake. WEAR CROSS You put on the cross. L Merlin's Room This small cubical chamber is remarkable for its simplicity. Even although there is no obvious sign of any light source it is lit by a brilliance more bright than in any other location you have previously seen. Given the sign you saw on the door, perhaps there is some magical explanation for this. In one corner of the room, almost unnoticed, there's a small bench above which a small painting is affixed to the wall. Just to one side of the painting, the wall displays a large opening. X BENCH On the bench you see a wizard hat, a note and a shimmering wand. X HAT You don't notice any wizard hat here. TAKE ALL FROM BENCH Wizard hat: Taken. Note: Taken. Shimmering wand: Taken. X NOTE The note carries an enigmatic message... ALLIUM SATIVUM -------------- Especially effective when consumed X HAT The wizard hat is long and pointy. Its basic colour is black, but on it are printed in silver and gold lots of tiny symbols reminiscent of stars, cats, lightning bolts and half moons. WEAR HAT You put on the wizard hat. X NOTE The note carries an enigmatic message... ALLIUM SATIVUM -------------- Especially effective when consumed I You're carrying: a lamp (providing light), a letter, a wizard hat (being worn), an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a note, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a shimmering wand, a hammer and a wooden stake. L Merlin's Room This small cubical chamber is remarkable for its simplicity. Even although there is no obvious sign of any light source it is lit by a brilliance more bright than in any other location you have previously seen. Given the sign you saw on the door, perhaps there is some magical explanation for this. In one corner of the room, almost unnoticed, there's a small bench above which a small painting is affixed to the wall. Just to one side of the painting, the wall displays a large opening. X WAND It shimmers and glistens in the light. TAKE WAND You're already carrying the shimmering wand. L Merlin's Room This small cubical chamber is remarkable for its simplicity. Even although there is no obvious sign of any light source it is lit by a brilliance more bright than in any other location you have previously seen. Given the sign you saw on the door, perhaps there is some magical explanation for this. In one corner of the room, almost unnoticed, there's a small bench above which a small painting is affixed to the wall. Just to one side of the painting, the wall displays a large opening. X PAINTING The painting depicts an idyllic scene. It is of a beautiful lake, bathed in brilliant sunshine, and you can almost see the waters rippling so realistic it looks. One bizarre feature, however, is that there is something sticking out of the water and, when you peer more closely, it looks like an arm. WAVE WAND Nothing happens. X ARM Your arm looks the same as it always did. X WATER It might be worthwhile looking at the bottle. X BOTTLE The bottle displays the following text... ACME Superior Holy Bottle It currently contains some water (probably holy). I You're carrying: a lamp (providing light), a letter, a wizard hat (being worn), an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a note, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles, a gizmo, a memo, a thumbscrew, a small card, a stepladder, a shimmering wand, a hammer and a wooden stake. HINT Merlin's Room Merlin's Room contains a bench on which are three items, a wizard's hat, a magic wand and a note. None of these are strictly necessary, but the note could be looked on as a definite hint or clue. Merlin's Room If you wave the wand it will take you back to Merlin's Room but only if you are wearing the hat and only if you are in the same scenario. It is thus of limited value. The note gives a definite hint (Google Allium Sativum). The Way Out North of the location on the eastern side of the chasm is a small cave that has an exit west which will take you down the usual chute to the start room allowing for exit if you are short of necessary items. Using this, however, will not increment the value of the coin you will receive, but will allow you to still visit earlier scenarios from 1 to 4. Crossing The Lake You can enter the boat, but there seems to be no way you can get it to move as you don't have any oars or other means of propulsion. The only thing in the boat seems to be a chain, which you can't take or manipulate any way. Crossing The Lake The boat appears to be grounded on the shore, and you can push it, when it drifts away over the lake towards the opposite side. You can't then get on the boat, so that doesn't appear to help. Or could there be a way? Merlin's Room This small cubical chamber is remarkable for its simplicity. Even although there is no obvious sign of any light source it is lit by a brilliance more bright than in any other location you have previously seen. Given the sign you saw on the door, perhaps there is some magical explanation for this. In one corner of the room, almost unnoticed, there's a small bench above which a small painting is affixed to the wall. Just to one side of the painting, the wall displays a large opening. E You can't go east. N Hot Room Just as the neighbouring room was several degrees colder than was expected, this location is several degrees hotter than you have experienced so far. A reason for this can not, however, be found. Two exits leave from here, back east to the cold room or south through a doorway to yet another chamber. On the door you see a prominent sign. N You can't go north. E Shivering Room The temperature in this small cave seems to be many degrees lower than any in other location you have as yet encountered although can see no reason to account for this anomaly. There are exits to the northeast and to the west. E You can't go east. NE Windy Confine This location has but one significant feature, namely the air currents that appear to assail you from all directions, although you are not able to say from where exactly these are coming. There are four exits from here, north, east, northwest and southwest. E Western Side of Chasm You are on the western side of the chasm which is now bridged by a platform running just below the edges on each side. Facing you are two exits leading either to the west or back to the east across the chasm. E Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, but the chasm is now bridged by a platform which spans the gap. E Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. E Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" PUSH BOAT With some difficulty you manage to push the little boat away from the shore and it gradually drifts out into the middle of the lake, apparently heading for the far shore. Very soon, it drifts completely out of your sight. OPEN BOOK It's already open. READ BOOK Page 4 Grabble Spell ------------- The Grabble Spell will at once acquire any object without the need to go to where it is actually located. You need to invoke it by 'GRABBLE [object]'. It can only be used with carryable items. CLOSE BOOK You close the book. OPEN BOOK You open the book. TURN PAGE You turn to the next page. READ BOOK Page 2 Znurst Spell ------------ The Znurst Spell will usually detect the presence of magic. Invoke it by using the command 'ZNURST [object]'. TURN PAGE You turn to the next page. READ BOOK Page 3 Fargo Spell ----------- The Fargo Spell will transport you to the location of any object which can be carried, and saves time and energy. It is invoked by 'FARGO [object]'. FARGO CHAIN You'll need to learn the Fargo Spell again. LEARN FARGO You carefully learn the Fargo Spell yet again. FARGO CHAIN You're suddenly engulfed in a dense cloud of scarlet smoke. After a while of coughing and spluttering the smoke clears and you look around to see... On Lake In Small Boat You are seated inside a small boat that is bobbing around on the surface of a vast underground lake. Little drops of water from the roof high above you land on the surface with little plopping sounds. Unfortunately, no matter how diligently you search, you find no means of propelling the boat. At the prow you notice a length of chain, presumably to tie the craft to a jetty, but no matter how hard you try this is completely and firmly attached. E Unfortunately, you've got no means of propelling the boat. PUSH BOAT You can't while you're inside it. HINT Inside The Boat Inside the boat you will find a scroll on which there is a line of coloured squares. If you think back to the attic this will remind you of the squares on the panel above the five circles. Inside The Boat Turn the circles until you match the sequence on the scroll. This will give you a steel pin, which is necessary to work the wheel at the chasm. Crossing The Lake You can enter the boat, but there seems to be no way you can get it to move as you don't have any oars or other means of propulsion. The only thing in the boat seems to be a chain, which you can't take or manipulate any way. Crossing The Lake The boat appears to be grounded on the shore, and you can push it, when it drifts away over the lake towards the opposite side. You can't then get on the boat, so that doesn't appear to help. Or could there be a way? On Lake In Small Boat You are seated inside a small boat that is bobbing around on the surface of a vast underground lake. Little drops of water from the roof high above you land on the surface with little plopping sounds. Unfortunately, no matter how diligently you search, you find no means of propelling the boat. At the prow you notice a length of chain, presumably to tie the craft to a jetty, but no matter how hard you try this is completely and firmly attached. PUSH BOAT You can't while you're inside it. U Unfortunately, you've got no means of propelling the boat. OUT Eastern Lakeside You are on the eastern shore of a vast underground lake stretching out over a vast distance in front of you. The western shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. You can see only one exit north and a small boat is lazily bobbing about on the water, obviously grounded on the shore. Your score has just gone up by 10 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" EXITS Visible exits are north. N Long Trail This rough trail from the lakeside appears long, but you are faced with two options. You can take the exit to the northwest which seems to lead into a definite location or you can go back south to the lake. NW Small Bulbous Chamber The ambient light demonstrates this to be a small bulbous chamber, of which you are at the southernmost end. The room to the north heads interestingly off into a darkness which apparently intensifies as the distance increases. You hear a hiss which you identify as coming from a tall dark individual in a voluminous black cloak. From the collar of this projects his head, topped by a slick coating of well-oiled hair with a widow's peak. The half-opened mouth shows a row of pearly-white teeth, of which two in particular, one on either side, are long and pointed. At the working end of each of these you seem to discern what can only be congealed blood. As you enter the room you see the figure scrutinise you intently, glancing at all your possessions. Some of them appear to make him a little nervous, but they do not seem to disturb him unduly. When he has completed scrutiny, he settles back into his normal menacing demeanour. X VAMPIRE As nasty an individual as you could imagine. THROW WATER AT VAMPIRE You'd have to be holding the water first. THROW BOTTLE AT WATER I can't see any point in that. THROW BOTTLE AT VAMPIRE I can't see any point in that. HINT The Vampire Once the underground lake has been crossed you'll meet the vampire, but he seems quite an agressive individual and will not allow you to get past him. Presumably there must be a way to get him out of the way. The Vampire Remember the plaque that you read in the crypt maze. It had something about the guardian of the sword and mentioned to remember his weaknesses. Now can you remember anything that vampires don't like? The Sword The sword is embedded in the stone but no matter what you try you are quite unable to remove it. Having got past the vampire successfully you must be able to release it somehow. The Sword Do you remember the Hercules potion you obtained earlier from the drawer in the vestry? If you drink this, you will be endowed with sufficient strength to get the sword. Unfortunately it also affects your vision, and you won't be able to read anything thereafter unless you're wearing the spectacles. The Grille The grille is of no significance at all and can be ignored. Small Bulbous Chamber The ambient light demonstrates this to be a small bulbous chamber, of which you are at the southernmost end. The room to the north heads interestingly off into a darkness which apparently intensifies as the distance increases. You hear a hiss which you identify as coming from a tall dark individual in a voluminous black cloak. From the collar of this projects his head, topped by a slick coating of well-oiled hair with a widow's peak. The half-opened mouth shows a row of pearly-white teeth, of which two in particular, one on either side, are long and pointed. At the working end of each of these you seem to discern what can only be congealed blood. As you enter the room you see the figure scrutinise you intently, glancing at all your possessions. Some of them appear to make him a little nervous, but they do not seem to disturb him unduly. When he has completed scrutiny, he settles back into his normal menacing demeanour. W You can't go west. S You can't go south. EXITS Visible exits are southeast. SE Long Trail This rough trail from the lakeside appears long, but you are faced with two options. You can take the exit to the northwest which seems to lead into a definite location or you can go back south to the lake. W You can't go west. S Eastern Lakeside You are on the eastern shore of a vast underground lake stretching out over a vast distance in front of you. The western shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. You can see only one exit north and a small boat is lazily bobbing about on the water, obviously grounded on the shore. W The lake's in the way. PUSH BOAT With some difficulty you manage to push the little boat away from the shore and it gradually drifts out into the middle of the lake, apparently heading for the far shore. Very soon, it drifts completely out of your sight. LEARN FARGO You carefully learn the Fargo Spell yet again. FARGO CHAIN You're suddenly engulfed in a dense cloud of green smoke. After a while of coughing and spluttering the smoke clears and you look around to see... On Lake In Small Boat You are seated inside a small boat that is bobbing around on the surface of a vast underground lake. Little drops of water from the roof high above you land on the surface with little plopping sounds. Unfortunately, no matter how diligently you search, you find no means of propelling the boat. At the prow you notice a length of chain, presumably to tie the craft to a jetty, but no matter how hard you try this is completely and firmly attached. OUT Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. W Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. W Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, but the chasm is now bridged by a platform which spans the gap. N Small Cave You are in a small cave situated north of the eastern side of the chasm. It appears that there are two exits from here, one to the south from where you came and another lying west which appears to lead into darkness. Above this latter exit there is attached a sign. N You can't go north. W You take the western exit, but just as you do so you unfortunately trip and fall head over heels into what appears to be a chute, which rapidly conveys you in a downward direction into the unknown. In your descent at ever incr- easing speed, you feel something materialise in your hand and look down to see it is a coin. After what seems to be an age your speed reduces a little and you are summarily ejected on to solid ground. You look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. S You can't go south. UNDO Sorry, but there is no undo facility in this game. N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. W Eastern Side of Chasm This large cavern extends over a large area, but is split in two by a large chasm which runs right across the floor of the confine. You inspect this in some detail, and confirm that the chasm does indeed appear bottomless. You look around and notice that attached to one rocky wall is a large wheel, to which is affixed a handle. The far side of the abyss lies about ten metres away, but the chasm is now bridged by a platform which spans the gap. N Small Cave You are in a small cave situated north of the eastern side of the chasm. It appears that there are two exits from here, one to the south from where you came and another lying west which appears to lead into darkness. Above this latter exit there is attached a sign. W You take the western exit, but just as you do so you unfortunately trip and fall head over heels into what appears to be a chute, which rapidly conveys you in a downward direction into the unknown. In your descent at ever incr- easing speed, you feel something materialise in your hand and look down to see it is a coin. After what seems to be an age your speed reduces a little and you are summarily ejected on to solid ground. You look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN DIAL TO 2 You turn the dial to the number 2. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Clearing In Forest This would appear to be a clearing in a forest. All around you trees are so densely clustered that passage in most directions is impossible although to the north it would seem that you might just squeeze through. The light from above filters through to illuminate the small stump of a tree at your side. N At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. N Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. N You can't go north. EXITS Visible exits are south, west, northwest, up and down. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. S At The Moatside You are standing on the side of a wide moat which stretches out in front of you and which has every appearance of being very deep. On the other side is situated a castle, the walls of which are built of enormous blocks of stone and look to be very strong. The entrance to the castle is by the means of a massive drawbridge constructed of wood reinforced with iron. The forest ex- tends right up to the edge of the moat, and blocks exit in all directions other than to the south which leads back into the forest. W You can't go west. N Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. W Banqueting Hall It would seem that this might well be a banqueting hall, this being evident from the large oaken table which occupies the centre of the room. There are however, no chairs or any other furniture, so it would appear these have at some time in the past been removed by the occupants of the castle. The only exit from here evident to your eyes is the doorway lying to the east. X TABLE The table is large, and appears to be made of oak. TOUCH COMPARTMENT WITH GIZMO The compartment at once opens. LOOK IN COMPARTMENT Inside the compartment is a clove of garlic. TAKE GARLIC FROM COMPARTMENT Clove of garlic: Taken. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" E Courtyard of Castle This would appear to be the courtyard of the castle. To the south lies the drawbridge by which you entered into this location, and several other exits lead off in one or two directions. There is a stairway which seems to pass up into the battlements which are situated above, and yet another staircase leading down to a lower level, possibly to the dungeon. U It's as well you've kept yourself so fit over the years, as due to this you find negotiation of the stairway an effortless task. South Battlements Below you can see the castle courtyard laid out all around. To one side. as you gaze outward, the forest stretches out almost to the horizon, while you can see only two exits from this location. Firstly there is the stairway by which you originally reached this point, but the battlements also extend to the north, from where you can see yet another passage lead. E You can't go east. N Northern Battlements You can see below you the castle courtyard and the exit to the south which leads back to the southern battlements. Beside you however to the southeast exists a passage which seemingly leads into the depths of the castle walls although you are unable to visualise anything beyond the entrance itself. E You can't go east. N You can't go north. W You can't go west. EXITS Visible exits are southeast and south. SE You proceed southeast along the passage but as you progress you notice that somewhat to your alarm the light gradually dims the further you penetrate, until it is almost pitch dark. Undeterred, you continue, until the direction suddenly changes and instead you now appear to be heading west. Suddenly the floor gives way beneath you and you fall into what appears to be an enormous chute which conveys you in ever-accelerating fashion into the unknown. Once again you sense something materialise in your hand, and when you glance down you discern this to be a small coin. Your vertical excursion appears to last forever, but eventually you are summarily ejected to land once more on to solid ground. You stand up and look around you to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN SWITCH TO 4 How do you turn the switch to something? TURN DIAL TO 4 You turn the dial to the number 4. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Witt's End This tiny chamber appears to have been laboriously carved out of solid rock which glistens in the light from your lamp. There is only one apparent exit this being a narrow crawlway which passes to north. At the very back of the chamber, attached to the surface of the wall, you notice a sign. N As you pass along the crawlway it seems to gradually widen as you progress. No longer do you have to crouch, and eventually you emerge once more into a larger cavern where you feel much less confined. You are also relieved when you discover there seems to be an internal source of illumination, although its source is obscure, and you no longer require to use your lamp. Huge Cavern This huge cavern would appear to be part of an underground complex, as many exits pass off in various directions, making this seem to be a central hub in what is a system of indeterminate size. The ceiling is so far above your head that it cannot be seen, but fortunately there is adequate light from a source which is indeterminate, and you do not need your lamp. LEARN FARGO You carefully learn the Fargo Spell yet again. E Western Lakeside You are on the western shore of a vast underground lake stretching out over a vast distance in front of you. The eastern shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. A small boat is lazily bobbing about on the water, obviously grounded on the shore. PUSH BOAT With some difficulty you manage to push the little boat away from the shore and it gradually drifts out into the middle of the lake, apparently heading for the far shore. Very soon, it drifts completely out of your sight. FARGO CHAIN You're suddenly engulfed in a dense cloud of yellow smoke. After a while of coughing and spluttering the smoke clears and you look around to see... On Lake In Small Boat You are seated inside a small boat that is bobbing around on the surface of a vast underground lake. Little drops of water from the roof high above you land on the surface with little plopping sounds. Unfortunately, no matter how diligently you search, you find no means of propelling the boat. At the prow you notice a length of chain, presumably to tie the craft to a jetty, but no matter how hard you try this is completely and firmly attached. EXIT You appear to have omitted a noun. OUT Eastern Lakeside You are on the eastern shore of a vast underground lake stretching out over a vast distance in front of you. The western shore is barely visible in the misty atmosphere, the entire area being bathed in an eerie bluish light. At some height above you probably lies the roof of the cave, but this can not actually be seen. Small drips of water fall from above, landing with little plopping sounds on the surface of the lake. You can see only one exit north and a small boat is lazily bobbing about on the water, obviously grounded on the shore. N Long Trail This rough trail from the lakeside appears long, but you are faced with two options. You can take the exit to the northwest which seems to lead into a definite location or you can go back south to the lake. NW Small Bulbous Chamber The ambient light demonstrates this to be a small bulbous chamber, of which you are at the southernmost end. The room to the north heads interestingly off into a darkness which apparently intensifies as the distance increases. You hear a hiss which you identify as coming from a tall dark individual in a voluminous black cloak. From the collar of this projects his head, topped by a slick coating of well-oiled hair with a widow's peak. The half-opened mouth shows a row of pearly-white teeth, of which two in particular, one on either side, are long and pointed. At the working end of each of these you seem to discern what can only be congealed blood. As you enter the room you see the figure scrutinise you intently, glancing at all your possessions. Some of them appear to make him a little nervous, but they do not seem to disturb him unduly. When he has completed scrutiny, he settles back into his normal menacing demeanour. EAT GARLIC The vampire pounces and stops you from doing that. SE Long Trail This rough trail from the lakeside appears long, but you are faced with two options. You can take the exit to the northwest which seems to lead into a definite location or you can go back south to the lake. EAT GARLIC For just a moment you think about what you're about to do and wonder if the risk of losing most of your friends is worth it. Quickly however, you reach a decision, pop the clove into your mouth, chew it and swallow. NW Small Bulbous Chamber The ambient light demonstrates this to be a small bulbous chamber, of which you are at the southernmost end. The room to the north heads interestingly off into a darkness which apparently intensifies as the distance increases. You hear a hiss which you identify as coming from a tall dark individual in a voluminous black cloak. From the collar of this projects his head, topped by a slick coating of well-oiled hair with a widow's peak. The half-opened mouth shows a row of pearly-white teeth, of which two in particular, one on either side, are long and pointed. At the working end of each of these you seem to discern what can only be congealed blood. As you enter the room you see the figure scrutinise you intently, glancing at all your possessions. He notes the cross you are wearing, the bottle of holy water, the hammer and the wooden stake, but sees no garlic. He then, however, smells the distinctive odour of garlic on your breath whereupon he slowly starts to crumble into a little pile of dust that quickly dissipates in a soft breeze. Your score has just gone up by 20 points. [Notifications can be turned off and on using the NOTIFY command] LOOK Small Bulbous Chamber The ambient light demonstrates this to be a small bulbous chamber, of which you are at the southernmost end. The room to the north heads interestingly off into a darkness which apparently intensifies as the distance increases. N Excalibur Vault Around you lies a large vault in the very centre of which is a large stone. Embedded in this stone is a magnificent sword, its hilt projecting from the surface. A single exit lies to the south. X STONE The stone is absolutely massive. X SWORD You're pretty sure this must be Excalibur. TAKE SWOR I have no knowledge of this "SWOR" of which you speak. TAKE SWORD You grasp the sword by its hilt, then pull and strain to try and extract it from its home in the rock. No matter how hard you attempt this your efforts are, however, in vain and it remains firmly embedded. DRINK POTION You feel the potion trickling down and remark on its rather peculiar taste, somewhere between anchovies and hot chocolate. At first you feel no change but after about a minute or thereabouts you experience a flushing sensation which is accompanied by a shortlasting vertigo. This rapidly subsides, but you are left with some slight blurring of your vision. TAKE SWORD Perhaps it was the Hercules potion which you drank earlier, but you manage to remove the sword from its firmly embedded position in the rock without a hint of any difficulty and add it to your inventory. As you are doing this, you notice that an exit has appeared in the western wall. Your score has just gone up by 20 points. [Notifications can be turned off and on using the NOTIFY command] WEAR SPECTACLES You put on the spectacles. X SWORD You're pretty sure this must be Excalibur. I You're carrying: a lamp (providing light), a letter, a wizard hat (being worn), an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a note, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles (being worn), a gizmo, a memo, a thumbscrew, a small card, Excalibur, a stepladder, a shimmering wand, a hammer and a wooden stake. W Long Narrow Room You find yourself in a room which is both narrow and long. You find nothing particularly remarkable about it other than the exit back to the east, and the passage which leads west into gradually deepening darkness. W You take the western exit, but just as you do so you unfortunately trip and fall head over heels into what appears to be a chute, which rapidly conveys you in a downward direction into the unknown. In your descent at ever incr- easing speed, you feel something materialise in your hand and look down to see it is a coin. After what seems to be an age your speed reduces a little and you are summarily ejected on to solid ground. You look around to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. TURN DIAL TO 5 You turn the dial to the number 5. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Walled Garden This appears to be a beautiful walled garden, filled with beautiful flowers and plants of all sorts. Indeed the profusion of growth is such that it is impossible to make your way in most directions. Just a little to the north, however, is an exit which seems to lead towards what appears to be a glint of water in the distance. Just at your side is situated a sundial, while to your west you can see a small hut. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" X FLOWERS The flowers are beautifully-coloured and in full bloom. X PLANT I have no knowledge of this "PLANT" of which you speak. X PLANTS The flowers are beautifully-coloured and in full bloom. TAKE FLOWERS You can't take the plants. SMELL FLOWERS You don't need to use "SMELL" in that way to complete this adventure. PICK FLOWERS You must say what you want to use for that. LOOK Walled Garden This appears to be a beautiful walled garden, filled with beautiful flowers and plants of all sorts. Indeed the profusion of growth is such that it is impossible to make your way in most directions. Just a little to the north, however, is an exit which seems to lead towards what appears to be a glint of water in the distance. Just at your side is situated a sundial, while to your west you can see a small hut. X DIAL You don't notice any dial here. X SUNDIAL The shadow of the gnomon points to 17:14. W Inside Small Hut You are standing inside a small garden hut, the exit from which lies to the east. There is nothing unusual about this location apart from the fact that the western wall appears completely nonexistent. As you look at it you feel as if you are gazing into infinity. SAVE Enter save name [X to exit] >BLARG_______________.SAV Saving position as "BLARG_______________.SAV" W As you pass through the western wall it feels at first that you are falling into infinity. This lasts for but a short time before you come into contact with something solid which feels much like a chute. Your downward excursion proceeds rapidly, and you feel something materialise in your hand; when you look down you recognise it to be the familiar coin. Eventually you feel as if you are slowing, until you are ejected once more on to solid ground. You stand up and look around yourself to see... Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute, which slopes steeply up into darkness. PUT COIN IN SLOT Coin: The coin drops noisily into the slot. PUSH SWITCH As you press the switch, your surroundings almost at once begin to shimmer and shake, and you experience a quite disconcerting sense of disorientation which ceases after a short interval. You notice that your exit to the north has become quite clear, though you can see no detail of where it leads. Small Chamber You find yourself in a small octagonal chamber which is adequately lit, but with no visible evidence of any light source. Attached to one of the walls at your side is a dial, around the periphery of which are arranged numbers 1 to 5, and it would appear the dial could be turned to any of these. Above the dial is a small slot, while just below it is a prominent switch. In the southwestern wall of the chamber you see what looks like an exit, but when you examine this more closely you see that it appears to be the exit from a chute sloping steeply up into darkness. To north another exit has appeared. N On exiting north, you experience what can only be described as a shimmer in reality. This quickly settles, however, and you look around to see... Walled Garden This appears to be a beautiful walled garden, filled with beautiful flowers and plants of all sorts. Indeed the profusion of growth is such that it is impossible to make your way in most directions. Just a little to the north, however, is an exit which seems to lead towards what appears to be a glint of water in the distance. Just at your side is situated a sundial, while to your west you can see a small hut. N South of Lake The garden lies behind you to the south, but ahead of you is a vast stretch of water which ripples and basks in the warm sunshine. You can hear sounds of birdsong all around you and the atmosphere is very peaceful. To one side there is a small sign, and paths follow to east and west. X WATER It ripples lazily in front of you. EXITS Visible exits are east, south and west. X SIGNS Sorry, but I don't understand that command. READ SIGN The sign reads as follows... Please return lost items here I You're carrying: a lamp (providing light), a letter, a wizard hat (being worn), an iron key, a scroll, a scrap of paper, a parchment, a bottle (containing water), a remote control, a note, a small cross (being worn), a potion, a pair of gloves, a ring, a book, a pair of spectacles (being worn), a gizmo, a memo, a thumbscrew, a small card, Excalibur, a stepladder, a shimmering wand, a hammer and a wooden stake. THROW SWORD AT LAKE I can't see any point in that. THROW SWORD Could I suggest a course in anger management? THROW SWORD TO LAKE Sorry, but I don't understand that command. PUT SWORD IN LAKE Lazily but gracefully the sword tumbles through the air, describing little circles in its course. Just as it approaches the surface of the lake an arm pierces through the waves, the hand grasping the hilt of the weapon. Three times the sword is waved, before both it and the hand disappear once again. There's a delay, after which everything goes black. It's difficult to describe what you now experience. You could say that it's like a dream without pictures; you could say it's like spinning through the void where time and space have no meaning. How ever you try to describe it it will fall far short of the reality, which leaves you disorientated in a way you have never been before, although the sensation is not in any way an unpleasant one. At last you gradually attain greater focus, almost like an aeroplane coming in to land, a ship approaching the quay in order to tie up, or a balloon as as it vents gases to approach its touchdown on terra firma. Be that as it may, you at last return to your normal state of mind and look around you to see... Long Corridor This all looks very familiar to you as it appears to be the same place that your quest began. On this occasion, however, the exit to the north has now vanished and instead there is an opening to the south through which you can see what looks very much like a forest. S You recognise this as the forest to which you were taken by Jedediah at the beginning of your quest and stand, wondering what to do next, when you see two figures approaching through the trees from a distance. As they approach you recognise them as being Jedediah and Ezekiel, and you start to hurry to meet them. It's quite evident from their expressions that they are in joyous mood, and when at last you meet, Jedediah is effusive in his praise. "You've completed my quest", says Jedediah, "and I am eternally grateful." He continues, "At last the history of King Arthur is complete and we may be assured future generations will look back kindly on all our efforts." "May we now repair to the inn for some mead? I think you've earned it." You have returned Excalibur to The Lady of The Lake Hit any key You've scored 230 out of 230 in 982 moves, giving an achievement rating of Master of Excalibur Hit any key to exit