SPOILER>enter shack
Inside Shack
The inside of the shack is a shambles. An overturned table and bench, and a few broken windows remain. An oven is the only fixture that's even recognizable. The door is to the south.
The sun is rising over the lands to the east.
The top of a battered lantern is partially visible behind the overturned table.
An empty jug lies in a corner of the room, against the overturned table.
>get jug
Taken.
>open oven
Opening the oven reveals a loaf of bread.
>get bread
Taken.
>s
Outside of Shack
>ne
Trail
The trail turns a corner here, bending out of sight to the southeast and southwest. The ground is higher here than to the south, allowing you to make out the top of the Lonely Mountain, shrouded in clouds. No path from here leads up the mountain, however.
>se
Trail Head
You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast.
>ne
Shady Brook
The trail ends here. A ruined stone foundation marks the site of the Old Lingolf House, which presumably was a monument of some sort. The trail head is off to the southwest, and a small brook flows slowly by.
>fill jug
The jug is now full of water.
The sun has now risen above the hills.
>sw
Trail Head
>se
Eastern Fork
You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
>sw
Village Outskirts
You are on a road which enters a small village to the southwest and comes to a fork to the northeast. The Lonely Mountain looms above but there is no path from here which ascends the mountain.
>sw
Deserted Village
This is the castle's village. Formerly, peasants lived here, going to their farm plots each day. Merchants and artisans made it a center of cultural activity. But now it's deserted. Or almost: there is smoke rising from a particularly decrepit hovel to the south. A path travels through the village from southwest to northeast, heading towards the castle, and a less-used trail heads north up the mountain.
>s
It is dark and smoky in here, but this is a place of great disorder, and its odor is indescribable. A pile of rags sits near a small pot which is bubbling and steaming over a tiny fire. The pile of rags sports a gnarled hand which busies itself with the noisome stew. A closer look reveals a withered crone at the other end of the hand.
The creature looks you over keenly and speaks: "I should have thought they would send someone more ... more ..." She laughs in an unsettling way. "They've all left! A great storm is brewing in the east, my friend, and all have fled before it!" She starts to chuckle. "Take this and begone!" With a wave of her hand, you find yourself reeling out of the door of the hovel, holding some sort of scroll in your hand.
>read scroll
The scroll reads "rezrov spell: open even locked or enchanted objects".
>gnusto rezrov
Your spell book begins to glow softly. Slowly, ornately, the words of the rezrov spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
>ne
Village Outskirts
>ne
Eastern Fork
>e
Western Road
You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers.
>e
Outside Gate
You are outside the western entrance to the castle. To the east stands an iron gate which is closed and chained. A winding road starts here and proceeds to the west.
>learn rezrov
Using your best study habits, you learn the rezrov spell.
>rezrov gate
The chains of the iron gate fly into the air and vanish. The gate flies open and a blast of cold air fills your lungs.
>e
As you pass through the gate, you feel that your mind is being probed. After a moment, it is released or, perhaps, discarded as uninteresting.
Inside Gate
You are just inside what appears to be the main entrance to the castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle.
>frotz spell book
There is an almost blinding flash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source.
>n
Pebbled Path
You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area.
>n
Tower
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
>u
Jewel Room
This fabulous room commands a magnificent view of the Lonely Mountain which lies to the north and west. The room itself is filled with beautiful chests and cabinets which once contained precious jewels and other objets d'art. These are empty. Winding stone stairs lead down to the base of the tower.
There is an ornamented egg here, both beautiful and complex. It is carefully crafted and bears further examination.
>get egg
Taken.
>learn rezrov
Using your best study habits, you learn the rezrov spell.
>rezrov egg
The egg seems to come to life and each piece slides effortlessly in the correct pattern. The egg opens, revealing a shredded scroll inside, nestled among a profusion of shredders, knives, and other sharp instruments, cunningly connected to the knobs, buttons, etc. on the outside.
>get scroll
Taken.
>d
Tower
>e
Hall of Mirrors One
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
>e
Hall of Mirrors Two
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
>e
Hall of Mirrors Three
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
>e
Hall of Mirrors Four
This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
A bedraggled adventurer, carrying a brass lantern and a dimly glowing elvish sword, can be seen through the "mirror". He stares in your direction but seems not to see you.
>e
North Gate
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
>learn rezrov
Using your best study habits, you learn the rezrov spell.
>rezrov gate
The rusted north gate magically creaks open far enough for you to leave.
>north
Forest
You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you.
Discarded beneath a nearby tree is a slightly crumpled scroll.
Your mouth is getting rather dry.
>get scroll
Taken.
>read scroll
Which scroll do you mean, the slightly crumpled scroll or the shredded scroll?
>read crumpled
The scroll reads "krebf spell: repair willful damage".
>krebf shredded scroll
As you cast the spell, the slightly crumpled scroll vanishes!
The scroll reforms, its slices and cuts rejoining, until there is a whole scroll, somewhat faded, in its place!
>read scroll
The scroll reads "zifmia spell: magically summon a being".
>save
Ok.
>s
North Gate
>s
Library
This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes.
To the south you can hear the sound of a group of low, guttural voices.
Amid the tubes is an old and dusty book.
>x rat tracks
I don't know the word "x".
>examine rat tracks
There are plenty of rat tracks here, going in various directions. One prominent rodentine thoroughfare stands out though, going as it does into a small hole in the wall.
>reach into hole
You reach around for a moment and come up with something. It's a frayed scroll.
>n
North Gate
>read scroll
Which scroll do you mean, the frayed scroll or the faded scroll?
>read frayed
The scroll reads "gondar spell: quench an open flame".
You are becoming quite thirsty.
>gnusto gondar
Your spell book begins to glow softly. Slowly, ornately, the words of the gondar spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
>w,w,w,w,w
Hall of Mirrors Four
Hall of Mirrors Three
Hall of Mirrors Two
A rat skitters across the floor, sees you, is startled, and rushes back the way it came.
Hall of Mirrors One
Tower
>s,s,s,s
Pebbled Path
Inside Gate
West Hall
This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north.
Tower
This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.
You are very thirsty now. You'd better have a drink soon.
>u
Bedroom
The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down.
There is a fourposter feather bed here.
>examine bedpost
A careful examination reveals a thin line which might well be the outline of a small compartment, but the mechanism for opening it is not discernable.
>learn rezrov
Using your best study habits, you learn the rezrov spell.
>rezrov bedpost
The bedpost pops open, revealing a small compartment and, nestled inside, a gold leaf scroll!
>get scroll
Taken.
>read gold leaf
The scroll reads "vaxum spell: make a hostile creature your friend".
Your stomach is starting to grumble.
>gnusto vaxum
Your spell book begins to glow softly. Slowly, ornately, the words of the vaxum spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
>d
Tower
>e
South Hall
The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north.
>drop spell book
Dropped.
Your lips are parched. If you don't get a drink soon you will pass out.
>i
You are carrying:
A faded scroll
A beautiful, ornamented egg
A loaf of bread
A jug
The jug contains:
A quantity of water
>drink jug
You can't drink that!
>drink water
The delicious spring water tasted great, and there's lots more where that came from.
>e
Gallery
The east-west corridor opens into a portrait gallery. The gallery is lit by an eerie orange glow. The eyes of the figures portrayed on the canvases seem to be faintly illuminated and follow your every movement. After a moment, the source of light becomes clear: a single lighted portrait flickers as if a flame were burning behind it.
>remove portrait
Which portrait do you mean, the lighted portrait or the portraits of unknown persons?
>remove lighted
The portrait is quite light. You remove it from the wall and place it on the ground, revealing a small niche in the wall, in which sits a black candle, and a black scroll.
>get scroll
Taken.
You are becoming quite hungry.
>read black
There seems to be a noun missing in that sentence!
>read scroll
Which scroll do you mean, the black scroll or the faded scroll?
>read black scroll
The scroll reads "ozmoo spell: survive unnatural death".
>w
South Hall
There is a spell book here (providing light).
>get book
Taken.
>d
Dungeon
A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel.
>open cell door
The door is very rusty and reluctantly opens.
>n
Cell
This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open.
>examine writing
The wall is covered with graffiti and scratchings marking time's passage.
You notice that the mortar holding a square block has been chipped away, and the block is loose.
>remove block
You pull the block out of the crumbling wall, revealing a dark passage leading east.
>e
Secret Passage
This is a crudely carved secret passage. It appears to have been hollowed out by (perhaps) generations of prisoners. A passage leads west. A short, crudely hewn passage leads up.
Lying near the door is a silver spoon, discarded by the prisoners as too soft to dig with. It is only slightly worn.
Lying on the ground, and slightly damaged, is a stained scroll.
You are beginning to tire.
>get stained
Taken.
You are very hungry now. You'd better have something to eat.
>read stained
The scroll reads "exex spell: make things move with greater speed".
>w
Cell
>s
Dungeon
>u
South Hall
>e
Gallery
The niche contains:
A black candle (providing light)
There is a lighted portrait here.
>e
South Gate
This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
>s
Meadow
This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
The darkening sky is lit by a waning moon.
>se
Beach
This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
The darkening sky is lit by a waning moon.
Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow.
>learn nitfol
Using your best study habits, you learn the nitfol spell.
You are feeling tired and the spells you've memorized are becoming confused.
>nitfol turtle
The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says.
The darkened sky is now full of bright stars. It is night.
You're fairly starving. If you don't eat soon you will pass out.
>eat bread
Mmm. That tasted great! There's a whole lot of it left, too.
>turtle, follow me
The turtle hisses, "I will follow you."
>nw
Meadow
The stars shine down on you from a clear, dark sky.
The turtle, at his own leisurely pace, follows you.
>n
South Gate
The turtle, at his own leisurely pace, follows you.
>e
Tower
This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle.
The turtle, at his own leisurely pace, follows you.
>u
Engine Room
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure.
"Pretty steep stairs for a turtle, friend. But if you say so..."
>exex turtle
As you cast the spell, the stained scroll vanishes!
The rainbow turtle shimmers, then vibrates in place for a few seconds, but doesn't take any notice of the change.
"Crash!" A huge hammer smashes against the stone floor.
>turtle, go se and get scroll
As the turtle starts across, he seems to set off something, for the machinery speeds up and the noise level becomes almost unbearable. Luckily, he makes it to the other side safely!
You sense something behind you, turn, and there is nothing there.
The turtle sticks his head through the door across the mechanical wasteland. In his mouth is a scroll of some sort.
You are worn out.
>yell at turtle
The turtle takes notice, nods his head, and starts in your direction.
The turtle fairly zips across the engine room, dodging the giant hammers and gears. Suddenly he sets off a trap, and sharp spears fly at him from all directions! But they bounce harmlessly off his shell! He avoids one last crash of a huge hammer, but even at his speed, it's a near thing! With one more burst of speed, he reaches you safely!
"Crash!" A huge hammer smashes against the stone floor.
The turtle drops a brittle scroll at your feet. "Not bad, huh?"
>get scroll
Your load is too heavy, especially in light of your exhaustion.
>i
You are carrying:
A spell book (providing light)
A black scroll
A faded scroll
A beautiful, ornamented egg
A partially eaten loaf of bread
A jug
The jug contains:
A quantity of water
"Crash!" A huge hammer smashes against the stone floor.
>lie down
You try to sleep but it's too noisy.
>drop egg
Dropped.
"Crash!" A huge hammer smashes against the stone floor.
>get scroll
Taken.
>read brittle
The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated.
"Crash!" A huge hammer smashes against the stone floor.
>get all
beautiful, ornamented egg: Your load is too heavy, especially in light of your exhaustion.
rainbow turtle: The turtle is much too large to take.
>d
Tower
"Crash!" A huge hammer smashes against the stone floor.
>w
South Gate
You are feeling wrung out and tired.
>w
Gallery
The niche contains:
A black candle (providing light)
There is a lighted portrait here.
>w
South Hall
>w
Tower
>u
Bedroom
The stars shine down on you from a clear, dark sky.
There is a fourposter feather bed here.
Your mouth is getting rather dry.
>lie down
Lying on this soft bed puts you to sleep.
Ah, sleep! It's been a long day, indeed. The rest will do you good. You make yourself comfortable on the bed and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.
You dream of a nondescript room in which a cartoonish figure casually opens a simple wooden door and ascends the flight of stairs which lies behind. The scene fades to black, but you awaken in a cold sweat.
>get up
Ah, that was a comfortable bed! But you're now on your own feet again.
>d
Tower
>e
South Hall
>e
Gallery
The niche contains:
A black candle (providing light)
There is a lighted portrait here.
>e
South Gate
>e
Tower
>u
Engine Room
There is a beautiful, ornamented egg here.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
>get egg
Taken.
>d
Tower
"Crash!" A huge hammer smashes against the stone floor.
You are becoming quite thirsty.
>w
South Gate
>w
Gallery
The niche contains:
A black candle (providing light)
There is a lighted portrait here.
>w
South Hall
A gaunt, feral-looking dog carrying a well-chewed bone approaches, is surprised by your presence, growls and then turns tail.
>w
Tower
>n
West Hall
>n
Inside Gate
>e
Courtyard
This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south.
>e
Courtyard
You are in the center of a large courtyard, which surrounds you. Everything around you is ashen and grey, and the air seems miasmic and oppressive. The dead grass seems to grab at your feet as you stand gazing around. To the east is a temple flanked by two smaller towers. Behind it can be seen the two eastern towers of the castle, shrouded in blood-red fog. Between them is a dark turret, black and ominous as night. It sends dark streams of smoke curling around everything near it. From the temple can be heard a mournful chant.
>ozmoo me
As you cast the spell, the black scroll vanishes!
A huge puff of orange smoke envelops you, but you feel no different.
>drop all
beautiful, ornamented egg: Dropped.
brittle scroll: Dropped.
spell book: Dropped.
faded scroll: Dropped.
loaf of bread: Dropped.
jug: Dropped.
You are very thirsty now. You'd better have a drink soon.
>e
Temple
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence.
A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They close the door with a crash!
Cell
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard.
>wait
Time passes...
A host of hunched and hairy shapes appear through the window. The cell door opens and you are marched solemnly to the temple and, from there, up the steps to the altar. The large, black figure approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he plunges the blade into your heart!
You feel yourself filled with a strange warmth as your eyes slowly open. You are lying on the altar, a glowing dagger in your chest. You are in no pain, however. The large figure is gone, but the throng of shapes, taking no notice of your movement, is chanting in the temple below. You slowly remove the dagger from your chest, but you are not harmed. The blade shines faintly in the light of the flickering torches.
Sacrificial Altar
This is the altar of the temple. Acrid smoke fills the air, and a feeling of lurking evil is all around. A low droning, just at the lowest end of your perception, causes your hair to stand on end. Behind the altar is an enormous statue of a demon which reaches toward you with dripping fangs and razor-sharp talons. The fangs and talons are blood-red. In the temple below is a mass of hunched figures, chanting in hideous tones.
>d
Temple
>w
Courtyard
There is a jug here.
The jug contains:
A quantity of water
There is a loaf of bread here.
There is a faded scroll here.
There is a spell book here (providing light).
A scroll of old, brittle parchment is here.
There is a beautiful, ornamented egg here.
>get all
jug: Taken.
loaf of bread: Taken.
faded scroll: Taken.
spell book: Taken.
brittle scroll: Taken.
beautiful, ornamented egg: Taken.
>w
Courtyard
>s
Closet
This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south.
In the exact center of the room is a large, jewelled box. It is wrapped in tight coils of thin rope. You try to follow the strands with your eye, but become hopelessly lost in the jumble of thousands of loops and knots.
>cut rope
(with the sacrificial dagger)
At the mere touch of the magic knife, the rope gives way. Before your eyes, the strands, now moving this way, now moving that way, untangle themselves into a single strand which falls to the floor alongside the box, where it dissolves into the air without a sound.
Your lips are parched. If you don't get a drink soon you will pass out.
>drink water
The delicious spring water tasted great, and there's plenty more.
>open box
Opening the jewelled box reveals a vellum scroll.
>get scroll
Taken.
>read vellum
The scroll reads "melbor spell: protect magic users from harm by evil beings".
Your stomach is starting to grumble.
>drop dagger
Dropped.
>n
Courtyard
>w
Inside Gate
>n
Pebbled Path
>n
Tower
>e
Hall of Mirrors One
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
>learn vaxum
Using your best study habits, you learn the vaxum spell.
>e
Hall of Mirrors Two
>e
Hall of Mirrors Three
>e
Hall of Mirrors Four
You are becoming quite hungry.
>w
Hall of Mirrors Three
>w
Hall of Mirrors Two
>w
Hall of Mirrors One
>e
Hall of Mirrors Two
>e
Hall of Mirrors Three
>e
Hall of Mirrors Four
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
>zifmia adventurer
As you cast the spell, the faded scroll vanishes!
All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape.
>vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer eyes your possessions intently.
>show egg to adventurer
His eyes light up at the sight of the beautiful, ornamented egg.
The adventurer offers to relieve you of some of your possessions.
>e
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
North Gate
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer, not overly tactful, asks to see what you're holding.
You are very hungry now. You'd better have something to eat.
>e
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
Guarded Door
A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother".
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer glances around the room in a businesslike way and makes a few notes on his map.
The adventurer asks what you would be needing treasures for.
>point at door
As you motion toward the monstrous door, the adventurer follows the imaginary line which proceeds thence from your outstretched arm.
The seemingly fearless adventurer shrugs and walks purposefully toward the door, ignoring all harm to his person in the form of knives, tentacles, and molten lead. As three buckets of the latter pour over his head, he casts you a perplexed look.
"Did you try the doorknob?" he asks, as twenty-seven knives delicately skewer him.
Before you can answer, he reaches for one of the gargoyle heads which, by sheerest coincidence, has just flooded him in red-orange flame, and turns it gently.
"I think it's unlocked," he says, stoically ignoring the host of human-sized rats which feed on his incinerated torso.
His left hand, broken and bloodied, pulls at the gargoyle head.
"I'm going on ahead!" he cries, opening a simple wooden door.
Wooden door? You rub your eyes for a moment and look again as he goes through it. Yes, just a plain wooden door.
>u
Map Room
This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea, covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
Lying on the floor is a purple scroll.
In one corner of the room is a badly worn pencil, inscribed with runes.
Lying on the ground is an old parchment map.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer stoops over and picks up the badly worn pencil.
>drop egg
Dropped.
The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.
>take map
Taken.
The adventurer stoops over and picks up the beautiful, ornamented egg and seems pleased by his discovery.
>take pencil
The adventurer, not seeing any use in keeping the badly worn pencil anyway, hands it to you gladly.
The adventurer stoops over and picks up the purple scroll.
>d
Guarded Door
A bedraggled adventurer walks into the room from the north, coming through the simple wooden door.
>w,w,w,w,w,w
North Gate
Hall of Mirrors Four
Hall of Mirrors Three
You're fairly starving. If you don't eat soon you will pass out.
Hall of Mirrors Two
Hall of Mirrors One
Tower
>eat bread
Mmm. That tasted great! There's a lot of bread left, too.
>s,s,s,s
Pebbled Path
The stars shine down on you from a clear, dark sky.
Inside Gate
The stars shine down on you from a clear, dark sky.
West Hall
Tower
>e
South Hall
>d
Dungeon
>connect b and k
A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
>connect p and f
A thin line now connects the two spots on the map, but the pencil point is gone.
You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom.
>wait
Time passes...
>wait
Time passes...
>disconnect j and v
The line between the two spots is erased, leaving the eraser barely usable.
Your mouth is getting rather dry.
>disconnect b and k
The line between the two spots is erased, leaving the eraser not fit for use.
From somewhere nearby, an unseen force probes you, and you are gripped by a sickening feeling.
>d
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the south and it is very strange indeed, perfectly round and black as pitch.
>s
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch.
>e
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the west, southwest, and northeast and they are very strange indeed, perfectly round and black as pitch.
>ne
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southwest and southeast and they are very strange indeed, perfectly round and black as pitch.
>se
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the northwest and southwest and they are very strange indeed, perfectly round and black as pitch.
>sw
Translucent Room
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
A scroll emanating power is here.
You are beginning to tire.
>get scroll
Your load is too heavy, especially in light of your exhaustion.
>i
You are carrying:
A badly worn pencil
A map
A vellum scroll
A brittle scroll
A spell book (providing light)
A partially eaten loaf of bread
A jug
The jug contains:
A small quantity of water
>drop jug
Dropped.
You are becoming quite thirsty.
>get scroll
Taken.
>read powerful scroll
The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated.
>get jug
Your load is too heavy, especially in light of your exhaustion.
>drop bread
Dropped.
>get jug
Your load is too heavy, especially in light of your exhaustion.
>i
You are carrying:
A powerful scroll
A badly worn pencil
A map
A vellum scroll
A brittle scroll
A spell book (providing light)
>drop map
Dropped.
You are feeling tired.
>get jug
Taken.
>drink water
The delicious spring water tasted great, and there's still some left.
>get all
map: Your load is too heavy, especially in light of your exhaustion.
loaf of bread: Taken.
>get map
Your load is too heavy, especially in light of your exhaustion.
>drop jug
Dropped.
>get map
Your load is too heavy, especially in light of your exhaustion.
Apparently, sleeping while not in a safe with stuff on the floor gets your shit stolen. We died, 10-odd moves away from the end of the game. The lesson? Enchanter sucks. You don't need sleep in video games.
strager opens up. A soul full of hate is inside, which apparently looks like a black-blueish swirly thing.
hate: Taken.
umbrage: Taken.
Your spell book begins to glow softly. Slowly, ornately, the words of hate are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the swirly thing it embodied vanishes as the last word is copied.
Using your best study habits, you learn how to hate.
You seriously hate Enchanter now.